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Messages - maartendq

#1
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.
#2
So you're here too ;) You might know me from the c&c 4 forum.

Nice banner you got there!
#3
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.
#4
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.
#5
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.
#6
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.
#7
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.
#8
I just wanted to say thanks to the bot development team. I've had no luck this far in getting selected for the closed beta but now I can at least play the game I've been waiting for for quite some time.

Thanks and keep up the good work!