[MOD] Yet Another Build Order Tester (YABOT) - Page 2
Forum Index > SC2 Maps & Custom Games |
goneim
China201 Posts
| ||
grats
United States184 Posts
| ||
zewk
Sweden35 Posts
Edit; Tried out all your builds. Must say the pushes were quite weak for being those builds. Zerg mass roaches one base getting harrased by 1 zealot when I got several roaches and later on a very small army. | ||
EscPlan9
United States2777 Posts
| ||
Avarice
United States36 Posts
Sweet map, it will be really nice to see how this evolves with more appropriate/customizable details. Between this kind of thing and the non-combative build testers, I'll have all the practice I need! (edit) I'm also pretty sure that upgrades are not correctly reset but you may already know about this. | ||
absinthe-
United States1 Post
| ||
TheAngelofDeath
United States2033 Posts
| ||
jpaugh78
United States179 Posts
Would it be possible to make it so we can play past the 7 minute mark? If there was a hard AI programed in to this, we could have time to practice not only fending off the timing push, but then going in and destroying the computers base. The only "error" i notice, is that when you restart your game, the fog of war doesn't reset. So I see all the previous locations that I scouted from previous tries. | ||
Chriamon
United States886 Posts
| ||
ArchdukeChocula
United States16 Posts
On June 01 2010 19:14 Alsn wrote: The timings for those attacks are completely off. 3:30 is really early for 2 hellions to arrive(fast factory usually completes somewhere around 4:30ish, give or take 5-10 secs depending on when you take your gas). Early lair(first 100 gas to lair) completes usually around the 6 minute mark which would mean that hydras just don't show up before the 7 minute mark. Although I guess a computer controlling those units will be pretty easy to deal with since the number of units are low(assuming it doesn't micro them), I'd recommend just moving the timings back by 30-45 seconds(should probably be more for some of the attacks, but I don't think it'll be very challenging that way assuming computer micro sucks). At 3:30 a 13 pool(the earliest pool considered "standard") doesn't even have a queen and its first few pairs of lings are just completing. The only timing that seems correct is the reaper one, but that's for a single reaper, not two(excluding 6rax proxy shenanigans). Edit: If you want a "realistic" list of timings, I'd say something like the following: 3:30 1 reaper, 4-6 lings or 1 zealot+probe. If you just pull back the push timings to 6 minutes instead and switch out hydras for roaches, those numbers seem fine, although realistically some all-in builds can have much more than that. However, assuming it's just meant to represent some kind of harass attack that you should be able to deal with swiftly it seems about right. When I'm going fast vultures with a tech lab on the factory for igniter, my second one comes out at 3:45ish. If I reactored instead, 3:30 would be entirely reasonable. | ||
Konsume
Canada466 Posts
Build accuracy 1400 Build speed 442 army bonus 951 Worker bonus 3779 Total : 6572 (Zerg) just wanted to say that with your "normal" opening I get abot 3000 points MAX and to be honest 1 base roach isn't that good anymore! | ||
OPSavioR
Sweden1465 Posts
| ||
xal
Canada22 Posts
A proposal: Make it so that builds could be imported from specially formatted chat messages. e.g: -bot10/0/0s,12/0/0b,... -bo means that a build order is following t stands for terran 10/0/0s supply depot at 10supply, undefined minerals, undefined vespene 12/0/0b for rax you get the picture. Essentially I think we should come up with an easy to parse standard notation for build orders. This way we can share builds on the forums like this and immediately paste them into your mod to train them. Also i'm sure we can convince sc2gears to allow us to export build orders from replays, that would make it very easy to learn the BO of the pros. Just an idea, would be fun if it's feasible. | ||
xorpwnz
United States185 Posts
On June 02 2010 18:44 Avarice wrote: TvX does not respond correctly to walloff techniques- the push just tries to walk up and then stands around when it can't. Unfortunately the built-in AI is horrible. If anyone knows how to target the wall-off, let me know. On June 04 2010 01:39 Chriamon wrote: How do I add my own build orders to this? I looked at the triggers and they appear to just be nonsense to me (not that its bad triggering, just that its complicated and there are no comments). There is one trigger (custom action) called "DefineTerranBuildOrders" and two others for the other races. If you look at that, it gives you a good idea how I'm defining them. Coming soon though is a much easier way! (Give me about 2 days). On June 04 2010 10:47 xal wrote: A proposal: Make it so that builds could be imported from specially formatted chat messages. e.g: -bot10/0/0s,12/0/0b,... -bo means that a build order is following t stands for terran 10/0/0s supply depot at 10supply, undefined minerals, undefined vespene 12/0/0b for rax you get the picture. Essentially I think we should come up with an easy to parse standard notation for build orders. This way we can share builds on the forums like this and immediately paste them into your mod to train them. Also i'm sure we can convince sc2gears to allow us to export build orders from replays, that would make it very easy to learn the BO of the pros. Just an idea, would be fun if it's feasible. Genius!! This is really exciting because I also discovered Banks, which let you save map settings in an XML file. You could enter new builds through chat, or just edit the XML file and enter a chat string that has the entire build encoded. I worked out the numbers and you can easily enter a full build in one line of chat given the allowed number of characters. Something like: [Version] [Title] [Author] [Matchup] [Description] [#ofSteps] [[Supply] [Minerals] [Gas] [TypeOfUnit] [UnitIdentifier]] We may even be able to encode the attack waves in there as well so that each build could have a unique set of attack waves that are specialized for the build. I should be able to have something working within about 2 days and then we can start sharing builds with each other | ||
jpaugh78
United States179 Posts
There is still an issue with the fog of war though. I'm attaching a picture to show what I mean. It does get rid of where all the buildings used to be, but it still has which areas of the map you explored from the previous game. (And yes, I really sucked that game....the marine push killed me. I should be ashamed) | ||
ChThoniC
United States536 Posts
How hard would it be to put in a menu where you can choose exactly how much of each unit to come at a certain time? That would be gold. | ||
grats
United States184 Posts
| ||
karazax
United States3737 Posts
Unfortunately the built-in AI is horrible. If anyone knows how to target the wall-off, let me know. You might want to do a search for the Green Tea AI and see what the author did to make the ai destroy walls and destructibles | ||
JimmyJRaynor
Canada16213 Posts
does the SC.exe file try to communicate with BNet2 at all when starting up in this way? if it doesn't then that is great news! | ||
rwan
Canada68 Posts
| ||
| ||