DarkBlizz

Game On => Land of AI => STARCRAFT II: WINGS OF LIBERTY => AI Scripts => Topic started by: turdburgler on March 01, 2010, 08:32:05 PM

Title: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: turdburgler on March 01, 2010, 08:32:05 PM
Do not use the ALLin1 launcher, it's setting difficulty to "1" causing the AI to expand less! That's the cause of a lot of peoples problem with the AI being too easy. Re-install AI and use a different launcher!

MAKE SURE DIFFICULTY IS SET TO "0" ZERO IN THE AIDIFFICULTY.GALAXY FILE


StarCrack AI

VERSION 7.0 HAS BEEN RELEASED ON NIBBITS FORUMS

THE OFFICIAL THREAD HAS MOVED THERE

http://sc2.nibbits.com/forums/19/view/400/starcrack-ai-official-thread (http://sc2.nibbits.com/forums/19/view/400/starcrack-ai-official-thread)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.0)
Post by: cyberwiz on March 07, 2010, 01:48:41 PM
THANKS for the hard work!!!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Ulysse31 on March 07, 2010, 01:49:19 PM
You're my Daddy
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: AlexALX on March 07, 2010, 01:49:45 PM
where easy edition? :((( but anyway thanks.  ;)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: turdburgler on March 07, 2010, 01:51:15 PM
No easy edition this time. It's not THAT much easier anyway.

If you're having trouble, watch some people livestream as well as replays and copy them  :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: M.v.L on March 07, 2010, 01:51:41 PM
Nice work!!
We appreciate it!
(no matter what anyone brags about this AI is hard)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Lenor on March 07, 2010, 01:52:30 PM
Will try it,feedback following shortly
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: krixz on March 07, 2010, 01:53:34 PM
thanks a lot Turd!!!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: mrbobyu on March 07, 2010, 01:55:39 PM
Thank you for your time, really appreciated :).
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Gregard on March 07, 2010, 01:56:36 PM
New version already! You guys are on fire! Thank you! Will test it in a little while :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: onimusha1985 on March 07, 2010, 02:00:50 PM
u makers rule. thanks alot. much appreciated and gratification!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: mOsteel on March 07, 2010, 02:06:43 PM
nice release ftw turd!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Mezner on March 07, 2010, 02:11:10 PM
Been lurking on this project since around ver. 4. Great work!


Three suggestions:
I'm not sure how attainable some of these are, but they are interesting points that all the races could use. I like what you've done so far and I've found that this AI is continuously getting smarter, so I figured some feedback could enhance that further  :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Naymek on March 07, 2010, 02:17:06 PM
Guys, I can't thank you enough for your had work on these AI's. Take the negative criticism from the kids as a grain of salt and pat yourselves on your backs. These AI releases are what is keeping so psyched about SC2.


Thanks again guys, whenever there is a new AI release it feels like X-Mas and I'm a teenager again.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: cloak123 on March 07, 2010, 02:21:12 PM
Quote from: Mezner on March 07, 2010, 02:11:10 PM
Been lurking on this project since around ver. 4. Great work!


Three suggestions:

       
  • Destruction of destructable rocks when it gives the AI quicker access to its own bases. The AI was setting up bases behind destructable areas and then sending tanks all the way around to counter me. Seems like it could make a comparison between the path between its bases and destroy these as needed.
  • If the AI has determined to rebuild in a particular area, it would make sense if it decided to reattach to Reactors / Tech Labs. I would destroy a portion of the base and it'd rebuild barracks away from its own Reactors / Tech Labs.
  • Usage of the Xel'Naga towers. If the enemy must scout me to figure out whether to attack me or not, it might also make sense if it used the Xel'Naga towers as well to figure out if I'm about to attack one of its bases, etc. It would also be nice if it thought to use its cheapest units available to do so.
I'm not sure how attainable some of these are, but they are interesting points that all the races could use. I like what you've done so far and I've found that this AI is continuously getting smarter, so I figured some feedback could enhance that further  :)

they did destroy the rocks in my game :)
ive also watched it use the towers
im sure there is alot more improvment to be made

also Turd if you use the new star launcher, Which allows you to choose teams etc. i always get Mainstate error when playing as observer. even if everyone is in the right slot. and right amount of players on the map. It only happens typically to the second terran or 3rd protoss if there isnt a second terran.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Mezner on March 07, 2010, 02:27:15 PM
Quote from: cloak123 on March 07, 2010, 02:21:12 PM
Quote from: Mezner on March 07, 2010, 02:11:10 PM
Been lurking on this project since around ver. 4. Great work!


Three suggestions:

       
  • Destruction of destructable rocks when it gives the AI quicker access to its own bases. The AI was setting up bases behind destructable areas and then sending tanks all the way around to counter me. Seems like it could make a comparison between the path between its bases and destroy these as needed.
  • If the AI has determined to rebuild in a particular area, it would make sense if it decided to reattach to Reactors / Tech Labs. I would destroy a portion of the base and it'd rebuild barracks away from its own Reactors / Tech Labs.
  • Usage of the Xel'Naga towers. If the enemy must scout me to figure out whether to attack me or not, it might also make sense if it used the Xel'Naga towers as well to figure out if I'm about to attack one of its bases, etc. It would also be nice if it thought to use its cheapest units available to do so.
I'm not sure how attainable some of these are, but they are interesting points that all the races could use. I like what you've done so far and I've found that this AI is continuously getting smarter, so I figured some feedback could enhance that further  :)

they did destroy the rocks in my game :)
ive also watched it use the towers
im sure there is alot more improvment to be made

also Turd if you use the new star launcher, Which allows you to choose teams etc. i always get Mainstate error when playing as observer. even if everyone is in the right slot. and right amount of players on the map. It only happens typically to the second terran or 3rd protoss if there isnt a second terran.


Interesting. I've been playing many games of Steppes of War and it never seems to destroy the rocks, but instead builds a base beyond them. If a replay or anything else is useful in understanding this "issue" please let me know and I'll try to provide it and/or reproduce it for you.


I've also never seen it use the Xel'Naga towers. By "use" I mean keeping a zergling or some such there such that it gets constant visibility.


Is there an updated map I have to have to use in conjunction with this or is simply swapping out the SCData file sufficient?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: heavensrevenge on March 07, 2010, 02:34:59 PM
Thank you 6.1 times over for the update!!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: cloak123 on March 07, 2010, 02:44:24 PM
Quote from: Mezner on March 07, 2010, 02:27:15 PM
Quote from: cloak123 on March 07, 2010, 02:21:12 PM
Quote from: Mezner on March 07, 2010, 02:11:10 PM
Been lurking on this project since around ver. 4. Great work!


Three suggestions:

       
  • Destruction of destructable rocks when it gives the AI quicker access to its own bases. The AI was setting up bases behind destructable areas and then sending tanks all the way around to counter me. Seems like it could make a comparison between the path between its bases and destroy these as needed.
  • If the AI has determined to rebuild in a particular area, it would make sense if it decided to reattach to Reactors / Tech Labs. I would destroy a portion of the base and it'd rebuild barracks away from its own Reactors / Tech Labs.
  • Usage of the Xel'Naga towers. If the enemy must scout me to figure out whether to attack me or not, it might also make sense if it used the Xel'Naga towers as well to figure out if I'm about to attack one of its bases, etc. It would also be nice if it thought to use its cheapest units available to do so.
I'm not sure how attainable some of these are, but they are interesting points that all the races could use. I like what you've done so far and I've found that this AI is continuously getting smarter, so I figured some feedback could enhance that further  :)

they did destroy the rocks in my game :)
ive also watched it use the towers
im sure there is alot more improvment to be made

also Turd if you use the new star launcher, Which allows you to choose teams etc. i always get Mainstate error when playing as observer. even if everyone is in the right slot. and right amount of players on the map. It only happens typically to the second terran or 3rd protoss if there isnt a second terran.


Interesting. I've been playing many games of Steppes of War and it never seems to destroy the rocks, but instead builds a base beyond them. If a replay or anything else is useful in understanding this "issue" please let me know and I'll try to provide it and/or reproduce it for you.


I've also never seen it use the Xel'Naga towers. By "use" I mean keeping a zergling or some such there such that it gets constant visibility.


Is there an updated map I have to have to use in conjunction with this or is simply swapping out the SCData file sufficient?

I haven't seen them keep a unit there either, i just think because it receives so many commands right now. its commanded to go their but instantly commanded to leave again.
and no i do not use any special maps. but on kulas ravine they seem to always destroy them
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: blackfalcon on March 07, 2010, 03:05:27 PM
The only problem I see with this AI is the fact that it does not understand which race it is when it attacks. It has been told to create say 16 of the "base unit" So if it is zerg that is 16 zerglins. Terren 16 marines and protoss 16 zelots. So the AI thinks 16 zerglings=16 marines=16 zelots. However one zergling does not=1 zelot. Thus if it is terren its 16 marines is a perfect attack. If it is zerg 16 zerglings is a pathetic attack and if it is protoss 16 zelots is a ficking overwhelming attack. Howabout you make it so it thinks 3 zerglins=2marines=1zelot or 5 zerglings=3marines=2 zelots or something like that.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: programm on March 07, 2010, 03:32:16 PM
I found 1 major problem: All races seem to be massing 1st type of unit - mass zerglign, mass zealots, mass marines. In late game they still make them. They shouldnt mass so much tier 1 but after they lose their army next attacks to be massing stronger units including air.

The Standard is still easy, you can toy with the CPU as you want.

The Cheating AI is pointless - while you improved the AI for both, it is UNBEATABLE. It has no point... I dont know whatever race you are you cant beat it, you will always run out of time and resources and he will come.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Lenor on March 07, 2010, 03:33:29 PM
Quote from: blackfalcon on March 07, 2010, 03:05:27 PM
The only problem I see with this AI is the fact that it does not understand which race it is when it attacks. It has been told to create say 16 of the "base unit" So if it is zerg that is 16 zerglins. Terren 16 marines and protoss 16 zelots. So the AI thinks 16 zerglings=16 marines=16 zelots. However one zergling does not=1 zelot. Thus if it is terren its 16 marines is a perfect attack. If it is zerg 16 zerglings is a pathetic attack and if it is protoss 16 zelots is a ficking overwhelming attack. Howabout you make it so it thinks 3 zerglins=2marines=1zelot or 5 zerglings=3marines=2 zelots or something like that.
I perfectly agree
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: cloak123 on March 07, 2010, 03:34:00 PM
Quote from: programm on March 07, 2010, 03:32:16 PM
I found 1 major problem: All races seem to be massing 1st type of unit - mass zerglign, mass zealots, mass marines. In late game they still make them. They shouldnt mass so much tier 1 but after they lose their army next attacks to be massing stronger units including air.

The Standard is still easy, you can toy with the CPU as you want.

The Cheating AI is pointless - while you improved the AI for both, it is UNBEATABLE. It has no point... I dont know whatever race you are you cant beat it, you will always run out of time and resources and he will come.

speak for yourself but i can beat it.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: programm on March 07, 2010, 03:38:44 PM
Quote from: cloak123 on March 07, 2010, 03:34:00 PM
speak for yourself but i can beat it.

Can or beated? At maximum game speed?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: nolliepoper on March 07, 2010, 03:49:56 PM
ily
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: turdburgler on March 07, 2010, 03:50:33 PM
Stop whining. Load up a 4 player FFA with standard edition, set speed to fastest. Have some fun.  ::)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: cloak123 on March 07, 2010, 03:53:34 PM
Quote from: programm on March 07, 2010, 03:38:44 PM
Quote from: cloak123 on March 07, 2010, 03:34:00 PM
speak for yourself but i can beat it.

Can or beated? At maximum game speed?

ya its no problem if you get the right starting point.i find that Bottom bases that are isolated almost never get attacked if its not 1v1 and are harder to assault in general.

1v1 i normally get my ass kicked but sometimes i get lucky
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: programm on March 07, 2010, 03:56:18 PM
TvsT is imba, cause they got lost of marines, imba, I wouldnt say this cheating PC is a good training for players in the future cause it makes you mass units in the beginning only to stop someone massing units due to more resources. This will never happen in real game and strats vs players are different cause there is no such double resources, as for Standard - too easy,.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: theStig on March 07, 2010, 03:59:21 PM
I happened to open the MPQ's and had a look at the files that make up StarCrack AI and (since i have a programming-background). Making the AI stronger is truly more of a challenge than beating it in game, so all of you really should stop complaining... Make sure you play on ladder game speed ('Faster' in SC2; hit {+} on NumBlock twice) and have some fun.
I'm still working on beating 6.1 having a lot of fun. Thanks for that you guys!  ;)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: maartendq on March 07, 2010, 03:59:41 PM
Quote from: blackfalcon on March 07, 2010, 03:05:27 PM
The only problem I see with this AI is the fact that it does not understand which race it is when it attacks. It has been told to create say 16 of the "base unit" So if it is zerg that is 16 zerglins. Terren 16 marines and protoss 16 zelots. So the AI thinks 16 zerglings=16 marines=16 zelots. However one zergling does not=1 zelot. Thus if it is terren its 16 marines is a perfect attack. If it is zerg 16 zerglings is a pathetic attack and if it is protoss 16 zelots is a ficking overwhelming attack. Howabout you make it so it thinks 3 zerglins=2marines=1zelot or 5 zerglings=3marines=2 zelots or something like that.

Noticed that too. I generally get my ass handed to me in TvP (me being T). All of a sudden I find an attack force of 16 zealots and a bunch of stalkers in front of my wall and I'm just not able to fend off that attack. I've tried several builds but it's no use.

When it's terran it tends to be 16 (or so) marines with some marauders.. and with zerg zerglings with roaches of course. The latter is rather easy to take down with a bunch of marines and marauders while the former is more difficult but by no means impossible.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Necrosis on March 07, 2010, 04:00:17 PM
Hi guys, First I want to say you've done a great job with the mod.  Can't wait for the next version.  Yet their is one little suggestion I would like to make.  When playing a game I saw a zerg opponent who had been brutally attack by the protoss and all it's expansions where destroyed.  Its main base had run out of minerals so it's workers just stood there, doing nothing.  It's naturally expansion was still open, it should have sent it's workers their to mine the minerals and deposit it back to the main base until it could set up another base their.  Keep up the good work.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: slackr on March 07, 2010, 04:01:09 PM
Can't wait to try this when my gf goes to work in the mornin  :-*
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: limonel25 on March 07, 2010, 04:17:50 PM
Holy cow :) Had a pretty epic ZvZ game on Standard Difficulty. The AI is definitely reacting and responding better then most human casual players would.


I fended off the initial ling attack (barely), and then I counter attacked shortly after with Roaches & lings. I was able to kill most drones at the AI's expansion so I took this opportunity to expand and transition into Mutas. I noticed the CPU expanded so I sent my mutas there- it actually then counter attacked my natural with its full force of Roaches and Lings. It took out my drones and expansion before the Mutas arrived.


The AI then built Corrupters (unfortunately they're pretty slow and shitty) and expanded while massing a Ling/Roach/Corrupter army. It was able to hold off my 150 supply attack, but I just had too many expansions after that. GG.


One thing I can note is that it was holding onto its fairly large size army for a bit too long without scouting for my own expansions to harass. Of course the Cheating version will fix that, but it's something a decent player would do. Also the AI is still not building enough drones IMO.  Technically I believe it should be around 20/22 and then transfer some to the next expansion when it's up. But that might be asking too much. None the less, thanks a ton for the most recent upgrade. I'm thinking of trying the Cheating version, but that leads me to a question, would you rather us test and comment as much as possible on the Standard or Cheating Version? Thanks again for all your work.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: DeMoNiK[TKD] on March 07, 2010, 04:20:13 PM
Hi nice work everyone is doing over here at Darkblizz ;)

Just wanted ask if you are by any chance planning on adding team script to the AI, seeing that you can now play in teams and so on with some of the newest launchers.

The AI doesn't recognize their team mates as ally's and tries to attack them, but instead their whole army is standing around your main base. You can probably just make the AI ignore its allies so it thinks your not there and instead goes after the other Bots in the game. Just an Idea  ;D

Love the current AI version  ;)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: programm on March 07, 2010, 04:25:13 PM
As I said, sTANDArd is too easy and Cheating not beatable... as in you may win 1 out of 20 games, too imba and not a training for players cause of double resources.



But what the poster above offered is great. I find FFAs boring, Ive played 1v1 2v2 only. If you can make a 2v2 - that will be great, think about making it.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: dkrc on March 07, 2010, 04:30:25 PM
Thanks alot , good one
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: cloak123 on March 07, 2010, 04:31:50 PM
Quote from: programm on March 07, 2010, 04:25:13 PM
As I said, sTANDArd is too easy and Cheating not beatable... as in you may win 1 out of 20 games, too imba and not a training for players cause of double resources.



But what the poster above offered is great. I find FFAs boring, Ive played 1v1 2v2 only. If you can make a 2v2 - that will be great, think about making it.

get the starlauncher in the sc2 utilities section and you can 2v2 now. 3v3 does not work though so stick with 2v2
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: powa on March 07, 2010, 04:36:39 PM
Maybe next step will be countering harassment? I won in deser oasis with few reapers +1 + speed in notime. AI was constantly going inside/out the base while I checked with radar and went inside harrasing with reapers.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: turdburgler on March 07, 2010, 04:45:03 PM
Quote from: programm on March 07, 2010, 04:25:13 PM
As I said, sTANDArd is too easy and Cheating not beatable... as in you may win 1 out of 20 games, too imba and not a training for players cause of double resources.



But what the poster above offered is great. I find FFAs boring, Ive played 1v1 2v2 only. If you can make a 2v2 - that will be great, think about making it.

FFAs are NOT boring. They are oh so much fun. You have to work your brain in overtime for sure, trying to manage defence while calculating time to make attacks without leaving your front door open for too long.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: mx420 on March 07, 2010, 04:58:52 PM
cheating not beatable?  like ive said in many posts,  im no pro and I can do it (even on faster setting now :D)

and anyone who thinks they are gona get "training" from an ai...... cccoooommmmooonnn  why are people SO OBSESSED with this game that they need "training" hahahahaha.   you get that when multiplayer comes out,   until then  enjoy what you got

ffa is awesome btw
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: brutester on March 07, 2010, 04:59:22 PM
This version of the zerg AI is better ;) But still some small bugs:

1. ZergLate1 and ZergLate2 are the same. My proposal is for ZergLate1 to put 20 Brood Lords and 40 Corruptors.

2. When the Zerg expands it makes a new Queen which is good. But after that it moves ALL the Queens from the map to the new exapnd. It should move only one of them.

Still, keep the good work. Thank you.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Lenor on March 07, 2010, 05:01:07 PM
Why not make some more cheating versions?like 1.1x,1.2 and so on...so we choose the level is adapted to us
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Pleomax on March 07, 2010, 05:07:45 PM
Amazing devs are amazing ! :D
Oh btw can you shere a list or something of things to come ?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: turdburgler on March 07, 2010, 05:10:03 PM
Quote from: Pleomax on March 07, 2010, 05:07:45 PM
Amazing devs are amazing ! :D
Oh btw can you shere a list or something of things to come ?

More of this reactive stuff. Some custom building/training commands.

More win.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: neverminded on March 07, 2010, 05:21:33 PM
Will they drop from behind ?
Will they build bunkers with rines in it ?


Are they still sending a scv/drone/probe to minerals, even if there is my base... ? its get killed, and he sends another one...

Will they use nukes ?

Why the Toss never build an Mothership ?


Btb... I love your AIs! They are so much fun! I cant stop playing it, you guys are Genius!

thank you for your great job!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: jamai on March 07, 2010, 05:22:58 PM
Happy about the countering, that will definitely be one of the keys to bringing the challenge level up.  I used to do AI way back in the day, primitive by comparison to what you're doing, and I don't know what's possible and what's impossible, but just some ideas I've had from following this AI and others.

- More dynamic build orders based on opponent's tech choice, unit/base D composition and expansion count.

- Better perception on key control points on maps, specifically the enemies' choke to control the map.  Most maps have a level ground choke outside their natural that is a prime spot to control mid game.

- A better job calculating base vulnerability to punish weak expansions or positioning blunders.  It would be great if the AI could constantly calculate distance to specific points for both sides' forces, to determine 'safe' times to raid expansions and defend their own.  Like, 'My five reapers can get into his 3rd base and take out of the Nexus before his army can make it down'.

- Use base defense, specifically anti-air defense to protect bases from potential harassment dynamically. Like, 'opponent has 8 mutas, so I need to build X turrets in each base so I can freely move around the map still', it's wise to get some base D no matter what come late early game, early mid game as it becomes harder and harder to consolidate your forces and bases obviously, but it's unwise to over-spend on base D that will never be used.  This is hard because you obviously can't always be aware of what the human player has, you only get glimpses and if there was a map hack for the AI, it would be so much easier to engineer a deadly AI, so there'd be less conjecture/guessing and just solid reactive play that AI excels at so much.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Razredge on March 07, 2010, 05:28:24 PM
WOW, just... WOW.
Great improvement, the AI has finally become a challenge. It's still has some weaknessess... but they've improved a lot.


Great work with this current AI. I guess the next step is Reactive AI... And more offensive/different strategies.
And if the AI workers are being attacked, it should first focus on clearing the threat before trying to send more workers where they are being slaughtered. In fact, it should build more forces in this case, before rebuilding the workers, or else he'll be just wasting time, minerals and workers.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Xoleq on March 07, 2010, 05:29:26 PM
i want to say that this is the best version yet and i my opinion just 2 improvements can be made :
1. The computer should make more buildings after he makes expansions. for instance: no expansion 2 rax ; 2 expansions ; 3-4 rax ; 3 expansions 4-5 rax ; and so on this based of course o the strategy he is going for (no point on making rax if you are going tank for ex.)
2. (This i dont think is possible but im going to lay it out there) If the computer scouts and sees me making 2 rax he should go for the counter of rines if he scouts and sees 1 rax and me going for factory he should go for anti machine units and so on... what i meed is he should scout and make the counter-units..

The rest i think is spot on!
KEEP IT UP!! GG!!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Xoleq on March 07, 2010, 05:30:50 PM
Quote from: jamai on March 07, 2010, 05:22:58 PM
Happy about the countering, that will definitely be one of the keys to bringing the challenge level up.  I used to do AI way back in the day, primitive by comparison to what you're doing, and I don't know what's possible and what's impossible, but just some ideas I've had from following this AI and others.

- More dynamic build orders based on opponent's tech choice, unit/base D composition and expansion count.

- Better perception on key control points on maps, specifically the enemies' choke to control the map.  Most maps have a level ground choke outside their natural that is a prime spot to control mid game.

- A better job calculating base vulnerability to punish weak expansions or positioning blunders.  It would be great if the AI could constantly calculate distance to specific points for both sides' forces, to determine 'safe' times to raid expansions and defend their own.  Like, 'My five reapers can get into his 3rd base and take out of the Nexus before his army can make it down'.

- Use base defense, specifically anti-air defense to protect bases from potential harassment dynamically. Like, 'opponent has 8 mutas, so I need to build X turrets in each base so I can freely move around the map still', it's wise to get some base D no matter what come late early game, early mid game as it becomes harder and harder to consolidate your forces and bases obviously, but it's unwise to over-spend on base D that will never be used.  This is hard because you obviously can't always be aware of what the human player has, you only get glimpses and if there was a map hack for the AI, it would be so much easier to engineer a deadly AI, so there'd be less conjecture/guessing and just solid reactive play that AI excels at so much.

OH! and that too :D
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: DBke on March 07, 2010, 05:32:36 PM
Ok, been a lurker since 3.0, so I decided to add some value to this. I noticed when spectating that the Protoss seem to only use Chronoboost on the Nexus, maybe you have them use it on there Gateways or other structures. Also they would use Chronoboost even if there not producing anything. Is there a way to make them use Chronoboost only when producing. Overall great AI, very challenging, keep up the good work!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: cloak123 on March 07, 2010, 05:39:06 PM
Quote from: DBke on March 07, 2010, 05:32:36 PM
Ok, been a lurker since 3.0, so I decided to add some value to this. I noticed when spectating that the Protoss seem to only use Chronoboost on the Nexus, maybe you have them use it on there Gateways or other structures. Also they would use Chronoboost even if there not producing anything. Is there a way to make them use Chronoboost only when producing. Overall great AI, very challenging, keep up the good work!

been reading ai development and it looks like it is possible
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: kewickviper on March 07, 2010, 05:51:05 PM
Very nice release! I think the best improvement for protoss is chrono! They are now ridiculous!
Huge improvement over 6.0, I like the way it reacts to air units! Excited to see how you can implement this into more counters.

Few improvements:

- Units tend to try and kill the scout probes all the way to the enemy base and get killed. This seems to affect zerg more than any other race, im not sure if this is hardcoded or if there is a way to force them back to base if chasing a probe if its getting away.

- Maybe vary the wave numbers a little. At the moment its set to 25 I believe, but this should be more random to keep the enemy guessing. A big part of difficulty in sc2 is pressure, computer players are very good at APM (can go way over 1000 sometimes) so use this to the advantage and maybe send a few smaller waves sometimes to keep up the pressure.

Overall excellent! Looking forward to the improvements in the next version!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: creamsoda on March 07, 2010, 05:53:55 PM
After playing AI 6.1 (standard), here's what I've seen so far:

-Zerg makes 3 expansions, but will only gather resources from 1 expansion. If you kill the main base and the expansion with gatherers, the zerg will not make anymore drones at all.. They're supposed to be saturated at every base.

-Terran has way too much minerals and gas during mid-game. At one point, it had 5k minerals, and only 150/160 psi.

-Every race are still weak. They don't have any defensive structures. Zerg never makes spine crawlers. Terran never makes bunkers. Protoss makes a few cannons, but only at their mineral field; they need to make cannons at the front of their base.

Overall, it was a bit of an improvement. But still way too easy for any experienced SC1 players.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: omerbenamram on March 07, 2010, 05:59:20 PM
Thx for the update!
I just got a key for the beta yesterday and i have played with some ppl online and i must say that in some cases the AI is harder because of its ability to micro and macro at the same time very efficiently.
Still when playing PvZ the and trying to defend the choke point with zealots the AI will insist sending its lings to certain death. and then if I push lightly against him he is destroyed.. if he could use banelings he could get an edge on the zealots. However, I saw it built a spire quite early in the game which I can say is a killer online (especially when playing ZvZ) so these are definitely steps in the right direction  ;D
He still gets me sometimes..especially when he plays Protoss or Terran.

Keep up the good work .. its much appreciated!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: ggossage on March 07, 2010, 06:22:43 PM
Thank you so much! I just registered so I could show my appreciation  ;D
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: ultmateq on March 07, 2010, 06:28:18 PM
One important thing that I didn't see 6.0 do, and that isn't listed in the 6.1 changelog.. Destructibles. The AI doesn't do anything about destructible obstacles. They'll expand with drop ships and overlords to areas that require it, but they won't destroy the rock, and sometimes they're army gets stuck up there.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: NoNic2 on March 07, 2010, 06:36:24 PM
God job on 6.1, AI is best yet by far. I wonder how good official SC2 AI will be ha ha .. One thing I noticed is if you play aggresive and put early presure you win easily but if you play passive and give AI enought time then it can challenge you nicely. Hope your project will continue to be better and better,  if you compare 6.1 to 3.0 amasing is what has been done here.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: limonel25 on March 07, 2010, 06:47:12 PM
Just played a bunch of games, my quick suggestions:


Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Mezner on March 07, 2010, 06:53:53 PM
There are definitely more queens. Couple points regarding them:
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: mek on March 07, 2010, 07:09:58 PM
My thoughts:


Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: devinmorris on March 07, 2010, 07:52:01 PM
ETA 7.0?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Leztar on March 07, 2010, 08:09:38 PM
Nice work! (again!)

I only play 1v1's with the standard non-cheating version, and it really does provide a good challenge.  I don't understand the statements of "too easy" as I frequently watch streams of players in the beta, and the AI seems to play better than most people below the platinum league. 

The biggest problem I've seen with it is some strange behavior that occurs when I have some overlords hanging out around the map as scouts.  If it's not too late in the game and the AI doesn't have anything in its army that can hit air, it'll just kinda... gather underneath the overlord and not attack at all.  It can actually be kinda nice, though, since that first attack always seems so very, very brutal!   :P
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: DemonStalker on March 07, 2010, 08:15:35 PM
So I sent an Observer to stalk the Terran AI's army, and it just randomly used Scanner Sweep on it and killed it.   :-[
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: mysticalmage13 on March 07, 2010, 08:20:06 PM
Thank You! Will test it out after after i finish downloading the beta launcher. Keep up the good work! I'll test it against 1 first, i've been playing against 3 ai using your v6 and have only won once. I'm having a hard time beating 3 ai's; i could manage to defeat 2 but the 3rd would then continually annihilate me  :( . *sigh* Still I'm having fun playing with your ai, keep up the good job.  :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: mysticalmage13 on March 07, 2010, 09:07:32 PM
So i just played 2 games with the current 6.1 version and got pawned on both occasions. ???  Now perhaps now i really need to improve because i could easily defeat the previous versions 1v1.  :)  Great job!
One problem though, it happened in both my games, the scouting probe/scv got stuck doing a weird dance in my base until i attacked it. My guess is that when i built my gateway it blocked the path they clicked on so since it couldn't get their it seemed like a weird dance, attacking them would activate their "defense code" which would tell them to run away. Other than that it worked fine. Great Job, have yet to try this on maps with backdoor possibilities so i can't comment on that yet. Keep up the good work. Thanks for bringing SC2 to the masses.  :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: vitalsine on March 07, 2010, 09:09:23 PM
6 was great, cant wait to see what aditions youve made so quickly. Great work guys. Been using this mod since v2. Gets way better every time.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: turdburgler on March 07, 2010, 09:24:54 PM
Quote from: DemonStalker on March 07, 2010, 08:15:35 PM
So I sent an Observer to stalk the Terran AI's army, and it just randomly used Scanner Sweep on it and killed it.   :-[

Cloaked units can be spotted, quite easily if you know what you're looking for. I frequently catch the AIs observers hanging around, so I decloak them :)

Thanks for the feedback guys. The specifics are good!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Frosty3k on March 07, 2010, 09:32:26 PM
Really nice work on the new version. :)  Things are working rather well... and now I'm only waiting for blizzard to balance it a bit -- because 12 carriers is really tough to counter (unless you can get corruptors).

A little suggestion for the next version (or maybe a later version), I just tested out some other guy's program that lets you choose colour, race, and teams.  But the AI aren't programmed to understand that they can have allies... and thus try to kill an allied town hall building (and thus are stuck there until somebody else kills it).  So I'm just hoping you could patch the AI so they understand the concept of "teams".  Hopefully it isn't too tough to do :S

But, I think this AI is currently better than most beta testers. :P  If I was in the beta, I'd probably spend more time with your AI.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Artanis186 on March 07, 2010, 09:55:21 PM
Are you sure the AI doesn't cheat.. just a LITTLE? I mean, the scouts ALWAYS seem to get to my base really early, suggesting maybe they know where I am at start.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: kewickviper on March 07, 2010, 10:16:30 PM
Quote from: Artanis186 on March 07, 2010, 09:55:21 PM
Are you sure the AI doesn't cheat.. just a LITTLE? I mean, the scouts ALWAYS seem to get to my base really early, suggesting maybe they know where I am at start.

I can confirm it doesn't cheat on the non-cheating version. No extra resources and computer cannot see whole map.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Nipels on March 07, 2010, 10:20:05 PM
Quote from: programm on March 07, 2010, 03:32:16 PM
I found 1 major problem: All races seem to be massing 1st type of unit - mass zerglign, mass zealots, mass marines. In late game they still make them. They shouldnt mass so much tier 1 but after they lose their army next attacks to be massing stronger units including air.

The Standard is still easy, you can toy with the CPU as you want.

The Cheating AI is pointless - while you improved the AI for both, it is UNBEATABLE. It has no point... I dont know whatever race you are you cant beat it, you will always run out of time and resources and he will come.
I have beaten it plenty of times, without rushing too.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Bloodcrave on March 07, 2010, 10:22:24 PM
does the game notify you when you're playing against the 6.1 AI? i just tested it and there's no notice at the start, but the AI seems quite strong so i'm not too sure

is it because i'm using the new sc2 beta launcher version 0.21 that allows you to choose races?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: DFA on March 07, 2010, 10:42:38 PM
6.1 works properly with launcher 0.21, i've been playing for the past few hours
in cheating version protoss was very strong, so i tried non-cheating against the zerg, and they were very easy. 

I had siege tanks, marines, and medics, and easily slaughtered them
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Neverborn on March 07, 2010, 10:46:43 PM
I love the work you are doing! Very impressive so far, already much better than SC1s AI :))

I'm annoyed playing against protoss though... they seem to always just do this massive 3 gate zealot attack... so if you prepare for that with units (e.g. roaches) that counter them, then you just counterattack and win easily (even against cheating AI). Perhaps it might be possible for the protoss AI to use a strategy that isn't so silly? It's not very fun to play against, since your opening options are very limited by the ridiculous strategy he chooses.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Bloodcrave on March 07, 2010, 10:47:19 PM
but do you have the notification at the start of the game when you play against 6.1? i still didn't get any notice
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: DemonStalker on March 07, 2010, 10:59:05 PM
So I finally beat the AI on faster speed.  It was PvT, I just ignored gas and did a fast expo.  Trained around 10 Zealots that pwned the M&M army, then I went in the base and killed off any remaining Marines, destroyed some SCVs and a few buildings, then I left for the heck of it (still had 5 Zealots in his base, he had nothing).  After I amassed an army of Phoenixes, Archons, and Colossi, I went in, and the AI army was almost completely recovered (even saw a Battlecruiser). 
Bottom line: I'm amazed at how persistent the AI is, and how well it can recover from a lost battle.

Once again, congratulations on this AI, and I'm looking forward to future versions.   
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: cliffton on March 07, 2010, 11:26:23 PM
ZvZ almost got pwned when I didn't army up fast enough.  Had to defend with drones then scramble to catch back up in econ.  Then mutas came :(  Got some spore walkers out while the hydras morphed and the roaches charged his nat.  Counterattack to his third worked OK (he had 4 queens there haha).  Bout then he took an island, and ferried troops back and forth with ovies.  Was a little confused, sometimes he took troops back.  Keeping all bases defended I guess.  Steamrolled his main and doom dropped the island, GG.  
Was ahead of me in econ for a long time after that initial ling attack took out some drones.  Good army mix.  More statics than I would have made (except in a panic to hold of mutas).  Don't listen too much to people saying to make more static.  Army > static since, well, it can move.  Some is nice.  More depending on race and matchup of course and where you are in relation to the unit cap.  Seemed pretty good for now though.


Anyway, I'd spread the queens out some.  Other than that no real critiques from that game!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Bloodcrave on March 07, 2010, 11:39:41 PM
so... does this 6.1 version has any notification when the game starts or what?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Katie Drake on March 07, 2010, 11:43:55 PM
Quote from: Bloodcrave on March 07, 2010, 11:39:41 PM
so... does this 6.1 version has any notification when the game starts or what?

It should. I'd never gotten a notification on anything before 6.1, so odds are it should let you know too.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Bloodcrave on March 07, 2010, 11:50:45 PM
really? both 5.5 and 6.0 had notifications that you're playing against these respective AIs at the start of the game so naturally i thought 6.1 has it too
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: HunteR on March 07, 2010, 11:54:24 PM
Yea, good. This bots is cool, but don't play in cooperative mode...
I started 2vs2 and my bot go to me... and he just stay.. :D

Pls in v6.2 fix cooperative mode :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: chikopaws on March 08, 2010, 12:12:03 AM
how can I know I've selected v6.1 with 0.21 if I didnt get any notification when start a game??
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Bloodcrave on March 08, 2010, 12:13:20 AM
@chikopaws

my point exactly, i don't know if this is because i'm having an error or there really isn't any notice for 6.1
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: farishawk88 on March 08, 2010, 12:37:45 AM
so this version is way better than 6. making AA is huge.
i just played a 1v1 i was terran it was zerg. i walled off my main base and put a bunch of banshees/BC/viking/thor in my natural expo but forgot to put AA and it sent overlords every once in a while to scout me and successfully killed all my units with corrupters/mutalisks and mass banelings/roaches and focus fire killed my thors. i managed to lift off all my buildings (around 7) and fly over to the other side of the map and rebuilt from scratch this time going MMM+tanks which i raeped it with and it didnt even try to scout me while i was building. most of the army followed around this lone medivac i had left behind even tho it had no air attacking units. main issues i see are:

IMPORTANT-make it so groundattack only/airattack only units leave units they cant attack alone instead of follow them around pointlessly.
IMPORTANT-scout new bases better, and be able to follow terran buildings when they lift off
IMPORTANT-use chronoboost (as protoss) better and more often.
-when it has a vast surplus of resources, make secondary structures incase main structures are destroyed.
-add hit and run tactics+miner harassment tactics
-add clever use of nukes and distractions

all in all its a very good AI. could pass for a silver level player
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: AcidraiN on March 08, 2010, 12:39:13 AM
am I doing something wrong during the download process or what.. I have played about 15-20 games and haven't even come close to losing yet... i have played 5 AI on 6.1 ai cracked metropolis or whatever its called and the enemies didnt hardly have any attack units.. I downloaded the program and extracted it to the starcraft II beta folder..  I am not trying to sound like a smartass or anything but I do not see how people are losing to the computer.. thus why I am wondering if somethings wrong.. I even put it on the fastest game speed thinking that would help speed them up but it didnt..
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Bloodcrave on March 08, 2010, 12:46:14 AM
to those that actually are able to play 6.1, can you guys just please answer whether or not this version has notifications that you're playing against 6.1 at the start of the game?

just answer this simple question and we'll never bother you again, it's that simple
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: omerbenamram on March 08, 2010, 12:46:23 AM
After some more games I've been playing I noticed that as the zerg the AI especially needs work.. It expands really late and all it could produce was a couple of lings, banelings and roaches while i had like three colossi and stalkers obliterating them. It seems to be building lots of queens and not really using them properly. I find the terran AI the hardest coudn't beat it even once while playing TvT on 6.1. Even when walling in really hard it expends brutally and sends very nice forces.


This is even more fun to play then online (i'm in silver ladder) where everyone is just using cheap tactics, mostly rushes and such. This AI packs a hell of a punch , it just needs some work on the zerg because they are truly nothing compared to what it can do with the protoss and terran. Keep up the good work ur the man!  :) :) :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: undeadnightorc on March 08, 2010, 01:02:41 AM
Quote from: Bloodcrave on March 08, 2010, 12:46:14 AM
to those that actually are able to play 6.1, can you guys just please answer whether or not this version has notifications that you're playing against 6.1 at the start of the game?

just answer this simple question and we'll never bother you again, it's that simple

I get the notification "Starcrack 6.1 - Standard Edition" in white letters on the left side, mid lower part of the screen.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Bloodcrave on March 08, 2010, 01:06:24 AM
thank you undeadknightorc

now i gotta fix my problem  :-[
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: isoku on March 08, 2010, 01:09:04 AM
Hey guys, I get an error at this one location here on Metalopolis. It only happens at this location on this map. The AI at this location proceeds to not build anything.
(http://e.imagehost.org/t/0178/SC2_2010-03-08_00-01-36-03.jpg) (http://e.imagehost.org/view/0178/SC2_2010-03-08_00-01-36-03)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: bullet_magnet on March 08, 2010, 01:14:58 AM
I don't get any notification also, maybe it has something to do with patch 4 I installed?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Bloodcrave on March 08, 2010, 01:26:07 AM
i installed patch 4 too, but when i tried using AI 6.0 i still have the notifications

so it's definitely the 6.1 that has some kind of a problem, even the readme file inside the rar mentions not having the notifications for some hacked maps
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: omerbenamram on March 08, 2010, 01:39:06 AM
you would get a notification if youd use lazylaunch2.. I think something with beta launcher is .21 is causing the notifications not to show..
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: bullet_magnet on March 08, 2010, 01:45:24 AM
Tried lazy launch2. Still no notifications..
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Bloodcrave on March 08, 2010, 01:56:21 AM
yeah i tried using lazylaunch2 and didn't get the notice too
Title: League
Post by: Maxp123 on March 08, 2010, 01:58:26 AM
Hey guys im new to SC but im beating version 6.0 and 6.1 90% of the time in 1v1 I usually win early what Level league(copper silver etc) do you think that would place me in. I know it might be hard to rate based on AI games but im interested
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: bullet_magnet on March 08, 2010, 02:03:25 AM
Its the maps to blame for the "no notification". On (2) - Twilight Fortress I get no notification whereas on metalopolis I do.
Title: Re: League
Post by: Lenor on March 08, 2010, 02:04:33 AM
Quote from: Maxp123 on March 08, 2010, 01:58:26 AM
Hey guys im new to SC but im beating version 6.0 and 6.1 90% of the time in 1v1 I usually win early what Level league(copper silver etc) do you think that would place me in. I know it might be hard to rate based on AI games but im interested
Most people get in silver,therefor this is your best bet
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: HardHardy on March 08, 2010, 02:15:56 AM
At it is much grateful!!! Thanks!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: e2e on March 08, 2010, 02:17:16 AM
here is some idea on how the attacking strategy which i wish to be implement in AI:

1. all unit can use air vehicle to attack enermy other than land unit
2. the heavy air unit such as carrier and battlecruser will be produce more (>7 unit) in assulting or atking enermy based.
3. roach is produce to assult enermy through moving on borrowed...
4. mutalisk will be mass produce since is use to counter heavy air unit that build by player...
5. low cost unit such as marine, zealos and zergling will be mass produce to cover air unit while air unit start to attacking enermy base
6. ghost will use nueckles to damage enermy creeps or building that cause losses on structure and creeps.
7. siege tank will heavily use on defence base rather than attack because wider range atk. Same apply to Immortal for heavy defend unit (But may use on attack as well) and hydralisk + zergling (fast atk spd + high dmg, but both on borrowed situation, only unborrowed when there is enermy attack.)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Bloodcrave on March 08, 2010, 02:29:51 AM
didn't get any notices on metalopolis too, both the 2 player and the 4 player versions of metalopolis
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Nakeddan on March 08, 2010, 02:37:54 AM
This is one alot better than all the verisons before I still am waitting to see the AI Reaper Rush someone's workers
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Bobsaggot69 on March 08, 2010, 02:39:02 AM
Let me preface this by saying I am very appreciative of your work and enjoy it immensely.


My experience thus far has been that the standard edition is way too easy for me. And for the most part the cheating version doesn't put up much of a fight either. However there is one exception to this rule involving the cheating version.


I absolutely cannot win a PvP game with the cheating AI. They rush so incredibly hard with zealots every time that it really just cannot be stopped. Due to the fact they have so much resources it's really impossible to stop them unless you wall your self in with cannons. Doing so puts you at a huge disadvantage and they usually have so many units by the time you get carriers or dark templars(try and strangle their resources) that there is just no chance of winning. Even using other races it's still quite difficult and I haven't really beaten them too often. Zerg is my most common race to beat them with because you can trick the AI into countering you a certain way. If you get enough roaches at the beginning of the game they're going to get multiple colossi and immortals. If you switch to hydras and infesters(to take over colossi) then you'll have a shot at winning. Terran I have won by getting a whole lot of marines, medivacs and a couple battle ships. Or if you can get them to rush you while blocking off and counter really fast you have a shot. But for the most part they seem pretty impossible to beat with the amount of units they can just pump out.




For some reason every other race is really easily beaten even with the cheating AI, but I just don't see how the protoss can be stopped with the huge resource gain and that caliber of rushing. You have to remain on the defensive for such a long period of time that you just get behind.




Has anyone figured out any good strats against the Protoss(the cheating AI of course).


A good stalker rush can stop the zealots if you micro correctly and zap the zealots, but then there will be 10 immortals in your base a minute later.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: turdburgler on March 08, 2010, 03:33:36 AM
Quote from: chikopaws on March 08, 2010, 12:12:03 AM
how can I know I've selected v6.1 with 0.21 if I didnt get any notification when start a game??

This is something to do with the new launchers. If you want to be sure you're playing StarCrack AI, install it manually and use the StarCrack launcher.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: cliffton on March 08, 2010, 03:55:50 AM
Quote from: farishawk88 on March 08, 2010, 12:37:45 AM
most of the army followed around this lone medivac i had left behind even tho it had no air attacking units. main issues i see are:

IMPORTANT-make it so groundattack only/airattack only units leave units they cant attack alone instead of follow them around pointlessly.
Good point.  In ZvZ my scouting overlord was shadowed by a bunch of AI lings (until a queen chased it off).  Ground attack only units shouldn't be paying that much attention to air.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: programm on March 08, 2010, 04:02:47 AM
Quote from: cloak123 on March 07, 2010, 04:31:50 PM
Quote from: programm on March 07, 2010, 04:25:13 PM
As I said, sTANDArd is too easy and Cheating not beatable... as in you may win 1 out of 20 games, too imba and not a training for players cause of double resources.



But what the poster above offered is great. I find FFAs boring, Ive played 1v1 2v2 only. If you can make a 2v2 - that will be great, think about making it.

get the starlauncher in the sc2 utilities section and you can 2v2 now. 3v3 does not work though so stick with 2v2

Can Valkyries GUI + the launcher make it play 2v2?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: kni on March 08, 2010, 04:03:36 AM
good job!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: klaretos on March 08, 2010, 05:52:50 AM
Very big improvement, I played TvT and it did a very nice assault with mass marauders and vikings. I suggest you put more random attack combos like stealth banshees and some Thors maybe. Also does the AI count your units when the encounter starts and retreats if it is overwhelmed?

Thank you again!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: btnheazy03 on March 08, 2010, 05:57:13 AM
thanks for the hard work, guys!


StarCrack: enabling key-less gamers everywhere
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Xoleq on March 08, 2010, 06:14:43 AM
Another improvement that can be made is the way the computer keeps his units in its base.. He usually keeps them in his main base and if u attack the expo he charges with all of them in a str8 line all u need 2 do is storm his ass... He should keep his units in 2-3 groups and when defending attack the attacker from 2-3 sides this is good for better positioning.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Nakeddan on March 08, 2010, 06:56:40 AM
Does anyone else notice lag about, oh i'd say maybe 3 to 5 minutes into a game? just for like 30 seconds and then the rest of the game is fine?
its really weird and only happens sometimes
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: hahahobun on March 08, 2010, 07:04:43 AM
i watched a battle between PVT
IAI 1.0 vs 6.1
good thing is that 6.1 won.
but i saw a lot of gas accumulated but unused by the AI.
in mid game, 6.1 just went for marines, marauders and a few vikings
while it had potential to go for BCs
when gg, 1800 gas was there.
the AI expanded properly while the SCV no. exceeded a certain number.
but i think 6.1 needs "learn" how to tech up!
anyways this is a very good job and i give my heartfelt thanks to you all!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Ludicrous on March 08, 2010, 08:05:56 AM
Now that the team selection problem has been fix will there be a new release for the AI so that the AI's don't try to attack their own partners?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Artanis186 on March 08, 2010, 08:48:39 AM
Reffed a game with 2 Zerg and 1 protoss. The Protoss wiped the floor.

One Zerg just got Roflstomped by the Protoss.

The other Zerg expanded to the bottom right island (amongst other places). A lot of his units were getting stuck and he was only using about half his army at a time while the others were sitting, seemingly trying to move off the island, but getting stuck in a corner. The Overlords are REALLY slow at picking up units, it picks 1-2 up, stops for a little, then continues in that fashion.

The Protoss didn't use Warp Gates, but I believe that's just cuz you didn't put that in yet. Also, I didn't notice the Protoss using Chrono Boost, but that could have just been an oversight on my part. The Protoss expanded to the upper left high yield area, but I only saw him put 2 cannons and 1 probe gathering from it the entire game.

There is SOME possibility that I was still using 6.0, so if that's the case, I'm sorry for misleading, but I believe I put it on 6.1.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Gamewiz on March 08, 2010, 09:17:05 AM
Ok, here's my take on it: After playing a few games, I realized this AI does act much more like a human opponent. The trick to beating it is keeping the pressure on, and not letting it expand. If it expands, it steamrolls and becomes much more complicated.

However, good micro can beat it any day. I trained an entire army with just around 6 hellions, effectively wiping out 3/4 of it before they could take me down.

This is definitely the best AI out yet though, so excellent work. It makes good use of it's economy, forces me to scout it (since it's strategies vary) to counter units effectively, and protects it's expansions. When I harass it is rapid to respond.

However, I know it can still improve more when I am able to play terran and beat the computer when it's 3 zerg vs me (using starlauncher and team select), and I restricted myself to only building marines and medivacs, and a few tanks for defense only.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Artanis186 on March 08, 2010, 09:32:05 AM
Update: Remade with same races, ensuring it was 6.1.
Protoss got stomped this time

The Zerg, most of the time, sent large groups of overlords to pick up a small group of Drones to be sent to an island. Each overlord picked up only 1 Drone. They would still try to pass the gap, and get stuck. The Zerg didn't seem to want to upgrade Overlord speed either, which made the entire process even slower.

Only the Main base and natural expo were, at the most, decently saturated. Any further expansion... had 0-4 drones gathering. Here are pics proving so:

(http://screenshot.xfire.com/s/93472631-1.jpg) (http://www.xfire.com/profile/artanis186/screenshots/?view#93472631) (http://screenshot.xfire.com/s/93472772-1.jpg) (http://www.xfire.com/profile/artanis186/screenshots/?view#93472772) (http://screenshot.xfire.com/s/93472887-1.jpg) (http://www.xfire.com/profile/artanis186/screenshots/?view#93472887) (http://screenshot.xfire.com/s/93472970-1.jpg) (http://www.xfire.com/profile/artanis186/screenshots/?view#93472970)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Terrus on March 08, 2010, 09:47:55 AM
TvP

I went for marines with two barracks+reactors and one+tech lab. By the number of 16 marines at my base Protoss sent zealots to mine, and managed to kill all my units.

I recovered quickly and decided to see if it has any expansions by that time.
He made only two which I destroyed using two drop ships with marines. It didnt event try to protect them neither with cannons nor with units and never tried rebuild later.
After that a second wave of stalkers tried to attack me again which got slaugtered by Ghost EMP Shot and pack of marines/marauders.
During The game only two air units were used by protoss, both VoidRays.

However I saw his going toward templars but never seen them ;)

Gonna see my replay, to check what AI did not.

Allright.

He had 11 zealots with 3 GW ready, but AI stalled for a while doing nothing and continued building another 5-6 zealots when it got 1000 minerals.

He build two stargates but built only two void rays which were useless and one warp prism that went somewhere and dissapeared maybe my marines killed it.

By the end AI still had a lots of unused gas.

Will play some more to write more detailed reports. I hope such feedbacks are helpful ;)

P.S.: Anyone donated? I did ;)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: jenkinsdjtg on March 08, 2010, 10:03:20 AM
Thanx! appreciate the hard  work  ;D
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Gamewiz on March 08, 2010, 10:04:00 AM
Quote from: Terrus on March 08, 2010, 09:47:55 AM
TvP

I went for marines with two barracks+reactors and one+tech lab. By the number of 16 marines at my base Protoss sent zealots to mine, and managed to kill all my units.

I recovered quickly and decided to see if it has any expansions by that time.
He made only two which I destroyed using two drop ships with marines. It didnt event try to protect them neither with cannons nor with units and never tried rebuild later.
After that a second wave of stalkers tried to attack me again which got slaugtered by Ghost EMP Shot and pack of marines/marauders.
During The game only two air units were used by protoss, both VoidRays.

However I saw his going toward templars but never seen them ;)

Gonna see my replay, to check what AI did not.


You are lucky he didn't pump out templar... Holy crap their psi storm destroys M&M combos so quickly it's not even funny...
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: itsarabbit on March 08, 2010, 10:04:48 AM
PvP: I built about 8 zealots, and did a massive tech to colossi, and made one just before a band of zealots attacked. I lost all my units and the colossi, while he had one left whom I killed with my probes. 2 min later, I had 2 colossi and about 12 zealots, attacked, with constant reinforcements, and GG.
It was great, but needs to recover more and alot of more different builds, then it would be perfect for now :)
but, I am only human, so I will beg for more features for all eternity.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Ucyrin on March 08, 2010, 10:06:03 AM
THX !  ;D for all the hard work in making this AI better and better up to this new 6.1.
There is more variation in what the AI does and therefor better and more fun.

Q : Is it possible to make the cheating AI a little more difficult (more cheating  :) ), because other cheats i played were much more of a challenge.

Keep up the good work!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Yokoblue on March 08, 2010, 10:20:11 AM
I follow since v.3 and I really thanks you for all your work. You got the best Ai prety much all the time.. and now its unbeatable (by other ai i means.. cause yeah its beatable :P)

One thing i really saw with the 6.0-6.1 versions were that they rush 50% if not more of the time... i played over 100 games in total with over 40 against v.6.0-6.1 and i would suggest more Speed tech build... I saw a lot of fast expend... but never really risky one...

Thx for all your hard works ;) Know that if i get a key... i'll share it from time to time for research :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Ulysse31 on March 08, 2010, 10:24:04 AM
Hi Turd, first of all i want to tell u that the job u've done is rly amazing!
Btw i'm a french guy, and as u know we totally sux in english, so sry for my bad language.

So, i've been thinking a lot about how to upgrad AI, here are my thoughts : I have the impression that you are trying to make the AI actually WIN against the player.

I think that we should consider a different goal for ai : instead of building forces in order to push thje player, AI must become an insane-harassing-b**tch. I mean, you must use the 600+ apm of AI to make her attack the players everywhere, and make 2-3 different harassment strategy that change every game.

So it will be definitively be entertaining and stressing ..and fun !

I don't know if i am enough clear...damn french that prevents u from learning other language TT

Btw thx for all :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Gekko_101 on March 08, 2010, 11:11:32 AM
God I cant beat this AI

I play Terran and AI always get a insane amount of AA
When I wipe out the AI's units I make a push...AI has 5 diff army's in its base


:(
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: blyind420 on March 08, 2010, 11:14:50 AM
does anyone lse have the problem of it not saying starcrack 6.1 prepare for terrible damage at the beginning?it seems like 6.1 gbut just dosent say it anymore?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Gamewiz on March 08, 2010, 11:19:23 AM
Quote from: Gekko_101 on March 08, 2010, 11:11:32 AM
God I cant beat this AI

I play Terran and AI always get a insane amount of AA
When I wipe out the AI's units I make a push...AI has 5 diff army's in its base


:(


Then you are far too gun shy. You need to push alot harder and put on alot more harassment. After the AI does their first push, IMMEDIATELY push back. Hit them whenever they hit you, and ALWAYS harass their mineral lines with a harassment unit (ie reapers, banshees, mutas, etc).


If you just sit there in your base and wait for the AI, you will get steamrolled. Just like a real player, never allow the AI to just sit there and tech.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Gekko_101 on March 08, 2010, 11:21:02 AM
Quote from: Gamewiz on March 08, 2010, 11:19:23 AM
Quote from: Gekko_101 on March 08, 2010, 11:11:32 AM
God I cant beat this AI

I play Terran and AI always get a insane amount of AA
When I wipe out the AI's units I make a push...AI has 5 diff army's in its base


:(


Then you are far too gun shy. You need to push alot harder and put on alot more harassment. After the AI does their first push, IMMEDIATELY push back. Hit them whenever they hit you, and ALWAYS harass their mineral lines with a harassment unit (ie reapers, banshees, mutas, etc).


If you just sit there in your base and wait for the AI, you will get steamrolled. Just like a real player, never allow the AI to just sit there and tech.

I know I am kinda new to starcraft. I need to work on harassing more.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: turdburgler on March 08, 2010, 11:21:23 AM
Notice:"StarCrack AI 6.1" message isn't being displayed for some people. Thisis a known issue to do with launchers. To check if StarCrack AI isinstalled, run the game with lazyloader on an AI enabled map (and themessage will come up). To confirm if it's installed, try and survivecheating mode FFA. (http://darkblizz.org/Forum2/../../../Smileys/LightB/smiley.gif)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: DarkZeros on March 08, 2010, 11:28:15 AM
Turd. I think your AI lacks of vespene control, so it always uses 6 probes even if the minerals are 0, and vespene 2k. You could pick the one in my AI is working really good atm.

Quotestatic int IAI_ProbesVespeneMax = 3;
static int IAI_ProbesVespeneMin = 1;

    j = 0;
    while ( j <= 32 )
    {
        if (AIGetTownState(player, j ) == c_townStateEstablished)
        {
            //DebugAI("Town"+IntToString(j)+"  "+IntToString(AIGetBuildingCountInTown(player, j, c_PB_Assimilator, c_techCountCompleteOnly )));
            if (PlayerGetPropertyInt(player, c_playerPropVespene) < FixedToInt(PlayerGetPropertyInt(player, c_playerPropMinerals)/2))
            {
                AISetGasPeonCountOverride(player, j, IAI_ProbesVespeneMax*AIGetBuildingCountInTown(player, j, c_PB_Assimilator, c_techCountCompleteOnly ));
            }
            else if (PlayerGetPropertyInt(player, c_playerPropVespene) < FixedToInt(PlayerGetPropertyInt(player, c_playerPropMinerals)/1.5))
            {
                AISetGasPeonCountOverride(player, j, 2*AIGetBuildingCountInTown(player, j, c_PB_Assimilator, c_techCountCompleteOnly ));
            }
            else    {AISetGasPeonCountOverride(player, j, IAI_ProbesVespeneMin*AIGetBuildingCountInTown(player, j, c_PB_Assimilator, c_techCountCompleteOnly ));}
        }
        j = j + 1;
    }
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Gamewiz on March 08, 2010, 11:36:52 AM
Quote from: Gekko_101 on March 08, 2010, 11:21:02 AM
Quote from: Gamewiz on March 08, 2010, 11:19:23 AM
Quote from: Gekko_101 on March 08, 2010, 11:11:32 AM
God I cant beat this AI

I play Terran and AI always get a insane amount of AA
When I wipe out the AI's units I make a push...AI has 5 diff army's in its base


:(


Then you are far too gun shy. You need to push alot harder and put on alot more harassment. After the AI does their first push, IMMEDIATELY push back. Hit them whenever they hit you, and ALWAYS harass their mineral lines with a harassment unit (ie reapers, banshees, mutas, etc).


If you just sit there in your base and wait for the AI, you will get steamrolled. Just like a real player, never allow the AI to just sit there and tech.

I know I am kinda new to starcraft. I need to work on harassing more.


No worries! We were all new at some point, and all of us are still fairly new with SC2. The trick is to not get tunnel vision. Don't focus so much on just building your base. Learning to multi-task is the key. And the key to that is knowing the hotkeys, and setting your production buildings to control groups for easy macro.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: turdburgler on March 08, 2010, 11:56:47 AM
Quote from: DarkZeros on March 08, 2010, 11:28:15 AM
Turd. I think your AI lacks of vespene control, so it always uses 6 probes even if the minerals are 0, and vespene 2k. You could pick the one in my AI is working really good atm.

Quotestatic int IAI_ProbesVespeneMax = 3;
static int IAI_ProbesVespeneMin = 1;

    j = 0;
    while ( j <= 32 )
    {
        if (AIGetTownState(player, j ) == c_townStateEstablished)
        {
            //DebugAI("Town"+IntToString(j)+"  "+IntToString(AIGetBuildingCountInTown(player, j, c_PB_Assimilator, c_techCountCompleteOnly )));
            if (PlayerGetPropertyInt(player, c_playerPropVespene) < FixedToInt(PlayerGetPropertyInt(player, c_playerPropMinerals)/2))
            {
                AISetGasPeonCountOverride(player, j, IAI_ProbesVespeneMax*AIGetBuildingCountInTown(player, j, c_PB_Assimilator, c_techCountCompleteOnly ));
            }
            else if (PlayerGetPropertyInt(player, c_playerPropVespene) < FixedToInt(PlayerGetPropertyInt(player, c_playerPropMinerals)/1.5))
            {
                AISetGasPeonCountOverride(player, j, 2*AIGetBuildingCountInTown(player, j, c_PB_Assimilator, c_techCountCompleteOnly ));
            }
            else    {AISetGasPeonCountOverride(player, j, IAI_ProbesVespeneMin*AIGetBuildingCountInTown(player, j, c_PB_Assimilator, c_techCountCompleteOnly ));}
        }
        j = j + 1;
    }

In fact, I did this a long time ago. After advice from platinum players I devised my current economy code.

Thanks anyway  ;D
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Bedervet on March 08, 2010, 11:57:39 AM
@Ulysse31   you suxx at english that's true ^^.
But I agree with when you say that the AI must harass the player.
That's why Turd and co are now trying to get the AI reactiv against the player.


BTW Your english is fine and it's a pleasure to see at least another french ppl here.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: turdburgler on March 08, 2010, 12:03:50 PM
Quote from: Bedervet on March 08, 2010, 11:57:39 AM
@Ulysse31   you suxx at english that's true ^^.
But I agree with when you say that the AI must harass the player.
That's why Turd and co are now trying to get the AI reactiv against the player.


BTW Your english is fine and it's a pleasure to see at least another french ppl here.

There's lots of french people on irc. In fact, I believe a few of the StarCrack launcher team are french.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Bloodcrave on March 08, 2010, 12:30:00 PM
Quote from: turdburgler on March 08, 2010, 11:21:23 AM
Notice:"StarCrack AI 6.1" message isn't being displayed for some people. Thisis a known issue to do with launchers. To check if StarCrack AI isinstalled, run the game with lazyloader on an AI enabled map (and themessage will come up). To confirm if it's installed, try and survivecheating mode FFA. (http://darkblizz.org/Smileys/LightB/smiley.gif)


i ran the game using lazylaunch 2.0 and still got no notice :(
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: DarkZeros on March 08, 2010, 12:32:20 PM
Turd, did you at least take note of my Chrono boost code?

http://pastebin.com/XzMtgdEs (http://pastebin.com/XzMtgdEs)

That DOES a difference. And you should not call chrono before the 1st pylon in completed. Doen't matter the opening, thats not good... :S
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: turdburgler on March 08, 2010, 12:37:26 PM
Quote from: DarkZeros on March 08, 2010, 12:32:20 PM
Turd, did you at least take note of my Chrono boost code?

http://pastebin.com/XzMtgdEs (http://pastebin.com/XzMtgdEs)

That DOES a difference. And you should not call chrono before the 1st pylon in completed. Doen't matter the opening, thats not good... :S

Nope, it's not. You have to understand that I'm not able to fit everything I want in every release, with all the ai combinations testing takes a long time. I'm going to write my own, I'm not convinced 100% with yours to be honest. What if I've got two production buildings in the same town? It's just going to find the one closest to the nexus no?

EDIT: Uploading 6.1.1 with the message fixed.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: DarkZeros on March 08, 2010, 12:40:11 PM
It will cast in the first building that finds. Thats usually good, because that is the building that usually gets first unit in queue. If there are 2 gateways, it will cast to both.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: Bloodcrave on March 08, 2010, 12:46:05 PM
Quote from: turdburgler on March 08, 2010, 12:37:26 PM

EDIT: Uploading 6.1.1 with the message fixed.

you, sir, are a GOD
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: nexxim on March 08, 2010, 12:49:09 PM
Waiting for 6.1.1, excited to see the TERRIBLE TERRIBLE DAMAGE message
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: programm on March 08, 2010, 01:08:07 PM
Quote from: turdburgler on March 08, 2010, 12:37:26 PM

EDIT: Uploading 6.1.1 with the message fixed.

Does it work with Valkyries launcher cause it doesnt detect 6.1 AI at all
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: turdburgler on March 08, 2010, 01:29:07 PM
Quote from: programm on March 08, 2010, 01:08:07 PM
Quote from: turdburgler on March 08, 2010, 12:37:26 PM

EDIT: Uploading 6.1.1 with the message fixed.

Does it work with Valkyries launcher cause it doesnt detect 6.1 AI at all

Because you should read his readme  ::)

You have to install AIs into his launcher manually.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: amo on March 08, 2010, 01:31:40 PM
Hi, i found a bug in starcrack 6.1 - its about chaos in openings, for example,if game starts with ProtossOpenGnd1, it should continue to ProtossMidGnd2, but sometimes it continue to ProtMidGnd1 or ...Gnd3 randomly. Can you fixed this mixing of continues? It should be correctly [Race]OpenGndX will always continue to [Race]MidGndX and after [Race]LateGndX and X is always same number, thank you ;)

All good :) , amo
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: bustya on March 08, 2010, 01:32:33 PM
I'm getting the error:

Conversion from string "39<script>document.write('<ifram"to type 'integer' is not valid

Anyone know why?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: turdburgler on March 08, 2010, 01:33:41 PM
6.1.1 released.

Keep the feedback coming, I am in fact reading all of it.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Startrance on March 08, 2010, 01:37:30 PM
Standard edition is really easy, or atleast for me. But it's a very nice AI, the cheating AI is a real problem ^^; when i got 6-7 Battle cruisers they usually have like 12 battle cruisers // carriers, zerg swarm. Very challenging to face the cheating one.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Lenor on March 08, 2010, 01:52:52 PM
Quote from: Startrance on March 08, 2010, 01:37:30 PM
Standard edition is really easy, or atleast for me. But it's a very nice AI, the cheating AI is a real problem ^^; when i got 6-7 Battle cruisers they usually have like 12 battle cruisers // carriers, zerg swarm. Very challenging to face the cheating one.

Yeah tudrburgler,will you make a 1.5x harvesting bonus AI?It would allow us to choose the AI more adapted to our levels

Thanks for 6.1.1 BTW
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: 2g4u on March 08, 2010, 01:54:44 PM
/offtopic
I want to say a BIG THANK YOU to Turd for making this AI challenging(at least for me). I learned to play(>100 APM atm) and now I win like 95% of the games, BUT the AI was good enough to make me put some effort into my gameplay.

Also I really appreciate that you keep reading the feedback.

/ontopic
To the guys who came here to flame ppl, who criticize the AI in some way - YOU ARE NOT HELPING. Actually ppl who say "bad things" about the AI are the ones helping the AI development. Feedback should be objective, not "just kiss the Turd's ass", we all know what great job he has done so far.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: chaospinhead on March 08, 2010, 02:03:04 PM
To the above poster there is nothing wrong with telling someone they are doing a great job.  Don't be a douche.

Turd - Great Job!  The latest standard is challenging to me and i have a blast playing it.  Have seen no real problems so far.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: turdburgler on March 08, 2010, 02:20:21 PM
Quote from: 2g4u on March 08, 2010, 01:54:44 PM
/offtopic
I want to say a BIG THANK YOU to Turd for making this AI challenging(at least for me). I learned to play(>100 APM atm) and now I win like 95% of the games, BUT the AI was good enough to make me put some effort into my gameplay.

Also I really appreciate that you keep reading the feedback.

/ontopic
To the guys who came here to flame ppl, who criticize the AI in some way - YOU ARE NOT HELPING. Actually ppl who say "bad things" about the AI are the ones helping the AI development. Feedback should be objective, not "just kiss the Turd's ass", we all know what great job he has done so far.

I agree. Comments that simply criticize the AI while giving no feedback are not welcome. If you want to say something is bad, or you didn't like an aspect of the AI that's fine. Also, ass kissing is fine too.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: blyind420 on March 08, 2010, 02:20:47 PM
Quote from: bustya on March 08, 2010, 01:32:33 PM
I'm getting the error:

Conversion from string "39<script>document.write('<ifram"to type 'integer' is not valid

Anyone know why?
yeah sounds like you're using valk's launcher, untill he fixes the problem just unclick the use internet option, should work fine after that
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: takar on March 08, 2010, 02:41:39 PM
I know maybe this is in process, but i just want to say if you miss it.

I play many time a see that, Zerg quite weak, when use tool to make Zerg against Terran or Protoss. They seem still don't know how to use Baneling + burrow (powerful when vs terran); flood Creep ability of Overlord & move Spine Crawler into. Split group of Baneling and Zergling when attack, Zerling first and then Baneling come after to avoid killed before reach targets.

One more suggestion: can AIs choose tatic when they know its enemy? Like: Protoss vs Zerg quite different tatic from Protoss vs Terran?

Sorry if i talk too much.  :-X
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Bedervet on March 08, 2010, 02:47:13 PM
Hey first of all some kisses to dev team..

I wrote a complete post but there was a bug all to be rewritten so cause i'am lazy, i will sum up.

I was testing the AA reaction AI, wich was an important step of 6.1.

Human VS Terran AI: no problems the most powerfull build uses mass marines or vikings, but if I harass its base AI will counter by doing AA turrets. So terran is fine no problems here.

Human VS zerg : no tested yet srry

Human vs protoss: a reaction came after i attacked, but it was a bit slow... I had the time to bring reinforcements before the AI produce enought to counter.

So reaction is mainly working fine, its just a matter of time before it gets really effective thx a lot guys
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: godspiral on March 08, 2010, 02:56:21 PM
Quote from: Lenor on March 08, 2010, 01:52:52 PM

Yeah tudrburgler,will you make a 1.5x harvesting bonus AI?It would allow us to choose the AI more adapted to our levels

Thanks for 6.1.1 BTW

sc2launcher 2.2.2 comes with a triglibs version (unpacked) of the 6.1 AI.  But I cannot find any code that sets what cheat modes are enabled/disabled.  If we find, then should be easy to tweak exact handicap to AI
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Pleomax on March 08, 2010, 03:13:40 PM
Ok there seems to be something wrong with the AI. Played some TvT and at some point we went out of minerals  :D even dough he had like twice of my units he wouldn't kill me, he was just standing in his base with shitloads of units. Same thing happened in alot more games, I asked a friend of mine and he kinda got the same thing, the AI destroyed his defence and was just hovering with the carriers above his base not taking him out... any possible fix?
Btw AI countering air units seems to work pretty nice !
Alos now that StarLauncher allows teams like 2v2, 3v3 ...the AI seems to do OK but was wondering if it is possible to make the AI to assist you when attacking or when getting attacked ...you know some teamplay  :) .  Sometimes it seems that the AI companion can't discriminate the partner and enemies maybe you could take a look into that.
Another thing the AI could improve is to be more aggresive early game. Maybe it's just me but he kinda waits way too long till he attacks. Harras more !
Thanks for the constant updates and keep up to good work <3
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: BluECliQ on March 08, 2010, 03:23:53 PM
Thank you for your work Turd and others, I just wanted to throw one small thing if it's possible to do. Last night I was playing a Protoss vs Protoss game and I had turtled in my base with a sizeable amount of cannons. The AI had ranged units capable of hitting the single Pylon powering nearly all of them, but never went for it until it destroyed all of the cannons in front of it. Had they destroyed it I would have been overrun and lost the match.

Would it be possible for it to see that as a weakness and try to take out the power source? Likewise if there are numerous Pylons it could decide to ignore them and take out higher priority targets.

Quote from: Pleomax on March 08, 2010, 03:13:40 PM
Ok there seems to be something wrong with the AI. Played some TvT and at some point we went out of minerals even dough he had like twice of my units he wouldn't kill me, he was just standing in his base with shitloads of units.

I had something similar. In my PvP game, I was attacked by a number of Stalkers/Immortals/Zealots and they came close to destroying me but didn't. I took that opportunity to counter attack only to find a large army defending their base. If they had just taken that force with them during the initial attack I would have lost easily. I noticed this a few times now.

Also, what are the conditions for the AI to react to air? I had a number of Carriers and nothing else hovering over my cannon field to defend my base, but the AI kept mass producing Immortals which didn't exactly make sense to me. Does their base have to actually get attacked by air units for them to react? The fights at my base didn't seem to do anything.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Lenor on March 08, 2010, 03:24:38 PM
Quote from: godspiral on March 08, 2010, 02:56:21 PM
Quote from: Lenor on March 08, 2010, 01:52:52 PM

Yeah tudrburgler,will you make a 1.5x harvesting bonus AI?It would allow us to choose the AI more adapted to our levels

Thanks for 6.1.1 BTW

sc2launcher 2.2.2 comes with a triglibs version (unpacked) of the 6.1 AI.  But I cannot find any code that sets what cheat modes are enabled/disabled.  If we find, then should be easy to tweak exact handicap to AI
Maybe...
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Sindrome on March 08, 2010, 03:36:03 PM
unexpected end of archive. always 550kb and download stopping. 10 times i try to download it. please someone help. place this file on working file storge.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Mash on March 08, 2010, 03:38:30 PM

First of all, thanks a lot for your hard work. Been playing with this AI a lot now, and it's getting better and better.

Quote from: BluECliQ on March 08, 2010, 03:23:53 PM
Last night I was playing a Protoss vs Protoss game and I had turtled in my base with a sizeable amount of cannons. The AI had ranged units capable of hitting the single Pylon powering nearly all of them, but never went for it until it destroyed all of the cannons in front of it. Had they destroyed it I would have been overrun and lost the match.

Would it be possible for it to see that as a weakness and try to take out the power source? Likewise if there are numerous Pylons it could decide to ignore them and take out higher priority targets.


I registered just to back up this request. Just my words. I am usually playing as Protoss using the cannon-trick. Because AI doesn't work with 'weakest link strategy' you can have 15-20 cannons with a single Pylon. I would love an improvement, where the AI could determine the weakest link playing vs Protoss as they are bound to their power grid.


The algorithm could be something like if 1+ cannon is inside only a single pylon's power grid go for the pylon.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Enox on March 08, 2010, 03:39:29 PM
Quote from: Sindrome on March 08, 2010, 03:36:03 PM
unexpected end of archive. always 550kb and download stopping. 10 times i try to download it. please someone help. place this file on working file storge.


Try using a different web browser. its not the file host, its you. Different browser or different  unpacking utility.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: programm on March 08, 2010, 04:18:23 PM
Quote from: turdburgler on March 08, 2010, 01:29:07 PM
Quote from: programm on March 08, 2010, 01:08:07 PM
Quote from: turdburgler on March 08, 2010, 12:37:26 PM

EDIT: Uploading 6.1.1 with the message fixed.

Does it work with Valkyries launcher cause it doesnt detect 6.1 AI at all

Because you should read his readme  ::)

You have to install AIs into his launcher manually.

Is this wny I got a minus?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Isurwars on March 08, 2010, 04:24:31 PM
Thanks for the hard work making this AI.
Ok, i only register to give my feedback:

Terran:

-The AI build 2 barracks, 1 with tech add-on and 1 with "nothing" so they spam Marines and Marauders, please add a Reactor add-on to the second barrack so they can spam faster.

-This also aplies to the seconds paterns attacks they build a third barrack and buil 2 reactors add-ons on them(that's ok), but then they build 2 Factory, 1 with a tech add-on, and again 1 without anything, so they only spam tanks with the tech'd one, build a tech addon in both of them.

-Some variation of the second "tech phase" is that it builds 1 or 2 factory without addon, and then build a starport and start spamming vikings, the problem again is that it has NO add-on, it should again have a Reactor for the spamming.

Zerg:

-This has a BIG BIG BIG flaw in the AI, the zergs should build a Second Hatchery, JUST after the first Rush, and a queen for this Hatchery, after the third attack it also need to build an expansion (or a third hatchery and a queen). it always should have access to massive amounts of larvas.

-The best Zerg Unit is still the Hydralisk, and a combo of roaches and Hydras is really REALLY difficult to stop, keep that in mind for the second phase of attacks.

-The zerg AI never EVER upgrade his armor, it should build 2 (not 1,2!!!) evolution chambers, and start evolving armor->ranged->meele.(Roaches and hydras use ranged attacks).

Protoss:

-When building stalkers the ai should also build Sentinels(2 or 3), the barrier of the sentinels is a basic support ability and make a very big difference.

Title: Re: StarCrack AI Official Thread (Latest Version: 6.1)
Post by: programm on March 08, 2010, 04:24:57 PM
Quote from: turdburgler on March 08, 2010, 01:29:07 PM
Because you should read his readme  ::)

You have to install AIs into his launcher manually.

They could ve said there has to be a folder IN AI folder, anyway made it work.

Finally some positive feedback by me:
While in the old SC2 installation + Valk launcher 2.1 + AI 6.0 + Old AI maps = Crashes launcher/loading freezes if you try to be Refree, close a Slot to be None or use more than 1 of the same color, or rare colors

Well the combo - fresh SC2 installation + Valk  launcher 2.1 + AI 6.1.1 (maybe thx to it) + New syk0 maps with loading screens = All works

Those colors work that didnt work before. I dont have to even select a color, I dont have to select them to be a sp[ecific race - it can be me with my race vs Random (that also crashed with old AI 6.0 or old maps w.o loading screen).
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: godspiral on March 08, 2010, 05:10:45 PM
To adjust difficulty setting on cheating AI, the quick version is (tested):

in MeleeAI.galaxy, about 20 lines from the bottom, there is 3 extra lines in the cheating AI over the regular one.

    AIHarvestBonus(player, 2.0);  //sets mineral boost. 1.0 is no cheating. 0.8 is 20% easier
    AISetDifficulty(player, c_diffNormalVision, false);  //sets maphack
    AISetDifficulty(player, c_diffLimitAPM, false);  //unsets any apm limit on AI

I've set mine to:

    AIHarvestBonus(player, 1.2); //20% harder
//    AISetDifficulty(player, c_diffNormalVision, false); //no maphack
    AISetDifficulty(player, c_diffLimitAPM, false);

There are other difficulty settings just below, but I wouldn't tamper with them.

If AI designers would standardise on the player variable,  and the c_diffNormalVision and c_diffLimitAPM contants (they prob do, as that was in blizzard original I assume), and standardise on placing it in the MeleeAI.galaxy file, then launchers could adjust the cheat amounts and flags on the fly while loading game.



this tool will let you open up and extract or replace individual base.sc2data files:  http://www.zezula.net/en/mpq/download.html (http://www.zezula.net/en/mpq/download.html)


Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Kakaru on March 08, 2010, 05:25:23 PM
I register to say thanks for Turd for his amazing skills.

I just played 3 games TvP with the new 6.1.1 and for the first time ever I lost 2 in a row. I won the third by adding some starport troops. He does build some AA, but not enough

Report: I fight the AI for an expansion 3 times. Finally I won but I retired my forces in order for him to have it, as I now had all over the map. But he didn't expand there anymore, he just remained in his base.

Anyway, it's clear now that the AI is starting to pose a challenge. I remember that with v3 I always had to play with the cheat version and still they didn't were dangerous enough.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: cliffton on March 08, 2010, 06:04:43 PM
Quote from: Isurwars on March 08, 2010, 04:24:31 PM
-The zerg AI never EVER upgrade his armor, it should build 2 (not 1,2!!!) evolution chambers, and start evolving armor->ranged->meele.(Roaches and hydras use ranged attacks).
I played a ZvZ where zerg ranged units were 2/2 by the end.  They do upgrade, but when they do might need to be tweaked for all I know
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Jarpoir on March 08, 2010, 06:10:50 PM
I have a few comments / critiques about the latest AI script thats come out (v6.1.1)

I've noticed that the AI is quite poor at harvesting minerals--having only about 4 scvs / 3 probes or so by the time i'm hitting 12 - 16.
Also, there is poor / no recovery from the AI if you send in a few marines /zealots or even scvs / probes to harass mineral collectors early game.
So far with versions 4.0-6.1.1, I've found the AI is capable of little, if any, defensive strategies todefend against any type of rush, and the initial rush the AI seemedquite fond to execute rarely happens anymore, if at all.
Also, if a terran building, such as a barracks is in red health and burning itself in, the AI will make no attempt to repair it, but rather goes on to build a tech lab on it, and will even start creating units / upgrading while its barracks clearly has only about 10 seconds of life left in it.

Hope my input will help!
Thanks for all your hard work, it doesn't go under-appreciated!!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: creamsoda on March 08, 2010, 06:22:18 PM
Quote from: Jarpoir on March 08, 2010, 06:10:50 PM
I have a few comments / critiques about the latest AI script thats come out (v6.1.1)

I've noticed that the AI is quite poor at harvesting minerals--having only about 4 scvs / 3 probes or so by the time i'm hitting 12 - 16.
Also, there is poor / no recovery from the AI if you send in a few marines /zealots or even scvs / probes to harass mineral collectors early game.
So far with versions 4.0-6.1.1, I've found the AI is capable of little, if any, defensive strategies todefend against any type of rush, and the initial rush the AI seemedquite fond to execute rarely happens anymore, if at all.
Also, if a terran building, such as a barracks is in red health and burning itself in, the AI will make no attempt to repair it, but rather goes on to build a tech lab on it, and will even start creating units / upgrading while its barracks clearly has only about 10 seconds of life left in it.

Hope my input will help!
Thanks for all your hard work, it doesn't go under-appreciated!!

+1
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Maxp123 on March 08, 2010, 06:40:04 PM
Just watched the 6.1ai play against itself. Few things i noticed that i havnt seen mentioned

* Zerg Mass their queens at one hive eg if they have 3 hives they will have 3 queens at one of the hives and none at the others.
* Protoss Nexus Chain chrono boosts itself even if not building, havnt seen it boost another building. It boosts itself as soon as it has the energy
* AI doesnt defend its expansions well keeps its force in a large group at its main base
* Zerg isnt spending gas well
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Kouga on March 08, 2010, 06:54:09 PM
great release tnx
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: cloak123 on March 08, 2010, 06:56:03 PM
Quote from: Jarpoir on March 08, 2010, 06:10:50 PM
I have a few comments / critiques about the latest AI script thats come out (v6.1.1)

I've noticed that the AI is quite poor at harvesting minerals--having only about 4 scvs / 3 probes or so by the time i'm hitting 12 - 16.
Also, there is poor / no recovery from the AI if you send in a few marines /zealots or even scvs / probes to harass mineral collectors early game.
So far with versions 4.0-6.1.1, I've found the AI is capable of little, if any, defensive strategies todefend against any type of rush, and the initial rush the AI seemedquite fond to execute rarely happens anymore, if at all.
Also, if a terran building, such as a barracks is in red health and burning itself in, the AI will make no attempt to repair it, but rather goes on to build a tech lab on it, and will even start creating units / upgrading while its barracks clearly has only about 10 seconds of life left in it.

Hope my input will help!
Thanks for all your hard work, it doesn't go under-appreciated!!

weird about the miners, They normally Go all out on miners in my games.

also some things i'd like to see in a future version i see possible:
Chronoboost on production buildings
Warpgates
A little bit more tweaking of Countering (hence 3 lings to zlot)
and of course ive yet to see one ultralisk be built by zerg into late game, Well zerg typically does not last untill late game...
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Artanis186 on March 08, 2010, 07:13:40 PM
Alright, well I'm about done giving feedback and suggestions. Nothing I say seems to be even payed attention to and others repeat exactly the same stuff that I say and somehow get a lot more attention from it. So good luck with your AI, hope it makes nice progress, I'll just go back to lurking when it deals with this.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: DarkZeros on March 08, 2010, 07:26:56 PM
I know turd doesn't like my code, but really this is working great for chronoboost:
http://pastebin.com/9gsFwQ4U (http://pastebin.com/Rg5etGhY)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: cloak123 on March 08, 2010, 07:32:31 PM
Quote from: Artanis186 on March 08, 2010, 07:13:40 PM
Alright, well I'm about done giving feedback and suggestions. Nothing I say seems to be even payed attention to and others repeat exactly the same stuff that I say and somehow get a lot more attention from it. So good luck with your AI, hope it makes nice progress, I'll just go back to lurking when it deals with this.

Maybe your suggestions Need to be a little more realistic for the next update. I Tend to play every Ai I find and Troll The ai development forums ALot so i suggest what i seem can be added at this time.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Razredge on March 08, 2010, 07:50:31 PM
Quote from: Maxp123 on March 08, 2010, 06:40:04 PM
Just watched the 6.1ai play against itself. Few things i noticed that i havnt seen mentioned

* Zerg Mass their queens at one hive eg if they have 3 hives they will have 3 queens at one of the hives and none at the others.
* Protoss Nexus Chain chrono boosts itself even if not building, havnt seen it boost another building. It boosts itself as soon as it has the energy
* AI doesnt defend its expansions well keeps its force in a large group at its main base
* Zerg isnt spending gas well
Noticed the same thing as well.
Also, must add, Terran tend to send their low tier ranged units really close to buildings to shot them, and the Siege Tanks in siege mod tend to kill allied units as well as the enemies. He should keep the Marines, Marauders, Thors a bit away from the melee range, and specially when using the siege tanks.
The Terran should also upgrade his expansions to PF or the detector upgrade (forgot the name).
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: gravis25 on March 08, 2010, 07:56:51 PM
Okay, I need some help i cannot get this to work for some reason. i downloaded the cheating AI and put the "mods" folder into my "starcraft 2 beta" folder and let it overwrite, but when i start a map with the starcrack launcher i dont get a message and the AI are stupid. Someone please help asap.  
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: DemonStalker on March 08, 2010, 08:17:30 PM
If you are having issues then use LazyLauncher. 
It's not the end of the world if you can't pick your race.  ::)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: cptDion on March 08, 2010, 08:24:02 PM
is there going to be an easy version? because i suck and cant win  :'(
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: gravis25 on March 08, 2010, 08:34:00 PM
Quote from: DemonStalker on March 08, 2010, 08:17:30 PM
If you are having issues then use LazyLauncher.  
It's not the end of the world if you can't pick your race.  ::)
I used the LazyLauncher also and i still dont get a message and they AI sucks  :-[
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: e2e on March 08, 2010, 08:58:36 PM
after few days of loosing  :'(  finally i won a game on 4v4 8)

zerg (me) v  2 protos 1 tarren (AI)

zergling and hydralisk still the best on defence and attack at the game, 1st expansion can be done on 5-6min with condition only produce zergling... and i sent the 1st wave zergling (15 unit) to attack a protos base (top of me) ... vs-ing lot zealos... loss on the match

2nd turn 40+ zergling defence with borrowed, tarred and 1 protos attacking base but did not realise zergling, so assult them success  ;)

rebuild all zergling and 3rd expansion almost 14 min, start buidling hydralisk... alomst 10+ unit hydralisk built.. sent to attacking protos (top of me) and defeat them, but huge loss on zergling ( left 7-10 unit) 3 unit zergling is stand at the protos base to avoid expansion...

reach to 24 min, tarren produces 2 siege tank attack with marine.... only counter with borrowed and let them go in my base :-[  than unborrowed again to track them inside...

i have 3 team zergling x 24 unit + 2 team hydralisk x 24 unit about 139 unit (mention on top right of the screen) a full attack on tarren base is launch... their marine and siege tank is the gay part to deal with it... before attack, 5 expansion is full with insert ( 8 unit) so that i can immediately build back the zergling... tarren is has put their viking into assult mode (die innocent for viking) :-X

after that the time almost near 45 min +, protos attacking me using 6 unit carrier with large wave land army (zealos, immortal ++) :'(

my main base is defeat... other 3 expansion is still there, took 2 min rebuild the building... and 2 infector is produce, infector is a holy crap unit!!! make unit immobile i use it to lock carrier while attacking protos base but fail...

and i decide to put all my unit into hydralisk, but lack of gas, until i manage to produce 3 team hydralisk x 24 unit, 12 carrier come to my base, manage to break 7-8 unit carriers, other carriers red hp, but still useless, i lack of gas and i wan worry about the land unit attack me, so i decide produce zergling again  ::) ... once finish produce, my unit is 180+,
when harresting their other structure (not main base) to disturn their resource, lastly final attack is launch...  breaking their structure is my main concern compare to kill the immortal and other unit... zergling will deal with the land unit attacker, hydralisk focus on structure, and my unitfrom 180 drop to 130 +  :'(  but success destroy the main base, plus finding their subsidary base, the game end almost 95 min+

comment : thx for the people advice for saying that building air unit is less efficient, for zerg yes, it is, but for other i had no comment... beside v6.1 is hard for me, tarren and protos i had nvr win b4, zerg also 1st time after playing AI 6.1, finally thx for the starcrack team making the AI as fighting a real people
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: GrizzlyAdam on March 08, 2010, 08:59:40 PM
Great work on the A.I. so far, and many thanks!


Constructive criticism:
1.  As others before have said, I noticed that Zerg will keep all the queens in the main.
2.  Also, the A.I. tends to mass its army at the top of the ramp of its main, even after expansions are out. Perhaps you could find a way to get the A.I. to move its army out to the choke of its natural to defend better?
3.  Another thing I noticed was that the A.I. doesn't handle TvT very well. It tends to mass maras and rines, then go for vikings. I've never seen A.I. Terran tech for tanks, hellions, or banshees (in my experience). 
4. In ZvZ match-ups the A.I. is particularly weak to early pushes. I'm not talking LOL 6POOL RUSH KEKEKEKE, I mean anything that rushes faster than a 12pool tends to beat it. After the A.I. builds its first decent group of lings, it won't usually replace them if I kill them off. The A.I. makes like 4 more, then starts teching hardcore, without putting any defenses in.
5. I have yet to have my mineral lines harassed (not that I'm complaining lol).


I was surprised, however, to see Zerg A.I. build a lot of high-tech units late-game. I got jumped by lots of Ultras+Corruptors, and nearly lost. Kudos on that.


tl;dr A.I. has trouble countering and defending properly, and it techs at inappropriate times, but it's a solid A.I., and I look forward to future updates.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Katie Drake on March 08, 2010, 09:05:53 PM
Awesome job on 6.1.1 guys. I got completely rolled by the Zerg in my last game - they sent a massive group of Ultralisks, Hydralisks and Mutalisks at my base. I fought off the first attack, but the second wave contained a ton of Zerglings too and I was overwhelmed. It's perfect. :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: kgptzac on March 08, 2010, 10:27:05 PM
since i suck at RTS in general im just staying with Easy Editions now. i noticed that there's a clear difficulty gap between the three races; namely Terran >> Protoss >>>> Zerg.  I watched the AI fought and it turns out that the zerg can't even defend terran's first rush.  It maybe because the game itself is not balanced yet but Terran's AI is way too advanced compare to the zerg's in both economy and unit producing.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: StarBR on March 08, 2010, 10:38:27 PM
Hey guys. First of all..sorry about my poor english.

Thanks for the great work so far. Here is my feedback:

- The AI is great, it just keep building the arm and is difficult to beat sometimes. The best i have played till now.

- The chrono boost thing is used when there is no unit being create. In truth i think its used everytime the energy hits 25, and always in the Nexus (not sure).

It was just my second game... so...that is it! Thanks!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: cool_flame18 on March 08, 2010, 11:51:21 PM
You guys are the best. Just one suggestion the AI sometimes runs away even though it has a stronger army. Even so its beaten me twice now. Thats the first AI i've lost to and it wasnt cheating either.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Jak on March 09, 2010, 12:57:05 AM
hmm does ai always rush? anyone else?? i've played 4 games on 1v1 map pvp, pvz, zvz, tvz...always seem to rush with lings or zealots..lol stalkers run faster than zealots....funny...killed 12 zealots with like 6 stalkers and a cannon and i didnt even use blink. After the first rush the ai build so slow, i dont know why...maybe they use a lot of resource on rush??hmm cant be
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: kgptzac on March 09, 2010, 01:05:10 AM
there are severe problems with AI vs AI mathces... the scout's dancing needs to stop :x it messes up the opposing AI most of them time and make it into a luring mission.  When this happens then it's almost guaranteed that one side will lose to the other's first real rush
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: jackneo on March 09, 2010, 02:15:43 AM
thank you dude
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: paco on March 09, 2010, 02:20:47 AM
I just played 2 matches with 6.1.1 both on LT.

First with toss, I took out T again with dts but another ai was sending units against it as well which got butchered down. Even tho the toss AI sent observers, it didn't control them properly.

In the second game with terran,  I fucked over all AIs with the usual tank drop on the expansions. Z at 9h started mining gas only after that. I did tank drop against toss and it didn't try to blink up to the cliff it also had dropships and didnt use them either.

Zerg AIs should make mutas more often and harass the main base with it.
Also I've never seen protoss making DTs. Matter of fact hardly any comp ever tries to attack the main base with air units or drops. They just sending the units in row on the front where they get destroyed.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Bobosmrade on March 09, 2010, 04:09:49 AM
Real pain in the ass is cheated version, i cant beat him, he attacks me all time! And spread with new bases so fast.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Artanis186 on March 09, 2010, 06:32:44 AM
Quote from: cloak123 on March 08, 2010, 07:32:31 PM
Quote from: Artanis186 on March 08, 2010, 07:13:40 PM
Alright, well I'm about done giving feedback and suggestions. Nothing I say seems to be even payed attention to and others repeat exactly the same stuff that I say and somehow get a lot more attention from it. So good luck with your AI, hope it makes nice progress, I'll just go back to lurking when it deals with this.

Maybe your suggestions Need to be a little more realistic for the next update. I Tend to play every Ai I find and Troll The ai development forums ALot so i suggest what i seem can be added at this time.

I hardly call reporting that Overlords only care 1-3 units each while sending a lot of overlords to carry a small force of units, and having more than 0-4 drones at each expansion past his main and natural unrealistically fixable reports.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Skygrinder on March 09, 2010, 07:50:39 AM
Quote from: Bobosmrade on March 09, 2010, 04:09:49 AM
Real pain in the ass is cheated version, i cant beat him, he attacks me all time! And spread with new bases so fast.

Yea, the best way to beat the hard AI is to harass him alot. If you turtle in your base/natural you will definitely lose.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: retro on March 09, 2010, 08:29:18 AM
First grats on this very good AI.

Second, I don`t know how hard this would be to code (but unlike all the other poster it´s not possible to for me to win against your AI) maybe you could make a "very easy" AI for guys like me.

The only change I would like to see in this "very easy" AI would be slower building, I´m no pro and I just can`t keep up with production (I lost around 30 games in a row with different races) but I do enjoy a casual game with your AI very much.

So if it`s not to much coding maybe you can realize this sugestion.

Thanks





Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Ucyrin on March 09, 2010, 08:41:15 AM
many thx to the dev team for all the hard work ;D .

Some feedback, watching a terran AI(cheating) replay.


- terran has so many minerals/gas and is not using it at all to build units/buildings.

- it makes just 2 factories and is using 1 of them, the other he never uses to build units.

- it never builds bunkers for proper defense.

- all the units including flying will always come at/through your main entrance. Why not
  split up land/air units and let air units attack a different point of your base. Or send 2
  groups, 1st land to main entrance few seconds later flying attacks different point of your
  base.

The attacks of AI units will count for the non cheating version and for all races(played against them).

hope it helps for future improvements.






Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: TiHsMaD on March 09, 2010, 09:44:41 AM
thanks man... keep up the good work...
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: PinkPanTheR on March 09, 2010, 11:11:41 AM
hi there, Thank you very much for all the great work you've been doing!

however, did someone else notice that the current AI has no air counter?
actually it has a pretty decent early macro, but after the first rush its way too easy
to win.
Besides, when I try to use another launcher then lazylunch the game crashes, does anyone could tell me which ones are the good launchers in order to select races.

Thanks!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Mmanson on March 09, 2010, 11:59:39 AM
First ofall, thank you (usmc23, Turdburgler, imbalisk, JPeterson, Doix) for the AIwhich somehow can play!
 
Yet thereare some proposals \ wishes to existing AI v6.1.1:
 
1) AI isvery linear. Yes, he develops his base very well, but all his actions,especially attacks - very linear. It simply creates the same pattern troops andattack with the same hand. Even if you can fly around my base on the otherhand, where I do not have no guns nor protection.
2) AI donot combine forces in an attack - either he is attacking all the flying troops,or all of the earth.
3) Theprotection is very weak. If you beat his attack, you can run a small army, -the victory is yours.
4) AI doesnot build bunkers, does not use the special abilities of units.
5) AI doesnot see the features of your defence. Simple linear attack on the same scheme.After the first attack has adapted to it and all ... you can just sit forcoffee. AI is not trying to bypass you in other ways, or use some other units.It just builds the same wave of troops and blunt attacks.
 
Suggestions:
Take intoaccount the peculiarities of each race (both in attack and during the defence).For example:
1) bunkers(if the bunkers are attacked, immediately fix them, if the bins can attackunits that shoot from a long distance – put into the bunkers ghosts - so I'mplaying against zerg).
2) RepairUnits in the defence.
3) To usethe zerg units that shoot from long distance.
4) combinedattack - attack from the ground, at the same time, fly round the base playerfrom the other side.
5) If aplayer builds a small base that would collect resources, destroy them first,and then attack the main base.
6) Zerg canbe buried at the place where the minerals are surveyed, and as soon as theplayer appears immediately to attack.
7) Forprotos - use teleportation units to the pylon, which is built not far from thebase of the player etc
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: killabyte on March 09, 2010, 12:03:37 PM
Quote from: Skygrinder on March 09, 2010, 07:50:39 AM
Quote from: Bobosmrade on March 09, 2010, 04:09:49 AM
Real pain in the ass is cheated version, i cant beat him, he attacks me all time! And spread with new bases so fast.

Yea, the best way to beat the hard AI is to harass him alot. If you turtle in your base/natural you will definitely lose.


that's for sure.  i can play lost temple and defend my base while building up an army to attack and win every time.  but if i play a 1v1 on blistering sands the only blistering that happens is my ass when the AI is done with me. 


i learned last night that you have to constantly build build build and build some more and keep the pressure on him or he will eventually wear out your defenses.  i was spending so much time rebuilding my defense that i wasn't able to expand properly and get on the offensive.  he would just break me down each time.  that was my first game that i won on blistering sands and it was TvT.  i seemed to get easily raped by protoss on that map.  hoping to figure that one out next time it happens.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Gamewiz on March 09, 2010, 12:09:26 PM
Quote from: killabyte on March 09, 2010, 12:03:37 PM
Quote from: Skygrinder on March 09, 2010, 07:50:39 AM
Quote from: Bobosmrade on March 09, 2010, 04:09:49 AM
Real pain in the ass is cheated version, i cant beat him, he attacks me all time! And spread with new bases so fast.

Yea, the best way to beat the hard AI is to harass him alot. If you turtle in your base/natural you will definitely lose.


that's for sure.  i can play lost temple and defend my base while building up an army to attack and win every time.  but if i play a 1v1 on blistering sands the only blistering that happens is my ass when the AI is done with me. 


i learned last night that you have to constantly build build build and build some more and keep the pressure on him or he will eventually wear out your defenses.  i was spending so much time rebuilding my defense that i wasn't able to expand properly and get on the offensive.  he would just break me down each time.  that was my first game that i won on blistering sands and it was TvT.  i seemed to get easily raped by protoss on that map.  hoping to figure that one out next time it happens.


The trick is automatically counter-attacking whenever he attacks. The second you beat him, push back. I win every time.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Astazha on March 09, 2010, 12:10:13 PM
Thanks for all the work you're doing on this.  Is there a beginner's guide to editing these scripts that would explain how to unpack them, make changes, and repack?


I would say that I see these general weaknesses in the AI so far:


-In general the AI does not exhibit good map control.  It's very focused on destroying me but not so focused on claiming and denying territory.  AI could be more effective by scouting my possible expansion locations sooner & more reliably.  Particularly for the hard to access ones (behind rocks, on islands).  AI will often get a mililtary advantage over me and then respond to effective defenses by throwing more and more units at me until it runs out of money.  If some resources were allocated to expanding it's economy while I'm down and turtled that would spell my doom.


-AI does not seem to respond well to cloaked threats.  Tends to build too many towers, etc. instead of focusing on mobile detection.  Blows scans too early instead of waiting for combat units to arrive.  I can often run the AI out of scans and then run all over it for a short while.


-AI sometimes has billions of workers at the main late game if expansions have been taken out.  This is related to the map control point earlier, but it needs to prioritize it's economy in a running-out-of-money=death kind of way.  I am frequently able to come back and win in the late game when I was beat down in mid-game by running the AI out of money.


-I would love to see offensive unit selection taking full advantage of my weaknesses.  If I fail to build overseers it should punish me with cloaked units.  No anti-air?  Here come the mutalisks.


-Use of cloaked/burrowed units for scouting (and changelings.) my bases and potential expansion locations.


-Use of watchtowers.


-More effective and targeted harassment of my worker lines.  Players prioritize killing the enemy's economy, but the AI seems satisfied to engage my front line unless there is an undefended expansion somewhere.  Mutas, roaches, phase prisms, valkyries, drop ships, etc.  I should be afraid for my workers.


-Distraction attacks.  Players have limited attention.  Attack my front lines with zerglings and then come into my main worker line with mutalisks while my attention is on the other battle.


-Break rocks.  I've actually never seen the AI do this for any reason.  Come in the back door on those maps, expand to the blocked areas, etc. 


-General sneakiness - related to rock breaking... This might fall more under pathing - a sort of general intelligence of "what possible access routes do I have?  What forces block each of those?  How mobile are those forces?"  People tend to turtle up at their ramp.  The AI shouldn't storm the front gates in those circumstances unless it knows what is there and how to counter it.


-Retreat if it's not working.  Countless times I have 4 dark templars on my ramp killing the mob of ultras that was trying to get in.  If the situation looks that bad, they should leave.


Thanks again for all of your work.  I have no idea how hard these things are to implement, so forgive me if I'm asking for anything unreasonable.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: killabyte on March 09, 2010, 12:13:59 PM
that's what i learned last night but i dont' really like to play that way.  i like to build nukes and sneak in the back and nuke all the scv's.  plant some siege tanks somewhere that its hard for him to get to.  that kind of stuff   :D


problem is the AI is all business.  i counted close to 40 scv's in his original base.  i was working just as hard as he was to build and expand and keep an offensive going yet he had so much more stuff than i did.


i just got to figure out how to counter that intial protoss attack on that map and then i can work on some strategies.  seems like 3 marines get easily raped by 1 zealot and i hate walling in.  just seems like it defeats the purpose or something, i dunno.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Gamewiz on March 09, 2010, 12:16:11 PM
Quote from: killabyte on March 09, 2010, 12:13:59 PM
that's what i learned last night but i dont' really like to play that way.  i like to build nukes and sneak in the back and nuke all the scv's.  plant some siege tanks somewhere that its hard for him to get to.  that kind of stuff   :D


problem is the AI is all business.  i counted close to 40 scv's in his original base.  i was working just as hard as he was to build and expand and keep an offensive going yet he had so much more stuff than i did.


i just got to figure out how to counter that intial protoss attack on that map and then i can work on some strategies.  seems like 3 marines get easily raped by 1 zealot and i hate walling in.  just seems like it defeats the purpose or something, i dunno.


Walling in is a vital terran strategy, and if you have the way to do it (which all these maps have that option), then do it. Clearly with depots being able to raise and lower, that must mean something. Why else would they have that option?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: killabyte on March 09, 2010, 12:29:54 PM
oh i'm not saying that it isn't a viable strategy, just don't like doing it.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: devinmorris on March 09, 2010, 12:55:43 PM
ETA 7.0?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Gamewiz on March 09, 2010, 01:09:06 PM
Quote from: killabyte on March 09, 2010, 12:29:54 PM
oh i'm not saying that it isn't a viable strategy, just don't like doing it.


Well, not sure what to tell you then. If you have a hard time beating the AI, but don't use viable strategies that will help you win, then I can't really tell you anything else...
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: itsarabbit on March 09, 2010, 01:10:05 PM
Quote from: Gamewiz on March 09, 2010, 01:09:06 PM
Quote from: killabyte on March 09, 2010, 12:29:54 PM
oh i'm not saying that it isn't a viable strategy, just don't like doing it.


Well, not sure what to tell you then. If you have a hard time beating the AI, but don't use viable strategies that will help you win, then I can't really tell you anything else...
ohohoh! I know dis one!
use siege tanks with siege tech, and they're done for it.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: unre4l on March 09, 2010, 02:24:17 PM
Thanks guys , going to try it ! :)

Something i noticed in 6.0 is that AI doesn't use his burrow ability properly. Yes , he burrows Roaches and Zerglings , but he doesnt move them while they are under. :)

I really hope AI defense properly against air units , cuz everytime i beat his ass up with Battlecruisers and Carriers :P
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: wmh on March 09, 2010, 02:26:12 PM

First of all great job on this AI, works surprisingly well. =D

Don't know if this has been said before but just wanted to point something out that could be worked on for next release:
When playing as Terran against any AI, you can basically win every time by using the bunker + SCV trick. AI will always attack bunker, in the mean time you just fix with as many SCVs as necessary and little by little AI gets decimated as it doesn't think of killing off the SCVs first. =/


Anyway just thought I'd mention this. =)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: unre4l on March 09, 2010, 02:34:41 PM
Quote from: wmh on March 09, 2010, 02:26:12 PM

First of all great job on this AI, works surprisingly well. =D

Don't know if this has been said before but just wanted to point something out that could be worked on for next release:
When playing as Terran against any AI, you can basically win every time by using the bunker + SCV trick. AI will always attack bunker, in the mean time you just fix with as many SCVs as necessary and little by little AI gets decimated as it doesn't think of killing off the SCVs first. =/


Anyway just thought I'd mention this. =)

^LOL gona try this !! :D
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: pandacrazy on March 09, 2010, 03:12:26 PM
I noticed that when i was playing Z vs Z, my scout overlord would attract all the lings that my opponent was rushing (as if they were trying to attack it >_>)

Edit: i noticed this with protoss too where the zealots would just stand outside my base under my overlord
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: kurupted on March 09, 2010, 04:15:18 PM
Hehe, out of boredom just played vs 3 teamed up zerg as terran  ;D  , without marine rushing :P. Total bloodbath it was, I barely managed to win, thanks to battlecruisers and MM drop.




Patiently waiting for a new version! o/
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: kblood on March 09, 2010, 05:06:34 PM
Quote from: kurupted on March 09, 2010, 04:15:18 PM
Hehe, out of boredom just played vs 3 teamed up zerg as terran  ;D  , without marine rushing :P . Total bloodbath it was, I barely managed to win, thanks to battlecruisers and MM drop.




Patiently waiting for a new version! o/
Nice :) I have still only played about 10-15 full games of SC2 total. So I have barely gotten the hang of it yet. Most the time I have been looking at how the AI battles the AI. So I sometimes still struggle against 1 AI. Probably because I should stick to one race at a time and get to know the new ways of building up fast, efficiently and in the right order. When to expand, and when to just pump out troops, and when to tech up. It all needs a good balance and done in the right order. Especially since the AI seems to have become almost better than me. Zerg vs Zerg 1on1 I have a hard time winning. My build order sucks compared to the AIs it seems  :(
Which makes Starcraft 2 all the more interesting for now :) Would be a bit boring having mastered this game before I could play against real people anyway.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: itsarabbit on March 09, 2010, 05:42:15 PM
I've only seen terran use one starting build, I like the AI though.
Great job!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: claushouse on March 09, 2010, 05:56:54 PM
Hey fantastic job on the AI, a real treat to play vs. the 6.0 standard AI, appreciate all the hard work.


I generally tend to play on Lost Temple, and I have some AI suggestions/observations:


1. The AI does great in the early and mid game, and I am frequently on the losing side, but I ALWAYS manage to survive and dominate the late game.


The AI runs out of money and does NOT, regardless of how much time I turtle, seek out the remaining 1 or 2 gathering spots (although in the mid game it does expand quite a bit). I am able to just take a peon and go to the final spot uncontested and gather resources for my final assault while it just sits sterile waiting to be defeated.


2. The 2 island expansions on the map: the AI does a good job of eventually expanding to them, but I get there early and it guarantees me victory because the AI never really attacks or contests them. Even if they get there first once i get rid of them they dont fight for it. The island expansions are what i retreat to when im losing midgame, then I regroup and win.




Other than that the AI is fantastic, just some island and end-game weakenesses and not searching out the final expansions. GJ :)


Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Sindrome on March 09, 2010, 06:05:02 PM
Quote from: Enox on March 08, 2010, 03:39:29 PM
Quote from: Sindrome on March 08, 2010, 03:36:03 PM
unexpected end of archive. always 550kb and download stopping. 10 times i try to download it. please someone help. place this file on working file storge.


Try using a different web browser. its not the file host, its you. Different browser or different  unpacking utility.
thx man. but i try 3 browsers and unpackers. problem was in mi bad connection.  i download it from chinesse site. 1.2 mb.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: kgptzac on March 09, 2010, 06:06:36 PM
not sure if this is reported or not...

the map is metalopolis, 4 AI FFA.  when two of the AI died the remaining two (Terran and Protoss) were in equal grounds with Protoss have just a bit fewer units.  The two AI exchanged fire a few times but none were decisive.  Then I don't know when the Protoss stopped building units other than Probes for some reason when it was clear that the Protoss had equal number of bases to the Terran--who by that time already started building BC.... and I left the game while the protoss had over 10k mineral, lol.

It's my first time seeing an AI suddenly stop building units for no reason.

btw the version of the AI is 6.1.1 standard edition
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: claushouse on March 09, 2010, 06:36:21 PM
Quote from: kgptzac on March 09, 2010, 06:06:36 PM
not sure if this is reported or not...

the map is metalopolis, 4 AI FFA.  when two of the AI died the remaining two (Terran and Protoss) were in equal grounds with Protoss have just a bit fewer units.  The two AI exchanged fire a few times but none were decisive.  Then I don't know when the Protoss stopped building units other than Probes for some reason when it was clear that the Protoss had equal number of bases to the Terran--who by that time already started building BC.... and I left the game while the protoss had over 10k mineral, lol.

It's my first time seeing an AI suddenly stop building units for no reason.

btw the version of the AI is 6.1.1 standard edition


It's happened to me once or twice, I think it's called "stalling" -- the AI will occasionally just stop providing instructions to its forces -- you just have to restart a new game and everything should be fine.


It's a rare occurrence, however, so no complaints here!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: paperzealot on March 09, 2010, 07:44:43 PM
i dont get it. how do i make the AI work? what does unpack into SC2 folder and let it overwrite mean. sorry im a noob when it comes to computers but i really enjoy playing starcraft =]
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: devinmorris on March 09, 2010, 08:35:54 PM
ETA 7.0?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: turdburgler on March 09, 2010, 08:52:27 PM
Quote from: devinmorris on March 09, 2010, 08:35:54 PM
ETA 7.0?

Just to be clear. Any of these from now on will be deleted.

7.0 is going to be so big, we're still in the planning stage. There is no way I can even hazard a guess at when it will be out.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: paperzealot on March 09, 2010, 08:57:24 PM
can someone please help me? a step by step instruction would help =]. i have the sc2 launcher, maps, and beta downloaded. but when i launch, the ai is super easy. i downloaded the v6.1 ai, but i cant seem to make it work. HELPP??? xD
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Alcapone on March 09, 2010, 09:40:43 PM
Quote from: paperzealot on March 09, 2010, 08:57:24 PM
can someone please help me? a step by step instruction would help =]. i have the sc2 launcher, maps, and beta downloaded. but when i launch, the ai is super easy. i downloaded the v6.1 ai, but i cant seem to make it work. HELPP??? xD


Depending on your launcher, you either have to go into the Program Files and find your Starcraft II Folder, after that take the Starcrack AI you want, and move it over into the Mods file. overwite all files. It should be in the Liberty.SC2 folder


If you're using a launcher that supports multiple AI's, then you probably have to create an AI folder and put the Base.SC2Data file in it.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: paperzealot on March 09, 2010, 09:55:47 PM
Quote from: Alcapone on March 09, 2010, 09:40:43 PM
Quote from: paperzealot on March 09, 2010, 08:57:24 PM
can someone please help me? a step by step instruction would help =]. i have the sc2 launcher, maps, and beta downloaded. but when i launch, the ai is super easy. i downloaded the v6.1 ai, but i cant seem to make it work. HELPP??? xD

ok so in program files x86, Starcraft 2 Beta, inside the folder Mods, there are 3 folders: Core.SC2Mod, Liberty.SC2Mod, and LibertyMulti.SC2Mod. do i just drag my AI file (Base.SC2data) into that Mods folder? or do i drag that file into each of those 3 folders and replace the previous one?


Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Swifter on March 09, 2010, 10:00:17 PM
Just wanted to say a huge "Thank you" for all the hard work. Chipped in a couple of bucks to show my appreciation!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Jak on March 10, 2010, 12:28:21 AM
Quote from: turdburgler on March 09, 2010, 08:52:27 PM
Quote from: devinmorris on March 09, 2010, 08:35:54 PM
ETA 7.0?

Just to be clear. Any of these from now on will be deleted.

7.0 is going to be so big, we're still in the planning stage. There is no way I can even hazard a guess at when it will be out.


team play big?? 1v3? 2v2?? or 8 player ffa big?? i dont know if there 8 players in beta
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Sly_Fly on March 10, 2010, 12:40:01 AM
to paperzealot: Put the base.s2data thing in the liberty.s2mod folder (there should be 4 files in here including the one you are going to overwrite).

to Jak: 1v3 and 2v2 etc. are available now with certain launchers. Teams can be changed in since the 35 rev of the starcrack launcher here (http://darkblizz.org/Forum2/sc2-tools/starcrack-launcher-with-color-and-race-selection/). If that is what you are talking about. 6 players is possible. not sure about 8 though.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Frosty3k on March 10, 2010, 01:00:24 AM
Hey turdburgler, just some suggestions for your next version...

-I noticed my FPS drops significantly when I build or place a unit in an area behind rocks.  The AI must be trying to get to me, but cannot because they don't destroy the rocks.
-Team AI seems to be the next thing to work on, considering how half the launchers have team modes on them
-Sometimes the AI don't get many detectors... I think every build should have detectors in them.
-I think every race needs more defense because they tend to take all their units to attack.  And I find the best way to counter the mass carriers (on the cheating version) is with mass zerglings + nydus networks.  So you can just teleport back and forth and the carriers literally just try move to the nearest point to defend.  So in other words, it's too easy to build nydus worms in the back of their bases


If I think of anything else, I'll tell ya.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: orbb24 on March 10, 2010, 01:01:15 AM
I know you said don't ask for an ETA. And I'm not. I'm just curious if we can get an idea of what you plan to get done for 7.0. What are the big goals for the new version? I don't care about the time it takes you to make it. Just curious on what to look forward to.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Pleomax on March 10, 2010, 01:44:09 AM
Quote from: orbb24 on March 10, 2010, 01:01:15 AM
I know you said don't ask for an ETA. And I'm not. I'm just curious if we can get an idea of what you plan to get done for 7.0. What are the big goals for the new version? I don't care about the time it takes you to make it. Just curious on what to look forward to.
You can expect improvements !
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: tyrindor on March 10, 2010, 03:30:49 AM
Things I hope for in 7.0:
1) A fix for AI killing their own units with friendly skills. Protoss does this alot.
2) A couple more early/mid/late game builds.
3) Ive done a couple observations and the protoss wins everytime.
4) Zerg sometimes doesn't touch gas for a good 15 minutes into the game. By this time they are still using mass Zergling, and a couple Roaches. While I will have Carriers or something.

Rating AI:
Protoss 8/10 - This would be 10/10 if they would use chrono boost more accurately, and stop killing themselfs with lightning.
Terran 7/10 - They tend to still build alot of the same units. I've never actually seen them use battlecruisers.
Zerg 6/10 - Queens sit in the same base, and he builds way to many of them. Doesn't gather gas for a good 15 minutes sometimes. In my experience, by far the easiest to kill out of the 3. Never seen them use many of the air units because by the time I have carriers on the field, they are just teching to Hydras (because they lack gas).
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: kurupted on March 10, 2010, 04:43:07 AM
Quote from: kblood on March 09, 2010, 05:06:34 PM
Quote from: kurupted on March 09, 2010, 04:15:18 PM
Hehe, out of boredom just played vs 3 teamed up zerg as terran  ;D  , without marine rushing :P . Total bloodbath it was, I barely managed to win, thanks to battlecruisers and MM drop.




Patiently waiting for a new version! o/
Nice :) I have still only played about 10-15 full games of SC2 total. So I have barely gotten the hang of it yet. Most the time I have been looking at how the AI battles the AI. So I sometimes still struggle against 1 AI. Probably because I should stick to one race at a time and get to know the new ways of building up fast, efficiently and in the right order. When to expand, and when to just pump out troops, and when to tech up. It all needs a good balance and done in the right order. Especially since the AI seems to have become almost better than me. Zerg vs Zerg 1on1 I have a hard time winning. My build order sucks compared to the AIs it seems  :(
Which makes Starcraft 2 all the more interesting for now :) Would be a bit boring having mastered this game before I could play against real people anyway.


Try one race, pref. terran or protoss and play against one zerg. They are the weakest with the current AI, for terran it's pretty easy, just make a wall at the ramp with supply depots, few marines behind and you can repel this first zergling rush. Make sure to repair your wall afterwards tho! ^^ . Then just gradually add units and bunkers, make sure you secure a second mineral/gas source. For protoss it's more or less the same, zealots cut through zerglings like knife through butter, besides you have photon cannons to barricade with(might want to leave open space to move units out of your base sometime :P ).


If you wanna eliminate an opponent swiftly as terran, just make 3-4 barracks, mass build marines and counter attack him after his first wave splats on your wall. You won't need gas at all for that, only for building a reactor addon to your barracks. This is especially useful against protoss, since in late-game they can wreck your base easily if you stay too defensive and let him expand/tech up.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: kblood on March 10, 2010, 05:46:10 AM
I have won more than a few games. I just like to challenge myself. I suck at Zerg, but just for the fun of it, at v. 6.0 I tried winning with protoss using only 2 types of units. Probes and the Mothership  :D  It was FFA, which helps alot, but at times I had Terran at the with Battle Cruisers and Protoss with carriers. With only these two unit types I was filling the map with photon cannons though. Use a strategy of making pylons below or above a wall then going on the other side to spawn the cannons, after having made cannons above or below first. It seems it was an okay tactic, but is not that easy to win with, since it can be rather expensive. I almost ran out of resources in that game, and was rather lucky that protoss at one point all but destroyed the Terran. The tactic was easier against zerg, although the mothership was needed against hatcheries :)

Trying those kinds of things is usefull for learning the finer mechanics of the game, and how they have balanced it. Zerg creep from a hatchery just exactly keeps photon cannons out of its range :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: tyrindor on March 10, 2010, 06:21:04 AM
Everytime I play with more than 1 computer in an FFA they ALWAYS attack me first.

I'll get attacked by AI #1 about 6 minutes after starting, easily defeat them. Then i'll get attacked by AI #2 about 1 minute later, and then AI #3 1 minute after that. #3 always destroys me since I just defended off 2 attacks of equal sized forces.

I guess i'll stick to 1v1 and 2v2 until this is addressed..
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: kblood on March 10, 2010, 08:05:19 AM
Yea, sometimes I get that as well. The time with the turrets I think I closed one enemy in his base with photon cannons. I think that is what saved me. My main problem is Zerg vs. Zerg. or just Zerg really, I am not building fast enough. I think it is about when to build queen, when to mass troops and when to expand that is my problem. Maybe I should try a zerg and zerg team, so I can copy the computers build  :-[
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: tyrindor on March 10, 2010, 08:48:08 AM
Quote from: kblood on March 10, 2010, 08:05:19 AM
Yea, sometimes I get that as well. The time with the turrets I think I closed one enemy in his base with photon cannons. I think that is what saved me. My main problem is Zerg vs. Zerg. or just Zerg really, I am not building fast enough. I think it is about when to build queen, when to mass troops and when to expand that is my problem. Maybe I should try a zerg and zerg team, so I can copy the computers build  :-[

Starcraft 2 is really different. I'm using almost completely different build orders. The first 5 or so games of each race I got destroyed. The next 5 was a hit and miss.

However I'm to the point where it's almost impossible for me to lose against v6.1.1 unless i'm attacked by 3 computers at the same time or close together.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: jpargami on March 10, 2010, 11:26:50 AM
I registered just to thank you.

Great work, the AI is really challenging (for a noob like me, that is).

I'd been waiting for SC2 for soooo long. Truly the best drug. 8)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: orbb24 on March 10, 2010, 12:10:47 PM
Quote from: Pleomax on March 10, 2010, 01:44:09 AM
Quote from: orbb24 on March 10, 2010, 01:01:15 AM
I know you said don't ask for an ETA. And I'm not. I'm just curious if we can get an idea of what you plan to get done for 7.0. What are the big goals for the new version? I don't care about the time it takes you to make it. Just curious on what to look forward to.
You can expect improvements !
I hope that was a joke. He isn't going to release 7.0 and have it be EXACTLY the same. He is above that. So I was curious one what the ideas were. Of course he did say he was in the planning stage still. So that means in a couple weeks or so we could have one beastly AI on us.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: turdburgler on March 10, 2010, 12:14:21 PM
http://i43.tinypic.com/55ghds.jpg (http://i43.tinypic.com/55ghds.jpg)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: orbb24 on March 10, 2010, 12:40:10 PM
That chart looks amazing. If that can be accomplished then that will be absolutely amazing! Great work!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Gamewiz on March 10, 2010, 12:45:11 PM
Quote from: turdburgler on March 10, 2010, 12:14:21 PM
http://i43.tinypic.com/55ghds.jpg (http://i43.tinypic.com/55ghds.jpg)


If the AI will be able to do that, that will be the best AI yet. :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: iounas on March 10, 2010, 01:00:55 PM
One thing I noticed is that at start ai goes all in and doesnt tech or fast expand..
When I play PvP ai goes for 3 gateways and just pumps zealots (without gas or core) until there are about 16 and attacks.. So if I defend their first push I have economic and tech advantage and the game is over..
Would be nice if sometimes they teched faster or get fast expansion for economy..

Is it possible to make the game end with victory when ai says gg?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: zumar on March 10, 2010, 01:21:42 PM
Great job! here is my short report [about standard edition]:
in 1v1 he always gives me a chance to make a lot of zerglings (50 - 100) and kill him.
In SC1 was the same picture - kill `st wave and you'll win.
But, once again, thank you!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: godspiral on March 10, 2010, 02:57:47 PM
Quote from: turdburgler on March 10, 2010, 12:14:21 PM
http://i43.tinypic.com/55ghds.jpg (http://i43.tinypic.com/55ghds.jpg)

I hope you also consider reacting to expansions and sneakiness, and a proactive flow loop where you resort to some canned bags of tricks/sneakiness (drops, dt, nydus, prism, reaver harass) that aren't always part of build, but trigger semi randomly.

The reactive system seems like a strong alternative to the AI not sending wave after wave when it is getting raped on each wave, though I think casual players like facing waves. 6.1, I think is pretty good at understanding that it is losing, and not sending another wave if it is.

6.1 does a good job with core army makeup and progression, but it could significantly increase challenge by forcing the player to multitask more with sneaky play.  Even if the P AI knows it can win by mass carriers after it is ahead, it would be more fun for the player to try a special/sneak wave on them, at least some of the time.

Improvements that I would prioritize ahead of a reactive system, and ahead of some of my suggestions above are:

*use more varied units (sentry, infestor, warp gate, ghost, roach burrow and reaver cliff harrass) - though I understand that some of these units micro abilities (probably reavers hardest) are very hard to implement, some like guardian shield are easy, and emp or infestor abilities are not any harder than storm.
*more variations on canned opening strategy and progression.  There are other valid openings than 3 gate for protoss, even if that is the one the AI would choose more often.  I know people complain if the AI doesn't make the strongest possible choice, but variety is long term strength, and more fun, and more useful practice.
* Active income analysis:  The AI currently puts about 30 workers on 9 mineral patches, when the gains from having more than 18 are minimal.  If it actively monitored the income it was getting from additional workers, it would dynamicly react to any cheating handicap it receives.  More importantly it can calculate how many production buildings it needs to keep queues full, and build more production buildings if it has the income, or consider expansion if doesn't or dynamicly build farms based on income/production levels.
* little things like queens at the right expansions, spamming chrono boost (even without worrying about being smart about it), creep tumors and so on would also boost strength more than I imagine a reactive flow system would.

(though reactive flow sounds like it has great potential for dealing with wall ins, or the AI deciding to turtle in itself, most of that could be 8.0 ideas ??? )


btw, even a small 10-15% cheating mineral boost makes the AI very rush resistant.  PvT on metalopolis is pretty hard for standard early P play.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: protosss on March 10, 2010, 03:15:22 PM
Hello,

I registered to the forum just to give some feedback to the devs of this ai.

I used starcraft 2 beta launcher v 0.21 with starcrack 6.1.1 standard

The first impression is similar to the ones already stated, the ai develops up to some point in game and remains there.

I played a 50k minerals map (protoss vs zerg) and the ai posed some difficulty early in the game harassing me with repeated attacks until i fought back destroying one of its expansion bases.

After that, it went almost stalling with occasional poorly constructed attacks.

I realize this is not the sc1 ai and it should not mimic it but this one lacks some fundamental features the sc1 ai had.

Like:

- Attempt to perform drops
- Search for weak spots in defenses and exploit them
- Use abilities, not just brute force

What i noticed at this ai is that:

- It will consume resources with the same attack tactic even if it proves inefficient
- It does not take into account on the unit types, it kept coming at me with air only units even if i didn't have any air units to attack
- Destroyed expansion bases are not rebuilt
- It does not adapt to the available resources, it will use almost the same amount of resources even if there are plenty resources to develop.
- It does not adapt to the force it encounters. If i create a large opposing force the ai comes with the same combination and number of units.
- Does not take countermeasures if its base is breached. It will not relocate or abandon its base. It will not create units to defend itself.
- It does not upgrade, i presume that the repeated useless attacks consume its resources.

I hope that the provided feedback will be used to improve this ai since i feel it has great potential.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: AcidraiN on March 10, 2010, 04:10:46 PM
I had previously downloaded the cheating AI version.. then I downloaded the standard and overwrote the files within the s2 beta folder.  Why am I still randomly playing some cheating AI version?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Vernam7 on March 10, 2010, 04:33:01 PM
on more tnx from me :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: holyman2k on March 10, 2010, 04:49:49 PM
i've played a few games, and notice that both cheat and standard AI build a med size army then start attacking.  they don't grow their army pass a certain size.  it feels like once they got to a med size army they stop using any resources.


when their main army attacks, they don't tend to send any reinforces.


other then that, the ai looked very good. cheating ai is challenging, you pretty much need to block of a choke point to buy you time.


good job guys, can't wait the next release
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Versago on March 10, 2010, 05:43:57 PM
My one base Battlecruiser build beats the AI every time still.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: ilikeyolk on March 10, 2010, 05:53:12 PM
wait, i downloaded the attachment, but what do i do now?
i have sc2 beta, lazy launcher, the bypass, i can watch replays, and i can play AI but the AI i played were SOOO easy: as in they make like 4 units and that's it
so what do i do now?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Gamewiz on March 10, 2010, 06:12:15 PM
Quote from: ilikeyolk on March 10, 2010, 05:53:12 PM
wait, i downloaded the attachment, but what do i do now?
i have sc2 beta, lazy launcher, the bypass, i can watch replays, and i can play AI but the AI i played were SOOO easy: as in they make like 4 units and that's it
so what do i do now?


Did you download this AI and put it in the right place? Are you using any other launcher aside from lazy launcher 2.0?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: AcidraiN on March 10, 2010, 06:16:50 PM
for those of you that think AI is too easy... i know why.. you are using the wrong program to run it.. get the sc2allin1 launcher rather than the other launcher programs.. this can be found here http://darkblizz.org/Forum2/sc2-tools/starcraft-2-beta-best-allin1-crack-(offline-mode)/ (http://darkblizz.org/Forum2/sc2-tools/starcraft-2-beta-best-allin1-crack-(offline-mode)/)  get this instead of any other u use
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: jpargami on March 10, 2010, 06:19:59 PM
Hi,

I noticed two small problems :
- vs Carriers, AI Marines shoot the Interceptors instead of the Carrier itself
- sometimes, the AI doesn't finish off my base when it managed to destroy my entire army, leaving me the time to rebuild everything. (er, yes, I lost... several times :( )


@ilikeyolk :
I think you're still facing the default AI, instead of the Starcrack one.
If you use SC2 beta launcher, are you sure you set the right difficulty folder ? Because with the Starcrack AI, it sends waves of ennemies.

And as a reminder, here are the first two steps of the readme for Starcrack AI 6:

1 - Unpack into StarCraft II Beta folder
2 - Let it overwrite
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Gamewiz on March 10, 2010, 06:25:18 PM
Quote from: AcidraiN on March 10, 2010, 06:16:50 PM
for those of you that think AI is too easy... i know why.. you are using the wrong program to run it.. get the sc2allin1 launcher rather than the other launcher programs.. this can be found here http://darkblizz.org/Forum2/sc2-tools/starcraft-2-beta-best-allin1-crack-(offline-mode)/ (http://darkblizz.org/Forum2/sc2-tools/starcraft-2-beta-best-allin1-crack-(offline-mode)/)  get this instead of any other u use


That has *nothing* to do with how the AI runs. They are launchers, nothing more. They do not alter the AI in any way, shape, or form.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: AcidraiN on March 10, 2010, 06:30:51 PM
Quote from: Gamewiz on March 10, 2010, 06:25:18 PM
Quote from: AcidraiN on March 10, 2010, 06:16:50 PM
for those of you that think AI is too easy... i know why.. you are using the wrong program to run it.. get the sc2allin1 launcher rather than the other launcher programs.. this can be found here http://darkblizz.org/Forum2/sc2-tools/starcraft-2-beta-best-allin1-crack-(offline-mode)/ (http://darkblizz.org/Forum2/sc2-tools/starcraft-2-beta-best-allin1-crack-(offline-mode)/)  get this instead of any other u use


That has *nothing* to do with how the AI runs. They are launchers, nothing more. They do not alter the AI in any way, shape, or form.

well it does if you haven't changed the folders and such in the other launchers.. downloading this has the setup so you can select the difficulty of the opponent... so yeah it helped fix my problem
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: gravis25 on March 10, 2010, 06:49:04 PM
Quote from: Gamewiz on March 10, 2010, 06:25:18 PM
Quote from: AcidraiN on March 10, 2010, 06:16:50 PM
for those of you that think AI is too easy... i know why.. you are using the wrong program to run it.. get the sc2allin1 launcher rather than the other launcher programs.. this can be found here http://darkblizz.org/Forum2/sc2-tools/starcraft-2-beta-best-allin1-crack-(offline-mode)/ (http://darkblizz.org/Forum2/sc2-tools/starcraft-2-beta-best-allin1-crack-(offline-mode)/)  get this instead of any other u use
That has *nothing* to do with how the AI runs. They are launchers, nothing more. They do not alter the AI in any way, shape, or form.
I couldn't get my 6.1.1 AI to work untill I used that launcher. you are right they don't alter the AI in any way, but it automatically puts the AI folders were they are supposed to go, and for people who don't know were to put them thats a big help.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: claushouse on March 10, 2010, 09:29:57 PM

Hey, I just wanted to give my take on a great 3x FFA on Lost Temple that I had using 6.1.1 Standard:


I played as Terran vs. 2 Terran and 1 Zerg, the game lasted 46 minutes, with every player staying alive until the last 10 minutes.


Both Terran used drastically different strategies, one stayed with ground units (marines, tanks, marauders, thors) while the other went air, going for BC's early.


The Zerg surprisingly took on the BC building terran while I mostly fought the ground Terran, and the Zerg actually beat the BC's with some varied units and strong air.


Every single expansion was used and the entire map was drained of minerals, all four of us constantly expanded, and constant pressure was levied on everyone throughout the game with squirmishes at our choke points and around the middle of the map.


The whole game felt quite natural and balanced, if I'd bought this game off the shelf and played this AI I wouldn't for one second assume it wasn't part of the real game.


Just wanted to give some positive feedback in lieu of mostly receiving constructive critism (albeit criticism nonetheless) and thank everyone working on the AI for the great job.


I thought the match wasn't too easy or difficult, and a great accomplishment in balance.


The only caveat is the island expansions were rather uncontested; I built 2 CC's early and flew them in; the ground terran sent about 3 or 4 Vikings at one of them, but one at a time and never hit land with my plethora or missile turrets. I think the ground AI tried to send a huge wave of guys to one of them, getting stuck on the ledge of the high-yield mineral expansion unable to reach the island.


To Turd and anyone else working on this, Keep up the great work!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: paco on March 11, 2010, 01:51:15 AM
Cheating version hell of a lot more interesting. Just did a match with Zerg and the only reason I won is because the AI doesnt pushed the corner expansions hard enough (it had 2-3 drop attempts). I was doing hydras and took a toss out with hydra drop easily but in the meantime the other made fuckloads of units, I bet it pushed out to the limit. Colossus, immortals, zeas, not that many sentinels tho.
Even by moving back 50 hydras to my main base and pumpin units from 4 hatch I couldnt stop it so I moved out to the corner exps and started doing mutas and started taking out part of the AI base, one piece at the time.
Since it never left the army at one place but moved it back and forth it got pwned. At the end I had like 60 mutas.

(http://img69.imageshack.us/img69/2721/screenshot001uu.th.jpg) (http://img69.imageshack.us/i/screenshot001uu.jpg/)

One more thing about how blizzard cant come up with anything original. Colossus = copy of darkwalker (UT3)...
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: dodongbadong on March 11, 2010, 02:29:59 AM
wow.. this is really the best ai i have played.. of course i mean the cheating ai.. so hard very challenging..

i wonder what surprises will have in 6.2
i cant w8  ;D
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: protosss on March 11, 2010, 05:00:52 AM
Quote from: AcidraiN on March 10, 2010, 06:30:51 PM
Quote from: Gamewiz on March 10, 2010, 06:25:18 PM
Quote from: AcidraiN on March 10, 2010, 06:16:50 PM
for those of you that think AI is too easy... i know why.. you are using the wrong program to run it.. get the sc2allin1 launcher rather than the other launcher programs.. this can be found here http://darkblizz.org/Forum2/sc2-tools/starcraft-2-beta-best-allin1-crack-(offline-mode)/ (http://darkblizz.org/Forum2/sc2-tools/starcraft-2-beta-best-allin1-crack-%28offline-mode%29/)  get this instead of any other u use


That has *nothing* to do with how the AI runs. They are launchers, nothing more. They do not alter the AI in any way, shape, or form.

well it does if you haven't changed the folders and such in the other launchers.. downloading this has the setup so you can select the difficulty of the opponent... so yeah it helped fix my problem

I hardly think that the launcher has anything to do with the AI used as well.

Unless the launcher you are recommending uses a different AI than starcrack and behaves differently.

I used different launchers as well but the one i mentioned in my post was the only that allowed me to play 50k maps. The others just gave me victory after the game loads.

I will try the cheating version and post my feedback after i have my conclusions about it.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: SmithReplica on March 11, 2010, 07:51:48 AM
Turd

I played a game on Shakuras Plateau Vs one AI using StarCrack launcher 40.4. The AI was Protoss.
Halfway tru the match i noticed a HUGE performance loss. My fps went down from the usual 45-60 to 15-20.
This situation continued for about 10 minutes until i destroyed a void ray Warp Prism that was flying near the center of the map, then *poof* performance was back to sweet and perfect. The rest of the match continued without issues. After it finished, i checked back the replay and found that the lag started EXACTLY when the mentioned void ray Warp Prism loaded some probes and started to "try" to put them on the north center expansion point. It seemed to "fail" to do so and started flying around aimlessly after.

My guess is that the slowness was caused by the AI trying to do something with this void ray, not sure what.

If you want the replay file let me know and i can send it to you.

[/color]EDIT: I meant Warp Prism, not Void Ray
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: kurupted on March 11, 2010, 07:54:12 AM
I noticed exactly the same a few days ago.


When I scanned his base and seen a void ray, I experienced a massive FPS drop for quite a while. No idea what was the cause of it though.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Ohrmazd on March 11, 2010, 10:58:46 AM
Hello everyone,
Been using this AI since it first came out (I was truly shocked and overjoyed that I'd have a bit of access to SCII before release) and I cannot thank you guys enough.

I have two suitemates who also play, using these AI, so my feedback is generally based on all 3 of us.

It seems Protoss is MUCH more powerful than the other AI, perhaps as a result of benefiting more from high APM.

AI doesn't seem to ever build defense at expansions (even ones most likely to come under attack) and also doesn't seem to counter attack after beating off an attack of yours. Most importantly, if the AI has a large force attacking your base, I am often able to trick it into returning the whole army to its base by attacking with a few measly units. And finally, AI seems to commit itself to battles at your defense a bit too easily-- if I set up a bunch of cannons at a choke and keep my forces there, I feel like the AI is only counting my units when deciding whether or not the fight is worth it-- and gets itself wiped out without hurting many units.

Overall, though, 6.1.1 is a joy-- surprisingly fun to play against. I love you guys <3
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: nuno on March 11, 2010, 11:14:25 AM
ai dont help when i get attacked in team match
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Jarpoir on March 11, 2010, 02:05:49 PM

Quote from: AcidraiN on March 10, 2010, 06:30:51 PM
Quote from: Gamewiz on March 10, 2010, 06:25:18 PM
Quote from: AcidraiN on March 10, 2010, 06:16:50 PM
for those of you that think AI is too easy... i know why.. you are using the wrong program to run it.. get the sc2allin1 launcher rather than the other launcher programs.. this can be found here http://darkblizz.org/Forum2/sc2-tools/starcraft-2-beta-best-allin1-crack-(offline-mode)/ (http://darkblizz.org/Forum2/sc2-tools/starcraft-2-beta-best-allin1-crack-%28offline-mode%29/)  get this instead of any other u use


That has *nothing* to do with how the AI runs. They are launchers, nothing more. They do not alter the AI in any way, shape, or form.

well it does if you haven't changed the folders and such in the other launchers.. downloading this has the setup so you can select the difficulty of the opponent... so yeah it helped fix my problem

Truth.  I found that with one of the launchers, disregarding what the gui said, had to copy the Base.SC2Data and replace the on in the Liberty(?) folder. (of course backing up the original beforehand).

As far as comments and critiques go on the v6.1.1, I agree with everything this man has said:
Quote from: Ohrmazd on March 11, 2010, 10:58:46 AM
[...]
It seems Protoss is MUCH more powerful than the other AI, perhaps as a result of benefiting more from high APM.

AIdoesn't seem to ever build defense at expansions (even ones most likelyto come under attack) and also doesn't seem to counter attack afterbeating off an attack of yours. Most importantly, if the AI has a largeforce attacking your base, I am often able to trick it into returningthe whole army to its base by attacking with a few measly units. Andfinally, AI seems to commit itself to battles at your defense a bit tooeasily-- if I set up a bunch of cannons at a choke and keep my forcesthere, I feel like the AI is only counting my units when decidingwhether or not the fight is worth it-- and gets itself wiped outwithout hurting many units.

Overall, though, 6.1.1 is a joy-- surprisingly fun to play against. I love you guys <3


Also I was wondering if another cheat AI version could be added, in which the AI doesn't see all of the map, but still yields a much higher mineral bonus?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: programm on March 11, 2010, 02:12:32 PM
just so u know...

ai 6.1.1 standard was able to kill my base at some point but i rebuilt  base at place with rock. ai isnt trained to kill rocks. thus u can rebuild all u want.  ai tries to unload units but u can kill him easily like overloards loading ultralisk. also ai  makes 3 expands and then it stops expanding more, so it doesnt gather. still silly slthough lots of good moves lik unloading units in ur base
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: godspiral on March 11, 2010, 03:26:56 PM
Quote from: Jarpoir on March 11, 2010, 02:05:49 PM

as wondering if another cheat AI version could be added, in which the AI doesn't see all of the map, but still yields a much higher mineral bonus?

using this modifiction by darkzero, you can customize the cheating easily.

http://darkblizz.org/Forum2/ai-scripts/ai-standar-(proposal)/ (http://darkblizz.org/Forum2/ai-scripts/ai-standar-(proposal)/)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Tresh on March 11, 2010, 04:34:25 PM
Just a quick question here, is it possible to watch replays with a custom AI? (Well, this AI)


I am able to watch for a couple mins, maybe secs, but then i get "replay desync". Tried using the original AI to watch the replay failed worse. Same result, just faster.


In an unrelated question, how many AIs are you able to win against?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Alcapone on March 11, 2010, 05:17:31 PM
Turdburglar, i just want to congratulate you on a HUGE success with your AI for SC2. I don't doubt that when Starcraft 2 is actually released, those of us who get used to beating your AI cheating version will be disappointed in the difficulty of the gameplay in the campaign.  8)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Myke on March 11, 2010, 09:11:57 PM
Now, I haven't played the 6.1.1 ai yet, but playing the 6.0 ai and I was wondering if the 6.1.1 ai fixed the issue of the AI being scared of Spine Crawlers.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: starcrafter64 on March 11, 2010, 09:23:44 PM
6.1.1, one of my strategies if i'm zerg is to defend the initial rush with Spine crawlers lings and a queen, then immediately tech to mutas. They definitely aren't afraid of spine crawlers.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Myke on March 11, 2010, 09:29:31 PM
Oh good, so I can expect more of a challenge.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Astazha on March 11, 2010, 09:49:34 PM
@Trush I find that as long as I watch the replay before making further edits to an AI that it works fine.  I don't know if it takes a hash of the AI it was run with or what.


@Turdburgler & the rest of the Starcrack team:  I have a specific improvement I would like to make, and I'm not sure how best to go about contributing it.  It's fairly simple, so maybe it's best to just describe it since I don't know where you are in the development of the next version.


When the AI changes stages to Mid or Late, it issues an AIClearStock() command before queuing up what will be built at the new stage.  This is fine as long as it doesn't lose tech capability.  If you bomb a Late stage AI into the stone age and then allow it to recover it won't because all of the units that are in stock to be built can't be built anymore, and it doesn't know how to tech up to them.


Simply adding an AISetStock() requesting 1 of each building type required in the tech tree should resolve the problem.  It shouldn't build anymore of them unless it loses them all at some point, and if it loses required tech it should recover.


It isn't a perfect solution but it will solve the problem, and the side effects are much better than having the AI do nothing if it's tech tree gets chopped down.


If you want me to code and test this for the current version I will.  Otherwise I don't want to duplicate work or develop code for builds that you're throwing away in the next version or something.


(Edit: I'm wrong.)

I've also modified your supply management so that it doesn't get bottlenecked on fast growth builds by only making 1 more supply unit at a time.  It makes the decision by looking at how many minerals are lying around, with the assumption being that we're probably repeatedly hitting the supply cap if minerals are building up.  1 supply is built by default, 2 if 500 minerals are lying around, 3 if 1000 or more.  Not perfect but simple and an improvement.


I have a build that pumps zerglings from 3 hatcheries with 3 queens and it does a good job of maintaining overlord balance all the way up to supply cap.  Haven't done any testing with the other races.


Edit: Moved the code to a separate post because the width was breaking my text.  See next page.

Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Astazha on March 11, 2010, 09:51:00 PM
//--------------------------------------------------------------------------------------------------
//  AIManageSupplyMultiple (original AIManageSupply by Doix + Turd.  Modified by Astazha)
//
// checks to make sure there are enough supply depots for future production
// when supply is required build the number specified instead of just 1
//--------------------------------------------------------------------------------------------------


void AIManageSupplyMultiple (int player, int buildAmount)
{
   string supplyType;
   string p_race = PlayerRace(player);
   
   if(p_race == "Terr")
   {
      supplyType = c_TB_SupplyDepot_Alias;
   }
   else if(p_race == "Prot")
   {
      supplyType = c_PB_Pylon;
   }
   else if(p_race == "Zerg")
   {
      supplyType = c_ZU_Overlord_Alias;
   }


   if ( (PlayerGetPropertyInt( player, c_playerPropSuppliesUsed ) >= PlayerGetPropertyInt( player, c_playerPropSuppliesMade ) - 5 )
      && (AITechCount ( player, supplyType, c_techCountIncompleteOnly ) == 0 ))
   {
      //AISetStock( player, AITechCount( player, supplyType, c_techCountCompleteOnly ) + buildAmount, supplyType);
      AITrain(player, c_makePriorityHighest, c_townMain, supplyType, buildAmount);
   }
}


//--------------------------------------------------------------------------------------------------
//  AIManageSupply (by Astazha)
//
// build 1, 2, or 3 supply depots depending on how many spare minerals are lying around.
//--------------------------------------------------------------------------------------------------


void AIManageSupply (int player)
{
   if (AIHasRes(player, 1000, 0))
   {
      AIManageSupplyMultiple(player,3);
   }
   else
   {
      if (AIHasRes(player, 500, 0))
      {
         AIManageSupplyMultiple(player,2);
      }
      else
      {
         AIManageSupplyMultiple(player,1);
      }
   }
   
}
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: paco on March 11, 2010, 10:35:00 PM
ouch
(http://img13.imageshack.us/img13/821/screenshot003st.th.jpg) (http://img13.imageshack.us/i/screenshot003st.jpg/)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Tresh on March 11, 2010, 10:50:42 PM
Quote from: Astazha on March 11, 2010, 09:49:34 PM
@Trush I find that as long as I watch the replay before making further edits to an AI that it works fine.  I don't know if it takes a hash of the AI it was run with or what
Im not sure what you mean with hash, but ive tried watching the replay without editing anything after the game, and it didnt work. As i said, it played about a minute or so of the replay (About when i make my first rax with terrans), then goes desync.

Any further help / recommendation would be greatly appreciated. Im trying to see what am i doing right and wrong.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Astazha on March 12, 2010, 12:12:17 AM
Then I'm afraid I don't know.  My replays work except when I edit the AI it was made with.


If you play a game and then immediately watch the replay does it work then?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Astazha on March 12, 2010, 03:11:10 AM
I've just realized that I was wrong about the cause of the failing to re-tech thing, so disregard that bit.  A main base will retech as much as it needs to.  The problem seems to be that when the main is wiped out the AI will not retech at an expansion.


I recall someone discussing reassigning an expansion to be the main in one of these threads...
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: krutoistudent on March 12, 2010, 04:45:06 AM
Quote from: paco on March 11, 2010, 10:35:00 PM
ouch
(http://img13.imageshack.us/img13/821/screenshot003st.th.jpg) (http://img13.imageshack.us/i/screenshot003st.jpg/)
haha

seriously, why dont you guys make stronger ai? ??? ?
there is no improvement since version 5, just big talk but nothing is changing in difficulty

here played vs cheated 6.1.1
SC2 AI6.1.1 cheated version part1 (http://www.youtube.com/watch?v=tUFFM6Ylgf8#ws)
SC2 AI6.1.1 cheated version part2 (http://www.youtube.com/watch?v=Oh2v6Xe_His#ws)

versus not cheating 6.1.1
SC2 AI6.1 part1 (http://www.youtube.com/watch?v=zPRd93KdnjY#ws)
SC2 AI6.1 part2 (http://www.youtube.com/watch?v=oY4hYCALm3o#ws)
SC2 AI6.1 part3 (http://www.youtube.com/watch?v=Vx1AXKy5O6k#ws)
well if i have to compare this with human player i would say that it has a skill level of a wow player who plays his 2-3game ...
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: cliffton on March 12, 2010, 05:27:59 AM
Quote from: krutoistudent on March 12, 2010, 04:45:06 AM
seriously, why dont you guys make stronger ai? ??? ?
there is no improvement since version 5, just big talk but nothing is changing in difficulty
I'm sure they are keeping it the same just to piss you off.  If I was working on it that's what I'd be doing.  
There are changes from 5.0.  Maybe not as noticeable if you never let it live past 5 minutes, but changes are there and obvious and I can't take you seriously if you are going to pretend they don't exist.  Said changes lay a framework for making it more challenging and varied going forward.  
Given what they had to start with, progress in two weeks is great, and it isn't going to go any faster because some jerk on a forum says it should.  I mean what, you think they are just dicking around but now that *you* have come to tell them it should be harder they finally realize they need to do it right, or they finally have the motivation to do it right, and because *you* told them to suddenly they can snap their fingers and do it?  What an egoist.
Actually I take that back.  I have a stupendous idea!  Seriously, why don't *you* make stronger ai?  You seem to know exactly how easy it is.  They are holding back!  Show us th way! Hell, it's so easy I'll go do it.  I'll race you!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: programm on March 12, 2010, 05:33:58 AM
Here is the solution: All unite on making Emulation bnet and get rid of crappy AIs cause AIs can never be like players. To stupid.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: undeadnightorc on March 12, 2010, 06:23:04 AM
People are never happy. We were all dying for the beta. When we didn't get in we were dying for a free crack. When we finally got a free crack we were dying to play an ai instead of sandbox mode. When we finally got an ai we were dying for it to be improved.

Just remember we never paid a cent for all this so just be thankful there are people out there willing to put a great amount of effort bringing it to us FOR FREE.

Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: earendur829 on March 12, 2010, 06:33:36 AM
i'm finding it VERY, VERY hard to beat cheating AI terran as toss on maps with wide ramps.  :-[
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: krutoistudent on March 12, 2010, 06:43:41 AM
stop crying guys, since when its not allowed to say your own opinion? and stop coming with retarded reasoning, it was my opinion yesterday, it doesnt match yours? hell i could not care less, and again for people without beta key this is the only way too play, for me not, i have a beta key
i just played all match ups i didnt play yesterday and suprise ZvT and PvT was a great challend (cheated ai), so on this point i take back my word from earlier post !
the cheated ai as terran versus human Protoss/Zerg is pretty good
i will upload it later on youtube, seriously game is worth to watch ;-)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: krutoistudent on March 12, 2010, 06:45:49 AM
Quote from: earendur829 on March 12, 2010, 06:33:36 AM
i'm finding it VERY, VERY hard to beat cheating AI terran as toss on maps with wide ramps.  :-[
hm yea kind of either u need to slow down your tech or you will need a few sentries to block the whole ramp
the cheated ai terran is pretty nice, come close to human terran player (just missing micro, but macro wise pretty nice)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: iounas on March 12, 2010, 06:59:12 AM
Quote from: krutoistudent on March 12, 2010, 04:45:06 AM
Quote from: paco on March 11, 2010, 10:35:00 PM
ouch
(http://img13.imageshack.us/img13/821/screenshot003st.th.jpg) (http://img13.imageshack.us/i/screenshot003st.jpg/)
haha

seriously, why dont you guys make stronger ai? ??? ?
there is no improvement since version 5, just big talk but nothing is changing in difficulty



well if i have to compare this with human player i would say that it has a skill level of a wow player who plays his 2-3game ...
Its very hard to code ai.. It cant think like a human..
It doesnt help that his opening is the same.. He makes zealots, player makes zealot counter- roach.. Player wins..
It was like that first few days of beta until protoss players went straight to immortals and stalkers.. And then zerg expected protoss to go with those units so zerg made zerglings and hydras.. Not easy to code that..
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Jandos on March 12, 2010, 07:32:02 AM
Quote from: programm on March 12, 2010, 05:33:58 AM
Here is the solution: All unite on making Emulation bnet and get rid of crappy AIs cause AIs can never be like players. To stupid.

Signed !  :)

I really appreciate hard work of guys who making AI. It is good for people who dont have much experience with RTS. But for someone who played BW it will be always to easy and boring.

I hope they will be some  progress in emulating battle net server soon
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: mysticalmage13 on March 12, 2010, 08:13:24 AM
Come on guys, be thankful that we get everything here for free. Just be patient, you can't expect them work any faster, they still have their lives to live, they simply can't invest all their time in this project they're doing out of their own good will. So, just relax and be patient. They're doing fantastic work and to think they're doing this for free.


I have to say, the A.I. keeps improving but you can't expect too much from a machine. If you ever go into coding, you'll realize that programming a computer to be human-like is difficult, you'll need tons and tons of lines of code. You'll have to tell them what to do for each possibility they'll encounter and it's not easy to do that out of all the countless strategies a person can manage to think of. I'm sure the developers are doing the best they can with the limited resources they have. I read a while ago that blizzard haven't release a proper code for the A.I. and that they have to implement their own, or something like that. So just be patient and be content with what's available.  :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: godspiral on March 12, 2010, 09:34:12 AM
Quote from: earendur829 on March 12, 2010, 06:33:36 AM
i'm finding it VERY, VERY hard to beat cheating AI terran as toss on maps with wide ramps.  :-[

yes.  The videos abuse small ramp T repair blockade followed by timing attack after AI fail, and in 2nd video.  We learn that  roaches rape zealots.

Now its a valid point that the AI could calculate its chances either before or during an attack on a ramp blockade, and then decide to contain instead, reinforcing troops.  The simplest change would just make the AI extremely cautious when there is a total block as in video.  Players could still abuse Ai by making funnels.

For PvZ, its a valid point that 3 gate zealot rush shouldn't be main/only build
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Swifter on March 12, 2010, 09:41:49 AM
Quote from: krutoistudent on March 12, 2010, 04:45:06 AM
Quote from: paco on March 11, 2010, 10:35:00 PM
ouch
(http://img13.imageshack.us/img13/821/screenshot003st.th.jpg) (http://img13.imageshack.us/i/screenshot003st.jpg/)
haha

seriously, why dont you guys make stronger ai? ??? ?
there is no improvement since version 5, just big talk but nothing is changing in difficulty

well if i have to compare this with human player i would say that it has a skill level of a wow player who plays his 2-3game ...


They should perma-ban his IP or something so he cannot download stuff from this website anymore. I wish there was a period of the year where we could hunt stupid people, like this guy, with shotguns. Man it'd be fun.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: jpargami on March 12, 2010, 10:37:02 AM
Quote from: undeadnightorc on March 12, 2010, 06:23:04 AM
People are never happy. We were all dying for the beta. When we didn't get in we were dying for a free crack. When we finally got a free crack we were dying to play an ai instead of sandbox mode. When we finally got an ai we were dying for it to be improved.

Just remember we never paid a cent for all this so just be thankful there are people out there willing to put a great amount of effort bringing it to us FOR FREE.

This is so true. I remember how impatient I was to test SC2, instead of just -endlessly- watching beta replays on youtube & others.


@Swifter : be careful, sometimes we'd be the hunters and sometimes we'd be the hunted.  ;)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: krutoistudent on March 12, 2010, 01:46:25 PM
Quote from: Swifter on March 12, 2010, 09:41:49 AM
Quote from: krutoistudent on March 12, 2010, 04:45:06 AM
Quote from: paco on March 11, 2010, 10:35:00 PM
ouch
(http://img13.imageshack.us/img13/821/screenshot003st.th.jpg) (http://img13.imageshack.us/i/screenshot003st.jpg/)
haha

seriously, why dont you guys make stronger ai? ??? ?
there is no improvement since version 5, just big talk but nothing is changing in difficulty

well if i have to compare this with human player i would say that it has a skill level of a wow player who plays his 2-3game ...


They should perma-ban his IP or something so he cannot download stuff from this website anymore. I wish there was a period of the year where we could hunt stupid people, like this guy, with shotguns. Man it'd be fun.
haha funny guy, dont call other people stupid with your ant brain
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: krutoistudent on March 12, 2010, 01:58:28 PM
Quote from: godspiral on March 12, 2010, 09:34:12 AM
Quote from: earendur829 on March 12, 2010, 06:33:36 AM
i'm finding it VERY, VERY hard to beat cheating AI terran as toss on maps with wide ramps.  :-[

yes.  The videos abuse small ramp T repair blockade followed by timing attack after AI fail, and in 2nd video.  We learn that  roaches rape zealots.

Now its a valid point that the AI could calculate its chances either before or during an attack on a ramp blockade, and then decide to contain instead, reinforcing troops.  The simplest change would just make the AI extremely cautious when there is a total block as in video.  Players could still abuse Ai by making funnels.

For PvZ, its a valid point that 3 gate zealot rush shouldn't be main/only build
exact!
that is what i ment by big talk and no improvement, because this are from first ai the problems and still are, mass lings works versus protoss not versus zerg, and even lesser versus terran, because terran wall in every game, i have zero programming skills but i doubt it is a problem to put a triger, when way blocked move back dont trow away units

anyway the terran ai of the cheated version is pretty nice in p/z v t, i will upload tonight the vids, was really good games, will be good advertising for the ai  8)

and another important thing is programmer have the skill to change the ai, but they should work together with people who knows the game good, so they can use their knowlege to make good build orders for every match up and not randown unit mass and a click into wall
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: undeadnightorc on March 12, 2010, 02:18:48 PM
Quote from: krutoistudent on March 12, 2010, 06:43:41 AM
stop crying guys, since when its not allowed to say your own opinion? and stop coming with retarded reasoning, it was my opinion yesterday, it doesnt match yours?

Everyone is entitled to their opinion. But you seem ungrateful for all the work being put into this project. It's like if you were starving and someone gave you a free dinner. Than you complain there wasn't enough salt.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Tresh on March 12, 2010, 02:55:26 PM
Quote from: Astazha on March 12, 2010, 12:12:17 AM
Then I'm afraid I don't know.  My replays work except when I edit the AI it was made with.


If you play a game and then immediately watch the replay does it work then?

Nope, it doesnt. I just tried it. Im thinking it may be the map, im using one that is not official, and i just store them in the desktop. If that's it, then id just need to know where should i store em.

Just in case, here's what i did.

Downloaded SCII. Downloaded the fixed cache. pasted the new cache in documents andsettings... overwritten when prompted. Im using StarLauncher 0.41 (Which may be the whole reason this doesnt work, which Launcher are you using?). I use that one because of the team functionality (if i dont use this launcher, the game is a free for all, ais attack each other). Play the game, TvTT. Exit the game. Open the original SCII, click on replays, select the last one. Desync.


EDIT: Forgot to say, because of the way the launcher works, i actually had to replace the original base.sc2data in the liberty folder.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: L33tGam3r on March 12, 2010, 04:58:00 PM
Quote from: godspiral on March 12, 2010, 09:34:12 AM
Quote from: earendur829 on March 12, 2010, 06:33:36 AM
i'm finding it VERY, VERY hard to beat cheating AI terran as toss on maps with wide ramps.  :-[

yes.  The videos abuse small ramp T repair blockade followed by timing attack after AI fail, and in 2nd video.  We learn that  roaches rape zealots.
 
Now its a valid point that the AI could calculate its chances either before or during an attack on a ramp blockade, and then decide to contain instead, reinforcing troops.  The simplest change would just make the AI extremely cautious when there is a total block as in video.  Players could still abuse Ai by making funnels.
 
For PvZ, its a valid point that 3 gate zealot rush shouldn't be main/only build
i'm finding it VERY, VERY hard to beat cheating AI terran..AT ALL  :-X
I made like 5 games TvT trying diffrent tactics with no success ..first attack is like 12+ marines and 2nd is with tanks and vikings at like 6-7 minute..not much u can do  :-X
vs Protoss as terran just do some helions for the first attack,go bio the get a few ghosts and call the gg..terran just owns protoss 
vs Zerg ..nothing that challenging here zerg is the easiest atm just mass whatever you are playin' with and rush.
If any1 had beaten cheating AI in a TvT match feel free to share  :-\
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: godspiral on March 12, 2010, 05:12:46 PM
Quote from: L33tGam3r on March 12, 2010, 04:58:00 PM
cheating AI terran..AT ALL  :-X
I made like 5 games TvT trying diffrent tactics with no success ..first attack is like 12+ marines and 2nd is with tanks and vikings at like 6-7 minute..not much u can do  :-X
vs Protoss as terran just do some helions for the first attack,go bio the get a few ghosts and call the gg..terran just owns protoss
vs Zerg ..nothing that challenging here zerg is the easiest atm just mass whatever you are playin' with and rush.
If any1 had beaten cheating AI in a TvT match feel free to share  :-\

First, I played cheating AI PvT up to 130% only.  I found metalopolis to be the hardest map PvT (because it puts sieged tanks up its ramp).  But fast expand, forge before 3rd gate, canons and zealot charge are all useful.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Nipels on March 12, 2010, 05:29:42 PM
Quote from: krutoistudent on March 12, 2010, 01:58:28 PM
exact!
thatis what i ment by big talk and no improvement, because this are fromfirst ai the problems and still are, mass lings works versus protossnot versus zerg, and even lesser versus terran, because terran wall inevery game, i have zero programming skills but i doubt it is a problemto put a triger, when way blocked move back dont trow away units

anywaythe terran ai of the cheated version is pretty nice in p/z v t, i willupload tonight the vids, was really good games, will be goodadvertising for the ai  8)

andanother important thing is programmer have the skill to change the ai,but they should work together with people who knows the game good, sothey can use their knowlege to make good build orders for every matchup and not randown unit mass and a click into wall
Kill yourself. Your worthless. Your input is worthless. You're like a welfare baby who never worked a day in his life and still thinks the world owes you something. Shut up and stop posting. The forum will be better for it. Fucking pathetic cry baby loser. If you have so many great ideas on how to improve the AI, why don't you implement some of them? Oh yea, that's right, your a script kiddy who stands on the shoulders of the people kind enough to do this for us.

How about you stop walling like a noob, and artificially make the game harder for yourself.

I call for an IP ban on this guy.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: farishawk88 on March 12, 2010, 07:36:11 PM
the AI needs to have more tactics than just rushing as fast as possible. it never harasses with air units it just scouts u to see what ur doing then responds. not very creative. it shouldnt always rush but maybe tech or fast expo as well as harass somewhat. also if ur terran and u emp it it should run away to regen and if ur protoss and hit it with psi storm it should also try to dodge it. it should know if its going to lose a push and back away
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: krutoistudent on March 12, 2010, 07:36:14 PM
Quote from: Nipels on March 12, 2010, 05:29:42 PM
Quote from: krutoistudent on March 12, 2010, 01:58:28 PM
exact!
thatis what i ment by big talk and no improvement, because this are fromfirst ai the problems and still are, mass lings works versus protossnot versus zerg, and even lesser versus terran, because terran wall inevery game, i have zero programming skills but i doubt it is a problemto put a triger, when way blocked move back dont trow away units

anywaythe terran ai of the cheated version is pretty nice in p/z v t, i willupload tonight the vids, was really good games, will be goodadvertising for the ai  8)

andanother important thing is programmer have the skill to change the ai,but they should work together with people who knows the game good, sothey can use their knowlege to make good build orders for every matchup and not randown unit mass and a click into wall
Kill yourself. Your worthless. Your input is worthless. You're like a welfare baby who never worked a day in his life and still thinks the world owes you something. Shut up and stop posting. The forum will be better for it. Fucking pathetic cry baby loser. If you have so many great ideas on how to improve the AI, why don't you implement some of them? Oh yea, that's right, your a script kiddy who stands on the shoulders of the people kind enough to do this for us.

How about you stop walling like a noob, and artificially make the game harder for yourself.

I call for an IP ban on this guy.
wow another retard who can not argue, poor boy i give a shit what you think
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Nerdy777 on March 12, 2010, 07:49:38 PM
people here does not know...when to say THANK you to TURDBUGLER... ;D
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: krutoistudent on March 12, 2010, 07:54:47 PM
Quote from: L33tGam3r on March 12, 2010, 04:58:00 PM
Quote from: godspiral on March 12, 2010, 09:34:12 AM
Quote from: earendur829 on March 12, 2010, 06:33:36 AM
i'm finding it VERY, VERY hard to beat cheating AI terran as toss on maps with wide ramps.  :-[

yes.  The videos abuse small ramp T repair blockade followed by timing attack after AI fail, and in 2nd video.  We learn that  roaches rape zealots.

Now its a valid point that the AI could calculate its chances either before or during an attack on a ramp blockade, and then decide to contain instead, reinforcing troops.  The simplest change would just make the AI extremely cautious when there is a total block as in video.  Players could still abuse Ai by making funnels.

For PvZ, its a valid point that 3 gate zealot rush shouldn't be main/only build
i'm finding it VERY, VERY hard to beat cheating AI terran..AT ALL  :-X
I made like 5 games TvT trying diffrent tactics with no success ..first attack is like 12  marines and 2nd is with tanks and vikings at like 6-7 minute..not much u can do  :-X
vs Protoss as terran just do some helions for the first attack,go bio the get a few ghosts and call the gg..terran just owns protoss
vs Zerg ..nothing that challenging here zerg is the easiest atm just mass whatever you are playin' with and rush.
If any1 had beaten cheating AI in a TvT match feel free to share  :-\

here you go  P v cheating T 6.1.1 =)

sc2 P v T cheated AI 6.1.1 version , good game, full hd 1/2 (http://www.youtube.com/watch?v=fpar_Oqfp-U#ws)

sc2 P v T cheated AI 6.1.1 version , good game, full hd 2/2 (http://www.youtube.com/watch?v=EsUTwz5AuLM#ws)

if the ai just would use their vikings as air unit and try to kill the collosses, this would be so awesome, would actually force to use micro , but still was awesome how long it took to win this game

the zerg vs terran game for some reason still "under work" by youtube (guess thats the price for uplaoding full hd 500mb big 10min vids), even though i uploaded it 2hours ago, from game play it was alot closer i come out with two lings from one of the 7-8 battle over the whole game, felt almost like playing a human
at this point good work for great cheating terran it plays pretty nice agains toss/zerg!

@at the guy i quoted:
in tvt simple play the scbw strategie, means fast tanks after u defeat first go expand and get second factory and starport (spend the overminerals for marines)
basicly your force looks like that: marines tanks vikings medivac (when you drop scan before so you dont fly into turrets or units), its not a big deal
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Astazha on March 12, 2010, 11:54:06 PM
@Tresh:  I'm sorry, I'm using LazyLauncher 2 so I just don't know.  You could try using LazyLauncher just to see if that makes a difference.  Or try using a standard map.  I don't know what the problem is though.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Tresh on March 13, 2010, 12:04:53 AM
Quote from: Astazha on March 12, 2010, 11:54:06 PM
@Tresh:  I'm sorry, I'm using LazyLauncher 2 so I just don't know.  You could try using LazyLauncher just to see if that makes a difference.  Or try using a standard map.  I don't know what the problem is though.

I thank you for your input anyways.

Also, i did find a way. Perhaps my problem was trying to use the original replay functionality. When using some launcher's replay thingy, it all went well.

Thanks again :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Coal143 on March 13, 2010, 03:47:12 AM
Actually, It's Really Easy To Win in the first 15 minutes
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: L33tGam3r on March 13, 2010, 04:12:29 AM
@krutoistudent
Upload a TvT...
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: ooni on March 13, 2010, 05:32:13 AM
Quote from: L33tGam3r on March 13, 2010, 04:12:29 AM
@krutoistudent
Upload a TvT...

Well, here's mine.
I did win but this is first time playing Terran (in SC2) so I had no idea what I was doing.
After game I think I do.

this one is around 50 minutes long (prob 35minish in faster).

http://www.mediafire.com/?jjlyqyhynnq (http://www.mediafire.com/?jjlyqyhynnq)

Things I did wrong:
Built my barracks late thus upgraded command center late
Gas was too early (was eager to make Siege Tank asap; and thought Terran needed gas early)

What I did:
Made only few marines; used SCV and marines to fend off marine rush
Made Siege Tank/Turrets ASAP
FAIL Made Battle Cruisers (So did AI but they upgraded them and supported by vikings, pwning my BCs)
Figured out that AI was spamming Battle Cruisers and Vikings; saved up minerals to mass marines
Then massed marines FTW.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: krutoistudent on March 13, 2010, 06:21:05 AM
Quote from: L33tGam3r on March 13, 2010, 04:12:29 AM
@krutoistudent
Upload a TvT...
i didnt rename the replay after i played it, hard to find now, but here a tvt one of my first online games http://www.mediafire.com/file/twzrmjzyumm/beta002_TvT_Toni.SC2Replay (http://www.mediafire.com/file/twzrmjzyumm/beta002_TvT_Toni.SC2Replay) , i will replay later agains ai and post it
to watch the replay you need the original cache file (if you dont have, just search in google) then you pick starcraft 2 as programm which opens replays and last you have todo is double click the replay (this way you dont need any crack/launcher)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: chikopaws on March 13, 2010, 06:22:44 AM
@krutoistudent
well actually I also can win against cheating 6.1.1 with terran or protoss like the way you did..

but with protoss, I blocked the ramp with pylon and gateway,  not sentries..

I wanna see how you beat cheating 6.1.1 with zerg..  ::)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: L33tGam3r on March 13, 2010, 09:11:38 AM
I mean beating TvT in a fair game without using the AI weakness - not being able to think..
gather minerals make barracks and factory( no marines or anything)and when he attacks lift em all and go to an island location build a few turrets and mass battle cruiser or vikings or banshees or whateva he will be retarded enough and use most of his food (population) on land units and when he cant reach u he will stay and not do anything.You can even nuke his army and finish him off easily..well u got the point
Not the kinda' replay I wanna see..even being retarded as hell the double mining and maphack advantage really pays off. :-X


PS Im getting the temp errors on your replays
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Nipels on March 13, 2010, 09:58:42 AM
I have beaten 6.1.1 on Fastest with all three races multiple times without blocking the ramp.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: chikopaws on March 13, 2010, 11:38:59 AM
^
really?

post the replays then..  ::)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Gekko_101 on March 13, 2010, 11:55:26 AM
My friends beats 6.1.1 on FASTEST without blocking the ramp.
I have seen him do it many times.

He can out micro the AI
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Jandos on March 13, 2010, 11:59:10 AM
guys pretty much everyone who played brood war at least little bit over battle net can beat cheating AI without problem :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: chikopaws on March 13, 2010, 12:28:20 PM
Okay,, I'm a noob..
I just played BW in siingle player and vs AI  :D

well at least share some replays against cheated AI pleasseee
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: brightb on March 13, 2010, 12:45:52 PM
Dunno if it has already been reported :

When making zergs new guardians (dunno English name), AI keeps attacking the shitlings created on attacks, which results in their anti-ground forces fighting to death vs air units without even trying to flee/burrow/anything else.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Blower on March 13, 2010, 12:48:37 PM
hey i want to start to learn something, but i dont know what.. what do you guys recommend ? valk, or the other guys what you would recommend me? vb.net, c++, scripting, coding(exactly what), reverse engineering (exactly what)? thanks a lot you guys keep up the good work !
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: L33tGam3r on March 13, 2010, 01:03:19 PM
Well finally got him..it wasn't as hard as i though..but still pretty BAD played  :-X
Blocked the ramp tanks and bunkers and turrets I played it like a retard I just wanned him dead.Few missclicks a lot of idle workers average APM 60-70  :-X
At the end..I find it more interesting to play vs normal than the hacking version u have to block up or he's just gonna out-produce you one way or another
Hard but not impossible. Im posting the replay just so you guys can see a way to beat hacking AI in TvT. Tbh this is i think the worse play i've ever done  :-X
http://www.mediafire.com/file/oqy5ffqnmyy/TvT6.1.1Hacking.rar (http://www.mediafire.com/file/oqy5ffqnmyy/TvT6.1.1Hacking.rar)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: orbb24 on March 13, 2010, 01:14:54 PM
I'm using a launcher where you have to hit the plus sign to raise the game speed. Does anyone know how many times I have to hit it to get up to what the MM speed is? I want to play at the speed I'll be playing at when the game comes out.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: DemonStalker on March 13, 2010, 01:26:13 PM
The game is default to Normal.  There are five speeds total: Slower, Slow, Normal, Fast, Faster.
Ladder games will be played at Faster, so you need to hit the + key twice.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: orbb24 on March 13, 2010, 01:27:10 PM
Thank you very much for that info.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: krutoistudent on March 13, 2010, 03:50:42 PM
Quote from: chikopaws on March 13, 2010, 06:22:44 AM
@krutoistudent
well actually I also can win against cheating 6.1.1 with terran or protoss like the way you did..

but with protoss, I blocked the ramp with pylon and gateway,  not sentries..

I wanna see how you beat cheating 6.1.1 with zerg..  ::)
i posted it on this forum^^, that blocking with sentries, is not abuse, a human could not do anything at this point aswell ;-), he just would backup and not wast units, or i could trap half units outside and half in my base and kill them, there are many ways when you use sentries
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: krutoistudent on March 13, 2010, 03:57:39 PM
@ the guy with the broodwar statement, totaly agree, if you know how to play broodwar, its pretty easy and in example i simple play tvt just like broodwar (instead of golis using marines+vikings)
btw here are the vids from TvT, found the replay:

Starcraft 2 TvT cheated AI 6.1.1 version, full hd 1/2 (http://www.youtube.com/watch?v=_cCvFebqiWU#ws)

Starcraft 2 TvT cheated AI 6.1.1 version, full hd 2/2 (http://www.youtube.com/watch?v=bxj9O7J5qUs#ws)

Quote from: L33tGam3r on March 13, 2010, 01:03:19 PM
Well finally got him..it wasn't as hard as i though..but still pretty BAD played  :-X
Blocked the ramp tanks and bunkers and turrets I played it like a retard I just wanned him dead.Few missclicks a lot of idle workers average APM 60-70  :-X
At the end..I find it more interesting to play vs normal than the hacking version u have to block up or he's just gonna out-produce you one way or another
Hard but not impossible. Im posting the replay just so you guys can see a way to beat hacking AI in TvT. Tbh this is i think the worse play i've ever done  :-X
http://www.mediafire.com/file/oqy5ffqnmyy/TvT6.1.1Hacking.rar (http://www.mediafire.com/file/oqy5ffqnmyy/TvT6.1.1Hacking.rar)
congratulation on beating it ;-]]
you get the error because you missing the original cachefiles (or some of them) this game i play when i got my betakey just same day a week ago, so you need cachefiles after update 3 to be able to view that replay
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: L33tGam3r on March 13, 2010, 04:03:32 PM
I downloaded the new cache like 2 days ago ..
GG on that game impressive I can say :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: krutoistudent on March 13, 2010, 04:06:29 PM
Quote from: L33tGam3r on March 13, 2010, 04:03:32 PM
I downloaded the new cache like 2 days ago ..
GG on that game impressive I can say :)
then i wonder why you can not watch it, probably that cache missed some maps? because maps get updated aswell, ie lost temple is now played in version 3 at bnet
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: devinmorris on March 13, 2010, 05:35:17 PM
ETA 7.0?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: L33tGam3r on March 13, 2010, 05:46:08 PM
It might be a bit off topic but are you guys using latests patches ?   ???
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Tresh on March 13, 2010, 06:40:33 PM
Quote from: L33tGam3r on March 13, 2010, 05:46:08 PM
It might be a bit off topic but are you guys using latests patches ?   ???
I sure am. Gotta keep up!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Jak on March 13, 2010, 06:43:31 PM
1v1 cheating ai is not that hard...after you figure out what the ai builds...they do the same thing almost everytime...like zerg always rush with lings..
I suggest trying 1v3 on normal...now thats hard
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Tresh on March 13, 2010, 07:11:54 PM
Quote from: Jak on March 13, 2010, 06:43:31 PM
1v1 cheating ai is not that hard...after you figure out what the ai builds...they do the same thing almost everytime...like zerg always rush with lings..
I suggest trying 1v3 on normal...now thats hard

In Tv1cheating i won after the third attack by the AI. Just make a wall, rines, rauders, and hellions. Hold the line. Push when you can. Micro when in the open and the AI launches lings at you (Or zealots, but probably not marines). By micro i mean just move away, fire, move away, fire.

And in Tv3 i did the same strategy, but i might have added banshees.

In both builds, first rax uses a reactor, second one a whatever-its-called. (Tech Lab?)

Go something like this:
10.Supply
11.Rax
13.Gas (Dont forget to add 2 other SCVs ASAP)
14. You can get out a marine, since youll have to wait for some gas.
15.Orbital (And use MULE when you can)
16. Supply
And then go for whatever tech you want. I used another Rax, with Tech Lab, then a factory with reactor. Macro back at your base all the time, even while pushing.

Hope it helps, fellas.


EDIT: Forgot to say something about 1v3, attack one of the AIs as soon as the 3rd wave is done. Go for the drones in case you get butchered (Which, if done right, shouldnt happen). Keep macroing more troops, and you might want to push to another base as well.


Im only playing terran for now, so i cant help much with other races.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: badboy91 on March 13, 2010, 09:57:55 PM
Ai work weird with latest patch, it's not building unit the way it was at all
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: tyrindor on March 14, 2010, 02:10:30 AM
Quote from: badboy91 on March 13, 2010, 09:57:55 PM
Ai work weird with latest patch, it's not building unit the way it was at all

Agree.

The AI is about 3x slower at everything it seems, or I somehow just got much better overnight. Patch 5 seems to have broke some of the AI scripts.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Endorsed on March 14, 2010, 03:52:09 AM
Hey guys, I downloaded this and replaced in these folders: Core.SC2Mod/Liberty.SC2Mod/Libertymulti.SC2Mod
Base.SC2Data. Because I thought that's what I was supposed to do. But now the game won't start for me.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: turdburgler on March 14, 2010, 05:28:44 AM
Quote from: Endorsed on March 14, 2010, 03:52:09 AM
Hey guys, I downloaded this and replaced in these folders: Core.SC2Mod/Liberty.SC2Mod/Libertymulti.SC2Mod
Base.SC2Data. Because I thought that's what I was supposed to do. But now the game won't start for me.

I hope you have a recycle bin  ::) . You only need to replace it in Liberty.SC2Mod.

If you're having problems with the new patch try RE-INSTALLING StarCrack 6.1.1.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Endorsed on March 14, 2010, 06:35:55 AM
Wow, lol i've never played starcraft before. And absolutely destroyed this AI (6.1.1) with just massing marines.

lol

Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: L33tGam3r on March 14, 2010, 06:59:29 AM
So is there actually a problem with AIs and patches or no ?
Or u just update and replace the ai again? Im currently on patch 5 and I don't have any problems  ::)  
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: claushouse on March 14, 2010, 11:29:01 AM
Quote from: Endorsed on March 14, 2010, 06:35:55 AM
Wow, lol i've never played starcraft before. And absolutely destroyed this AI (6.1.1) with just massing marines.

lol


lol you're a faggot.


lol also likely you're lying.


lol 60% chance you're a competing AI developer


lol
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Malarki on March 14, 2010, 11:45:46 AM
Its way 2 easy 2 out mirco the 6.1.1 cheating AI, without micro its pretty hard because
of the massive unit waves at the very beginning of the game.

Just try helions or reavers with upgrade, micro a bit and u win ;O
Well still a great AI, took me a few games 2 beat it.
(Cause im newb that slowly gets a clue of that game)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: claushouse on March 14, 2010, 11:49:29 AM
Quote from: krutoistudent on March 13, 2010, 03:57:39 PM
@ the guy with the broodwar statement, totaly agree, if you know how to play broodwar, its pretty easy and in example i simple play tvt just like broodwar (instead of golis using marines+vikings)
btw here are the vids from TvT, found the replay:

Starcraft 2 TvT cheated AI 6.1.1 version, full hd 1/2 (http://www.youtube.com/watch?v=_cCvFebqiWU#ws)

Starcraft 2 TvT cheated AI 6.1.1 version, full hd 2/2 (http://www.youtube.com/watch?v=bxj9O7J5qUs#ws)



thanks for the replay vids, very insightful and fun to watch!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: EVILDeath on March 14, 2010, 12:01:39 PM
Those videos were like a series of semi-related screenshots to me :))) Didn't understand a thing of what the hell's happening there. :))
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Endorsed on March 14, 2010, 12:39:18 PM
Quote from: claushouse on March 14, 2010, 11:29:01 AM
Quote from: Endorsed on March 14, 2010, 06:35:55 AM
Wow, lol i've never played starcraft before. And absolutely destroyed this AI (6.1.1) with just massing marines.

lol


lol you're a faggot.


lol also likely you're lying.


lol 60% chance you're a competing AI developer


lol

Dude... It's actually true, I might just upload the replay on youtube if you won't believe me. In the bottom left corner it said Starcraft 6.1.1 AI or something like that, so i'm pretty sure it was this ai script. I've never played Starcraft, ever. I'm a console gamer, competed in games like Halo and CoD. I was just massing marines because  I had no clue what to do, I didn't even scout..

Where can you find your replays or something? And i'll just upload it too youtube so you can tell i'm a complete scrub lol.

Edit: I saw this vid of a Starcraft pro also using his left hand whilst playing. He was pressing buttons like mad fast :P How do you do it? I only use the mouse.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: L33tGam3r on March 14, 2010, 12:40:42 PM
Guys..I know this is not the place but I updated to latest patch and now im having some terrible lag spikes I replaced the Base.SC2Data ( as some1 above said) and still nothing how to deal with that  ???


Quote from: Endorsed on March 14, 2010, 12:39:18 PM
Quote from: claushouse on March 14, 2010, 11:29:01 AM
Quote from: Endorsed on March 14, 2010, 06:35:55 AM
Wow, lol i've never played starcraft before. And absolutely destroyed this AI (6.1.1) with just massing marines.

lol


lol you're a faggot.


lol also likely you're lying.


lol 60% chance you're a competing AI developer


lol

Dude... It's actually true, I might just upload the replay on youtube if you won't believe me. In the bottom left corner it said Starcraft 6.1.1 AI or something like that, so i'm pretty sure it was this ai script. I've never played Starcraft, ever. I'm a console gamer, competed in games like Halo and CoD. I was just massing marines because  I had no clue what to do, I didn't even scout..

Where can you find your replays or something? And i'll just upload it too youtube so you can tell i'm a complete scrub lol.

Edit: I saw this vid of a Starcraft pro also using his left hand whilst playing. He was pressing buttons like mad fast :P How do you do it? I only use the mouse.


If you don't place things right, SC will run with blizz "AI" which does nothing so if there wasn't a wave of 12 zealots, 20 marines or 30 lings in the 3th min it was not 6.1.1 :D
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Endorsed on March 14, 2010, 12:47:02 PM
Well, that's the point. In the beginning after I failed my atack with marines, I got rushed by like these guys with swords (I played against protos I think, i guess Zealots) But I was building marines really fast with like the upgrade so you can make 2 at once with 3 baracks so I managed to counter that atack only losing one barack. I rebuilt and atacked like crazy. I really think it was 6.1.1

How do you upload replays?

Edit: Looked it up, it were zealots.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: L33tGam3r on March 14, 2010, 12:51:34 PM
What so eva..let's not spam this topic with cr*p..
This AI is the best we can get right now so enjoy it...




PS I really need help on this one 
Quote from: L33tGam3r on March 14, 2010, 12:40:42 PM
Guys..I know this is not the place but I updated to latest patch and now im having some terrible lag spikes I replaced the Base.SC2Data ( as some1 above said) and still nothing how to deal with that  ???
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Endorsed on March 14, 2010, 12:53:26 PM
I'm not saying it's bad at all but maybe the script isn't good against rushing. If somebody that has never played starcraft(I did play warcraft) before manages to win with just rushing with marines in like the first 5 min. Then something is wrong, or I just got lucky :P I'm gonna try it again later ;)

Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Tresh on March 14, 2010, 01:02:48 PM
Quote from: L33tGam3r on March 14, 2010, 12:40:42 PM
Guys..I know this is not the place but I updated to latest patch and now im having some terrible lag spikes I replaced the Base.SC2Data ( as some1 above said) and still nothing how to deal with that  ???

Same thing happened to me, dont know how to fix that.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: maartendq on March 14, 2010, 01:34:40 PM
Quote from: Endorsed on March 14, 2010, 12:53:26 PM
I'm not saying it's bad at all but maybe the script isn't good against rushing. If somebody that has never played starcraft(I did play warcraft) before manages to win with just rushing with marines in like the first 5 min. Then something is wrong, or I just got lucky :P I'm gonna try it again later ;)

The AI was never good in fending off rushes. Not in any RTS I ever played.

Then again, I find that winning or losing against the 6.1.1 AI mainly boils down to whether or not you survive the first wave because after that the AI seems to slack a bit (expands slowly, doesn't rebuild units fast enough etc etc).

That being said, if you don't have a proper build order the AI will eat you for breakfast though.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: kurupted on March 14, 2010, 01:54:54 PM
This is nothing new, the easiest moment to defeat AI opponent is after his initial rush. I stopped doing that to add some challenge and just wait til mid-game with my attacks, or just harass a bit and run away :P


Not complaining tho, no matter how easy the ''game'' is atm, I'm enjoying it in 100%.  :-*
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: L33tGam3r on March 14, 2010, 03:48:25 PM
Quote from: Tresh on March 14, 2010, 01:02:48 PM
Quote from: L33tGam3r on March 14, 2010, 12:40:42 PM
Guys..I know this is not the place but I updated to latest patch and now im having some terrible lag spikes I replaced the Base.SC2Data ( as some1 above said) and still nothing how to deal with that  ???

Same thing happened to me, dont know how to fix that.


Found the way! :)
Go to StarCraft II Beta\Versions and delete ( or backup) the latest version in my case Base14356 so that way u go to the previous version. So it's like a De-Update u can go to the first patch if u want to. Worked for me :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: maartendq on March 14, 2010, 03:55:10 PM
Quote from: kurupted on March 14, 2010, 01:54:54 PM
This is nothing new, the easiest moment to defeat AI opponent is after his initial rush. I stopped doing that to add some challenge and just wait til mid-game with my attacks, or just harass a bit and run away :P


Not complaining tho, no matter how easy the ''game'' is atm, I'm enjoying it in 100%.  :-*

Yeah well, even if I don't attack after the rush, I manage to build up forces a lot faster than the AI, mainly because I expand immediately after the initial attack. That''s also the moment when my first siege tanks and medivacs appear and stimpack is done researching (marines + marauders stimpack + 4-6 medivacs = bane of the zerg...). I basically outresource (is that even a word?) the AI from then on. Any attack he does is blocked by a wall of siege tanks in siege mode since the AI doesn't do flank attacks.

I'll be honest though: without the wall-in I can't win against AI because it seems to concentrate purely on winning early game and doesn't prepare for mid-game (something which any human player would automatically do). It practically spends all its resources on marines and marauders. Even after the initial attack has failed it will keep making marines and marauders without putting much effort in getting to tier 2. It gets there eventually, but way too late.

That said, I'm really enjoying the game. My guess is that this AI is better than say 40% of all people online. It may be easy to beat but you need a proper and tight build order for that. If you go do some random stuff, or if you're just that little too late it will steamroll right over you.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: DeMoNiK[TKD] on March 14, 2010, 03:57:21 PM
Hi

Just wondering if there is a ETA for the next version.

Awesome job you guys have done so far  ;)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Myke on March 14, 2010, 04:37:25 PM
The AI does not seem to have a counter for mass Zerglings. Using the Allin1 Launcher with the 6.1.1 AI on two different difficulty settings fighting first the Protoss and the Terrans, it seems that when going in with 50+ Zerglings, the AI is not really prepared for it. My Zerglings will overrun them, then I proceed to smash their base. Even if they attack me early and I have between 30-40 zerglings, they can't seem to do much.

Also, Terrans do not wall in like players seem to do on the Beta Multiplayer, so possible suggestion to add that in.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: maartendq on March 14, 2010, 04:45:50 PM
Quote from: Myke on March 14, 2010, 04:37:25 PM
The AI does not seem to have a counter for mass Zerglings. Using the Allin1 Launcher with the 6.1.1 AI on two different difficulty settings fighting first the Protoss and the Terrans, it seems that when going in with 50+ Zerglings, the AI is not really prepared for it. My Zerglings will overrun them, then I proceed to smash their base. Even if they attack me early and I have between 30-40 zerglings, they can't seem to do much.

Also, Terrans do not wall in like players seem to do on the Beta Multiplayer, so possible suggestion to add that in.

Yeah there's been some other person who never played any starcraft game before that won easily by just massing marines.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: cvax on March 14, 2010, 07:52:58 PM
roll = RandomInt(1,3);
AIMainStateSelect (player, roll, 1, e_mainState_Mid0, e_mainSubState_GndA);
AIMainStateSelect (player, roll, 2, e_mainState_Mid1, e_mainSubState_GndA);
AIMainStateSelect (player, roll, 3, e_mainState_Mid2, e_mainSubState_GndA);

Seems like those lines are bugged in your MeleeStateHandler? That basically means it will always choose midgame #2. Same issue with your late game selector.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: farishawk88 on March 15, 2010, 12:13:47 AM
any word on 6.2? both standard and cheating AI are too easy. i beat cheating just now (as terran) while i was half asleep and slow on macro with like 10 marines and 4 tanks.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: paranoid on March 15, 2010, 04:07:48 AM
Just tried to make a planetary fortress rush against protoss cheating AI. It already had too many zealots when I arrived. :(
  Seems almost impossible to do.
 
 
Title: Easy way to win
Post by: Doctor_X on March 15, 2010, 12:22:48 PM
In TvP, an easy way to win is to go double rax, no gas. When you have 4-5 marines, you send them to their base including most of your scvs. Leave enough scvs at home to keep pumping marines.

This is a difficult rush to defend against, even for humans, but the computer should at least try to send the probes out to defend. As it is now, the probes are just sent away so they don't get killed, but they will have no base to which they can return.

Nice AI though.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: turdburgler on March 15, 2010, 02:18:40 PM
Quote from: cvax on March 14, 2010, 07:52:58 PM
roll = RandomInt(1,3);
AIMainStateSelect (player, roll, 1, e_mainState_Mid0, e_mainSubState_GndA);
AIMainStateSelect (player, roll, 2, e_mainState_Mid1, e_mainSubState_GndA);
AIMainStateSelect (player, roll, 3, e_mainState_Mid2, e_mainSubState_GndA);

Seems like those lines are bugged in your MeleeStateHandler? That basically means it will always choose midgame #2. Same issue with your late game selector.

You could have saved a whole post if you looked at documenation first.

http://www.galaxywiki.com/wiki/RandomInt (http://www.galaxywiki.com/wiki/RandomInt)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Dariusz on March 15, 2010, 05:11:09 PM
This ai KICK ASS! :D

Wopii finnaly..

Anyway 2vsMe/2v2 and they always WIN lol... Btw protos is too strong... Protos vs terran + zerg gona own both of them o.o 
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: devinmorris on March 15, 2010, 06:17:42 PM
ETA 7.0?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: itsarabbit on March 15, 2010, 06:37:33 PM
Quote from: devinmorris on March 15, 2010, 06:17:42 PM
ETA 7.0?
Goddammit, stop making these posts. It's out when it's out.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Dariusz on March 15, 2010, 06:47:20 PM
Quote from: devinmorris on March 15, 2010, 06:17:42 PM
ETA 7.0?


Why u want 7.0 btw? If its easy for u just got 3vs1/4vs1 and u qq to get easy/v5ai ver again :P 
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: DemonStalker on March 15, 2010, 10:02:31 PM
It'd be nice if there was variety early game too, so instead of always rushing, it would turtle and tech.  This would be a lot more surprising and challenging since the only way I can win is by massing tier 1.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Tresh on March 15, 2010, 10:26:03 PM
I THINK it already does that... sorta. Sometimes. Maybe.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: orbb24 on March 15, 2010, 10:34:08 PM
Ya. I believe more early game methods would be nice. You said you have 3 different early game strats for each but I'm not really seeing it. Toss 3 gates, Terran 3 rax, Zerg fast pool. I have seen different mid and late game strats though. Now throw in the ability for them to turtle up and tech or do what is considered "standard play" for the race and that would be amazing.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: SiLo on March 15, 2010, 10:43:11 PM
I've been using a pretty mean Reaper rush tactic against the AI and it's pretty solid. Both Zerg and Protoss AI get destroyed by it on Medium. I haven't tried Hard yet because cheating imo is not a real "good" way to test a strategy. Sure it might work, but the resource advantage is just unreal. I'll probably try it later just to test.



For the Zerg, I scout and wait for their first rush and wall in to destroy it. Once that's over with, the 3-4 Reapers I have can go out on a strike force and play. Roaches can be annoying but usually I can kite them. Against Protoss, I just go straight to their base and pester their Zealots from the high ground.



Anyhow, the only part that is a bit disappointing is that the AI gets dumb sometimes. For example, on Kulas Ravine I will micro the Reapers to jump down shoot and lure, jump back up and hold position while they shoot from the high ground. This is pretty easy, especially with the speed boost. The problem is sometimes the AI just sits down there running in place (sort of) with Zerglings/Zealots. They will literally lose 5, 10, or even 15+ units this way.


I'm not sure what solution there would be, because I would still chase and harass them if they pulled back as I have the speed advantage by far. Only one time did the Zerg retaliate enough to build Mutalisks and make the game go on longer than a few minutes.


Just putting this one out there for the AI devs. :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: kurupted on March 16, 2010, 05:40:55 AM
Quote from: Dariusz on March 15, 2010, 06:47:20 PM
Quote from: devinmorris on March 15, 2010, 06:17:42 PM
ETA 7.0?


Why u want 7.0 btw? If its easy for u just got 3vs1/4vs1 and u qq to get easy/v5ai ver again :P


Just so you know, adding more opponents does not equal better play from AI  :thumbsup: . I've won 1v3 and it didnt change much in the AI behaviour, apart from having to handle 3x more units but their micro was still crappy and they followed the same pattern  :whistle: .(read - easy to anticipate).


And about asking for 7.0, give the poor guy/team some time and slack, they are putting their time and effort for free, I'm sure Turd will make a big red post when 7.0 isbeing released  :-*
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: maartendq on March 16, 2010, 07:14:08 AM
Quote from: orbb24 on March 15, 2010, 10:34:08 PM
Ya. I believe more early game methods would be nice. You said you have 3 different early game strats for each but I'm not really seeing it. Toss 3 gates, Terran 3 rax, Zerg fast pool. I have seen different mid and late game strats though. Now throw in the ability for them to turtle up and tech or do what is considered "standard play" for the race and that would be amazing.

Noticed too that the AI doesn't use much variation. It's really predictable after a few games. First the first wave of T1 units, followed by a second if it was narrowly defeated. If it was butchered it will tech up, but at a way slower rate than the player.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: paco on March 16, 2010, 09:44:57 AM
Played this today,
14 Player Kulas Ravine with cheating AI
The end of it is a bit boring cause i had to rebuild my base couple of times :D

Rep
http://www.mediafire.com/file/hyzy4k2zowu/2010-03-16 (http://www.mediafire.com/file/hyzy4k2zowu/2010-03-16) 14-01-46.SC2Replay

Map
http://sc2.nibbits.com/maps/view/131753/14-player-kulas-ravine (http://sc2.nibbits.com/maps/view/131753/14-player-kulas-ravine)

Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Parasity on March 16, 2010, 11:57:17 AM
When I play, all the difficulty are the same, from Very Easy to Insane. Did I put something wrong? Please help.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: devinmorris on March 16, 2010, 12:50:23 PM
eta 7.0?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: RJIrvine on March 16, 2010, 01:12:46 PM
Thanks for all the hard work. I've never played any MP SC so I guess what i'm about to write can be put down to that entirely.


I CAN'T WIN QQ


Seriously, I played SC1 campaigns years back and I never remember finding it massively challenging but the SP and MP are completely different.


I've beating the AI a few times on very easy/easy as terran, i'm not comfortable with protoss, but as zerg I just can't seem to beat the relentless zealot rush's.


Anyway, I'm sure i'm part of a small number of people who are finding this insanely difficult on veasy, keep up the good work... thanks to these cracks SC2 is now my most highly anticipated game release, works for Blizz too, i'll be forking over the cash for all 3 games.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Kernel64 on March 16, 2010, 05:11:06 PM
Go for banelings.

10 drones,
2nd overlord
13drones, pool, 1 extractor. keep pumping drones until you reach 16/18 food. have 2 drones mining gas. You can expand here to your natural expansion.
Once the pool pops:
  queen, then 3rd overlord. Then baneling nest when you reach 50 gas.
keep pumping zerglings, and morph them to banelings asap.

after they're dead, morph the next batch of larva to drones. Lair tech, and make 2 more extractors for a total of 3 running.

Remember to keep spawn larva using queen.
then use the next batch for lings. overlord, then spire.

Mutalisks, maintain at least 24 zerglings while you keep pumping mutalisk. add more lings or expand to 2nd expo. Then when you have enough muta at about 9mins, win the game!

Hope that helps.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: RJIrvine on March 16, 2010, 08:39:18 PM
Quote from: Kernel64 on March 16, 2010, 05:11:06 PM
Go for banelings.

10 drones,
2nd overlord
13drones, pool, 1 extractor. keep pumping drones until you reach 16/18 food. have 2 drones mining gas. You can expand here to your natural expansion.
Once the pool pops:
  queen, then 3rd overlord. Then baneling nest when you reach 50 gas.
keep pumping zerglings, and morph them to banelings asap.

after they're dead, morph the next batch of larva to drones. Lair tech, and make 2 more extractors for a total of 3 running.

Remember to keep spawn larva using queen.
then use the next batch for lings. overlord, then spire.

Mutalisks, maintain at least 24 zerglings while you keep pumping mutalisk. add more lings or expand to 2nd expo. Then when you have enough muta at about 9mins, win the game!

Hope that helps.


Will give it a try, i'm not getting frustrated with it i'm having a blast which is good. Hopefully all this practise against the hard AI should secure some pvp wins when the game comes out :D Thanks for the tips.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Sly_Fly on March 16, 2010, 08:45:34 PM
Quote from: Parasity on March 16, 2010, 11:57:17 AM
When I play, all the difficulty are the same, from Very Easy to Insane. Did I put something wrong? Please help.

You are probably not putting the AI in the right place or are using the really old AI that has lots of different difficulties and doesnt change anything. Make  sure you get the "Base.sc2data" file from page one of this topic and put it in the "Liberty.SC2Mod folder". And yes, it will overwrite a file there so make sure you back it up.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: ilmman on March 17, 2010, 01:06:54 AM
I've downloaded 6.1.1 and replaced the file in the C:program files/starcraft... etc folder.. however when i launch the game it always says im on AI 5.5 ... any clues?
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: itsarabbit on March 17, 2010, 09:17:52 AM
Quote from: devinmorris on March 16, 2010, 12:50:23 PM
eta 7.0?
Can someone ban him or something, he got 15 posts, and in all of them, he's asking for an ETA.
Which he WONT get.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Endorsed on March 17, 2010, 09:55:02 AM
How do you change difficulty? And whats the default diffulcty(I gues medium)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: Sieglol on March 17, 2010, 12:57:55 PM
very nice AI gj
cheating version is really giving me problems atm, I need a semi-hard AI  :D only 1.5x minerals.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: 2g4u on March 17, 2010, 03:27:53 PM
Judging by the time that Turd spent making the 7th version of his AI, I can tell you one thing - It will be worthy enough. When it is released there will be a lot of ppl crying "Can we get an easier AI?" or "WTF, I didn't expect harassment or drop ?!?" Keep up the good work we are impatiently waiting for the next better version :)
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: dantemp on March 17, 2010, 03:46:54 PM
Quote from: 2g4u on March 17, 2010, 03:27:53 PM
Judging by the time that Turd spent making the 7th version of his AI, I can tell you one thing - It will be worthy enough. When it is released there will be a lot of ppl crying "Can we get an easier AI?" or "WTF, I didn't expect harassment or drop ?!?" Keep up the good work we are impatiently waiting for the next better version :)

Maybe he is just taking a break. He deserves it for sure!
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: turdburgler on March 17, 2010, 05:52:25 PM
Quote from: Sieglol on March 17, 2010, 12:57:55 PM
very   nice AI gj
cheating version is really giving me problems atm, I   need a semi-hard AI  :D only 1.5x minerals.

It's going to be very easy to customise difficulty in 7.0 (pun intended  :whistle: )

Quote from: dantemp on March 17, 2010, 03:46:54 PM
Maybe he is   just taking a break. He deserves it for sure!

Turdburgler never sleeps, he's always waiting, watching.
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: algernon on March 17, 2010, 07:14:27 PM
cheating Ai 6.1.1 is awesome. So far, i can only beat the first wave of enemies before succumbing to inevitable defeat.


Good work  :thumbsup: 
Title: Re: StarCrack AI Official Thread (Latest Version: 6.1.1)
Post by: itsarabbit on March 18, 2010, 08:30:17 AM
Quote from: turdburgler on March 17, 2010, 05:52:25 PM
Turdburgler never sleeps, he's always waiting, watching.
Soo, you're not working on the AI?
anyways, gonna look at the preview now, and I'll edit this post in a min :)
EDIT: Looks worthy enough, and good to hear it will use Chrono boost, etc well :)
I also like the adjustable difficulty, as I would get my ass kicked for sure if there wasn't that option.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: masky007 on March 18, 2010, 08:46:04 AM
QuoteVersion 7.0   Preview:

       
  • Reactive AI. AI   will understand different strategies and how to counter them.
  • Attack   code overhaul. AI will understand which units are good for what and   will use them accordingly. For example, if he masses marines and   marauders as well as a few reapers, he'll use the reapers to attack your   workers while attacking you at the front with MMs.
  • Unit logic   overhaul. Individual units are now less stupid. SCVs repair damaged   buildings and stanks (in the heat of battle  (http://darkblizz.org/Forum2/../../../Smileys/DarkB/wink.gif) ). Queen uses creep tumors,   terran buildings lift off when taking damage from ground units. The list   goes on.
  • Customizable difficulty. You will now be able to   modify the difficulty easily. This won't only be APM changes and mineral   bonuses. Setting the AI to easy mode will mean he'll be slower to   counter, he might forget to counter, he won't reach saturation as fast,   he won't mass as many units. All of these options will be open to the   end user.
  • Many, many more additions and modifications.

Sounds promising!!

however i would like to add an idea..
if it is possible to gather all AI builders in one place and make one big fuckin scary interesting AI opponent. :)
the boring thing with AI is that he uses almost the same approach, what would make AI interesting is to think diferently every time its played.. different approach.. so what i say .. to get some more AI and cmobine them with your AI somehow if it is possible ;)..
let me give you an example..
first game:
i start and i go for roaches. he inspects me and use some strategy to counter me somehow ok.. lets say he goes on stalkers...
second game:
i start and i go for roaches. he inspects me and use some ANOTHER strategy now to counter me... mmm lets say he goes for mass air or something.. dunno.

that would make the AI much much interesting..
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Sieglol on March 18, 2010, 10:24:14 AM
I was finally able to beat the Protoss Cheating AI  ;D
It was really hard and after a LOT of tries using different strategies I   finally did it. The AI with his unlimited resources was countering all   my units. When I tried to mass roaches, the AI did mass immortal, when I tried mutas the ai did phoenixes/stalker spam, when I tried a mixed army of roach/lings/hidras the ai did a bunch of Colossus with immortals   to defend them, and when I tried banelings/zerglins/spinecrawlers/roach the ai just annihilated them with his superior army.
GJ to the devs of this AI!
     
But after all that I managed to defeat it.
It was an epic 35min battle on Twilight fortress, in which probably is the easiest map to play against a cheating AI.

     
http://www.mediafire.com/?zqncynwjz05 (http://www.mediafire.com/?zqncynwjz05)
   
    (I know I'm not a pro or even close, but this was one of my best games   against a hard opponent that didn't gave me a minute to rest, so I felt   GREAT when the AI said: GG  :) )
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: SiLo on March 18, 2010, 10:59:43 AM
Definitely anxious to see all these changes!

I know you mentioned tons of changes and modifications and it would be a lot of work to list every single fix and change (if you could even remember all them). The one I am curious about is the AI defending from a high ground attack. I guess examples would be... early Reaper rush, Tank dropoff (a la Battle Report 4 I believe), or Stalker blink.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: orbb24 on March 18, 2010, 01:20:43 PM
Do these changes include having the AI do different openings?  I would like to see it sometimes go for a fast expand or just do a "standard" play. The constant 3 gate, 3 rax, fast pool openers get a little stale over time. Or maybe some how make it so the AI can cheese you?! That would be epic to be playing against an AI and see that he has a pylon and gateway warped outside my base. Regardless looking very forward to 7.0. You are great turd!
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: samuila on March 18, 2010, 01:21:27 PM
created an account just to do my share :)

stuff i noticed while observing a protoss vs terran, normal ai, lost temple

1) at the begining, both small armies start following eachother's scout, and meet somewhere in the middle. naturally, terran gets owned by protoss, (6 marines vs 5 zealots) and afterwards it goes downhill
2) terran keeps making a smallish army and goes after protoss, even if it gets defeated by a large army. ai doesn't remember the units his opponent has, and sends the next wave. i think if he's supposed to send 10 marines and you kill 3 of them before all are completed, he sends the rest of 7 anyway
3) when terran attacked the expo, protoss evacuated the workers, even if he could easily take out the attacker, and then some more. protoss just moved the workers outside his expo, not in his main, and waiting in the "safe zone". if there were another wave coming (2vs2) or some late units, the workers would have been slaughtered
4) ai seems to have a sweet spot for workers. when protoss cleaned up terran's base, he did not attack a single building while there were scv's in the base. also, he seems to pick some random scv and follow it around the base until it dies. not attacking the nearest.
5) when (terran) units come outside from the barracks, they seem oblivious that there is an attack going on. the keep going to the rally point and get slaughtered before firing a single round
6) terran rebuilding barracks in his expo while his base was under attack. when the army left, it cleared the expo, obviously
7) barracks rebuilt in his expo had the rally point in his main base, where the protoss army was.

thanks for all the hard work guys.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: onimusha1985 on March 18, 2010, 01:46:38 PM
i love u turdburgler and ur team. U GUYS ARE FUCKING AWSOME!!!! THANKS FOR ALL THE HARD WORK!!! Extremely appreciated. CANNOt wait for 7.0!
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: DBke on March 18, 2010, 03:54:09 PM
Quote from: turdburgler on March 01, 2010, 08:32:05 PM

StarCrack AI

StarCrack AI has been in development since the first AI hack was on the scene. Initially, it was a pretty hacked up version of the Blizzard "very easy" AI that would actually do more than build two marines that glare at you. Since then it has evolved into one of the leading AIs for StarCraft 2.

Version 7.0 Preview:

       
  • Reactive AI. AI will understand different strategies and how to counter them.
  • Attack code overhaul. AI will understand which units are good for what and will use them accordingly. For example, if he masses marines and marauders as well as a few reapers, he'll use the reapers to attack your workers while attacking you at the front with MMs.
  • Unit logic overhaul. Individual units are now less stupid. SCVs repair damaged buildings and stanks (in the heat of battle  ;) ). Queen uses creep tumors, terran buildings lift off when taking damage from ground units. The list goes on.
  • Customizable difficulty. You will now be able to modify the difficulty easily. This won't only be APM changes and mineral bonuses. Setting the AI to easy mode will mean he'll be slower to counter, he might forget to counter, he won't reach saturation as fast, he won't mass as many units. All of these options will be open to the end user.
  • Many, many more additions and modifications.

Sounds good, looking forward to it, thanks for the awesome work.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: CraniX on March 18, 2010, 04:08:20 PM
sexy , watched a live stream of this ai in action & its nice. can't wait to get my hands on this one ;)
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: DarkZeros on March 18, 2010, 04:44:02 PM
If you do all the thing you listed there (and i belive you will) and they work as they should, it will be perfect.

I don't know if I should drop my AI away :P
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: escudero on March 18, 2010, 04:57:28 PM
This will be epiczz
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: tr781 on March 18, 2010, 06:01:58 PM
Can the AI for 7.0 be set to have different tactics?

And I don't mean it'll counter me or whatnot, but as in the style it will play.

CnC3, for instance, had AI that behaved differently according to what you chose in skirmish. You could set it to be aggressive, for instance, and it would attack you in greater frequency.

I would like to see a "turtle" option for the new StarCrack AI so I can take my sweet time and take it on when I want to.

Not everyone is looking for a competitive challenge when it comes to RTS games.  ;)
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: godspiral on March 18, 2010, 06:45:54 PM
Quote from: tr781 on March 18, 2010, 06:01:58 PM
Can the AI for 7.0 be set to have different tactics?

And I don't mean it'll counter me or whatnot, but as in the style it will play.

CnC3, for instance, had AI that behaved differently according to what you chose in skirmish. You could set it to be aggressive, for instance, and it would attack you in greater frequency.

I would like to see a "turtle" option for the new StarCrack AI so I can take my sweet time and take it on when I want to.

Not everyone is looking for a competitive challenge when it comes to RTS games.  ;)

I'm not sure that turtling AI is fun though... If its better than you, it will send 200 units at you when you have less.  Its also frustrating if you both have 200 units but it has the right 200 :P

The customized difficulty should let you make easier games tho.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: crazian on March 18, 2010, 07:16:02 PM
I kind of agree about the different "styles" of AI like CnC3, I played the game and it's pretty smart.
but I also don't want anything turtle.
it's just unit spam then, no defensive buildings in early games, no harassing, just expand and expand without practicing any countermovements, scouting or anything...
it's like siege game, although siege is always fun, the maps we have right now isn't particularly designed for that..
therefore I really look forward to 7.0 because now it's really getting "smart", I remember I got destroyed by it's air counter in 6.1.1, which does make it a lot more like human players.
Anyway very looking forward to 7.0!
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Ray on March 18, 2010, 10:53:40 PM
Will 7.0 have AI for spellcasters?  So far I haven't seen AI use sentries yet, but I would imagine writing a script for force field placements and covering the most units with guardian shield is no easy task.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Dariusz on March 18, 2010, 11:06:41 PM
Heya,


Would be great if AI could update its units.. Armor wep etc etc...


Also no rusch option for 20 min to build up ur base would be great... I love those fights. 8vs1 defending style :) Try to survive 500 units rush lol ^_^


crack unit limitter too plox! 1k ftw supreme comm :D
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Tassadar on March 18, 2010, 11:22:43 PM
I would also love if Ver.7 could have more variability with unit production...
For example, I played a TvP game recently against the ai on Hard diff...
Sent in some hellions on his economy and he counters with stalkers coupled with zealots
couple mins later I go back with 4 tanks and more hellions, he has mass stalkers and photon cannons at his natural. He could have wiped out my base with some Void Rays, should add that  :D

More strats would be nice too, like the common Zerg Fast expand ::)
Another nice addition would be a practice mode against "cheesing", like a AI that trys to cheese every game. :jig:
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Deriggs007 on March 19, 2010, 03:59:20 AM
Thanks for all the hardwork, dev's.

Looking forward to 7.0 :)
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: kblood on March 19, 2010, 02:48:12 PM
I have thought about a "turtle AI" would be awesome as well. One that allows you to test how well your offense is, because usually the AI does not make a strong defense, unless you attack it while it is still building its army. At the moment it is mostly about beating the attacking army, and then it should be possible to wipe the AIs base. Although it does take skill now to defend the first few attacks now, and also giving the AI time to build its late game army can be dangerous, since it usually comes up with some good armies.
I hope the zerg queen thing will be fixed. One queen per hive is good, but not if all these queens go to the same hive / hatchery. I guess even amongst the zerg, females like to gossip  :whistle:
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: kolera on March 19, 2010, 06:16:59 PM
An AI that could perform multiple offensives at different fronts at the same would be really great. Cheers to the developers.

I hope that in the next release, the cheating AI would learn to build the appropriate number of production buildings to utilize its huge economic boost. The current AI only builds few of these buildings so they have like 10k minerals unused which is a waste. I always wait for them like 15 minutes into the game for them to build up before I decide to play with them. I don't know if this is an issue on the standard version since I only played with the cheating version.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Requisition on March 19, 2010, 08:31:45 PM
Quote from: tr781 on March 18, 2010, 06:01:58 PMNot everyone is looking for a competitive challenge when it comes to RTS games.  ;)

What? Then what exactly are you looking for when playing an RTS game?
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Nissep on March 19, 2010, 09:31:08 PM
I really would like an option or make so that not every time the AI rushes you.

At least on the cheating version, I'm really only trying to survive the first rush and other rushes he's doing to you :(
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Spirit6666 on March 19, 2010, 09:49:30 PM
The 6.1.1 still give me great challenge but I can't wait to try out the 7.0 :)

Thanks to the devs for this awesome AI!
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: nosss on March 19, 2010, 10:06:52 PM
6.1 cheat version is challenging. I play 4xFFA. I win maybe 1 out 8 times if I don't turtle. If I turtle, maybe 1 out of 3. If I make it late game, I always win.

Still feels like the same Starcraft. I still mass mutas, battle ships or carriers against the CPU. Reapers are awesome. I can't wait to reaper harrass when this game goes retail.

Thanks to the devs. You guys rock! Looking forward to version 7.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: badboy91 on March 19, 2010, 10:09:52 PM
Zerg cheating Ai it's a little dumb, PvZ  i can win in 10min.
I personally found muta fly a little slower than SC 1, mayb it's b'cause of new engine
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Sieglol on March 19, 2010, 11:33:26 PM
Quote from: badboy91 on March 19, 2010, 10:09:52 PM
Zerg cheating Ai it's a little dumb, PvZ  i can win in 10min.
I personally found muta fly a little slower than SC 1, mayb it's b'cause of new engine


I think the protoss cheating AI is the hardest, I have only played 1 game against the Zerg AI and 1 against the terran AI, and they were just ok... but the Protoss AI is insane, I have only defeated it once. And I was very lucky in that game.

Most of the time the AI sends the usual zealot army (around 12-15?) and I counter with roaches and my also use my queen for extra dps but... On my latest game the AI produced a LOT of High Templars and raped my Hidra/roach/Ultra army with storm spam and a LOT of Immortals  :'( It also caused a lot of trouble early game with a few Voidrays.
These are the games I enjoy the most tho :D

If someone wants to see this here are 2 replays. The 1 I did win. And the one I loss described here.

http://www.mediafire.com/download.php?gigyoqnuznu (http://www.mediafire.com/download.php?gigyoqnuznu) LOSS (Psy Storms-Voidrays-Immortal spam)

http://www.mediafire.com/download.php?zqncynwjz05 (http://www.mediafire.com/download.php?zqncynwjz05) WIN (already posted earlier, sorry I was just too happy D:)



Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: xeriis13 on March 20, 2010, 02:55:39 AM
The v 7.0 AI seems like a big improvement, good job!

But how will you be able to change the difficulty? Do you need any specific launcher?
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Chain[s]aw on March 20, 2010, 03:21:15 AM
wow i'm really excited about version 7.0 having smart a.i and all that... Thanks for all your effort..

I can tell there has been alot of work in this since its been a long delay from 6.1-7, and from what i read from the preview, it would've taken a  very long time.

I can't wait to play! :)

Cheers
:)

p.s by the effort and work you guys are putting in, i will not be suprised if the a.i will be smarter than blizzard's ai.. :P
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: izryel on March 20, 2010, 03:24:55 AM
is there an possible estimate for date of release for 7.0?
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: comando123 on March 20, 2010, 05:33:33 AM
7.0 actually sounds terrifying especially if it is up to par or better then 6.1.1

i mght not be able to defeated the standard version even tho i can put up a decent fight with the 6.1.1 cheating ai
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: alexandrubug on March 20, 2010, 05:35:43 AM
Hi guys!I've just made my account on this formu,but i'm using StarCrack AI V6.1.1. Standard for some time.It's great,I love it,but V7.0 sounds really cool.


I hope it'll be released soon.The preview says many good things.Good luck and and thank's for all your work! :) :thumbsup:
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Malarki on March 20, 2010, 07:35:01 AM
7.0 sounds awesome, cant wait 4 a new challange  :thumbsup:
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: kazibi on March 20, 2010, 08:13:30 AM
I just can't beat 6.1.1 cheating AI. Keep good work! Waiting for 7.0 easy mode  :P .
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: x986123 on March 20, 2010, 12:54:24 PM
Very nice AI! Trying to beat the Cheating AI.


Can't wait until 7.0!
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: nimadude on March 20, 2010, 08:39:55 PM
hey turd, good work so far. Just a suggestion, could you make it so that the AI properly gathers and uses resources on the fastest map created (with infinite minerals and gas at base)?
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: coolflip on March 20, 2010, 11:26:44 PM
Just to mention, you said that you fixed AI not rebuilding expansions in 6.11, but i still haven't seen a single one replaced.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Abraxas on March 20, 2010, 11:36:05 PM
I would LOVE to see AI able to micro very effectively. Imagine a perfect AI burrowing roaches individually at low health, moving them underground, popping out at full hp?

it would be like playing 3 koreans sharing one base.

I would love to lose to an AI like that.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Wolas3214 on March 20, 2010, 11:52:22 PM
How dod i get this to work? I downloaded to my documents but i dunno how to run the file.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: darkshark on March 20, 2010, 11:59:52 PM
Quote from: Wolas3214 on March 20, 2010, 11:52:22 PM
How dod i get this to work? I downloaded to my documents but i dunno how to run the file.
you probably want to get one of the launchers in the sctools section, but if not, you just over write the C:\StarCraft II Beta\Mods\Liberty.SC2Mod
This is irreversible without backing up the file so I really suggest something from the Tools section that has a dedicated AI folder
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Wolas3214 on March 21, 2010, 12:12:38 AM
Quote from: darkshark on March 20, 2010, 11:59:52 PM
Quote from: Wolas3214 on March 20, 2010, 11:52:22 PM
How dod i get this to work? I downloaded to my documents but i dunno how to run the file.
you probably want to get one of the launchers in the sctools section, but if not, you just over write the C:\StarCraft II Beta\Mods\Liberty.SC2Mod
This is irreversible without backing up the file so I really suggest something from the Tools section that has a dedicated AI folder

Are you sure were looking at the same file?  All i see is StarCrack+AI+V6.1.1+(Standard+Edition) satring at me in my documens and i dont know what to do with it. Honestly this is my first time dealign with this sort of thing and im horribly confused
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: darkshark on March 21, 2010, 12:18:01 AM
Quote from: Wolas3214 on March 21, 2010, 12:12:38 AM
Quote from: darkshark on March 20, 2010, 11:59:52 PM
Quote from: Wolas3214 on March 20, 2010, 11:52:22 PM
How dod i get this to work? I downloaded to my documents but i dunno how to run the file.
you probably want to get one of the launchers in the sctools section, but if not, you just over write the C:\StarCraft II Beta\Mods\Liberty.SC2Mod
This is irreversible without backing up the file so I really suggest something from the Tools section that has a dedicated AI folder

Are you sure were looking at the same file?  All i see is StarCrack+AI+V6.1.1+(Standard+Edition) satring at me in my documens and i dont know what to do with it. Honestly this is my first time dealign with this sort of thing and im horribly confused
Not a problem..
go here
http://darkblizz.org/Forum2/sc2-tools/starcraft-ii-beta-launcher/ (http://darkblizz.org/Forum2/sc2-tools/starcraft-ii-beta-launcher/)
and download this, there are others, but it is my favorite, you have to extract this into your SC2 beta folder


Then, extract the file you downloaded into the AI folder. You will want to change the name to something you will remember. Take a look in the AI folder if you are not sure how it is supposed to sit in there.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Wolas3214 on March 21, 2010, 12:20:29 AM
Quote from: darkshark on March 21, 2010, 12:18:01 AM
Quote from: Wolas3214 on March 21, 2010, 12:12:38 AM
Quote from: darkshark on March 20, 2010, 11:59:52 PM
Quote from: Wolas3214 on March 20, 2010, 11:52:22 PM
How dod i get this to work? I downloaded to my documents but i dunno how to run the file.
you probably want to get one of the launchers in the sctools section, but if not, you just over write the C:\StarCraft II Beta\Mods\Liberty.SC2Mod
This is irreversible without backing up the file so I really suggest something from the Tools section that has a dedicated AI folder

Are you sure were looking at the same file?  All i see is StarCrack+AI+V6.1.1+(Standard+Edition) satring at me in my documens and i dont know what to do with it. Honestly this is my first time dealign with this sort of thing and im horribly confused
Not a problem..
go here
http://darkblizz.org/Forum2/sc2-tools/starcraft-ii-beta-launcher/ (http://darkblizz.org/Forum2/sc2-tools/starcraft-ii-beta-launcher/)
and download this, there are others, but it is my favorite, you have to extract this into your SC2 beta folder


Then, extract the file you downloaded into the AI folder. You will want to change the name to something you will remember. Take a look in the AI folder if you are not sure how it is supposed to sit in there.

Okay thats more clear. now where do i get the sc2 folder?
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: darkshark on March 21, 2010, 12:24:42 AM
Quote from: Wolas3214 on March 21, 2010, 12:20:29 AM
Quote from: darkshark on March 21, 2010, 12:18:01 AM
Quote from: Wolas3214 on March 21, 2010, 12:12:38 AM
Quote from: darkshark on March 20, 2010, 11:59:52 PM
Quote from: Wolas3214 on March 20, 2010, 11:52:22 PM
How dod i get this to work? I downloaded to my documents but i dunno how to run the file.
you probably want to get one of the launchers in the sctools section, but if not, you just over write the C:\StarCraft II Beta\Mods\Liberty.SC2Mod
This is irreversible without backing up the file so I really suggest something from the Tools section that has a dedicated AI folder

Are you sure were looking at the same file?  All i see is StarCrack+AI+V6.1.1+(Standard+Edition) satring at me in my documens and i dont know what to do with it. Honestly this is my first time dealign with this sort of thing and im horribly confused
Not a problem..
go here
http://darkblizz.org/Forum2/sc2-tools/starcraft-ii-beta-launcher/ (http://darkblizz.org/Forum2/sc2-tools/starcraft-ii-beta-launcher/)
and download this, there are others, but it is my favorite, you have to extract this into your SC2 beta folder


Then, extract the file you downloaded into the AI folder. You will want to change the name to something you will remember. Take a look in the AI folder if you are not sure how it is supposed to sit in there.

Okay thats more clear. now where do i get the sc2 folder?


You have to download the starcraft 2 beta client. and if that is done, it is by default in C:\program files\starcraft 2 beta\


IF you have yahoo messenger I can help you a little better send an IM to lonesharkex
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Wolas3214 on March 21, 2010, 12:29:33 AM
Quote from: darkshark on March 21, 2010, 12:24:42 AM
Quote from: Wolas3214 on March 21, 2010, 12:20:29 AM
Quote from: darkshark on March 21, 2010, 12:18:01 AM
Quote from: Wolas3214 on March 21, 2010, 12:12:38 AM
Quote from: darkshark on March 20, 2010, 11:59:52 PM
Quote from: Wolas3214 on March 20, 2010, 11:52:22 PM
How dod i get this to work? I downloaded to my documents but i dunno how to run the file.
you probably want to get one of the launchers in the sctools section, but if not, you just over write the C:\StarCraft II Beta\Mods\Liberty.SC2Mod
This is irreversible without backing up the file so I really suggest something from the Tools section that has a dedicated AI folder

Are you sure were looking at the same file?  All i see is StarCrack+AI+V6.1.1+(Standard+Edition) satring at me in my documens and i dont know what to do with it. Honestly this is my first time dealign with this sort of thing and im horribly confused
Not a problem..
go here
http://darkblizz.org/Forum2/sc2-tools/starcraft-ii-beta-launcher/ (http://darkblizz.org/Forum2/sc2-tools/starcraft-ii-beta-launcher/)
and download this, there are others, but it is my favorite, you have to extract this into your SC2 beta folder


Then, extract the file you downloaded into the AI folder. You will want to change the name to something you will remember. Take a look in the AI folder if you are not sure how it is supposed to sit in there.

Okay thats more clear. now where do i get the sc2 folder?


You have to download the starcraft 2 beta client. and if that is done, it is by default in C:\program files\starcraft 2 beta\


IF you have yahoo messenger I can help you a little better send an IM to lonesharkex

Yeah where do i downlaod the client? I assumed that the cracked version meant that you didn't need the key
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: darkshark on March 21, 2010, 12:32:59 AM
You don't need the key, but good luck finding an easy to download client. Blizz got all over the file sharing companies and brings the links down. you can try piratebay or mininova.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: thundahawk on March 21, 2010, 01:25:25 AM
IMO the AIs (cheating) could stand to tech and upgrade their armies faster.  As it stands they like to mass tier 1/1.5 for a long, long time which is pretty easy to counter since you can see it coming (that's all they like to do early on).
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: thundahawk on March 21, 2010, 01:26:29 AM
Some of the other AI's I've played (chinese cheating AI) actually backdoored with Nydus/Dropships.  Wonder if this could be coded into the AIs' possible alternate strats.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Wolas3214 on March 21, 2010, 02:05:50 AM
alright got the client. but i dont see an ai folder. and where do i dl the  x86 file? into mods? And when i run the sc2 client it says i need to install the game to my profile. How do i use the ai crack if i cant log into the game?
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: badboy91 on March 21, 2010, 02:24:53 AM
the latest sound like fun :D. Keep up the good works guys
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Vernam7 on March 21, 2010, 03:03:43 AM
BUG report for 6.1.1


if you ally with the AI and share locations, and the ai is terran, take its Base lift it up and move it,
if you leave it it will try to get back and redeploy, but because you are taking this start location with your base it would just stay still and floating! it doesn try to land anyware near the minerals!

tnx
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: dairdis on March 21, 2010, 03:12:47 AM
omg,you are crazy man trud,THAK YOU! :'( :'( :'( Do you want know why you are ?  :) Becouse i so hard beat 6.1.1! :) And you know why i  :'( .? :) yeah,you can quess qhy   :D :D :D and how ill again  :bangshead: :bangshead: :bangshead:      :D :D :D
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Hapse on March 21, 2010, 06:36:25 AM
Quote from: dairdis on March 21, 2010, 03:12:47 AM

omg,you are crazy man trud,THAK YOU! :'( :'( :'( Do you want know why you are ?  :) Becouse i so hard beat 6.1.1! :) And you know why i  :'( .? :) yeah,you can quess qhy   :D :D :D and how ill again  :bangshead: :bangshead: :bangshead:      :D :D :D


wat?
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: kurupted on March 21, 2010, 07:24:36 AM
I think he's trollin', check


http://darkblizz.org/Forum2/not-enough-pylons/star-craft-2-grathigs-bug/ (http://darkblizz.org/Forum2/not-enough-pylons/star-craft-2-grathigs-bug/)


:-*
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: GodsMistake on March 21, 2010, 07:43:16 AM
Quote from: thundahawk on March 21, 2010, 01:26:29 AM
Some of the other AI's I've played (chinese cheating AI) actually backdoored with Nydus/Dropships.  Wonder if this could be coded into the AIs' possible alternate strats.

Which AI used the Nydusworm? You remember what the name was?
I sooo want to see that.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: darkshark on March 21, 2010, 11:27:59 AM
Quote from: Wolas3214 on March 21, 2010, 02:05:50 AM
alright got the client. but i dont see an ai folder. and where do i dl the  x86 file? into mods? And when i run the sc2 client it says i need to install the game to my profile. How do i use the ai crack if i cant log into the game?


Get this.
http://www.mediafire.com/?zywzmmojlmi (http://www.mediafire.com/?zywzmmojlmi)


and then this


http://www.mediafire.com/?irnxn2kmygo
[/size]
[/size]The first is an installer that cracks the game for you.. you can forget the ai download you already got, this has starcrack 6.1.1 in it already
[font='lucida grande', 'trebuchet ms', verdana, helvetica, arial, sans-serif][/size]then extract the second one into the maps folder. and done. PM or IM me, this really is a bad forum (ai dev) for this.[/font]

Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Bigshot on March 21, 2010, 04:09:08 PM
Any info when will v7 be ready? It was soooo long since 6.1.1
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: LOSTKnight on March 21, 2010, 05:52:10 PM
I will wait to the end...
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: orbb24 on March 22, 2010, 12:18:27 AM
Well the preview was posted a few days ago. It should be about a day or so when it gets released. That would be my guess on it. I'm looking so forward to it. Already loving 6.1.1.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Vernam7 on March 22, 2010, 08:53:27 AM
oh relax, dont push the guys arround!


if you want a good release give them time, we have a very nice 6.1.1 for the days to come.


i only hope the fix the landing terran issue and make the AI zerg use nydus worm/canal.

Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: alle86 on March 22, 2010, 09:48:02 AM
about that fix... i remember some1 wrote about "ally with AI" how's that possible? any help? :)
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: zato_1one on March 22, 2010, 10:17:27 AM
Thanks for the great work!  :thumbsup:

I hope that AI can support team in the future.

At least it should come to help its friend and use signal on mini-map to point the player where it will go.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: GodsMistake on March 22, 2010, 11:44:13 AM
Quote from: alle86 on March 22, 2010, 09:48:02 AM
about that fix... i remember some1 wrote about "ally with AI" how's that possible? any help? :)

http://darkblizz.org/Forum2/sc2-tools/starlauncher-v1-10-with-teamracecolor-no-modifications-to-original-maps/ (http://darkblizz.org/Forum2/sc2-tools/starlauncher-v1-10-with-teamracecolor-no-modifications-to-original-maps/)
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Vernam7 on March 22, 2010, 04:12:37 PM
Quote from: zato_1one on March 22, 2010, 10:17:27 AM
Thanks for the great work!  :thumbsup:

I hope that AI can support team in the future.

At least it should come to help its friend and use signal on mini-map to point the player where it will go.


really a nice working tool is this, for Teams right now and any AI you wish, and generally to enjoy sc2 offline :thumbsup:


http://darkblizz.org/Forum2/sc2-tools/starcraft-2-beta-best-allin1-crack-(offline-mode)/ (http://darkblizz.org/Forum2/sc2-tools/starcraft-2-beta-best-allin1-crack-(offline-mode)/)
(http://d.imagehost.org/0309/461a.png)
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Ohrmazd on March 22, 2010, 10:08:36 PM
The wait is killing me.

If you need a beta tester just give the word :D :D :D
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: pixartist on March 23, 2010, 09:29:14 AM
when I started playing vs. 6.1.1, one enemy would be a major challenge, now I easily beat 2 of them :(
Damn, I improve too quick :P
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Eragon on March 23, 2010, 11:36:48 AM
This AI is super, keep up the good work !!!

Can't wait for version 7 !
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Jovani on March 23, 2010, 04:20:08 PM
Check first post :)
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Man7a on March 23, 2010, 04:37:23 PM
Im going to miss beating 2 cheating PTZ on a side... awe well, thats how you get better.

Thx for the heads up! <3

Manta
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: aggressivEn00b on March 23, 2010, 04:42:55 PM
any launcher working with 7.0 ai?
i cant get it to work, what should i do?


edit:
err, i was trying to run this on some weird cracked maps, it works ok
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: masky007 on March 23, 2010, 05:08:37 PM
Quote from: turdburgler on March 01, 2010, 08:32:05 PM

StarCrack AI

VERSION 7.0 HAS BEEN RELEASED ON NIBBITS FORUMS

THE OFFICIAL THREAD HAS MOVED THERE

http://sc2.nibbits.com/forums/19/view/400/starcrack-ai-official-thread (http://sc2.nibbits.com/forums/19/view/400/starcrack-ai-official-thread)

why not here?
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Pleomax on March 23, 2010, 05:14:37 PM
Ye why not here? I dont wanna go to that shitty site + no changelog and its not working with the latest patch...why did you release this if it dosnt even work
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: turdburgler on March 23, 2010, 05:25:22 PM
Quote from: Pleomax on March 23, 2010, 05:14:37 PM
Ye why not here? I dont wanna go to that shitty site + no changelog and its not working with the latest patch...why did you release this if it dosnt even work

It does work dumbass. I play on bnet with the same install I'm testing it on  ::)

Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Ulysse31 on March 23, 2010, 05:28:05 PM
Pleomax plz go hang urself, thx.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Gc7 on March 23, 2010, 05:35:50 PM
Kinda don't understand it. People are providing you(people who simple loves to complain about everything [not to misunderstand with constructive criticism]) with stuff that makes your life better( providing you with joy). They don't get paid for it, of course they are acknowledged for their work and guess they are proud of it themselves (otherwise who would do this in his free time?), but in the end you have no rights to claim for something.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: DarkOne on March 23, 2010, 05:52:16 PM
Wow awesome.

I have this working with best SC2allin1 crack launcher.  I just deleted the medium_Base.SC2Data from the SC2Allin1 folder and replaced it with the one from StarCrack V7 (renaming it to medium_Base.SC2Data). I also put the galaxy file in the SC2 root directory as well.  All working perfectly.  Love the abillity to play 2vs2 with an AI ally.  All you devs rock!!

Thank you so much!
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: itsarabbit on March 23, 2010, 06:12:26 PM
OH.MY.GOD
Thank you so much!! I will leave critisism as soon as I have had a few games!
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: starcrafter64 on March 23, 2010, 06:20:00 PM
I tried posting in your feedback forum on Nibbits, but replies are locked and the forums are giving errors.

Anyway. Great to see 7.0 is out.

7.0 Standard:
They still will not rebuild a killed command center at their expansion. They did however, create a planetary fortress in the middle of their base...

Keep up the good work.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: zeeg on March 23, 2010, 06:24:54 PM
Forums issues at Nibbits are fixed -- was a quick hotfix I was pushing live for something :)
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: e2e on March 23, 2010, 06:27:23 PM
no change log?
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: itsarabbit on March 23, 2010, 06:34:52 PM
Does not seem to work for me, not even with lazylaunch2, so I can't leave feedback right now :/
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: turdburgler on March 23, 2010, 06:35:50 PM
Quote7.0 Standard:
They still will not rebuild a killed command center at   their expansion. They did however, create a planetary fortress in the   middle of their base...

Hot damn, that's a massive bug that's been on SVN for ever, I thought somebody had fixed it.  :ticked:

QuoteDoes not seem to work for me, not even with lazylaunch2, so I can't   leave feedback right now :/

Extract the ENTIRE .rar to your StarCraft II directory.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: itsarabbit on March 23, 2010, 06:37:29 PM
Sorry, was just about to say that I am an idiot that didn't put the galaxy file in the root directory :).
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: undeadnightorc on March 23, 2010, 06:43:14 PM
Played about 4 games, actually lost the first couple games. In one game the AI kept up the pressure after the first couple rushes and eventually wore me down. Another game I actually fell behind economically because the rush I was expecting never came; the AI expanded early and built up an army. My fault for not scouting ( a bad habit I picked up).

The AI still does some weird things like scout worker dancing in front of my base (where it stays in one spot just out of range of troops/defenses and keeps turning, unsure of where to go next). Zerg AI also built several queens to match the number of its hatcheries, but still kept them in one spot.

Still, great job on this version. I had to step up my game, which was nice. And the AI isn't simply using one opening strat (the fast rush). Also, the zerg rush isn't a measly handful of zerglines anymore, it will build up enough of a force to scare a defender (at least it did to me when I first saw it lol).

Thanks for the hard work! It really is appreciated!
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: DarkZeros on March 23, 2010, 07:25:35 PM
Turd for, releases put the AIdifficulty.galaxy also inside the Base.Sc2 file, that way if sm1 forgets about that file it will load the AI with the default config.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: GodsMistake on March 23, 2010, 07:26:04 PM
Quote from: e2e on March 23, 2010, 06:27:23 PM
no change log?

Yeh, dammit. No changelog. And thats a GREAT decision. I was in for a surprise that way.
Totally blew my fucking mind. Install and SEE FOR YOURSELF what the HELL is going on! Haha! ;)

Played against Protoss just now and ... goddamn... sooo nice. Going air is still a good strategy against it, but I will probably never beat it in a ground battle EVER. Holy shit! So lovely. :)
The only strange thing I encountered was that his army seemed stuck with his cannon at his ramp (scrap station map). Im not sure, if he wanted to be additionally defended that way or if it was a bug. But that way I could eat up his main base from the sides, which turned the game around. Before that he almost wiped me out.
Very exciting game! It seriously begins to feel like a human opponent imho!
Thanks A BUNCH for the work you guys put into this. This made my day!  :cheers:
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: godspiral on March 23, 2010, 07:27:17 PM
nice job adding hellions v zerg

I'm not sure if its stronger than 6.1 yet, or if I'm just playing it too cautiously expecting it to be.  But thanks again.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Nissep on March 23, 2010, 07:29:07 PM
very good job, a lot harder and better, thanks a lot
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: orbb24 on March 23, 2010, 07:41:42 PM
I played 3 matches and I don't know what it is but it seems exactly the same. In all three games I was rushed quickly and that is all they really did. I cleared out the first wave, then the second, then counter pushed and won. I will admit that I lost a 4th match really fast. A ZvZ. That is only because I tried to go for an economy build and got fast rushed by zerglings. Every game consisted of getting rushed quickly. Nothing else seems to be very different though I did see an orbital command up and toss warped in some cannons for D.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: godspiral on March 23, 2010, 07:42:27 PM
one thing 6.1 did a lot better in tvz is build a few marauders and keep them in formation ahead of marines, which makes it harder to just attack move (rape with) banelings on its marine group.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: NoNic2 on March 23, 2010, 07:47:36 PM
Ok I played 4 games, on v6.1.1 lately I only play cheating version with around 50% win rate. So when i finally played v7 I lost first 2 games very easily and rushes felt very similiar to 6.1.1 cheating version, I wasent prepared and dident expect something like that and easily lost. Next 2 games I won very easily and felt very easy similiar to difficulty in normal 6.1.1.  Overall there are tons of little improvements, need to play more...
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: darkshark on March 23, 2010, 07:50:18 PM
Didnt seem like the first rush had any oomph. though it was much more diverse, but I followed it back to the base and there was nothing left defending.. squished
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: omerbenamram on March 23, 2010, 07:51:43 PM
FINALLY

a working zerg AI that builds more than a few lings for starters. Rushed me very fast! plays similar to most silver league players. I am eager to check Terran. Thx for this fantastic AI!
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: itsarabbit on March 23, 2010, 07:54:52 PM
Okay, so I played four games, all of them ended early except one.
1st game, PvT:
I sent out an early scout to build a proxy pylon, built a gateway and a forge.
I pumped out zealots and cannons, and it pumped out marines, when it tried to micro away damaged units it was half a sec to late, and all his rines and raxes got crushed. It eventually gg'd and lifted off his CC and flied it straight to my proxy pylon, where there were about 6 cannons.
2nd game, PvZ:
I did not cheese this time, so I made a gateway and scouted his base at an appropriate time.
I saw a gas and a pool coming up, smart as I am, I looked in "help" for a counter against roaches. Doing as it said, I teched straight to immortals and before I knew it I got crushed, as it had too many roaches.
3rd game, PvZ:
Made a gateway, scouted, saw a pool, nothing else, expected a ling rush and then started pumping out zealots while creating a forge and then upgraded them. I believe there was a small ling rush, but Im not quite sure.
When I later attacked it did got a couple of roaches, so I teched abit up while expanding, because all of his(and mine though) units were dead, so  I pumped out some more zealots, eventually got an immortal and attacked once again.
5 minutes later, I attacked again, with a force of immortals, zealots, dark templars(it had a couple of hydralisks, which I find a very weird counter against zealots and immortals, as he had seen earlier.), and he did not have detection IIRC, so i obliterated it's bases except one, which I took out later with my force and 2 colossi.
4th game, PvP:
Built a gateway, scouted 2 gateways, prepared for rush, when no rush came, I teched to air, and upgraded ground weapons, killed it with void rays and my zealots.
It had a couple of Immortals, which were useless.

Overall:
Once again, great improvement and I will not even try the cheating one.
It has a lot of different builds, it seems, and microing quite well.


Note: All of these games were played on blistering sands, and I didn't changed any values in the galaxy folder.

and to DarkZeros: He made it that way to make it possible to change the difficulty in an easy way.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: iPcc on March 23, 2010, 08:31:56 PM
Thanks! Just wondering why you didn't update the link to this forum. Made me download the previous 6.1 due to my haste. Anyway, thanks and I'll give my feedback soon  :jig:
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Spirit6666 on March 23, 2010, 08:33:51 PM
Just finished my first match with 7.0 and it was awesome.
Great   improvement from the 6.1.1.

Keep up the good work  :thumbsup:
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: omerbenamram on March 23, 2010, 08:34:06 PM
After playing a couple of PvT i  think the AI digressed from its previous skills. By the time i had colossi it only had a bunch of marines and I steamrolled him with a bunch of zealots. It happened on all three games, the AI would sent marines to my base, see my canons, run away without attempting to attack and than just get killed in its base.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Vernam7 on March 23, 2010, 08:36:36 PM
dont forget guys the 1st (and i think the Only untill now) compatible Launcer out there to test the new A.I
is SC2ALLin1 that has the new A.I preincluded! ;-)


you dont have to download files or do anything manual! :thumbsup:


http://darkblizz.org/Forum2/sc2-tools/starcraft-2-beta-best-allin1-crack-(offline-mode) (http://darkblizz.org/Forum2/sc2-tools/starcraft-2-beta-best-allin1-crack-(offline-mode))


give it a try if you dont allready use it! ;)
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: God on March 23, 2010, 08:38:26 PM
Nice job.  They tried microing me, but I was too good xD.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: ItsTheFark on March 23, 2010, 08:45:22 PM
With 7.0 I seem to be having an issue that when I launch it using the Beta Launcher its just an empty map and my units and the opponents units are M.I.A.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: farishawk88 on March 23, 2010, 09:05:36 PM
1000 wow gold bet patch is out tomorrow march 24th 2010.
on server norgannon name "wizardic".
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: starcrafter64 on March 23, 2010, 09:18:18 PM
Quote from: ItsTheFark on March 23, 2010, 08:45:22 PM
With 7.0 I seem to be having an issue that when I launch it using the Beta Launcher its just an empty map and my units and the opponents units are M.I.A.

You didnt copy over the added file from the archive to the base directory.

Example: C:\Program Files(x86)\Starcraft II Beta
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: ItsTheFark on March 23, 2010, 09:29:29 PM
Quote from: starcrafter64 on March 23, 2010, 09:18:18 PM
Quote from: ItsTheFark on March 23, 2010, 08:45:22 PM
With 7.0 I seem to be having an issue that when I launch it using the Beta Launcher its just an empty map and my units and the opponents units are M.I.A.

You didnt copy over the added file from the archive to the base directory.

Example: C:\Program Files(x86)\Starcraft II Beta


...huh? lmao. What do you mean archive and base directory. I unzipped the file to my folder of AI's, made it so that the Base.SC2Data file is in only one folder (like all the other Base.SC2Data files) and ran it. The difficultyAI.galaxy thing is in the same folder.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: starcrafter64 on March 23, 2010, 09:43:53 PM
Quote from: ItsTheFark on March 23, 2010, 09:29:29 PM
Quote from: starcrafter64 on March 23, 2010, 09:18:18 PM
Quote from: ItsTheFark on March 23, 2010, 08:45:22 PM
With 7.0 I seem to be having an issue that when I launch it using the Beta Launcher its just an empty map and my units and the opponents units are M.I.A.

You didnt copy over the added file from the archive to the base directory.

Example: C:\Program Files(x86)\Starcraft II Beta


...huh? lmao . What do you mean archive and base directory. I unzipped the file to my folder of AI's, made it so that the Base.SC2Data file is in only one folder (like all the other Base.SC2Data files) and ran it. The difficultyAI.galaxy thing is in the same folder.

Right, and the difficultyAI.galaxy goes in the Starcraft II Beta directory, not the mods folder.

Archive - That thing you unzip that contains your files.
Base Directory - The games main folder
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: crazian on March 23, 2010, 10:17:08 PM
For those who have problem:  USE SC2LAUNCH THEY SUGGESTED! it's not as good looking as beta launcher but it works and you can pick teams. follow directions though since it could be a bit tricky.

and if one word for this AI: SMART.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: darkshark on March 23, 2010, 10:22:51 PM
Im not seeing it.. it definately reacts differently but im still walking all over it after the first encounter.


BUT this is awesome compared to the earlier versions, and I thank you for your efforts

Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: godspiral on March 23, 2010, 10:31:26 PM
for those having probs,

base.sc2data has to be in ...\StarCraft II Beta\Mods\Liberty.SC2Mod


really nice job with banelings.  Maybe its baneling micro is TOO good with them zvz

There might be some bugs PvP as it gets confused and stops building.  Is generally pretty slow and gets owned by colosus.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Censored on March 23, 2010, 11:34:31 PM
Thanks for the awesome update, the standard edition sure kicked my ass the first couple games.

One thing I noticed, while watching a TvT game, is that the computer didn't expand, it just exhausted its mineral nodes at its original base and that is it.  Not entirely sure if this is a bug or not but I figured it was worth noting.

Once again thanks, this is the best AI yet :)
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: isoku on March 24, 2010, 01:22:40 AM
One thing I noticed about the 7.0 AI is that it seems to have trouble committing to a battle. Almost every time it encounters my army it just keeps moving back and forth making it easy for my ranged units to pick them off. It's like they can't decide whether to retreat or attack.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: iPcc on March 24, 2010, 02:32:39 AM
Just played TvZ. Very surprised by AI's move ^^ So here is my battle story:


On one warm day of March, I was assigned to defend a Terran base stationed in blistering sand. It was a secluded area in the dessert, a land filled with mystery. The base was empty and six SCVs were assigned to my command. A single Command Center could easily be seen in the far horizon. Knowing far well the dangers that lurks in the area, I immediately assigned the SCVs to harvest minerals. I did my best to recruit more SCVs and on the 10th, I set-up a supply depot nearby to accommodate more recruits. After building, I recruit more; and on the 12th count, I sent off one SCV to the chock point at the 3 o'clock position to build a Command Center. Yes, a Command Center in the middle of nowhere.


Marines knows me by my initials - iPcc. And as a young commander, I fear for my soldiers for what is on the far side of the map. I don't really know what race we are ordered to destroy until I saw a drone scouting my area. I quickly dispatch a SCV to build an engineering bay while I amass more SCVs. I then built two refineries and transfered some of my SCV to collect vespene gas.


After the newly build Command Center was inaugurated, I quickly ordered it to upgrade into a Planetary Fortress. Now, I know most of you will now understand why I built such a monstrocity far from the mineral patch from my expo. Yes, I intend it to be used to cut off the pathway completely from Zerg's early swarms. However, unlike the previous iteration of my opponents, the new swarms didn't attack. After seeing my closed choke point, they just retreated without a fight.


Although I would like these zergs all burnt up, it was still good news for me that they didn't use the backdoor. After the zergling initial appearance, I set off to build three barracks, a factory and three starport all with tech labs. I also set off to upgrade every tech that I could click on while I'm amassing marauders, Seige tanks, Banshees and Vikings. While doing this, I was secured in my location while I build another Command Center in my expo and some bunkers outside the giant fortress in the choke point. Then I would use scanner sweep to make sure my opponent is not doing any fast far expand. And once I amassed numerous Banshees, I got the chance to harrass one far expand that the zerg colony is building. Surprisingly, creep are spreading fast around the map and the opponent seems to have countered my attack using lots of Queens!  :jig: Wow! It caught me by surprise and asked my banshees to cloak. Unfortunately, the opponent sent an overseer and my banshees were revealed and were easily taken down by 4-5 queens and some hydras. However, the opponent made a big mistake and charged their roaches, zerglings, hydras and Queens towards my choke point only to be obliterated by my seige tanks and planetary fortress.


After the failed all out push by the zerg, I went out with some of my newly manufactured vikings, banshees and raven and go out to creep tumor hunting. Wow, I was surprised by how much creep tumor overlap around the same area. Anyway, I did short work of it, and was able to destroy their two far expos. After that, the battle was surely on my side and so I set off to capture one expo to make sure of my victory. Unbeknown to me, several corrupters flew out of the zerg's base and destroyed my viking fleet.  :bangshead: I didn't saw it coming, but did short work of them by massing marines and more vikings. After that last battle, my banshees just literally sweep the enemy's base to the ground.


However, here are some interesting notes that I have observed from the enemy:
1. The zergs seems to send all their overlord into my base during end game.
2. They apparently do not possess the brightest mind to use the back door to bypass my heavily guarded chock point.
3. Fortunately for me, they also didn't used a Nydus drop.
4. Their corrupters didn't seem to be able to use their special ability to disarm my planetary fortress and bunkers.
5. The enemy seems to expand without any protection from their army. It was pretty easy to make short work of the young hatchery without any guards.


In the end, it was very satisfying to have been able to test my skills and unconventional build against an opponent who seems to know to build the right counters for my army. Hopefully, my next encounter with these aliens would also result in my victory.
Title: Re: StarCrack AI Official Thread (7.0 Preview) (Latest Version: 6.1.1)
Post by: Man7a on March 24, 2010, 03:27:47 AM
Haha well written IPcc, :P i wont mind if you keep up some Star Craft "story" games you played

Before i try this out, how does the standard starcrack AI v7 compare to the Strategy AI 0.2 ?

Manta
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: linesis on March 24, 2010, 03:31:11 AM
The SCVs is not working to repair the buildings. They begin to catch fire and they do nothing.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Saffron on March 24, 2010, 04:06:37 AM
WEEOO thanks so much Turdburgler :) crushed some Zerg and it was quite satisfying. They're definitely a lot smarter than the previous AI. Good job man.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: coolflip on March 24, 2010, 04:17:04 AM
7.0 WOOOOTTTTTTTTTTT
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: aggressivEn00b on March 24, 2010, 05:18:15 AM
i played ally game with comp, my ally got rushed, lifted his comm center, but when i cleared his base hi never landed comm and couldnt afford second one (his scv was wandering around natural exp, but never started the build)
so imho, if ai is liftin comm he should knoow tha once his base is safe he can drop it back and rebuild


btw, dunno if it was there before, but i liked the way ai microed his wounded units behind, especially clearly seen with marines, thats a big way to go!
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: klaretos on March 24, 2010, 05:25:37 AM
I get an empty map even when using the recommended launcher. Anyone found solution to this? All the other AIs work fine on my PC
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Spirit6666 on March 24, 2010, 05:51:42 AM
In a match against Terran, about 3min in the match, I saw that the computer made a refinery but they got like 6-7 scv stacked on this same refinery. Funny thing is that even with early gas, they waited a lot before going for something else than marines.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Bedervet on March 24, 2010, 06:15:56 AM
Not tested yet, but it must be really awesome, almost noone is complaining, the devs can be proud of that.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Maxp123 on March 24, 2010, 06:26:39 AM
Hey guys cheers for the hard work.

Is there a way to patch the game upto the current patch?
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: aggressivEn00b on March 24, 2010, 06:35:35 AM
Quote from: klaretos on March 24, 2010, 05:25:37 AM
I get an empty map even when using the recommended launcher. Anyone found solution to this? All the other AIs work fine on my PC


how about try reading first?
Quote from: starcrafter64 on March 23, 2010, 09:43:53 PM
Quote from: ItsTheFark on March 23, 2010, 09:29:29 PM
Quote from: starcrafter64 on March 23, 2010, 09:18:18 PM
Quote from: ItsTheFark on March 23, 2010, 08:45:22 PM
With 7.0 I seem to be having an issue that when I launch it using the Beta Launcher its just an empty map and my units and the opponents units are M.I.A.

You didnt copy over the added file from the archive to the base directory.

Example: C:\Program Files(x86)\Starcraft II Beta
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: maza on March 24, 2010, 06:46:26 AM
const int c_mineralBonus = 1.5; DONT WORK!  :bangshead:
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: L33tGam3r on March 24, 2010, 06:49:03 AM
in a PvZ the zerg outnumbered me and destroyed my expansion i made like 5-6 DTs he responded with 1 overseer i killed it and he didn't make anymore ...he got the whole map in control and i destroyed him with like 10-15 DTs ..he didn't have any detection at all..but beside that...roaches hidras mutalisks and even ultralisks..like swarms :D


Amazing work on the 7 .. just amazing :D
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: DarkZeros on March 24, 2010, 07:19:53 AM
Things I would fix:
- Put the AIDifficulty inside "Base" file. To avoid user miss configs.
- The harvest bonus var should be "const fixed c_mineralBonus = 1.0;". That way it suports fractional values.
- Fix the gas management (its doing strange things).
- Expansion not being rebuilded (they did in the old version)
- Too slowww to upgrade their tech (even if the AI has enough resources)

Good things I saw:
- Reactive system working good. But only taking in count the 2 most enemy units...
- 3 Diferent openning/mid/late
- Good MeleeAI (but with some problems when retreat (they do retreat even if the are being killed while they do))
   have not seen any drop attacks yet...
- Tumors working, but they always use Queen's tumors, should be using the tumor's ability to build more instead. But the position system is very good, i take not for my own AI :P

Personally i hate the "AIStock()" system. Because it does not let you priorize units/building/research over others.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: gnomeknows on March 24, 2010, 07:28:04 AM
Step in the right direction, but I played every matchup in 7.0 and had no trouble killing the comp, I wasn't really trying to either, I was testing the reactivity. 

Terran V Protoss I figured they still go mass zealots so I walled with marauders and went banshees.  I built six of them before I had to defend again against...more zealots.  Perhaps the reactive system should take into account previous battles, say where I waste all their zealots with banshees.  I.E. perhaps it was time to switch units for the comp at that point lol.

So yea, sent a single banshee down and killed all 3 of the protosses bases with that ONE unit.  Took a long while and even though I had more banshees than any other unit the P still pumped out zealots and nothing else.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: DreamInvader on March 24, 2010, 08:28:23 AM
With Protoss all you need to defeat the AI is:
-for PvP => a fast colossus and a few zealot as tanks, he will have only zealots and probably one immortal -> the splash will kill the clusters in no time -> gg.
-for PvZ => a fast void ray, he will have nothing to counter you with -> gg (you will have to hold the ramp from their early rush, a small army of 4-5 units will do just fine).
-for PvT => a fast high templar and a few saved Chrono Boosts for the Psy Storm upgrade -> he will never back his M&Ms thus is massacred with a few spells -> gg.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: seldomridgej on March 24, 2010, 08:57:42 AM
The terran ai never seems to build a planetary fortress / orbital command.  Banshee rush is too effective when they can't scan me.

They did however surprise me by breaking rocks.  i had been ignoring them because i knew the previous ai would never use them.  they facerolled me .
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: whoamI on March 24, 2010, 09:50:56 AM
So, the only reason I registered is that I feel I should say a huge thnx to turd and all who are here to serve a selfless cause and bring joy and happyness to all of starcraft 2 fans..
In other news,
My discoveries for the new version..:

ZvP (me as zerg)
-The enemy isn't fast attacking

-When he does he has zealots and immortals(probably as a smarter reaction to my roaches?) which in front of freakin zerlings(and some roaches)!!! start running like chickens like it happened in older versions

-He still does not rebuild destroyed expansions

-He still upgrades armor:0 weapons:2 shields:2

So I found this an easier challenge than the 6.1

Forgive any grammar or syntax errors (english isn't my native)

Anyway, thnx for your great efforts guyz.. It's really touching!
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: katalonec on March 24, 2010, 10:03:24 AM
if terran ai make marins push at the beginning and see that I have much zerlings it tries to run back to base even it's army too slow and I kill him on move without any fire. so maybe ai should fight even it's army too small but can't avoid battle?
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Simon-T. on March 24, 2010, 10:30:07 AM
Thank you for your hard work on the AI. Im using your AI since 4.0 and it has made great changes! Keep up to good work :)
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Man7a on March 24, 2010, 11:23:52 AM
Great improvement on the old, still needs some work but you are on the right track! well done.

Manta
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: totocows on March 24, 2010, 01:41:08 PM
YESS!!! Been waiten for long time for this to come out. As soon as i get back from school im going to download it. CHEERRRSS!!!!! :cheers:
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Karroog on March 24, 2010, 01:42:05 PM
The AI to me seems easier on medium, and the hard is a bit better then 6.1 medium.  I have only done 1 v 1 so far, will be doing FFA and 2 v 1 games, but to me overall its gotten easier. 

I really do not like the fact that when I have two cannons at the entrance of my base as protoss and barely any zealots made the AI rush zerglings, marines or zealots and do the run in and retreat thing over and over again without me losing anything.  Just don't want to commit to battling me unless I am right at their doorstop or in their base. 

I went purposely slow one time and they finally stayed to destroy me when I was out matched.  I haven't tried multiple AI's yet, but I'll be testing that soon.

Easy and Medium do not create 2nd bases, which really surprised me as I was use to medium actually expanding a little.  Only hard does it and only once out of the 5 fights I've done.  I was surprised that the AI is mixing up the units to try and counter my force, its good stuff there, just not much of a challenge.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: zumar on March 24, 2010, 02:17:33 PM
To see how stupid he is you need to run AI vs AI in launcher.
AI is making circles version by version - retreat - don't retreat - retreat by 1/2 army etc.
Evident things:
- if cheating AI see whole map, why scouting?
- zerg: 5 drones to one extractor. why does he make speed to overlords? why are they  permanently moving?
  why do it takes so long to make speed for zerglings?
- protoss:  he does not know how to use chrono bust. he is using it only on Nexus ... when no probes are being produced inside.
- terran: nothing special but... have you seen a lot of vikings, permanently moving up and down without any reason?
I tried to understand the great goal of this. No result.
They are still collecting thousands of minerals.
In AI vs AI match I saw terran won protoss, protoss won terran, but zerg is always lose.
It could be better...
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: klaretos on March 24, 2010, 03:45:13 PM
Stop being a bitch Zumar, do you know any better non cheating AI? This thing is topnotch and Turd is a worldwide pioneer. Even Ghost AI, which is a bit better, is based on starcrack7. If you want a real challenge try Ghost 0.9 with Aiur patch vs Protoss and see how stupidthis bot is. Finally don't forget, all the other good AIs are based on this code.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: DarkZeros on March 24, 2010, 05:31:29 PM
Quote from: klaretos on March 24, 2010, 03:45:13 PM
Stop being a bitch Zumar, do you know any better non cheating AI? This thing is topnotch and Turd is a worldwide pioneer. Even Ghost AI, which is a bit better, is based on starcrack7. If you want a real challenge try Ghost 0.9 with Aiur patch vs Protoss and see how stupidthis bot is. Finally don't forget, all the other good AIs are based on this code.
Not all of them. But we use to share code. All AIs have smt of another AIs.
As an example, I copy/paste 2 funcs of Starcrack, but just because its boring to write again smt that is already done.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: gnomeknows on March 24, 2010, 09:43:29 PM
QuoteThis thing is topnotch and Turd is a worldwide pioneer

It is in fact NOT topnotch and I don't know who Turd is besides someone working on this.  There's no need to suckle in threads like these, the OP isn't going to send you a gift basket for it. 

I'm sure we can all agree though that we want to support Turd and keep this constructive.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Censored on March 25, 2010, 01:08:36 AM
I noticed that the AI doesn't commit to a battle, as Terran I can just stick a few Marauders/Marines at the edge and they will just pick off the AI's units, the AI runs up, gets hit by my units, turns around and runs away, then they turn back and do it all over again. Someone probably mentioned this before but I figured I would hop on and say this anyways.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: gile23 on March 25, 2010, 01:23:31 AM
I hope so that they ll improve this AI, in my opinion Green Tea 0.3 Ai 1.5 x resources rules :)

See ya !
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: ilmman on March 25, 2010, 05:23:31 AM
i rekkon the AI would be much more effective if you took  retreat off (or an option to disable it). Tanks just makes the units go back and forth even when it had a stronger force than i do
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: L33tGam3r on March 25, 2010, 05:49:28 AM
First you got 6.1, you liked it, then you started complaining about it, and u asked for 7..ok!
now you got 7,but the same thing here, you like it , and now you start complaining... again!!..if it wasn't for those guys we were still going to watch videos on youtube ... so appreciate what you get because you haven't done anything about it..

It's one thing to find some bugs and report them.A whole different thing is to complain about it...and most of you just complain all the f*cking time   >:(
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Gc7 on March 25, 2010, 06:13:57 AM
I don't know but i have the feeling that this AI is weaker as the 6.1. Maybe i'm simple too used to the structure of this AI, or it could be that the programmer thought about some improvements which are not working as intended.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: daRPiniOn on March 25, 2010, 07:54:57 AM
Quote from: Censored on March 25, 2010, 01:08:36 AM
I noticed that the AI doesn't commit to a battle, as Terran I can just stick a few Marauders/Marines at the edge and they will just pick off the AI's units, the AI runs up, gets hit by my units, turns around and runs away, then they turn back and do it all over again. Someone probably mentioned this before but I figured I would hop on and say this anyways.
I've asked some of the programmers on IRC about this behavior of the AI.  They've all told me that it's hard coded into the AI and removing said behavior would be really difficult.  It is annoying. 


Everyone who is adept or even semi-adept at RTS can agree that this AI isn't the most difficult thing in the world, but lets look at facts.  For starters, we can practice playing this game and get used to the mechanics/builds before the release.  Its AI, it isn't going to be in any way comparable to playing a human.  It is going to do things that don't make sense and it isn't going to execute any tricky tactics.  The people that are working on this AI project all deserve big ups for all the work that they're doing for FREE.  However, people don't need to be sucking their cocks in these threads.  Kudos to everyone who is keeping it real and having a good time playing one of if not the best RTS game ever.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: maartendq on March 25, 2010, 02:40:54 PM
Quote from: daRPiniOn on March 25, 2010, 07:54:57 AM
Quote from: Censored on March 25, 2010, 01:08:36 AM
I noticed that the AI doesn't commit to a battle, as Terran I can just stick a few Marauders/Marines at the edge and they will just pick off the AI's units, the AI runs up, gets hit by my units, turns around and runs away, then they turn back and do it all over again. Someone probably mentioned this before but I figured I would hop on and say this anyways.
I've asked some of the programmers on IRC about this behavior of the AI.  They've all told me that it's hard coded into the AI and removing said behavior would be really difficult.  It is annoying. 

Believe me, you can be able to beat the AI but that won't mean you're good on B.net. I recently joined the beta, confident about my abilities. I won only 4 out of 10 testing matches. I never lost to the AI.

The AI is predicatble, humans are not.

Everyone who is adept or even semi-adept at RTS can agree that this AI isn't the most difficult thing in the world, but lets look at facts.  For starters, we can practice playing this game and get used to the mechanics/builds before the release.  Its AI, it isn't going to be in any way comparable to playing a human.  It is going to do things that don't make sense and it isn't going to execute any tricky tactics.  The people that are working on this AI project all deserve big ups for all the work that they're doing for FREE.  However, people don't need to be sucking their cocks in these threads.  Kudos to everyone who is keeping it real and having a good time playing one of if not the best RTS game ever.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: easonlee on March 25, 2010, 04:33:47 PM
Hi! I have a problem with the AI v7.0. After setting up the location for each players in the luncher, it would shows up an script error said "invalid mainstate" to one of the AIs when the game started. That pointed AI with the error then would only do mining.  So, it's greatful if any one can solve the problem for me.

But everything would be fine if the loction being kept in random.

The package is still good though! Thanks for the great job.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: zendex on March 26, 2010, 05:12:47 AM
Any chance you could upload old versions of the AI somewhere?
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: kurupted on March 26, 2010, 07:51:38 AM
One thing that's somewhat wrong is that he refuses to attack when he spots my units. I had one marine on top of the cliff and his zerg/protoss/terran army would just bounce from A to B, getting shattered by my ranged units.


Otherwise it works fine, he kinda plays it very different from past versions.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: onimusha1985 on March 26, 2010, 11:08:50 AM
i dont know, 6.1.1 seems better. In 7.0 when i put the resource bonus to 2 and the above value at default (0 which is the hardest); the ai just sends its army, attacks for second or 2 and retreats. Only to keep doing it over and over and over. This never happened with 6.1.1. Im going back!
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: zeeg on March 26, 2010, 05:24:36 PM
Guys I just wanted to let you guys know it will be easier for TurdBurgler to respond to your requests, and read your feedback, if you separate it out into the appropriate discussion topics on the new forums.


The new forums don't require registration, but we do recommend it, and you can get to them by visiting this link:


http://sc2.nibbits.com/forums/19/starcrack-ai (http://sc2.nibbits.com/forums/19/starcrack-ai)
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: able1214 on March 26, 2010, 07:34:41 PM
Hope you guys can make a triggerlibs version; also I've never seen the ai using warp gate, wish you guys can improve that! :thumbsup:
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: AcidraiN on March 26, 2010, 10:45:37 PM
what am i doing wrong? i load up the damn sc2allin1 and it still is version 6.0 and ive downloaded many since then and it still says this.. i extracted the files of starcrack 7.0 standard into the starcraft 2  beta folder and it still doesnt work.. please help
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Chimpalimp on March 26, 2010, 11:03:08 PM
I maxed the AI's difficulty, and it is really easy, beat a protoss with mass lings on my first try.  I guess giving it mad econ bonus helps, but it would be cool if you could base its style on a certain player.  For example watch a couple games by White-Ra for the toss, Artosis for the Terran, and Artosis for the Zerg.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: berrykerry789 on March 26, 2010, 11:39:16 PM
lol wut.... 20000 post!
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: berrykerry789 on March 26, 2010, 11:40:10 PM
make that 200000 posts in ai section... (forgot a zero)
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Hell-Horseman on March 27, 2010, 04:39:04 PM
The nibbits.com does not work because technical problems or Blizzard's ghosts make nuclear launch? :)
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: zeeg on March 28, 2010, 01:32:45 PM
@Hell-Horseman, what problem are you having on Nibbits?
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Redneck on March 28, 2010, 03:16:12 PM
what do i use to open the galaxy folder?? ai doesn't expand at all and i want to check it.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: balnazzar951 on March 28, 2010, 03:21:27 PM
impressive keep up the good work guys  :cheers:
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: enjoikr3w on March 28, 2010, 05:18:51 PM
A much better improvement! I love how we can now edit the galaxy file.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: itsarabbit on March 28, 2010, 06:59:54 PM
Quote from: Redneck on March 28, 2010, 03:16:12 PM
what do i use to open the galaxy folder?? ai doesn't expand at all and i want to check it.
Notepad.
And do not use Allin1's launcher, it automatically sets the difficulty to 1 instead of 0.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Artanis186 on March 29, 2010, 08:13:24 AM
Summary in an accumulated 2 matches with Terran..

He doesn't expand... at all. He just sends all of his mineral mining SCVs to 1 of his refineries and that's it. I can just blink some stalkers on a cliff and they do that back and forth thing and get withered away.

Summary of 1 ref match with at least 1 of each race..

Same thing happened with the Terrans lack of expansion. The Terrans vikings wouldn't run from an escapable battle when they were landed on a cliff. (3 of them were being attacked by a void ray and a stalker)

Zerg did an overstocking ling rush, that was destroyed. They kept sending 2 lings at a time and losing them pointlessly. They finally went to getting Drones and they got squashed with little resistance.

The Protoss' expansion was getting harassed by 2-3 units that the Protoss could have easily taken out with the units he had, but he just kept them at his main. He could have even used his probes to attack, but didn't do that.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Redneck on March 29, 2010, 08:46:55 AM
Quote from: itsarabbit on March 28, 2010, 06:59:54 PM
Quote from: Redneck on March 28, 2010, 03:16:12 PM
what do i use to open the galaxy folder?? ai doesn't expand at all and i want to check it.
Notepad.
And do not use Allin1's launcher, it automatically sets the difficulty to 1 instead of 0.
thanks, i don't i use Valkirie's
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Rabbit07671 on March 29, 2010, 07:59:13 PM
ok whenever i downloaded this and tried it the map was gray...i didnt get any units or anything just a gray map.....plase make a patch or tell me whats wrong or something
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: apriores on March 30, 2010, 01:26:49 PM
@Rabbit07671, you must place AIDifficulty.galaxy file in Starcraft II   Beta root folder. Ex. for default location:
C:\Program Files\StarCraft II Beta\AIDifficulty.galaxy

Chrono Boost and repairing are working to any of you with Base.SC2Data? To me, CB is used only on Nexus. I tried with TriggerLibs and GameData\UnitData.xml extracted and then Chrono Boost, repairing and building lift/land was used well but the game was started with all doubled. When I buy 2 marines in a BarracksReactor, it builds 4. :D It's a nice bug, but I would play normally, though.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Tresh on March 30, 2010, 01:29:42 PM
I just realized, maphack is a string, shouldnt it be a bool? i mean, isnt it true / false?
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: DrunkenPirate on March 31, 2010, 07:28:12 AM
Thanks for the AI! Really helps me through the fact that I'm not in the beta =[  Keep up the good work!
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: juboaku on March 31, 2010, 07:59:33 AM
im getting annoying when the ai keep retreating and coming back and keep doing that
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Redneck on March 31, 2010, 10:32:43 AM
Is there going to be a 7.1?
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: L33tGam3r on April 01, 2010, 03:38:57 AM
Quote from: Redneck on March 31, 2010, 10:32:43 AM
Is there going to be a 7.1?


Here we go again ..  :D
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: garm on April 01, 2010, 09:44:28 AM
Great work but it's still 2 easy (I could say that 6.1.1 was harder) after first rush.
Any way, keep going ;)
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Cealin on April 02, 2010, 11:01:15 AM
To easy? Make sure you play the game at the same speed as they do on the ladders. Press + multiple times to get it on fastest!
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: tattered on April 02, 2010, 03:44:58 PM
TvT: SCV rush is really fun to do against 7.0 :) They fight back with their SCVs a little and even lift up their command center.. However they never drop it back down again.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Qualculus on April 03, 2010, 02:38:23 PM
Yeah. Its pretty easy to win against AI 7.0.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: 2g4u on April 03, 2010, 03:06:11 PM
Am I able to use this AI for practice purposes in the official Battle.Net 2(without the use of any launcher) ? Should I change Base.SC2Data back to the original file if I want to play ranked or custom games after I am done practicing ? Can I get banned for doing so ?
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: aznstriker92 on April 04, 2010, 01:18:58 AM
This always happens and its annoying. When im playing 2v2 AI 7.0 cheating edition, my ally (protoss) always sucks, while the 2 other computers rape. They mass their armies and attack but my ally only expands to one position (on twilight fortress) and never really builds up an army. Also I remembered when the AI would make a balance force of tier three ground and air but now they just spam ground units only.


The only time I saw some heavy air action was when my ally (protoss) base got destroyed and it had zero minerals left to harvest but it built up a huge AIR base and raped. This proves that the AI only uses an small amount of the resources it has.
WTH
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: magnificent on April 04, 2010, 04:02:08 PM
I find it interesting that everyone is finding this so easy.  I have absolutely owned all previous AIs on hard, however this one seems to amass the perfect counters and lots of them.

They mass battlecruisers, they mass roaches/corruptors, they mass carriers far faster than I can mass even tier 2 units.  They also micro way more efficiently than I do (im no pro, but I don't consider myself a nub, I watch many, many videos).

I use the All in One launcher and play in hard mode.  I have only won a single game when I rushed instead of tried to amass any sort of army.  All the other games ends with their army getting raped by base defenses, me rushing my amassed army only to run into a giant army of something bizarre like collossi or battlecruisers.

Has anyone else experienced this?
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: fornakter on April 05, 2010, 08:48:02 AM
hi, I have a similar problem as magnificent, but...
i have problem witch Zerg AI
i use Starcrack AI 7.0 and Starcraft Launcher, all DL from this forum, Protoss and Terran play normal, but Zerg plays like noob, theres no problem to win, i need hard AI for Zerg
Protoss and Terran produces much Battlecruisers nad Cariers, but Zerg produces few(little) units
this problem is on SCrack 7.0 and older, normal and cheating edition
can u help me?


ps. sory for my english, im from poland :D


Edit: i use other AI, from "Hardest AI?" topic, and its beter, but Zerg its still worst


Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: AlbertoSix on April 05, 2010, 05:01:58 PM
I have been seaching around without any luck to find an aswer to my question.
How many difficulty-levels are there?

I know that 0 is the hardest and 1 must be easier. But is 10 even easier again? or how should it be understood?

Please clairify!
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: kurupted on April 06, 2010, 06:19:07 AM
@ Fornakter




Poprostu usun wszystko co sciagales, zainstalluj to AI i jakis dobry launcher, ja uzywam tego stworzonego przez Valkirie.(jest na tym forum).


Jezeli wszystko dobrze zrobisz to na poczatku matchu bedziesz mial napis, ze to AI 7.0 blablabla. I miej na uwadze to, ze Zerg AI jest najslabsze, chociaz duzo blizsze pozostalym dwu rasom niz kilka patchow temu.


@ Albertosix


Would love to know that aswell, even tho I play the hardest possible.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: DrCometh on April 06, 2010, 11:42:33 AM
I didnt know to post it here or in launchers forum. Since it is about AI, here,

Can any1 tell me does the Valkyries difficulties matter cause i see they are the same AI, thus nothing changes, AI gets 2x resources no matter difficulty. Is there an AI 7.0 that gets 2x resources and AI 7.0 that gets normal resources? I wanna play vs either from time to time, right now is only 2x resources.

The problem of this AI even cheating is it expands 1-2 times, then never expands. Id say AI 6.1.1 played smarter when it comes to expands
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: zeeg on April 07, 2010, 12:31:36 AM
The current version of the ALLin1 launcher no longer has the problem listed in this thread.


StarCrack AI 7.01 (http://sc2.nibbits.com/assets/starcrack-ai) was also released today.


If you have further questions I recommend directing them at the official forums (http://sc2.nibbits.com/forums/19/starcrack-ai) as TurdBurgler (and his crew) seem to be quite busy lately, and it's easier for them to respond in a more organized fashion.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Gafda on April 08, 2010, 11:22:54 AM
New version of Starcrack AI : AI   7.02 !! (http://sc2.nibbits.com/assets/starcrack-ai/files/138/get)
Changelog :
V 7.02:- Updated to patch 8.- added the rebuildHQ fix. 



French (For the french who's viewing this post !! I'm french and I know that many french people don't speak english very well !Me too !! :bangshead: So sorry if I my english's level is bad !  :P
Nouvelle version de l'IA Starcrack : AI   7.02 !! (http://sc2.nibbits.com/assets/starcrack-ai/files/138/get)
Changelog :
  V 7.02:  - Updated to patch 8.  - added the rebuildHQ fix. 
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Bedervet on April 09, 2010, 01:43:02 AM
aaahhhhh Dude you are french? Its a shame!!!!!!!!!!   You can't be here its forbidden to french ppl!

Wait ... i am french too.... nooooooooooo
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Gafda on April 09, 2010, 11:09:27 AM
LOL
The English are right because the French do not speak English properly ! :P ! Me, I speak good English (Within the limit of reasonable !  :whistle: ) but some people are spolied ! It's amazing they can not read a readme that tells them "Unzip this file in thyis folder then place this in this folder ....)  lmao
Well, stop here because it's off board ! :p
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: krutoistudent on April 18, 2010, 07:26:37 AM
Quote from: Gafda on April 09, 2010, 11:09:27 AM
LOL
The English are right because the French do not speak English properly ! :P ! Me, I speak good English (Within the limit of reasonable !  :whistle: ) but some people are spolied ! It's amazing they can not read a readme that tells them "Unzip this file in thyis folder then place this in this folder ....)  lmao
Well, stop here because it's off board ! :p
hehe
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: alle86 on April 25, 2010, 05:27:30 AM
as all know the new "10" patch is avaible therefore AI 7.02 dos'nt work for me:/ any suggestions?
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: linkzelda on May 09, 2010, 05:46:59 AM
Nice work!!
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: danielvfx on May 13, 2010, 12:00:16 AM
THANKS for the hard work!!!
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: zhuozhu on May 16, 2010, 11:39:05 PM
I NEED HELP!!
i'm using lazylaunch v2.
i've place the Base.SC2Data into the Liberty.SC2Mod
i've extract the entire stuff into the directory. BUT I'M STILL GETTING EMPTY MAP WITH ME AND AI MIA!!

I WANT SC2!! PLEASE!!!
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Rokrdude on May 17, 2010, 05:12:58 AM
Quote from: zhuozhu on May 16, 2010, 11:39:05 PM
I NEED HELP!!
i'm using lazylaunch v2.
i've place the Base.SC2Data into the Liberty.SC2Mod
i've extract the entire stuff into the directory. BUT I'M STILL GETTING EMPTY MAP WITH ME AND AI MIA!!

I WANT SC2!! PLEASE!!!




Use all in one launcher by vernam7 instead of sirectly using lazy launch


http://sc2.nibbits.com/assets/starcrack-allin1/ (http://sc2.nibbits.com/assets/starcrack-allin1/)

Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Garenator on June 17, 2010, 11:25:42 AM
hey I'm new to cracking games and all, I just Dled SCII and, just copied over the bnet crack and now I DLed starcrack 7.03 and its only an XML file, what do I do with this?
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Garenator on June 17, 2010, 12:07:38 PM
Never mind, It was a stupid mistake :/, its working great now. thanks for putting so much work into this, this AI rocks. RTS are the main genre I play, Frozen Throne, Battle 4 middle earth, C&C, SupCom 2, this is a hard AI. I'm not an expert but I know what im doing. I usually do FFA in supcom 2 with two hard AIs and win.
Title: Re: StarCrack AI Official Thread (Latest Version: 7.0 )
Post by: Garenator on July 11, 2010, 04:45:18 AM
I love this ai, but a few days ago i went to play and it loaded the patcher and blizz updater, now it wont work, is there anyway to un-patch it (delete old patch files i guess...?) or do i have to uninstall and let it patch and stop it at 2nd newest one? or can i just uninstall it and not let it patch and it will work? not a huge deal if noone knows, actual game comes out in like 3 weeks but i would LOVE to not have to wait that long to play, especially since i already got a taste, and it was epic