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[MOD] Yet Another Build Order Tester (YABOT) - Page 20

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 18 19 20 21 22 43 Next All
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
July 25 2010 02:22 GMT
#381
Thanks so much for the hard work man. Really appreciate it.
"Infestors are the suck" - LzGamer
Brad
Profile Joined April 2010
2754 Posts
July 25 2010 02:23 GMT
#382
Awesome, can't wait to try the new version. Great work.
Lee Jae Dong proved that a focus on mechanics and execution could solve problems in the StarCraft game strategy.
knyttym
Profile Blog Joined December 2006
United States5797 Posts
July 25 2010 02:30 GMT
#383
Hmm weird how do you get by the verification thingy. Drag and drop was working up until about an hour ago but now I can't get this running at all.
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
Last Edited: 2010-07-25 04:11:48
July 25 2010 04:09 GMT
#384
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.
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
Eduro
Profile Joined July 2010
United States88 Posts
Last Edited: 2010-07-25 05:05:36
July 25 2010 05:03 GMT
#385
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.
xorpwnz
Profile Joined May 2010
United States185 Posts
Last Edited: 2010-07-25 08:57:11
July 25 2010 08:34 GMT
#386
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
Profile Blog Joined December 2004
United States2068 Posts
July 25 2010 09:01 GMT
#387
On July 25 2010 17:34 xorpwnz wrote:
Show nested quote +
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.

Show nested quote +
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.



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.
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
Last Edited: 2010-07-25 14:58:56
July 25 2010 14:45 GMT
#388
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
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
xorpwnz
Profile Joined May 2010
United States185 Posts
July 25 2010 18:24 GMT
#389
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
Profile Joined June 2010
18 Posts
July 25 2010 23:14 GMT
#390
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)
xorpwnz
Profile Joined May 2010
United States185 Posts
July 26 2010 02:03 GMT
#391
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
Profile Joined June 2010
12 Posts
July 26 2010 08:39 GMT
#392
I can confirm issues with the ai, especially if the ai plays zerg.

I tried to defend against a 6 pool. However, zerg really waits to long with attack and sends only 2 zerglings.
xorpwnz
Profile Joined May 2010
United States185 Posts
July 28 2010 22:14 GMT
#393
Could I get a moderator to move this thread to the custom maps section?
gRnt
Profile Joined May 2010
Australia21 Posts
July 29 2010 10:17 GMT
#394
Could anyone confirm if there is a directory we can add these maps too to launch them from within SC2? I hate having icons / folders on my desktop but I have no other way to run this as yet. Either ways thanks for this I love it.
LeDuck
Profile Joined July 2010
Germany152 Posts
July 29 2010 22:50 GMT
#395
Is there a way to integrate easier A.I. or remove them alltogether? For example, the DT Rush build is impossible to pull off against medium A.I. if you follow the build order straight, because you get overrun by zerglings. I kinda preferred the attack wave system, but well that was probably just me :>
Quack
harky
Profile Joined July 2010
98 Posts
July 30 2010 01:21 GMT
#396
If the Medium AI makes it impossible what do you think a human opponent will do? The purpose should be to get a working build order, not just a build order. Instead of making it 'easier', why don't you think about what you may be doing wrong?

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
Profile Joined July 2010
Germany152 Posts
Last Edited: 2010-08-01 12:52:05
August 01 2010 11:48 GMT
#397
Geez, you don't get my point. If I follow the build order straight, then I'll lose, no matter what. Of course something like a DT Rush cuts everything on defense, it's a gamble whether your opponent is very aggressive in the beginning or decides to macro up.

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.
Quack
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
August 01 2010 15:39 GMT
#398
Hi, I have problem with overheating when I use this Yabot.. I have added those 2 lines to variables.txt, so my SC2 is not supposed to do se. I think, when I play SC2, I dont have this problem. It only appears to be overheating, when I use this tool, anyone with similar problem? I just barely saved my card from burning today at the very last moment..
twinC
Profile Joined August 2010
United States23 Posts
August 01 2010 16:37 GMT
#399
Is it possible to turn off the AI/computer so that I can just test things out solo?
Aquafresh
Profile Joined May 2007
United States824 Posts
August 01 2010 20:43 GMT
#400
I've also had some strange issues playing against the zerg AI. I've been having it 6 pool me a few times in a row and it never sends the lings. Sometimes it will get a queen and expand, sometimes it will build only 2 lings and attack late, once it even took its gas and built another spawning pool (?). It looks like its set to send an attack wave of 6 zerglings at 2:10, which seems right timing wise, but isn't happening for some reason. Could this be the build being broken by moving away from the attack wave system?
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