Main 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 - siman

This is a good idea, I wish more people are doing this.
This is a good idea, I wish more people do this =)
Quote from: Heinermann on March 10, 2010, 11:45:14 AM
Why do you people insist on doing things the hard way? Seriously.

int numPlayers = AIGetNumEnemies(player) + AIGetNumAllies(player) + 1;

Did you try that your own?
I think AIGetNumEnemies is broken, it does not return the correct value for AI players
AI Development / How do you repair buildings?
March 09, 2010, 09:28:40 PM

How do you repair buildings when it is under attack?I tried to set the difficulty of c_diffRepairDamage and c_diffEarlyGameRepair, but seems they are not repairing.
AI Development / Re: Map Disassembling + tutorial
March 09, 2010, 04:05:59 AM
The spawn position is not working for me, I tried it on an AI player slot with the race selected.

I think you need c_techCountQueuedOnly for the AITechCount,
c_techCountQueuedOrBetter will over-count the completed units as well
AI Development / Re: Map Disassembling
March 06, 2010, 09:11:51 AM
OK I m done, got 5 Terran AI in a row, so I guess it is really working

that would save me a lot of time

PS. the link is broken, plus it does not give better information than this thread, I re-read this thread and found valuable information in reply #10  :D
AI Development / Re: Map Disassembling
March 06, 2010, 08:24:47 AM
Quote from: bassMD on March 06, 2010, 06:28:26 AM
Do you mean a map that only includes AI players?

It is currently possible to lock AI players' races to Terran only. That should work in every map.

That's good enough for me. In fact I m just going to lock Terran, after I m done with the Terran AI I will go for Protoss. Please tell me how to do that.
Site News / Re: Join us on IRC
March 06, 2010, 08:17:20 AM
oops, mirc is not a freeware
AI Development / Re: Map Disassembling
March 06, 2010, 04:19:14 AM
is it possible to lock the race in AIdev map?
Good job! nice AI with custom state management =)
what's the next improvement?
SC2 Tools / Re: Starcraft II RaceLocker - By CraniX
March 06, 2010, 03:49:11 AM
can you lock the AI's race?
If you could lock the human player race, you could probably use the same way to lock the AI race, I guess =)

and for the AI dev map, when the player is an obs, is it possible to lock the AI race? (it seems you don't hv a restart button when playing obs map)
AI Discussion / Scout feedback
March 06, 2010, 12:36:27 AM
Any idea how do I get the scout feedback?

From enemy race, to buildings they got, anything I could get from the scout would be helpful

I can't find any function for that yet.
AI Scripts / SimanAI v0.1 (Terran)
March 05, 2010, 07:00:20 AM

SimanAI is the modified version of the Terran very easy AI.
It does not cheat and the APM is limited to 300. After it complete loading, there will be a message from SimanAI displayed. If you do not see that message, you probably don't have a terran opponent, or you placed the file wrongly.

Place the "TriggerLibs" folder under the StarCraft II Beta main path.
(e.g. C:\Program Files\StarCraft II Beta\TriggerLibs)

Patch Notes

Independant of MeleeAI and MeleeNotHardAI
300 APM capped
Medivac now get into battle.

Build order (Ground) modified
yes, but if tech-lab is an addon shared by all terran buildings, shouldn't all the tech-lab count together?
now it is confusing that the tech lab of barrack and factory count together, while the starport does not.