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[MOD] Yet Another Build Order Tester (YABOT) - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 5 41 42 43 Next All
goneim
Profile Joined May 2010
China201 Posts
June 01 2010 23:38 GMT
#21
A harassment and a timing push sound really great, will try it later! So which build orders can now be chosen?
Day[9] Fan Club Member #516
grats
Profile Blog Joined May 2009
United States184 Posts
June 01 2010 23:45 GMT
#22
great map!
zewk
Profile Joined May 2010
Sweden35 Posts
Last Edited: 2010-06-01 23:49:18
June 01 2010 23:46 GMT
#23
Awesome map! Looking forward for lots of awesome build orders to learn from this map

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
Profile Blog Joined December 2006
United States2777 Posts
June 02 2010 09:19 GMT
#24
Something else "buggy" I noticed... when you select a build order to follow, say the Zerg's outdated Roach one... you build an overlord at 10, and later at 18. However once you build the overlord at 10, both boxes are checked (as if you also made an 18 overlord).
Undefeated TL Tecmo Super Bowl League Champion
Avarice
Profile Joined April 2010
United States36 Posts
Last Edited: 2010-06-02 09:46:31
June 02 2010 09:44 GMT
#25
You might want to give the AI full map vision if possible. TvT does not respond correctly to walloff techniques- the push just tries to walk up and then stands around when it can't.

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-
Profile Joined June 2010
United States1 Post
June 02 2010 09:47 GMT
#26
awesome map i must say
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
June 03 2010 16:14 GMT
#27
How's the progress on this coming along? It looks very promising.
"Infestors are the suck" - LzGamer
jpaugh78
Profile Joined May 2010
United States179 Posts
June 03 2010 16:34 GMT
#28
I can't wait to see how this develops.

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
Profile Joined April 2010
United States886 Posts
June 03 2010 16:39 GMT
#29
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).
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
ArchdukeChocula
Profile Joined June 2010
United States16 Posts
June 03 2010 17:59 GMT
#30
On June 01 2010 19:14 Alsn wrote:
Show nested quote +
On June 01 2010 18:47 xorpwnz wrote:
On June 01 2010 18:22 Nexic wrote:
Freestyle sounds the most interesting, are the timing pushes implemented in that as well?

Yep... for all builds including freestyle, the computer is currently configured to send a scout targeting your workers at 1:30 into the build, then a harassment at 3:30, followed by a push at 5:00. Here are the units sent for each (depending on computer race):

Harass:
2 x Hellion OR 2 x Reaper
2 x Zealot
4 x Zergling

Push:
6 x Marine + 3 x Marauder OR 8 x Marine + 1 x Medivac
4 x Zealot + 2 x Stalker OR 5 x Zealot + 1 x Stalker
8 x Zergling + 2 x Hydralisk OR 6 x Zergling + 3 x Hydralisk

These are all inexperienced guesses at good unit groups, so suggestions welcome.
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
Profile Joined February 2010
Canada466 Posts
Last Edited: 2010-06-03 23:15:42
June 03 2010 23:07 GMT
#31
Diamond 400 points
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!
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
June 03 2010 23:08 GMT
#32
Now i can practice even more!
i dunno lol
xal
Profile Joined March 2010
Canada22 Posts
June 04 2010 01:47 GMT
#33
Brilliant work.

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.

what
xorpwnz
Profile Joined May 2010
United States185 Posts
Last Edited: 2010-06-04 09:25:25
June 04 2010 09:23 GMT
#34
Thanks as usual for the fantastic comments. I have a new version (0.1.3) up and it has the following changes (some were really needed!):

  • Added more attack wave setup options (-w) including timing and difficulty
  • Settings are now saved even between maps!
  • Build steps are now shown in the build selection window
  • New option to select computer race to match selected build matchup
  • Freestyle mode now records upgrades and CC/Hatch/Warpgate morphs
  • Freestyle mode now records a step for the first unit of each type made
  • Added a second "Game Time" timer
  • Game time is now recorded for build steps in addition to real time
  • Added a scouting score bonus if you scout the computer's base
  • Fixed the bug where upgrades would not reset for freestyle mode
  • Fixed workers still being stuck in refinery after reset
  • Fixed units surviving in bunkers after reset
  • Fixed fog of war not being reset issue

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
Profile Joined May 2010
United States179 Posts
Last Edited: 2010-06-04 14:15:12
June 04 2010 14:14 GMT
#35
I tested the new version, and I love it.

There is still an issue with the fog of war though. I'm attaching a picture to show what I mean.
[image loading]


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
Profile Blog Joined April 2010
United States536 Posts
June 04 2010 20:54 GMT
#36
Being able to have specific timing pushes would be awesome, as 20 marines isn't exactly the kind of timing pushes we'll see in ladder.
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.
i c u
grats
Profile Blog Joined May 2009
United States184 Posts
June 06 2010 14:33 GMT
#37
Keep it up!:D:D:D lets see some new build soon
karazax
Profile Joined May 2010
United States3737 Posts
June 06 2010 15:04 GMT
#38
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
Profile Blog Joined April 2010
Canada16769 Posts
June 06 2010 15:20 GMT
#39
entering the Editor and then pressing the "SC" button i never see a login sequence...

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!
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
rwan
Profile Joined April 2010
Canada68 Posts
June 06 2010 15:21 GMT
#40
This is really awesome! Probably the best of its kind!
...But the parasites say NO!
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