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Messages - cvax

#1
AI Help Section / Re: c_stockIdle vs c_stockAlways
March 15, 2010, 12:54:00 AM
Understood. Thanks.
#2
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.
#3
AI Help Section / c_stockIdle vs c_stockAlways
March 14, 2010, 03:58:05 PM
Hi,

Does anyone know what the difference between c_stockIdle and c_stockAlways is? What about AISetStock() vs. AISetStockUnitNext()? Thanks.

Also, I currently have this as my build order.

AISetStock( player, 1, c_PB_Nexus );
AISetStock( player, 9, c_PU_Probe );
AISetStock( player, 1, c_PB_Pylon );
AISetStock( player, 10, c_PU_Probe );
AISetStockUnitNext( player, 1, c_PB_Gateway, c_stockAlways );
AISetStockUnitNext( player, 13, c_PU_Probe, c_stockAlways );

I want the gateway to build as soon as possible at 10 food, but it seems like the pylon is a split second slow in finishing for the gateway to be placed so instead of building the gateway the computer builds another probe and waits till almost 250 minerals before doing the gateway at 11 food. Any ideas?
#4
amo,

The AI is better than 6.1 that is for sure, but some issues.

- AI doesn't attack when it should. It misses the pressure timing
- AI doesn't pressure the player at all actually. It just waits to counter and if human just turtles all day it will come slowly to be crushed easily.
- If you destroy an AI's expo it doesn't reexpand.
- If you poke at an AI's expo it doesn't defend it or protect probes.

It also appears that you stripped away all of the different opens for toss. Why?
#5
Will you have some documentation with your new functions and such? That would be bad ass.
#6
Where did you get that map? Found it
#7
If it helps, this is what he said he did.

"blah blah spent whole day figuring this shit out...
watched some replays, figured out AI doesn't use resources
cause its the cheating version, AI gathers at 2x resources speed, so that's why its not using it all

only made a few changes to early, mid game tactics, and resource utilization. i couldn't figure out the mining splitting (not sure what he means? maybe maynarding peons or something to expos) issue though cause im not that skilled. all in all though, resource utilization has been improved. cause of that the AI is noticeably more difficult. working on the non-cheating version... everybody test it out, let me know how it goes.

i just use trial and error to make the changes so there may be some bugs here and there. cause its based off of someone elses AI, its not going to be ground breaking stuff from only one revision. but for us casual gamers, doesnt hurt to check it out.

just install it via TriggerLibs extraction to SC2 directory

at game start it'll say what the AI's race is. it'll also say 5.5++ at game start instead of just "StarCrack 5.5". if you don't have these two lines of text then you probably installed it wrong.

edit: improved AI's defensive capabilities, changed other misc details

looking forward to your testing"