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[MOD] Yet Another Build Order Tester (YABOT) - Page 13

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 11 12 13 14 15 43 Next All
jpaugh78
Profile Joined May 2010
United States179 Posts
Last Edited: 2010-06-28 10:58:27
June 28 2010 10:57 GMT
#241
On June 28 2010 19:39 Elprede wrote:
Playing and testing with yabot was a pleasure the only thing I'd have to say that there be a way to continue building even after the timer was done. Or having the option to continue building

The last 2 versions have allowed you to play past the 7 minute mark. The one that was updated today allows you to choose "endless game" from a dropdown menu.
Svenius
Profile Joined May 2010
Sweden3 Posts
June 28 2010 11:43 GMT
#242
Hey I dont know if anybody else has this problem but when I starts this build order tester my screen just turns black and the only thing you can see is the mouse. Does anybody know how to fix this problem??
GE GE
jpaugh78
Profile Joined May 2010
United States179 Posts
Last Edited: 2010-06-28 12:02:45
June 28 2010 11:59 GMT
#243
On June 28 2010 20:43 Svenius wrote:
Hey I dont know if anybody else has this problem but when I starts this build order tester my screen just turns black and the only thing you can see is the mouse. Does anybody know how to fix this problem??


When everything is working properly, you open YABOT from the map editor, then you click the "test document button". You will see a custom loading screen, then after everything loads, you should see the main menu for YABOT with options for which race you want, and which race you want the computer to be, then you click the "start game" button. You start with a black screen on top, and then after everything loads you will see "3...2....1..." and the match will start.

At which point are you getting the black screen and cursor?

I've tested the new version, and so far everything looks fine and works smoothly.
Svenius
Profile Joined May 2010
Sweden3 Posts
June 28 2010 12:06 GMT
#244
I see the black screen and the cursor right when I start it. It dosent show any loading screen at all it's just...black. Perhaps it's my computer that acts funny : /
GE GE
jpaugh78
Profile Joined May 2010
United States179 Posts
June 28 2010 12:19 GMT
#245
Have you been able to run any previous versions of YABOT? Or have you always gotten the black screen?
ViRo
Profile Joined May 2010
United States137 Posts
June 28 2010 13:05 GMT
#246
The extended time is a great addition, in all the previous version i'd be finishing up my tech just as the game ended with no chance to test it out -.-
The back door was open.....so.....
Pupsilein
Profile Joined March 2010
Germany17 Posts
June 28 2010 13:15 GMT
#247
It would be great, if the Online Build Editor would allow to copy the text from the table. If posting a build somewhere the encoded text ist not really readable, so having the text from the table would be a good addition.
UnRyValD
Profile Joined May 2010
United States6 Posts
June 28 2010 13:55 GMT
#248
xorpwnz This is a great mod and I enjoy it a lot.

I do think this tester has a lot of potential to be fun as a game in itself while teaching you build orders if u optimize the point based system.

I was thinking u could add "par" times on the GUI so when u hit a goal "15 pylon (2min)" and u hit a time lower than 2 min u get bonus points. You would also loose points for times over those stated. This would just help in motivating while also letting u know what acceptable times are for getting things up. Kind of like build order golf!
Lighioana
Profile Joined March 2010
Norway466 Posts
Last Edited: 2010-06-28 13:58:44
June 28 2010 13:58 GMT
#249
Good work with the new release!
And forgive me nothing for I truly meant it all
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
June 28 2010 15:09 GMT
#250
There seems to be a bug in 1.8, I -e'd the game and restarted the round while my base was getting attacked by the "Standard ZvT" build and when it restarted the zerg was still in my base..They weren't attacking anything but they were there just chilling.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
xorpwnz
Profile Joined May 2010
United States185 Posts
June 28 2010 16:07 GMT
#251
On June 29 2010 00:09 NuKedUFirst wrote:
There seems to be a bug in 1.8, I -e'd the game and restarted the round while my base was getting attacked by the "Standard ZvT" build and when it restarted the zerg was still in my base..They weren't attacking anything but they were there just chilling.


Ah, yep I'm seeing this as well... I'll wait and see if there are any other bugs reported today and then put out a quick fix for any issues. For now, restarting the map will clear the attack waves properly. Sorry about that
Wayem
Profile Joined May 2010
France455 Posts
June 28 2010 16:41 GMT
#252
I really love this map and I want to thank its creators !

However, are you absolutely sure about all the timings ? I mean... some of them are quite easy to handle but other ones are really tough !

If I don't abuse the AI (forcefield the ramp..), I can't survive the 2nd bio push or really really hardly with any other opening than 4gates. I don't get supply block at any time and with this build I was doing good on bnet so I don't get it...
"who needs micro when you can have more stuff ?" -day9
NoMicro
Profile Joined June 2010
Canada69 Posts
Last Edited: 2010-06-28 17:23:56
June 28 2010 17:21 GMT
#253
On June 29 2010 01:41 Wayem wrote:
I really love this map and I want to thank its creators !

However, are you absolutely sure about all the timings ? I mean... some of them are quite easy to handle but other ones are really tough !

If I don't abuse the AI (forcefield the ramp..), I can't survive the 2nd bio push or really really hardly with any other opening than 4gates. I don't get supply block at any time and with this build I was doing good on bnet so I don't get it...


I found that you can get this by opening with the standard 13 gate build, and then transitioning into getting 3 warpgates total to pump out zealots while you get an immortal. Don't forget to use your chonoboost.

You can get a zealot out before the first harass, or right as it comes.
(Becomes much easier if you skip the second gas, beacuse you'll have enough for immortals anyways.)

Just need to meet then at the ramp with your zealots, and one immortal should plough them all down. (Though, I've been able to get two out.)
Keep in mind I'm a very low level player, but that's just the build I use to deal with the harass.
.
Wayem
Profile Joined May 2010
France455 Posts
June 28 2010 17:27 GMT
#254
@NoMicro

Thank you for answering but are you sure you are talking about the lastest version of the map ? 0.1.8 ? (the one with ghosts, emp and the 2nd push with 2 tanks, not the one with 1scv/2reapers/some marauders/marines)

Cause there are no harass in this one. The 0.1.7 was quite easy and I could handle it with any opening. This one is reaally beastly. I was in plat 1600+ before the big reset and in diamond after that so I am not really good but I can't be THAT wrong in early game...
"who needs micro when you can have more stuff ?" -day9
NinjaDrone
Profile Joined June 2010
United States97 Posts
Last Edited: 2010-06-28 19:57:22
June 28 2010 17:54 GMT
#255
First off, this is absolutely amazing and exactly what I've been looking for. My only complaint is that when I do a standard Terran wall in the enemy waves just keep running into the cliffs rather than moving up the ramp to attack my units/buildings (I have only tried this against a Zerg opponent on Blistering Sands so far.) Fantastic work though, thank you so much for sharing this.

EDIT: I tried this on other maps and got the same result. However, if I built a bunker instead of two supply depots the AI did come up the ramp.
moztacular
Profile Joined May 2010
United States105 Posts
June 28 2010 18:13 GMT
#256
So far everything seems to work really well besides the little bug about AI units remaining in the base upon an in-game reset (as already noted earlier). Restarting the map fixes that of course but is less convenient (of course).

By the way how accurate is the APM counter? It shows my current and average apm to be higher than the standard starcraft 2 replay counter, and if anything I'm playing slower than in my replays. It might just be tracking the apm differently I'm just curious.
Check out Hyperion Television and podcast: http://www.youtube.com/user/HyperionTelevision?feature=mhum
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
June 28 2010 18:20 GMT
#257
--- Nuked ---
NannyFanny
Profile Joined June 2010
Denmark13 Posts
June 28 2010 19:27 GMT
#258
Hey! - It's a very nice mod, really love it! :-)

There is a bug, when the zerg AI are teching for mutas, it doesn't make a spire. Which is a problem, because I can't scout it (fighting vs. a random Build), when it just attacks me with mutas without having a spire.
Ledrash
Profile Joined June 2010
Sweden2 Posts
June 28 2010 20:01 GMT
#259
This new release was awesome!
Really big + for:

+ Random build for AI
+ AI actually building so you can see which strat (scouting is good)
+ Longer games (10, 20, for ever)
+ More (?) strategies for AI
+ More precise tools with 5 sec interval possibilities when choosing attackwaves
+ APM

A few things i'd like to the next one:

- More predetermined waves (i know i can come up with them myself but...)
- Too bad i cannot see real time anymore, but really doesnt matter - i'd just have to learn the ingame times then instead...

Keep up the good work, i will try it out more then 3 games when i am not so tired
st3roids
Profile Joined June 2010
Greece538 Posts
June 28 2010 20:04 GMT
#260
Great map


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