
[MOD] Yet Another Build Order Tester (YABOT) - Page 20
Forum Index > SC2 Maps & Custom Games |
TheAngelofDeath
United States2033 Posts
![]() | ||
Brad
2754 Posts
| ||
knyttym
United States5797 Posts
| ||
Dionyseus
United States2068 Posts
| ||
Eduro
United States88 Posts
The super hard or whatever is right below Insane I have won about 50% but the AI seems to have more units and structures than could be possible. They also had a command center and barracks and factories in the middle of the map on Lost Temple. EDIT: But still it is great to have a better AI. Thanks for the hard work! I'm just wondering if this insane AI is beatable. Also, I tried 4gate blink, 3 gate charge lots, 2 gate rush, and just straight up walling myself in with cannons. | ||
xorpwnz
United States185 Posts
On July 25 2010 13:09 Dionyseus wrote: I'm running it right now. In PvP something seems to be wrong with the 2 Gate Fast Collusus build, the AI on Hard mode wasn't able to do it, it just kept sending some zealots and stalkers and I ended up winning easily. The 3 Gate Blink Stalkers build is working well, I actually lost to it, first time i've lost to an AI. Now that I've moved away from the attack wave system, we need to tweak some of the builds, including the Collosus one. You'll notice that the build order does not actually contain the order to build a collosus! Although, hopefully we can also tweak the AI to know to build these automatically. On July 25 2010 14:03 Eduro wrote: Holy mother of god what is up with the new AI? On insane I can barely get out two zealots before about 20 marines and a tank comes and owns me. The super hard or whatever is right below Insane I have won about 50% but the AI seems to have more units and structures than could be possible. They also had a command center and barracks and factories in the middle of the map on Lost Temple. EDIT: But still it is great to have a better AI. Thanks for the hard work! I'm just wondering if this insane AI is beatable. Also, I tried 4gate blink, 3 gate charge lots, 2 gate rush, and just straight up walling myself in with cannons. Just be aware that on Very Hard and Insane, the AI gets a mineral collection rate bonus, so it will have more units than normally possible. The "Hard" level is the highest non-cheating level. | ||
Dionyseus
United States2068 Posts
On July 25 2010 17:34 xorpwnz wrote: Now that I've moved away from the attack wave system, we need to tweak some of the builds, including the Collosus one. You'll notice that the build order does not actually contain the order to build a collosus! Although, hopefully we can also tweak the AI to know to build these automatically. Just be aware that on Very Hard and Insane, the AI gets a mineral collection rate bonus, so it will have more units than normally possible. The "Hard" level is the highest non-cheating level. Watched the ai do the protoss 4 warpgate gas build and it seems that it stops mining gas for a bit after finishing the build order, but then it starts mining gas again although sometimes it just sends two probes to each refinery. It seems like the AI strongly favors minerals. | ||
Dionyseus
United States2068 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=137993 | ||
xorpwnz
United States185 Posts
On July 25 2010 23:45 Dionyseus wrote: xorpwnz are you using the latest version of Green Tea? It appears that the latest version of Green Tea can talk, but I can't seem to get the Green Tea version from YABOT to talk: http://www.teamliquid.net/forum/viewmessage.php?topic_id=137993 I'm not yet using v0.5 of Green Tea, but in the process of upgrading now. I will probably release another version in 2 or 3 days once SC2 is officially released in the US. | ||
bogglor
18 Posts
| ||
xorpwnz
United States185 Posts
On July 26 2010 08:14 bogglor wrote: Yeah the version of Green Tea bundled with this YABOT release seems a little wonky. Its wall-in detection is really weird (zerglings just patrol in a 4 hex line when they encounter one) and some other weird stuff (attack priorities seem out of whack) Thanks for the feedback... I'm trying to work out some of these issues and anything weird you find, let me know. Hopefully I will be able to get all of this ironed out over the next few weeks. | ||
Sylus
12 Posts
I tried to defend against a 6 pool. However, zerg really waits to long with attack and sends only 2 zerglings. | ||
xorpwnz
United States185 Posts
| ||
gRnt
Australia21 Posts
| ||
LeDuck
Germany152 Posts
| ||
harky
98 Posts
Why are you being overrun? Are you walling off properly? Are you getting a Zealot or two to prevent pressure? If you try to rush straight to DT without making any base defense then you should expect to lose. Any Zerg that's mildly competent will do a run-by into your mineral line. If you wall and block with 2-3 Zealots it's a different story and you can hold off for quite a while. | ||
LeDuck
Germany152 Posts
The problem is, sometimes I just want to practice a build without an opponent / early aggression and just get the build done. This isn't really possible at the moment, because even the lowest A.I. interferes too much. Edit: The best option is to change it to a terran mech opening with medium A.I. and your opponent won't do anything for quite some time, though xorpwnz said it himself, that some of the builds / matchups needs to be changed a little bit ![]() Sure, in the end being able to react is something you should be able to do, but this isn't what I want at the beginning. So the thing I'm interested at the moment is to integrate an option to disable the A.I., so you have the option only to concentrate on the build order and ignore any kind of opponent. | ||
Everlong
Czech Republic1973 Posts
| ||
twinC
United States23 Posts
| ||
Aquafresh
United States824 Posts
| ||
| ||