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[MOD] Yet Another Build Order Tester (YABOT) - Page 32

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 30 31 32 33 34 43 Next All
BnK
Profile Blog Joined July 2010
United States538 Posts
Last Edited: 2010-11-16 02:30:34
November 16 2010 02:29 GMT
#621
just notice that mineral will not be mined out for AI

is that normal?
xseverityx
Profile Joined October 2010
52 Posts
November 16 2010 06:41 GMT
#622
Well the attack wave feature is amazing, but the thing is, i dont know any specific timings! lol! any places I can go to find out typical timing pushes + compisition so I can utilize this feature? sorry if this has been asked/answered already, i checked back the last page to when 1.3 was released and didn't see anything.

1.3 is simply amazing, keep it up!
xorpwnz
Profile Joined May 2010
United States185 Posts
November 16 2010 17:50 GMT
#623
On November 16 2010 11:29 BnK wrote:
just notice that mineral will not be mined out for AI

is that normal?

How do you know this is the case?

On November 16 2010 15:41 xseverityx wrote:
Well the attack wave feature is amazing, but the thing is, i dont know any specific timings! lol! any places I can go to find out typical timing pushes + compisition so I can utilize this feature? sorry if this has been asked/answered already, i checked back the last page to when 1.3 was released and didn't see anything.

1.3 is simply amazing, keep it up!

Yeah, the attack waves are basically for people that know their build order is weak against a specific timing push and want to try to work on it. Originally I had put attack waves into the build order encoding, but maybe 1 out of 50 build orders would include attack wave information. So I decided to take out the attack waves in favor of more information in the build itself. Maybe there is a better solution though.
odinsama
Profile Joined August 2010
8 Posts
Last Edited: 2010-11-16 20:11:57
November 16 2010 20:11 GMT
#624
I've a build made with evolution chamber log.

How to put the text code in the yabot to try to do the build ?

Thanks.
Jaal
Profile Joined May 2010
United States61 Posts
November 16 2010 20:42 GMT
#625
On November 17 2010 05:11 odinsama wrote:
I've a build made with evolution chamber log.

How to put the text code in the yabot to try to do the build ?

Thanks.


This is explained in the new tutorial video on the first page of this thread.
sib-pelle
Profile Joined November 2008
Sweden162 Posts
November 17 2010 02:42 GMT
#626
Do anyone have a yabot-map with alot added protoss builds to share?
Jangbi fanboy & Gaming Community Scientist
chocopan
Profile Joined April 2010
Japan986 Posts
November 17 2010 22:58 GMT
#627
On November 17 2010 11:42 sib-pelle wrote:
Do anyone have a yabot-map with alot added protoss builds to share?


I was thinking along these lines as well. While it's fantastic to have a website where people can contribute BOs and be able to add them to your own YABOT install, its a tedious process to collect and add more than a few BOs. I'm thinking maybe once the BO website has enough highly rated builds to make it sensible, there could be a "BOs included" version or something, which already has added the basic/Bronze-proof/whatever BOs. A sort of, you know, YABOT - Bronze Edition or something.

?
Dance those ultras
Retgery
Profile Joined August 2010
Canada1229 Posts
November 18 2010 01:20 GMT
#628
So where can i get the map? Is it on the B.net custom maps list, or do i have to PM someone?
Fall down 7 times, stand up 8.
[HemLocK]
Profile Joined November 2010
Australia33 Posts
November 18 2010 11:53 GMT
#629
On November 18 2010 10:20 Retgery wrote:
So where can i get the map? Is it on the B.net custom maps list, or do i have to PM someone?


Map is in the OP. Read the OP
HemLocK
Nervosa
Profile Joined November 2010
Australia8 Posts
November 18 2010 13:57 GMT
#630
Hey guys. I got a little sick of having to edit the bank file to add builds, so I went ahead and made a little program. It's currently very untested and I can't find anyone that actually wants to try.

http://www.messy-mind.net/YabotEditor.rar
http://www.messy-mind.net/YabotEditorSource.rar

Here is the editor, and source code. It was written on a Windows 7 machine, and all I know is that it works on my Windows 7 machine. Just file, open, and select the YabotSettings.SC2Bank file in the Starcraft II/Banks section. Update changes one build order at a time (so if you press a build order, change it and click another without pressing update, it won't be updated.) Save will save it.

Let me know if it works, pass it along if it does.
[HemLocK]
Profile Joined November 2010
Australia33 Posts
Last Edited: 2010-11-18 14:20:39
November 18 2010 14:20 GMT
#631

Yeah, the attack waves are basically for people that know their build order is weak against a specific timing push and want to try to work on it. Originally I had put attack waves into the build order encoding, but maybe 1 out of 50 build orders would include attack wave information. So I decided to take out the attack waves in favor of more information in the build itself. Maybe there is a better solution though.


I used to love this feature!! Well, either you have a nice place in your forum for people to list out their timings, or find some way to implement it?

That feature was REALLY REALLY NEAT. I was actually waiting for the new release just for that. I want to test my FE build against a toss who actually 4-gates me
HemLocK
hypnobean
Profile Joined October 2010
89 Posts
November 18 2010 14:59 GMT
#632
I love the new version, especially the attack wave stuff, but I am wondering if you could update it so that you can send workers in the attack waves as well? There are some fashionable early timing pushes designed to stop a hatch first that involve scvs as well as marines, but I don't think you can spawn scvs to send with the marines. Thanks again, great mod.
Stone
Profile Joined February 2009
United Kingdom155 Posts
Last Edited: 2010-11-20 07:49:33
November 20 2010 06:19 GMT
#633
As it stands, the computer can execute a build, but would it be possible to have it launch an attack with all units (excluding scvs, or if possible with some scvs) at a certain point (a set time). even without micro it would be greatly useful. i think it would need to regroup while moving out to stop units from moving to far ahead, but i think it would be amazing if we could plonk an attack command into these bank scripts which the computer could follow.

Then also, maybe as a side project someone could work on an micro AI script which would help control the computers units in combat at least a little better. Skiting marines (or any ranged vs melee units, or ranged vs ranged as long as computer has the higher ranged unit, ie hellion vs queen) being the main micro addition.

if both of these are possible, the 1st addition being just having computer attack with all his units at a specific time, regrouping before attacking, and then secondly, somewhere down the line, some sort of micro AI module to improve computers unit control. is this at all possible?

Alot of the timing ive been learning are generally when the enemy will attack my expo or main with x unit, not when the enemy is leaving his base. the problem with wave attacking is that i must take map distance and unit movement speed into account to have multi-unit attack waves (ie hellion/marine) reach my base at the same time. dont get me wrong this is still incredibly useful tool to have, im just curious if anything like this might be possible in the future.
Norua
Profile Joined May 2010
France3 Posts
Last Edited: 2010-11-21 06:59:21
November 20 2010 19:35 GMT
#634
The new version is awesome.
However, i still have the same problem on the website :

Error parsing XSLT file: \xslt\BuildList.xslt

What can i do against that ? It seems that the site works fine for others. Should i make a new account or something ? Or just "wait" ?


EDIT : Everything is working just fine now. And again, thank you for this wonderful program.
Whatever happens, happens.
xorpwnz
Profile Joined May 2010
United States185 Posts
November 22 2010 23:01 GMT
#635
On November 18 2010 23:59 hypnobean wrote:
I love the new version, especially the attack wave stuff, but I am wondering if you could update it so that you can send workers in the attack waves as well? There are some fashionable early timing pushes designed to stop a hatch first that involve scvs as well as marines, but I don't think you can spawn scvs to send with the marines. Thanks again, great mod.

Workers will be available for attack waves again in the next version... this was just an oversight on my part.


On November 20 2010 15:19 Stone[MB] wrote:
As it stands, the computer can execute a build, but would it be possible to have it launch an attack with all units (excluding scvs, or if possible with some scvs) at a certain point (a set time). even without micro it would be greatly useful. i think it would need to regroup while moving out to stop units from moving to far ahead, but i think it would be amazing if we could plonk an attack command into these bank scripts which the computer could follow.

Actually, the plan is to allow the Green Tea Micro scripts to take over the attack waves in the next version. That way, the various units should stay pretty well grouped up. That's an interesting idea though to add an "attack time" field that is part of the build info and tells the time that the first attack should move out. At that point, the AI would just attack with all available units (maybe with an additional 'include workers' flag).

On November 21 2010 04:35 Norua wrote:
The new version is awesome.
However, i still have the same problem on the website :

Error parsing XSLT file: \xslt\BuildList.xslt

What can i do against that ? It seems that the site works fine for others. Should i make a new account or something ? Or just "wait" ?

EDIT : Everything is working just fine now. And again, thank you for this wonderful program.

When you see this error, just try back later. We're still working on a permanent fix, but the good thing is we can fix it when we see it.
Irae
Profile Joined September 2010
Italy4 Posts
November 24 2010 21:41 GMT
#636
I can't seem to find any updated version on the EU server (it's still on the 1.0). Intended?

By the way, thank you for the great and useful map.
Complex problems have simple, easy to understand, wrong answers.
HuggyBear
Profile Joined November 2010
Australia377 Posts
November 26 2010 14:18 GMT
#637
I can't seem to find the newer versions on the SEA servers. (only Ood's 1.2 multi beta)

May I publish it? (I know its lazy but I find it a bit of a hassle to keep drag/drop then restarting to pick a race)
"Sleeping with SeLeCT is Standard. Once you've slept with Day9 everything else is just ..." - CatZ
chocopan
Profile Joined April 2010
Japan986 Posts
November 26 2010 23:01 GMT
#638
On November 26 2010 23:18 HuggyBear wrote:
I can't seem to find the newer versions on the SEA servers. (only Ood's 1.2 multi beta)

May I publish it? (I know its lazy but I find it a bit of a hassle to keep drag/drop then restarting to pick a race)


Hi HuggyBear.

So to the best of my knowledge, 1.2 is the latest available multiplayer map version of YABOT. The more modern versions of YABOT are single player maps only.

To be honest I haven't been keeping up with YABOT progress recently so if I'm mistaken please shout at me, and I will organize to update the SEA server maps asaply, as Tastosis would say.

Having said that if you have more recently multiplayer maps to hand and want them nownownow sure upload them I won't get all territorial on you hehe.

glgl!
Dance those ultras
Atarxia
Profile Blog Joined October 2010
29 Posts
November 28 2010 16:52 GMT
#639
Probably a silly idea, but is it possible to add another mode where the game speed is adjusted beyond "Faster" option? If not, then will it work if you instead adjust all the building and units' production time, walking speed, attacking speed, and such?
tpir
Profile Joined July 2010
United States53 Posts
November 28 2010 17:32 GMT
#640
On November 26 2010 23:18 HuggyBear wrote:
I can't seem to find the newer versions on the SEA servers. (only Ood's 1.2 multi beta)

May I publish it? (I know its lazy but I find it a bit of a hassle to keep drag/drop then restarting to pick a race)

Still 1.1 on NA! C'mon guys you said you were going to publish the new ones like a month ago on battle.net. Doesn't it take a few clicks?!
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