Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - godspiral

#1
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.
#2
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.
#3
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.
#4
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.
#5
AI Scripts / Re: IAI v2.0c (Beta release)
March 18, 2010, 06:30:34 PM
the Ai does ok if its ahead.  It stays in its base a lot though.  I don't know that mass imortals is good PvP, but that's what it likes  (i don't know if that is a reactive response to something).  I don't notice waves though with 20% cheating.  More like 1 wave (sometimes none... just counterattack) followed by turtling then mass attack at 160+ army if it survives.

It also seems when turtling that it doesnt chase stuff out of its base
#6
AI Scripts / Re: IAI v2.0c (Beta release)
March 18, 2010, 02:33:32 PM
Quote from: WeakNiZ on March 18, 2010, 12:54:42 PM
Where do I put IAI_Config.galaxy?


in root

>> And will it work if I also put a triggerLib folder in SC2Beta Root? Or will one of them overlap?

if you only have updated files from the AI, then it will use the triggerlib ones.  If you have files from other AIs, it will be flakey at best.
#7
AI Scripts / Re: IAI v2.0c (Beta release)
March 18, 2010, 07:51:13 AM
^^
if you're refering to my customization,

base.sc2data goes into usual place.   C:\Program Files (x86)\StarCraft II Beta\Mods\Liberty.SC2Mod

If you want to change any of the defaults, then the extra .galaxy files go into:

C:\Program Files (x86)\StarCraft II Beta
#8
AI Scripts / Re: IAI v2.0c (Beta release)
March 17, 2010, 10:22:06 PM
Quote from: DarkZeros on March 17, 2010, 08:03:08 PM
UPDATE! v2.0c
This one is beta, because it is starting to work pretty well (for all races).

here is custom cheating file.  AI will cheat based on mineral settings set in AI_Config.galaxy (goes in root sc2 folder)
#9
AI Scripts / Re: AI Standard [Proposal]
March 14, 2010, 09:16:35 AM
In replays, you can see income tab, with workers and minerals per second (times 60).

If I were to guess what might be happening in your setting is that the AI doesn't get fractional minerals.  And/or the game has a hard minimum on gather rates.  Normal gather rate is 5 minerals per trip.  I don't know if cheating/easy settings makes workers get (say on 2x cheat setting) 10 minerals per trip, or if it gathers 5 twice as fast.
#10
Quote from: SuXue on March 14, 2010, 02:36:45 AM

I have found the AI with 500+ gas and 100- minerals multiple times, especially during Terran opening stages... there is no way to spend these gas with such limited minerals

but wasn't the AI mining and training marines?  The appropriate play is to build factories/starports/techlabs.

Its possible in some rare circumstances to want to take workers off gas and put them on minerals, but the decision is not based on how much minerals/gas stockpiles you have.  Its is mostly based on income rate of minerals, and need for more minerals.  typically, After your mineral workers have been killed and you need to make a bunch more.
#11
The first 2 are interesting.  I hope they're good, but I can't tell just looking.

The gas one I disagree with.  First, it should only ever consider removing gas workers if there are fewer than 2 per patch on minerals (18 usually).  Even then, it should focus on spending gas unless it has one base and is struggling to replace dead mineral workers.  Also, 3 workers on gas saturates it on every map released so far.
#12
AI Scripts / Re: AI Standard [Proposal]
March 13, 2010, 09:23:19 PM
Quote from: Flame02 on March 13, 2010, 10:20:38 AM
Quote from: LRD on March 13, 2010, 08:56:32 AM
Quote from: Flame02 on March 13, 2010, 05:51:34 AM
What is the exact meaning of: AI_HarvestBonus?

I've tried setting it to 0.1 and -0.9, without noticing any significant change?

It's the AI Mineral/Gas Harvest BONUS.

For example: 1.0 means 100% (no bonus) and 1.5 means 150% (a bonus of 50%).

Does that mean that at 0.0 the AI can harvest all he likes, but he is not getting any minerals/gas, or does values below 1.0 not have any effect?

Universe may implode at 0.0 (or get no minerals), but below 1.0 just makes the AI easier than standard
#13
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.
#14
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
#15
AI Scripts / Re: Hardest AI?
March 12, 2010, 08:46:29 AM
Quote from: claushouse on March 10, 2010, 08:08:48 PM

I think it's a safe assumption that the Blizzard AI will be superior to anything a mod community with limited resources and time can achieve, with staggered levels of difficulty and thousands of hours of testing.


There are good SC1 AIs.  But SC2 AIs were better 1 week after release.  Blizzard has provided excellent tools and functions for creating AIs.  Blizzard AIs will be designed for mass market use.  Use all units.  Purposefully not macro/micro perfectly.  Generally Be beatable, because that's what mass market wants.

SC1 custom AIs, and the variety of SC2 AIs brought style variety and emulation of pro strategies.  There are SC1 AIs (BWAI) PvZ that focus on getting early corsairs or strive to go archon heavy.  That unfortunately is a hard computer strategy compared to 2 gate zealots (typical blizz AI start) because its vulnerable to early lings.  That AI is bad because it doesn't have pro understanding of the strategy, and great if the player wants to practise against the strengths of the AI, instead of timing attacks to its weaknessses.

Custom AIs should both be better (at least eventually) than blizzard's because blizzard doesnt want to make it too strong, and necessarily more varied. 

For one, Blizzard will be providing the source code for its AI, so a better AI 2-3 days after release should be expected.  For all we know, Blizz may not have developed a good AI yet, and will hire people on this board.