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[MOD] Yet Another Build Order Tester (YABOT) - Page 5

Forum Index > SC2 Maps & Custom Games
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palanq
Profile Blog Joined December 2004
United States761 Posts
June 09 2010 16:49 GMT
#81
This is awesome. A couple ideas to make it even awesomer:

1) Adaptable waves. I think to simulate a real game as well as possible, it'd be really cool to have the wave numbers dependent on units lost. In an extreme case, if you lose NOTHING to a push, it's as if they never attacked at all (a good player would not have attacked if he was going to do no damage). Thus the units from that failed wave should be added to the next wave?

2) Custom restart times. It'd be really cool to be able to save and restart from custom timepoints. One thing I want to do is do my regular build order up to like 20 food, type "-s 1" for saving into the first slot, and continue the build with the waves coming in normally, and then type "-r 1" to go back to 20 food and all the buildings and units I had at the previous point.

These are probably really hard to implement =/ but hey, the galaxy editor is crazy, so who knows.
time flies like an arrow; fruit flies like a banana
TzTz
Profile Blog Joined April 2010
Germany511 Posts
Last Edited: 2010-06-09 18:06:44
June 09 2010 18:02 GMT
#82
I had some problems with the attack waves. I tried when a 6pool would come (around 2:40 with 6 lings and 2 additional ones at 2:50 so i set it to 2:47 GT and 8 Lings). The first time, 4 hydralisk and 8 zerglings came about 30 seconds later than what i wanted. Second time 4 Lings came, around 10-15 seconds late... I'll play around a bit more, it's quite good already, but would be better if i could e.g. play against my last BO and then versus that and not the original one, so i can step by step improve. Also Saving your Buildorder ingame would be great, but seems like it can't be done for now

In addition. Try looking at the other build order maps for how zerg is implemented. It reloads quickly before starting as zerg, setting up the creep and larvae like in a normal game. The problem is that larvae come late and the creep isn't fully spread out...
Cybes
Profile Joined March 2010
Sweden23 Posts
June 09 2010 18:27 GMT
#83
Would it be possible to use letter combinations instead of numbers for building things?
Instead of
| 12 150 0 1 01 | // Barracks
do
| 12 150 0 b r | // Build barracks

and instead of
| 19 125 50 2 24 | // Stalker
do
| 19 125 50 2 s| // 2 for units Stalker
or
| 19 125 50 bg s | // Build(ing) Gateway and Stalker.

I realize there might be a problem using this since some commands might mean different things for the races ( I haven't memorized _all_ the short keys).
This could potentially be solved by a t/p/z at the start of the bank file.
-cb [Slot Number] [Version] [Race] | <Title> | <Author> | <Description> |
xorpwnz
Profile Joined May 2010
United States185 Posts
June 09 2010 18:47 GMT
#84
I'm working on 0.1.6 now but needless to say the to-do list is exponentially expanding! Mainly working on fixing the last outstanding Zerg issues with reset of creep and larvae.

On June 09 2010 20:37 Tump wrote:
When the map is finished, can you please implement a way to continue playing and/or save replay? It's frustrating when I'm still testing stuff and the game ends and there's nothing I can do but restart.

On June 09 2010 20:51 gnuell wrote:
i also like this, but is there anyway to play longer than 7 minutes? Whats the reason for that time cap?

On June 10 2010 01:49 palanq wrote:
This is awesome. A couple ideas to make it even awesomer:

1) Adaptable waves. I think to simulate a real game as well as possible, it'd be really cool to have the wave numbers dependent on units lost. In an extreme case, if you lose NOTHING to a push, it's as if they never attacked at all (a good player would not have attacked if he was going to do no damage). Thus the units from that failed wave should be added to the next wave?

It'd be really cool to be able to save and restart from custom timepoints.

The 7 minute cap was originally there so that people could compare their scores fairly. In 0.1.6 I will add a "continue playing" button to the score screen. In 0.1.7 I am thinking about how I could do save/load states so that you can reset back to an earlier time... this may be too difficult precisely because I would have to store the position and health of all units, but may be doable. At the least, I will add the ability to save the build order at any moment... that should be easy.

On June 09 2010 23:07 obidobi wrote:
Any chance to extend the steps of a build to 20 instead of 15?

The problem is that only 15 objectives can be displayed on the map at any time... maybe I will think of a way to dynamically delete old objectives and replace them with new ones...


On June 10 2010 03:27 Cybes wrote:
Would it be possible to use letter combinations instead of numbers for building things?

I am able to load and save the builds quickly because I am using these numbers for an index in a look-up table. Everything I'm doing keeps code size and lag low. To make this easier, I am less than a day away from finishing my online build order encoder tool
Cybes
Profile Joined March 2010
Sweden23 Posts
June 09 2010 18:53 GMT
#85
On June 10 2010 03:47 xorpwnz wrote:

I am able to load and save the builds quickly because I am using these numbers for an index in a look-up table. Everything I'm doing keeps code size and lag low. To make this easier, I am less than a day away from finishing my online build order encoder tool


How very suave! Looking forward to that :D

What about more custom slots? atm I'm having a text file on the side swapping my my -cb 1 015<small wall of text> when I want to practice another build
Keype
Profile Joined March 2010
Sweden455 Posts
June 09 2010 19:16 GMT
#86
hmm .. I will try this!
Tornado Terran Fighting!
jalstar
Profile Blog Joined September 2009
United States8198 Posts
June 09 2010 19:19 GMT
#87
Thank you for this! You're really helping the entire community become better.
xorpwnz
Profile Joined May 2010
United States185 Posts
June 09 2010 19:21 GMT
#88
On June 10 2010 03:53 Cybes wrote:
What about more custom slots? atm I'm having a text file on the side swapping my my -cb 1 015<small wall of text> when I want to practice another build

Sorry forgot to mention there will be 10 custom build slots in 0.1.6
Easy772
Profile Joined May 2010
374 Posts
June 09 2010 19:25 GMT
#89
Here are some timing pushes I've seen protoss use in replays
6 Stalker- 4:30
9 Stalker (Blink Upgraded)- 5:30
"The best way to improve is to play one matchup on one map doing one strategy.. if you are good at one strategy you are a good player, if you are okay at many strategies you are an okay player at best" -Day[9] 181
grats
Profile Blog Joined May 2009
United States184 Posts
June 09 2010 20:00 GMT
#90
If anyone could please share their build orders or timings that be awesome
Salty
Profile Joined June 2010
United States90 Posts
Last Edited: 2010-06-09 20:04:34
June 09 2010 20:03 GMT
#91
I'd love to see some kind of incentive on YABOT for scouting, just to add that much more realism to testing build orders. No one goes for fast siege without checking for an early stargate... do they?

Edit: that's my only beef with yabot. I freaking love this for testing build orders.
Needs more salt.
Pking
Profile Joined May 2010
Sweden142 Posts
June 09 2010 20:40 GMT
#92
Awesome work, really nicely done. I'll be using this alot while the beta is down . Just great for practicing build orders and dealing with rushes/attacks.
nujgnoy
Profile Joined December 2009
United States204 Posts
June 09 2010 20:49 GMT
#93
Can you do upgrade for opponents? Like have speedlings instead of plain zerglings?
Pking
Profile Joined May 2010
Sweden142 Posts
June 09 2010 21:49 GMT
#94
One feature that would be really awesome would be to have an option to have the computer race as random and the waves used as random. That way you can test your build against whatever the computer chooses to throw at it. Even nicer if you could scout and actually figure out what the computer is going to do based on what the computer builds... even better yet if the computer tries to prevent scouting, trick you, hide tech etc.
xorpwnz
Profile Joined May 2010
United States185 Posts
June 09 2010 22:18 GMT
#95
Someone contacted me and is now starting on experimenting with some better AI for the map... so hopefully we will be able to make incremental improvements to the AI. One of the top priorities is to have the computer actually execute the chosen build. Once that happens, it would make sense to have a random option where you would have to scout the computer to find out what build they are doing. Currently there is some incentive because you get a score bonus for scouting the computer. Upgrades for the computer are also on the list, but at the very least, Speedlings will be on the list of units for attack waves in 0.1.6.
lorgoth
Profile Joined March 2010
161 Posts
June 10 2010 09:22 GMT
#96
Great job. Thx for your hard work mate. Im too bad at sc2 to help u with build orders but i think some better players help so noobs like me can train more BO's soon.

My favourite mod. Thx ones more.
s031720
Profile Joined December 2009
Sweden383 Posts
Last Edited: 2010-06-10 12:30:58
June 10 2010 11:19 GMT
#97
You can find build orders here;
http://wiki.teamliquid.net/starcraft2/Main_Page

Someone wanted scouting incorporated, how about this;
+How about having a "marker" or something like that in the enemy base where you have to run your scout? That would simulate, even if just arbitrary, the need to scout.
+Could even make it so that when your scout hit that marker you get to choose what build order the opponent have been following; that would simulate it even more.
+Also if you pick up on this idea, maybe have that marker appear at random places in the base in diffrent games, so you are forced to looks around a bit before you find it; or have several markers that you have to hit in order.
+An additional idea would be that if you dont hit that mark in a set time, you will not be able to choose the BO of the AI, instead it (and the waves) will be randomized.

I understand that this might not be a "pretty" solution, but its atleast functional All of this is focused on making scouting; 1. Useful/Needed 2. Somewhat simillar to real playing without actually having the AI build a base. Ofcourse it should be optional; because I think many just want to try their builds out and focus soleley on that without having to mess around with scouting and waves etc

Btw, did I mention that this UMS, and thus you, are awesome? Yes I did. But ill say it again.

Edit;
I tried out the 1.15version and I still get the same error when I do the -e command. I play Z freestyle with waves turned off. (I like that turn-off-waves feature alot).
The BO-updater does not include the +1 Meleeatack that I researvhed.
Just another noob
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
June 10 2010 15:10 GMT
#98
Just wanted to add my thanks to the author. For a silver-level player like me (and that's new silver, not old silver) with only a couple of 15-minute breaks in which to play during the day, being able to practice, fuck up, reset, repeat over and over, and have a decent build right there on the screen as a memory aide is huge.

To begin with I tried my usual fumbling Zerg build a couple of times and simply got demolished by the Terran push. That's not the kind of thing I'm used to seeing at six-ish minutes Then I started following the suggested general ZvT build order and after a few false starts - hey look, I'm actually surviving, albeit minus my expansion and most of my units. A few more tries and - cool, I still just lost the expansion but I had almost all my army left; I'm making progress.

Massively helpful and usable; can't thank you enough.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
folke123
Profile Joined February 2010
Sweden133 Posts
June 10 2010 15:20 GMT
#99
Sorry if someone already asked this, but is this one better than the other build order tester?
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
June 10 2010 15:27 GMT
#100
Try it and decide yourself
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