To play just create a custom game by using the filter search on "coach".
It is currently available on EU and US servers.
The only playable map while in beta is Xel'Naga Caverns. More will come later.
Presentation
The Coach AI is an artificial intelligence that will coach you in real-time and monitor your play, giving you advice on various things such as your macro, your build, your map control and tons of other parameters. It is possible to play versus another human, or versus a computer (includes the green-tea A.I. 0.95), or even watch a match in spectator mode. A voice (placeholder for now) also gives you comments.
Four coaching levels are available, going from easy to strict to challenging, and controls the amount of advice and spam you will get ( you'll soon learn to hate the "spend your minerals! spend your gas" in strict mode.. ). On the top-right corner is displayed an error score, which rises as you make mistakes (supply blocked, not producing workers, forgetting to scout, etc.. ).
Finally, a statistic screen is available at any time from the game menu, and shows various graphs as a function of time. Things such as the potential amount of workers you could have produced or wasted minerals are displayed here. Your opponent's graphs appear uppon the end of the match (so make sure you don't quit too quickly whenever you win/lose ).
Features
General
Supply block detection/anticipation
Workers saturation/transfer
Number of workers on gas
Continuous workers production when not all-in
All-in detection
Overqueued units
Idle workers
Number of production buildings
Keeping resources low
Hotkey control groups
Wasted (over-limit) energy
Build execution
Holding Xel'naga towers
Map vision
Scouting your opponent
Scouting expansions regularly
Analyzing ennemy build
Buidling anti-air defenses
Building detectors
Checking base count/not getting out macroed
Upgrades
Protoss
Spending chrono boosts
Chronoing gates when under agression
Walling and placing a zealot in hold-pos in PvZ
Researching warp tech asap
Transforming gates into warpgates asap
Zerg
Queens injections
Needing to build more queens
Queens energy management
Creep tumors
Creep spread
Overlords placement
Sacrificing an overlord to scout
Overlord on top of natural when fast-expanding
Terran
Correct use of scans
Correct use of supply drops
Correct use of MULEs
Energy management on command centers
Errors score/tips
The number on the top-right corner represents an error score. The lower the better. Ideally you'd keep it at zero, however it may be impossible past the first minutes. Note that if your build is perfectly executed, you can keep it at zero during at least the first 5 minutes, for all races. It becomes harder to keep it low as you play a macro game, as opposed to an all-in/rush game. Also, Zergs may find it particularly difficult as they have a notoriously hard macro past the mid game.. some parameters may still need adjustments.
Tips fall on the bottom-right during the game whenever various events happen. Click on them to open the tips panel and view the details:
Statistics
You can open the stats menu at any time, even during a game, by going into the game menu. However your opponent's stats are only displayed after the match has ended. You can surrender by typing "-gg".
Some stats may sound obscure so here's a short list of what the stats really mean:
Total accumulated idle workers time: a worker is considered idle when it's been inactive (not moving or constructing) for more time than it would take to go back & forth to the mineral line. Ex.: a worker is 7 seconds away from the closest mineral line, so it becomes idle after 14 seconds of inactivity.
Total accumulated non-continuous workers production: time spent not producing a worker when you could have. It is important to note that if you are unable to build a worker (you don't have 50 mins) then it isn't taken into account. Also if you stockpile minerals for some building or expo, it's not taken into account. Finally, it doesn't sanction you if you go all-in.
Total supply blocked time: number of seconds you've been supply blocked
Amount of energy wasted: energy that went over the max limit on your nexus/CC/queen
Workers transfer wasted time: for example, let's say you have 25 workers in your main and only 5 in your natural. Your main is over-saturated (16 is ideal) while your natural is under-saturated. You should transfer 9 workers from your main to nat. If it takes you 10 seconds to fix that, the workers transfer wasted time will increase by 9 * 10 = 90 seconds.
Mining time wasted: amount of time your workers could have harvested, like due to idle workers or saturation problems. It also takes into account workers that could have potentially been produced, but weren't due to a problem in your macro. Typical example: you've been supply blocked more than 17s, you would have had time to produce one more worker, which would have mined X minerals per minute.
Amount of workers that could have been produced: currently bugged, though it doesn't affect the other stats. Please ignore.
Potential minerals wasted: minerals you would have got with a perfect macro, if you didn't have idle workers or saturation problems, continuously produced workers, were not supply blocked, etc..
Versions
0.1a: first public version
TODO/Known problems
To report a bug/problem, or just give feedback in general, just post in this thread. It would be immensively helpful if you provided a replay to demonstrate the problem (in case of a non-obvious bug).
Some people reported that the AI warned them about having 5+ workers on a gas when it was false. I haven't been able to reproduce that bug, so if you see it, please upload a replay..
Too much message spam in strict mode
A spectator cannot open the stats menu: this unfortunately seems to be a limitation of the galaxy (SC2) engine and cannot be fixed AFAIK, but if you know a fix, please contact me.
Macro score adjustments: quite arbitrary at the moment, I need a lot of feedback to adjust it (please post your global stats, your macro score, and the actual ladder level you are).
Amount of workers that could have been produced stats: actually the name is wrong, it calculates something else. Please ignore for now.
Builds analyzis contains a few bugs, and only half a dozen builds have been filled in
Voice is a placeholder
Performance: at the moment the coach AI consumes a fair amount of resources, which may impact the framerate especially in lower cpus. I haven't worked on optimizations at all yet, but I will once beta ends. I'm more focused on behavior/functionalities right now.
Credits
Coaching AI author: Nyast (EU) / Luckytrash (NA)
Computer AI: Green Tea AI 0.95 by Ptanhkhoa
Voice: IskenKahn (placeholder, need a better quality/more natural voice)
I just used it and there were some problems but in general it was really good. First of all the zerg had early ling agression and killed my gateway and got into my base. The simulator was telling me to get map vision when obviously I can't. It was also telling me to get upgrades before my nat was up (it was delayed) but the help was nice. The other problem was the AI. The zerg never expanded and just sat on the top of its ramp with a few roaches and a bunch of lings (which I was able to just force field the top of the ramp and it never ran away so i got a bunch of free kills even though the units weren't traped.) I liked the probe feature and supply blocked feature although the warning could come a little sooner for the supply block one. Overall good job and if can find a person to play with I will use it alot .
I (diamond zerg) tried this out for several games today and I have a bit of feedback: Overall it seems pretty good, the coaching voice is an interesting idea with a lot of potential but currently it is pretty hard to hear/understand. Additionally I enjoy the statistics screen and I think that could be very useful as a supplement to understand how a game went.
The thing I think could use the most improvement is supply block detection. If it could detect the difference between being legitimately supply blocked and cutting drones and therefore not needing any more supply for a set period, that would be very useful, as I found that when doing some gas+pool before overlord openings it thought I was supply blocked for an extended period of time, when actually I didn't need an overlord. Maybe make it so it only counts you as supply blocked when you aren't saving up the minerals to spend them on something? Later in the same build when I hit 18/18 and then got an overlord which would pop right before first inject it also penalized me for supply block when in fact that was the optimal way to do it.
I don't know if that would be too hard to implement into the AI but if possible I think that could be very useful. I also don't know how terran and protoss play into that.
All in all it is a well developed AI program, especially for beta, and I will keep watching it/using it as it is updated, and I hope to see a very good finalized product when you get there.
Edit: I see you already are well aware of the voice problems.
I'll address some of the feedback later, just a quick word about all-ins and why you get warned when you're on 3 bases, or if you don't expand until the 5' mark:
Being all-in has little to do with the base count. It is related to continuous production of workers.
The AI considers you have entered "all-in mode" when you've completely stopped production of workers during more than 2 cycles of worker production; that's roughly 35s. However if you're stockpiling resources to expo, it shouldn't count towards that timer. Going all-in does not affect your score provided you do it well ( and not ping-pong between worker prod and idling time, which indicates poor macro ).
It will stop telling you you're all-in when not producing workers if and only if you've reached the "ideal" number of workers for the best macro. This number is a function of the number of mineral/gas patches still harvestable in all your bases. If nothing was depleted, it is usually equal to 30 per base. The total number is capped to 78.
As a result, if you're on a single base and have less than 30 workers, and stop workers production for more than 35s ( but could have afforded it, ie. you're not stockpiling forf an expo ), you'll be all-in, because it means you're not anticipating workers for a future expo.
If you're on 3 bases and have less than 78 workers, and stop workers production for more than 35s, you'll be all-in.
Once you're all-in, you're not supposed to build new workers for a decent amount of time ( I don't remember the exact value I used, but it's several in-game minutes ). If you resume workers production too quickly, it considers you're neither preparing a strong all-in push, neither macroing well, which is not ideal in neither case.
It was a great AI, I do have a few suggestions. Note that these are suggestions because the overall AI is such a high quality build especially for being in Beta. If I sound as if I am coming across any bit rude, annoying or cocky I can assure you I am not.
General Suggestions Soo, firstly the creep spread as Zerg is a little tough (by tough I mean it's a bit of a bother) as it keeps telling me to spread my creep even when I had more than 70% of the map covered to the point where they just always got sniped because they were to close.
Another idea is that when you remind the player that they have too much Queen energy instead of suggesting that they spread more creep, also suggest that they create macro hatches. Furthermore, see if you can fix it so that it recognizes creep at thirds or fourths as a scout. I usually use overlord creep at thirds fourths and even fifths to scout them but if their being very aggressive killing the overlords sometimes I'll just put a tumor on the overlord creep so they don't continually snipe my ovies and so that they'll have to maybe waste a scan or morph an overseer or just take a little more time to kill the tumors.
I would also suggest that maybe you work in a Build order selection, so that it recognizes saving money up or overlord timings and doesn't make them mistakes. I think that would be a great addition, allow players to choose from a list of preset builds or they can select none if they wish.
Bugs
Another thing I noticed is that on the Gas in the mid right (possibly even left the right was just the expo I took), not the gold or the third, I would call it a fourth. The gas' are close and at one point the AI thought there were six drones on the gas and not just three and three. I'm purely assuming that is what was happening as when I looked at all my expos they were all saturated three and three.
For some reason, the all-in message was displayed when I was on four bases, not sure if it was stuck on from earlier ling pressure or if it has some odd criteria.
The trainer kept reminding me to build drones even though I was at the 90 mark. (Not sure if this is a bug) but possibly put a cap on that at around 80-100. We're not all Sheth.
My overall opinion is that I will definitely recommend this to not only the people reading but friends also. It's a great help, it reminds you to do.... basically everything you should. It keeps you on your toes at all times. I wish I could use it during ladder :D
tl;dr - Download it if you want to improve your game play. It's serious help.
On August 04 2011 05:32 Pathetic wrote: The trainer kept reminding me to build drones even though I was at the 90 mark. (Not sure if this is a bug) but possibly put a cap on that at around 80-100. We're not all Sheth.
Are you sure of that ? It's normally capped at 78. If you still have the replay, please upload it somewhere so that I can investigate, thanks
This is awesome! I can see this really helping some people with macro and other basic tasks like creep spread/injects when they are practicing. Sometimes the "coach" is a bit off in terms of its advice but its better than I expected and the AI is way better than Blizzard's version.
I tryed the map, the AI isnt a joke on it. I just added a bot (very easy, random) and the bot was playing like an insane AI bot, and since i was not serious, I almost lost to it... and had like thousands of mistakes. I took it more serious the second and third try before I came here to post it, and I really like it. I tried it on strict for those 2 tries, in the shorter 7-9 min game I played vs the AI I was flaged as a Masters level , but when I tried macroing in a 15ish min game with 3 bases, my ranking acording to the C.A.I. fell down to Diamond (and that is my last season ranking)
In any case *thumbs up* a great map, I shall be using it from now on for practicing builds and general improvments.
1) Your time records seem to be in Blizzard time (normal game speed?), because I just clocked my supply blocked time (in real time) at about 120 seconds, but your stats say '267' seconds.
2) Hm in a 12m (Blizzard time) game I supposedly had 12000 seconds (200hrs / 8.3 days) of mining time wasted... what's that supposed to mean?
3) Stats say (and reminder bugged me) about making creep tumors, despite me already having started creeping.
Well Dagobert, unless you mis-typed, 12,000 seconds is 200 minutes, or 3.2 hours. Even so, that would be 16 workers wasted mining time all game long, so that seems odd.
On August 04 2011 03:37 AaronJ wrote: First of all the zerg had early ling agression and killed my gateway and got into my base. The simulator was telling me to get map vision when obviously I can't. It was also telling me to get upgrades before my nat was up (it was delayed) but the help was nice.
Yeah, those warnings are based on timings, but in the next version I'm thinking to change them to food count, which would take into account such scenarios.
On August 04 2011 03:37 AaronJ wrote: I liked the probe feature and supply blocked feature although the warning could come a little sooner for the supply block one. Overall good job and if can find a person to play with I will use it alot .
Thanks The supply block anticipation is calculated based on your average production capacities. For example if you're a Protoss and you're on 6 gates, it'll probably warn you about 12-14 food before your max. The error score doesn't get increased before the actual supply block though.
On August 04 2011 04:36 Scisyhp wrote: The thing I think could use the most improvement is supply block detection. If it could detect the difference between being legitimately supply blocked and cutting drones and therefore not needing any more supply for a set period, that would be very useful, as I found that when doing some gas+pool before overlord openings it thought I was supply blocked for an extended period of time, when actually I didn't need an overlord. Maybe make it so it only counts you as supply blocked when you aren't saving up the minerals to spend them on something? Later in the same build when I hit 18/18 and then got an overlord which would pop right before first inject it also penalized me for supply block when in fact that was the optimal way to do it.
That's some good feedback but it's kindda hard to detect such scenarios. The main thing here is, you're suggesting that it only counts you as supply blocked when you aren't saving up minerals. However, if you're supply blocked.. you're necessarily piling up minerals So I'm not sure how to accurately detect it.
On August 04 2011 20:54 Salivanth wrote: Well Dagobert, unless you mis-typed, 12,000 seconds is 200 minutes, or 3.2 hours. Even so, that would be 16 workers wasted mining time all game long, so that seems odd.
On August 04 2011 05:32 Pathetic wrote: Soo, firstly the creep spread as Zerg is a little tough (by tough I mean it's a bit of a bother) as it keeps telling me to spread my creep even when I had more than 70% of the map covered to the point where they just always got sniped because they were to close.
Yeah, good point, will add that to the todo list.
On August 04 2011 05:32 Pathetic wrote: Another idea is that when you remind the player that they have too much Queen energy instead of suggesting that they spread more creep, also suggest that they create macro hatches.
I don't really see what that has to do with excess energy on queens ?
That feature already exists: when you have too many minerals, it suggests that you build extra hatcheries.
On August 04 2011 05:32 Pathetic wrote: Furthermore, see if you can fix it so that it recognizes creep at thirds or fourths as a scout. I usually use overlord creep at thirds fourths and even fifths to scout them but if their being very aggressive killing the overlords sometimes I'll just put a tumor on the overlord creep so they don't continually snipe my ovies and so that they'll have to maybe waste a scan or morph an overseer or just take a little more time to kill the tumors.
Unless there's a bug, it should already work that way. Was your tumor far from the expo ? Are you sure the warning messages didn't refer to another expansion location, and not the one where you had a tumor in ?
On August 04 2011 05:32 Pathetic wrote: Another thing I noticed is that on the Gas in the mid right (possibly even left the right was just the expo I took), not the gold or the third, I would call it a fourth. The gas' are close and at one point the AI thought there were six drones on the gas and not just three and three. I'm purely assuming that is what was happening as when I looked at all my expos they were all saturated three and three.
On August 04 2011 17:38 Messa wrote: When will this get to SEA server?
Not anytime soon, as I don't have a SEA account. But if it becomes popular, once it has matured and been released, somebody with a SEA account could upload it.
On August 04 2011 19:28 Dagobert wrote: 1) Your time records seem to be in Blizzard time (normal game speed?), because I just clocked my supply blocked time (in real time) at about 120 seconds, but your stats say '267' seconds.
2) Hm in a 12m (Blizzard time) game I supposedly had 12000 seconds (200hrs / 8.3 days) of mining time wasted... what's that supposed to mean?
3) Stats say (and reminder bugged me) about making creep tumors, despite me already having started creeping.
On August 04 2011 20:54 Salivanth wrote: Well Dagobert, unless you mis-typed, 12,000 seconds is 200 minutes, or 3.2 hours. Even so, that would be 16 workers wasted mining time all game long, so that seems odd.
1. Correct, those are in game seconds.
2. As Salivanth said, this is equivalent of an average of 16 workers lost during the whole game. Think about it: you've been supply blocked 267s, that's enough time to have produced 15 workers. In addition there may have been other factors, such as saturation problems, idle workers, non continuous workers production, etc.. so it all adds up very quickly.
3. Correct, it bugs you about creep spread when a tumor who could have generated another tumor has been idle for a while. But I agree it quickly becomes a chore, so I'll reduce the spam about this message in the next version.
It also tells me I should put an overlord above my expansion to look for cheese, but I always have an ovie there. Maybe the location he wants it in is too restricted?
On August 04 2011 22:14 Dagobert wrote: It also tells me I should put an overlord above my expansion to look for cheese, but I always have an ovie there. Maybe the location he wants it in is too restricted?
This is the craziest custom game I have ever played it help so much at the lower leagues. For myself being in silver this helps alot. Thank you so much for taking the time to make something so great.
Just tried this, awesome map. I ran beginner just to start with and a had a few issues:
complained about not scouting AI's natural after I saw buildings and seige tanks right in front of the expo. while i guess technically that doesn't mean there is an expansion there, the enemy is insanely behind building defenses that far from the main without an expo.
wanted me to get more upgrades when I had 2 forges and 3/3 finished. It may have meant to research blink, but when i have 0 stalkers (and plan to get 0 more) it really shouldn't complain about it. perhaps check if there are units in play that can use available upgrades?
I would also like to suggest that, when you scout something like a 2 gas, fast cyber core protoss it suggests builds that your opponent ISN'T going rather than giving a guess at what it is. Knowing something like: "you shouldn't have to worry about 2 gate proxy this game", or "banshees will be super late" or "he can't get a fast void ray with that gas timing" is probably better for learning.
Even just saying things like "that gateway is late" or "his gas is pretty early" and letting the player make his own conclusions would probably be better help in scouting than trying to learn every possible build your opponent could do and a counter build to it. We all know how disastrous it can be to declare "he's going 3 gate expo" and then run into a 5 gate allin.
On August 04 2011 22:14 Dagobert wrote: It also tells me I should put an overlord above my expansion to look for cheese, but I always have an ovie there. Maybe the location he wants it in is too restricted?
Where did you put it ?
Everywhere. First just scouting around my nat, then 'above' (over hatch), then 'above' (half a screen North of my nat)...
So after playing around with this a bit, I have one major suggestion to make.
Instead of the huge paragraph long tips in tiny hard to read text, I would prefer it to be large text with a very concise message. So instead of the long sentence about xel'naga towers and why they're good, just have the word "Watchtower" appear. Or "Supplyblock". Etc. Maybe have this when the coaching level is set to Strict or Challenge.
This is officially my new dominant way of practice <(^_^)=b
However I noticed a few problems like a lot of other people did.
1. I block off my ramp 100% with the standard PvZ style gateway core zealot wall off (in fact I got penalty points when I tried it a different, more modern way) however, despite the fact that it was completely blocked off (tried with a probe, no way out) I got penalty points all the way until I moved down my ramp.
2. Map vision as protoss: Protoss don't really have map vision/need to be constantly scouting Z's natural early game. So getting penalty points for not having 1 unit at each tower is a bit silly, considering thats not how it goes in PvZ (usually).
3. If I do any build where I have to cut probes, I get penalty points. I'm practicing a new 7gate PvT I learned from LiquidTyler. This build cuts probes at about 35, but if I do that I'll get a ton of penalty and suddenly i'm gold (>,<)
4. Demanding that I have at least one upgrade structure when that isn't at all part of the particular build i'm doing: I get penalty for this too.
Really my problems so far all boil down to getting penalty points for stuff I shouldn't get penalty points for (v_v) which leads to my level of play being misevaluated. The coach doesn't give you a rating based on how you executed your particular build, it gives you a general all around rating, assuming you are doing a build that includes:
* Constant probe production until you have enough for your required amount of bases
* At least one forge in the early to late mid game
* Having near constant map control (this is generally not a requirement ever in PvZ, unless you have a very explicit reason to, the Z should have map control due to creep spread and lings being able to take watchtowers easily)
Though everything else I find is excellent, whenever I forget some probes, get sloppy with upgrades and chronoboost, the AI always whips me back into shape (^_^)
Wow worked nicely. Can i give a few improvements :D? I play terran so i noticed it didnt say things like: You stimmed 2 times in 15 seconds, or: "woops 7 minute mark. Dt's could be comming. Get a turret up" (: Something like that, otherwise i love it
Wow, I suggested something similar on battle.net a few months ago (since i have no idea how to do it myself i asked peeps over there), it seems i only had to ask here.
You Sir(s) are awesome. Gonna try this out and see where is my biggest downfalls are. Excelent work.
Think some one should offer you à job. Blizzard for instance. I only played like 3 games. Exellent work. I already see lots of suggestions coming from other people so i leave it to that. Will try it more. Great work.
Wow, very impressive. All in detection, correct scan placement, all this Intelligence that isn't mathematical and is programmed are the most mindblowing for me o.O
I dislike that it keeps telling me to send an overlord into the center for scouting / directly behind my opponent's natural... there's no reason to, that's just suiciding an overlord as they can be killed by stalkers there (overlord can live in the space between main/nat, but not directly behind nat.... overlord instadies in the middle). Also, the timing for "go suicide an overlord, scout your opponent's main" is a little early -- if anything, it should be put on the checklist.
I wish there was a way to turn off all notifications besides larva inject / creep spread hmm :T
For the zealot wall off.. lots of builds use a modified wall-off (ei pylon/gate at nexus then pylon/cyber/gate to wall, for ease of defending 6/7-pools) or for example a forge fe (it is possible on xel) doesn't use a wall off. Perhaps you could make the AI do run-bys and add points if lings get into your base, and then how much damage they do (building hp, probe hp/kills, lost mining time). I wouldn't do how LONG they're in your base, because in some cases the only thing you can control is the damage they do. Until you get a few stalkers, a Z with good control can keep them alive forever.
On August 05 2011 21:15 synapse wrote: I dislike that it keeps telling me to send an overlord into the center for scouting / directly behind my opponent's natural... there's no reason to, that's just suiciding an overlord as they can be killed by stalkers there (overlord can live in the space between main/nat, but not directly behind nat.... overlord instadies in the middle). Also, the timing for "go suicide an overlord, scout your opponent's main" is a little early -- if anything, it should be put on the checklist.
I wish there was a way to turn off all notifications besides larva inject / creep spread hmm :T
Thats actually a good idea. Maybe you can do something like that in upcomming versions, where you as the player can tick/choose what notifications you would like to get during the game.
The AI just SCV-all-inned me without taking any army units with it... (i scouted lots of marines earlier)... maybe want to fix that strat. Doesn't do well vs banelings. :D
Kinda sad, because finally I felt that I was doing well.
So I was doing a normal game vs the AI just to look what my macro was (I'm currently high masters) and.....
I scouted at 9 since I played against a random than scouted zerg.... I did my normal 14/14, 15 overlord, 15 expand.... and EVEN before I was able to make an expand he said something like "You're all-in" and giving me bad points for making drones and the such
he was also forcing me to build a creep tumor in zvz??
Amazing map! The AI isn't a joke which is nice, only thing I have to say is that the voice is kind of hard to hear unless I have the game volume at max, even then the other game noises are kind of overpowering it and it's hard for me to read the messages that quickly in the later stages of the game.
Other than that it is amazing as I said above, will be using this as much as I can!
Hi, diamond Terran here. I have played this map a few times with some friends and the main question for me is, will I rely to heavily on the Coaching AI so that when I play a ladder or a game without the AI, my macro is a lot worse?
This question is open to anyone rather then just directed at the map maker.
Aside from that, amazing AI, unbelievable amount of work put into it.
Wow is this AI unforgiving... :D I macro'd the hell out of me (ZvZ) and only got ranked silver... I'm sure that no silver player can maintain what I was doing :D
Another point I didn't see mentioned: The AI severely punishes removing workers from gas on purpose, because it thinks you forgot them. Sometimes you just want 100 gas for speedlings then all the minerals you can. A good idea to detect it: If the gas just got built and there's no workers or missing workers on it, it's certainly a mistake. But if there were 3 before, and some got removed, that was probably done on purpose. If they get killed though and aren't replaced, the message needs to pop.
Also you probably shouldn't ask to morph the hatchery to a lair. The optimal timing of the lair can change a lot depending on the build you're doing. In any case an all-in player doesn't need a lair.
A small suggestion: the statistic bars at the end are a bit confusing if you're using Alt+F colors because you don't know if you're blue or red. Can you make them green/red if Alt+F is activated or can you add a "You" marker?
Good lord, the AI is terrifying. I'm a nooby unplaced (but probably bronze) player, and I picked a very easy AI to play against, and it rolled me with ultralisks. I was like O.o
But this is an amazing map! Looks like it'll be helpful for me :D
Do you intend to get it up on SEA though? I have a bunch of friends who will refuse to play it with me because they don't want to log on to NA... >.>
Small problem I had, I played PvZ and it kept telling me to improve my map vision, which is not really possible is a normal game since zerg will deny your scouting and you'll lose units for no information. I kept losing points until I spread my army all around the map :\
I am gonna go ahead and say that the opposing AI is too difficult if all you want to work on is your mechanics. I can't avoid being all-in/producing a shitton of units if the AI does a lot of specific timings that does require a large response of my own units.
On August 07 2011 01:24 Advocado wrote: I am gonna go ahead and say that the opposing AI is too difficult if all you want to work on is your mechanics. I can't avoid being all-in/producing a shitton of units if the AI does a lot of specific timings that does require a large response of my own units.
I think it's a big forte of the map that the AI doesn't blow.
ZvT macro games are very hard to win (unless you attack right after you've defended the first/second wave). ZvP on the other hand is a joke, as it just attacks with a few zealots and a sentry, which is hilariously easy to stop and punish.
If you were allowed to macro freely, the training on the map would be next to useless, because you'll choke in real combat.
Ummm, something that I think would be useful on this would be restart map command. That's really useful in other customs designed for developing one's skills, as if you mess up, it's not all that painful starting again.
EDIT: Also, if the game you're playing ends up being a short game, your final macro score tends to be quite screwed up... For example, after a 10 minute game, I got 73... Which is equivalent to Grand Master. While I'm in Gold >_>
I've played a dozen times with it, and I'm quite impressed by the extent of the work you've done. Excellent idea to incorporate Green Tea AI, it tremendously helps
Regarding the details (mainly Z) : - The AI asks me to check the first expansion with overlords, but I usually do it with zerglings =/ And he keeps on asking! - Someone said that if you put off drones from gas, it shouldn't say that you're doing something wrong (just check if "amount of gas == 2500") - I'm not quite sure about the "put an overlord in the middle", it really depends on the situation. (especially when I defended a 1-base muta allin from the AI) - On the other hand, I wouldn't mind having some messages mid-game like "put a zergling/overlord on each possible expo" or even better : "you decided to put an overlord on this expansion, and you're on lair tech => make it poop creep!" - Very situational : The extractor trick shouldn't count as "supply blocked" - The AI is quite fast at qualifying the build as All-in. If you're defending a push (and you are, the AI is very aggressive) this is not really appropriate - The voice should be made a bit louder, I hardly hear it - Written messages should be shorter, especially in the "I want to be spammed" mode. I hardly find the time to read them, I can barely throw a glance, so I believe it would be better to make them more visible (i.e : red) and much shorter. Instead of "You haven't scouted your ennemy fifth base for 2.18 minutes. Bla bla bla [2 lines of text]", there could be something like ""Scout expansions (you're 2.18 min late)"
But all in all, this is a tremendous work, thanks a lot for the time & effort you put in! I hope I'll use the full extent of your work!
Hey! Just found this map today, and I must say, it is really fantastic.
However, a friend and I ran across a problem today. When we play against the AI, it works well, and we can compare graphs at the end. But when we try to play against each other, as soon as one of us loses the game, both of our Starcraft II clients crash. I sent the report to Blizzard, but I forgot to copy the error message. Next time it happens, I'll edit this post or whatever with the relevant info.
Zvp if you go for 14 gas 14 pool and make 4 lings to fend off probe, i know he's not gotta block expo but i'm practicing for ladder it says ''you are going allin'', also when my zergling scouted a friggen stargate the tip said ''maybuh he's going defensive 4gate'' also zvt, when you are saving money for mutas, it says your gas is too high.
Got really pissed off really fast, but then I just tried harder and harder to "beat your AI" and I noticed my drone production went trough the roof, and I was still able to defend myself well enough to keep me in the game! Droning is normally my biggest problem, I like building lings more than drones
The "you lost Xs not making a drone" thing is spammed way to much imo, maybe it's just me being forever bronze tho. Will definitely keep using this for a while to get my macro on!
It's awesome man! You made me to actually register to this site and comment on your hard work.
I tried a few games vs. AI and that made me realize how much I really suck - however I think if you play vs. computer AI, it is still way too hard if you just want to practice your macro/mechanics and other basic things which are the biggest things I personally want to practice as a low-level player.
I tried medium, easy and even very easy with 50% handicap but I still got slaughtered. Maybe it's just me but when you practice forever alone as forever bronze the AI should be radically easier.
You might want to turn down the AI a bit... This sounded like such an awesome tool for my and the rest of the below-diamond part of TL, but like the above poster, the very easy AI just crushes me even if I'm playing relatively well (which for me is platinum-level). So much so that I don't really get anything out of the experience. I *know* I'm terrible at macro, and right now that's all playing this tells me.
I need to practice macro, I've already got plenty of practice dying at the 9 minute mark. This is probably very useful for diamond/masters players, but it's back to YABOT for me.
This is so cool...thanks for this awesome map...i will use it everyday!! Maybe you should blog about the development of the map, some people that can, could help as well.
You should target 3*M+2*G where M is the number of mineral patches, and G the number of gas patches (usually 8/2, for a total of around 30 workers per base).
Isn't it 3 per gas (not 2), making it an even 30 workers per base?
Btw, can u pls add an restart map option? It's really annoying to have to recreate the map every game. Are u assuming that everyone only practices 1 game a day?
Btw, how do you do AI mode? Are you supposed to create a game and add an AI as one of the players or is it an option on the game screen? (does the AI have anything to do with the difficulty lvl, or is the difficulty lvl just for the notifications about your macro and micro?)
The coaching is a bit limited in that it's not flexible, as it's an AI. For example, it counts drones being pulled off gas as errors. If we're saving up larva for a possible impending attack, scout the front and see that no attack is coming and build drones, it counts it as a massive error for wasting time not droning (though in a real game, if you just blindly spent all your larva on drones like that, you'd just die). It also asked me in a macro game to "scout the opponent's 5th base", when i had almost full map vision and the opponent hadn't even taken his natural. It also penalizes you for not having a queen next to a new hatchery when it pops. There's builds out there though that build the queen at the hatchery when it pops (I do this often).
The sounds are kinda annoying. The flashy pop-ups are enough. I found myself stressed and couldn't macro as properly as I could and got graded silver when I'm platinum .
It's amazing, but I really want this published in SEA.
This is great, I don't understand the people saying it's too hard though. I'm high silver and always seem to macro at a Plat+ level, I think this should be a wake up call for people to practice their mechanics. I personally want to be hounded as much as possible when learning to macro because if I get annoyed with the sounds then I'm going to want to improve faster to get away from it. That being said the AI is quite hard but that's fine with me. I can almost always win on Very Easy so it only means I have a high ceiling to improve. Good job.
I'd really like it if a reset function could be implemented so we didn't have to start new games over and over to replay.
I've just started using this, amazing work. I'd love to see something along the lines of YABOT integration. Scripted builds that it guides you through and teaches about. Is such a thing possible?
Also, a pause of the game when you're reading the sidebar tips would be great.
And to people asking for a replay button, every time you recreate the map (which takes 30 seconds) provided you're pressing "open to public" you're promoting the map a little bit, which is fantastic because this map is fantastic!
On August 13 2011 15:50 hypnoxide wrote: This is great, I don't understand the people saying it's too hard though. I'm high silver and always seem to macro at a Plat+ level, I think this should be a wake up call for people to practice their mechanics. I personally want to be hounded as much as possible when learning to macro because if I get annoyed with the sounds then I'm going to want to improve faster to get away from it. That being said the AI is quite hard but that's fine with me. I can almost always win on Very Easy so it only means I have a high ceiling to improve. Good job.
I'd really like it if a reset function could be implemented so we didn't have to start new games over and over to replay.
Wow! I'm diamond, pretty confident in my macro, and it gives me a ranking of silver =/
On August 13 2011 15:50 hypnoxide wrote: This is great, I don't understand the people saying it's too hard though. I'm high silver and always seem to macro at a Plat+ level, I think this should be a wake up call for people to practice their mechanics. I personally want to be hounded as much as possible when learning to macro because if I get annoyed with the sounds then I'm going to want to improve faster to get away from it. That being said the AI is quite hard but that's fine with me. I can almost always win on Very Easy so it only means I have a high ceiling to improve. Good job.
I'd really like it if a reset function could be implemented so we didn't have to start new games over and over to replay.
Wow! I'm diamond, pretty confident in my macro, and it gives me a ranking of silver =/
Im high plat and i get macro score of gold :=)
I think currently none even the pros cant get Macro score of a grandmaster :=) .
On August 13 2011 15:50 hypnoxide wrote: This is great, I don't understand the people saying it's too hard though. I'm high silver and always seem to macro at a Plat+ level, I think this should be a wake up call for people to practice their mechanics. I personally want to be hounded as much as possible when learning to macro because if I get annoyed with the sounds then I'm going to want to improve faster to get away from it. That being said the AI is quite hard but that's fine with me. I can almost always win on Very Easy so it only means I have a high ceiling to improve. Good job.
I'd really like it if a reset function could be implemented so we didn't have to start new games over and over to replay.
Wow! I'm diamond, pretty confident in my macro, and it gives me a ranking of silver =/
I can macro decently, it's just my lack of knowledge that keeps me where I am.
Sure it is annoying but it works, 5 games of this before laddering and as soon as I started laddering i was on a winning streak against players a league above me.
Also, as a random player I got to experience the different coachingfor each race.
While the zerg coach is by far the most innacurate, with it's incessant whining regarding all-inning, it is also the most helpful. When you have good macro as terran or toss, the results are pretty damn good. But when I obeyed every single coach command to spread creep and inject at the right times i found myself absolutely dominating the ai regardless of difficulty.
I'm mid-high masters and apparently, doing one of my builds, i could have produced 5 more workers (like from 25 to 30). Dang o.o
Thanks once again!
idk if im just stupid... whats the blue and whats the red? =/
Edit:
I thought blizzard updated their AI after I found out the protoss was doing a proxy pylon push... but now i learn that you improved the AI to do such things too?? amazing!
Oh, the AI sucks when it comes to defending against Banshees, but meh xD
Also I think the rating of your macro at the end should be changed... for now it seems that the more mistakes you make, the lower rank you get (league like master diamond platinum), but the longer the game is, the more mistakes you're going to make total, and the more often you make them.
Perhaps you should (if you haven't already) make it so that the amount of mistakes is counted relative to how long a game is, and then have that determine your result... but a problem to consider would be that it wouldn't accurately take into account that the longer a game is, the more often you make mistakes (since you have more stuff to handle).
On August 14 2011 15:38 Yoshi Kirishima wrote: Oh, the AI sucks when it comes to defending against Banshees, but meh xD
Also I think the rating of your macro at the end should be changed... for now it seems that the more mistakes you make, the lower rank you get (league like master diamond platinum), but the longer the game is, the more mistakes you're going to make total, and the more often you make them.
Perhaps you should (if you haven't already) make it so that the amount of mistakes is counted relative to how long a game is, and then have that determine your result... but a problem to consider would be that it wouldn't accurately take into account that the longer a game is, the more often you make mistakes (since you have more stuff to handle).
I'm pretty sure that's the entire point of it. Anyone can macro PERFECTLY for 5 minutes. Most people can do quite well for 10 minutes, it's the long games that really show just how good your mechanics are. IMO, if you're getting low league results in long games you need to work on your game more.
On August 14 2011 15:38 Yoshi Kirishima wrote: Also I think the rating of your macro at the end should be changed... for now it seems that the more mistakes you make, the lower rank you get (league like master diamond platinum), but the longer the game is, the more mistakes you're going to make total, and the more often you make them.
Perhaps you should (if you haven't already) make it so that the amount of mistakes is counted relative to how long a game is, and then have that determine your result... but a problem to consider would be that it wouldn't accurately take into account that the longer a game is, the more often you make mistakes (since you have more stuff to handle).
My idea for that is to take into account the number of bases you're on. The errors will be weighted by the inverse of the base count. If you're on a single base, you'll get 100% of the errors, like it is now. But if you're on 2 bases, errors will only count for 50%. If you're on 3 bases, they'll count 33%, etc..that way the score won't explode exponentially when you play a long macro game.
It'll most likely favor Zerg, as they tend to have a higher base count, but luckilly the coach is already very hard as Zerg, so it'll compensate..
This is realy a good map, but you shoundt get negative points for not building scvs if you already have 75. A restart Option and more maps would be nice.
I'm having my husband to play on this map - and I really think the coaching tips would be better written as if a player communicated with you - that area hits your eyes more than the top of the screen. Realistically, people who are only learning the ropes of the game do not have the luxury of time to stare at the top of their screen for a lot of text, even if the tips are valuable, so they'll miss a lot of this stuff - they barely keep up with their mineral count/supply.
hehe true, i was apparently making many mistakes, and even more when trying to keep up with al the messages. at some point i only reacted to the pinging on the minimap
wow wow! this has to be the best thing since sliced bread!!!! :D bloody amazing will be using this along with multitask trainer................ look out world the swarm is coming!!
The Zerg Coach is relentless. Getting fully saturated on two bases it's normal to start ling production to stop the agression that's coming. But apparently that makes you "all-in" and adds like 100 points to your score. And a basillion more for not droning. I had 3 queens, two for injecting and one for creap spread, the one spreading creap gave me points when my third went up. It's asking me to scout my opponents fourth when i got the third and gold scouted, seems kinda harsh.
I'm a masters and got Gold rank, which I found kinda funny. The best part was that I was actually playing vs another human, I thought it was the AI and wondered why the AI used such a wierd 1 base stargate build. After the game ended I saw in the score screen that instead of Computer it had a name. Mind Blown.
I'm pretty sure that's the entire point of it. Anyone can macro PERFECTLY for 5 minutes. Most people can do quite well for 10 minutes, it's the long games that really show just how good your mechanics are. IMO, if you're getting low league results in long games you need to work on your game more.
Sure, but then you're only confirming that it doesn't make sense to give someone a diamond rating when he macro's perfectly for 5 minutes while giving someone that macro's near perfectly for 30 minutes a gold rating considering the first one is way, way easier to do.
On August 22 2011 22:56 noggster wrote: The Zerg Coach is relentless. Getting fully saturated on two bases it's normal to start ling production to stop the agression that's coming. But apparently that makes you "all-in" and adds like 100 points to your score. And a basillion more for not droning. I had 3 queens, two for injecting and one for creap spread, the one spreading creap gave me points when my third went up. It's asking me to scout my opponents fourth when i got the third and gold scouted, seems kinda harsh.
Yeah, that's why it's only in beta, parameters aren't adjusted well enough
However please note that going "all-in" does not increase your score. Not droning neither. It's the combination of being all-in and resuming droning too quickly that is sanctionned. Unfortunately Zerg mechanics ( switching between making drones and making units ) make it hard to stay on a low score. I'm studying various solutions but all ideas are welcome..
Doesn't recognise me leaving 1 drone on gas on purpose. I go for Ling speed and leave 1 drone on Gas to get my Lair at a decent timing. this is a part of my build, so I shouldn't be getting 'error' for it.
Also, I send a suicide Ling to the opponents' natural, got denied by Marines, but I know the CC is there. I still get the message of me NEEDING to scout, while I just did and I know there's nothing new to gain.
On August 22 2011 22:56 noggster wrote: The Zerg Coach is relentless. Getting fully saturated on two bases it's normal to start ling production to stop the agression that's coming. But apparently that makes you "all-in" and adds like 100 points to your score. And a basillion more for not droning. I had 3 queens, two for injecting and one for creap spread, the one spreading creap gave me points when my third went up. It's asking me to scout my opponents fourth when i got the third and gold scouted, seems kinda harsh.
Yeah, that's why it's only in beta, parameters aren't adjusted well enough
However please note that going "all-in" does not increase your score. Not droning neither. It's the combination of being all-in and resuming droning too quickly that is sanctionned. Unfortunately Zerg mechanics ( switching between making drones and making units ) make it hard to stay on a low score. I'm studying various solutions but all ideas are welcome..
So, when the Coach says I'm Platinum mode, but I know at least 200 points come of 'flaws' in the Coach AI, what does that mean?
Next to all the bashing, I should also tell you I LOVE this Coach AI. It showed me how much I actually suck and I'm going to fucking beat it very soon ! Thank you for all the effort you put in!
Hm, something's up with the Zerg opponent AI, I rolled Terran for a change and when I got to his base with a good dozen of hellions and marines, it had made 3 hatcheries. In the main.
On August 23 2011 21:46 Dagobert wrote: Hm, something's up with the Zerg opponent AI, I rolled Terran for a change and when I got to his base with a good dozen of hellions and marines, it had made 3 hatcheries. In the main.
You played in insane mode I suppose ? It uses some kind of weird build that assumed x2 resources, but I removed extra resources from the opponent's AI so it's messed up. I'll remove that build in the next version.
On August 22 2011 22:56 noggster wrote: The Zerg Coach is relentless. Getting fully saturated on two bases it's normal to start ling production to stop the agression that's coming. But apparently that makes you "all-in" and adds like 100 points to your score. And a basillion more for not droning. I had 3 queens, two for injecting and one for creap spread, the one spreading creap gave me points when my third went up. It's asking me to scout my opponents fourth when i got the third and gold scouted, seems kinda harsh.
I'm a masters and got Gold rank, which I found kinda funny. The best part was that I was actually playing vs another human, I thought it was the AI and wondered why the AI used such a wierd 1 base stargate build. After the game ended I saw in the score screen that instead of Computer it had a name. Mind Blown.
I lost points for not placing an overlord over the opponents third and nt when I just killed his natural lol
I'm playing ZvT and T AI did something very strange. At 7:50 he sent all of his SCVs to attack my base and didn't send any of his marines/marauders. With his economy in shambles, I would have been able to crush him. Since the rest of the game was rather pointless, I just quit. Here's the replay:
Very promising. I am playing it off-line (had to download it) when I have no internet connection, but unfortunately cannot choose race or enemy level in this case..
Anyway great map, please keep up the good work, and would be appreciated if you could release the map as a downloadable map (not only via Battle.net)
Says i missed 13 seconds of probes in the last minute (3:11). Not possible, i just went 13gate 14gas 15pylon with a great worker split and stacking, had less than a second of probe downtime when i messed up, nothing more
Ok, played more... just tried huk 20 food expand and it is pointing out every "mistake", cutting probes, building more gateways without my first one producing, "Spend your minerals" when i have 300 minerals and 3 warpgates midway through the gateway to warpgate morph doesnt help either, i think this map could be useful but ive got like 5-10 warnings on stuff that is designed as part of the build, so im not sure how to use it as a training tool
This is awesome. I knew i kinda suck at this game but this shows just how bad i am And there is a ton of things that could be added. Like specific builds and strategies training. But the AI is amazing. Sooo much better than the one Blizzard gave us
On August 14 2011 15:38 Yoshi Kirishima wrote: Also I think the rating of your macro at the end should be changed... for now it seems that the more mistakes you make, the lower rank you get (league like master diamond platinum), but the longer the game is, the more mistakes you're going to make total, and the more often you make them.
Perhaps you should (if you haven't already) make it so that the amount of mistakes is counted relative to how long a game is, and then have that determine your result... but a problem to consider would be that it wouldn't accurately take into account that the longer a game is, the more often you make mistakes (since you have more stuff to handle).
My idea for that is to take into account the number of bases you're on. The errors will be weighted by the inverse of the base count. If you're on a single base, you'll get 100% of the errors, like it is now. But if you're on 2 bases, errors will only count for 50%. If you're on 3 bases, they'll count 33%, etc..that way the score won't explode exponentially when you play a long macro game.
It'll most likely favor Zerg, as they tend to have a higher base count, but luckilly the coach is already very hard as Zerg, so it'll compensate..
That sounds like a sound idea, haven't thought about anything related to bases o.o
On August 14 2011 15:38 Yoshi Kirishima wrote: Oh, the AI sucks when it comes to defending against Banshees, but meh xD
Also I think the rating of your macro at the end should be changed... for now it seems that the more mistakes you make, the lower rank you get (league like master diamond platinum), but the longer the game is, the more mistakes you're going to make total, and the more often you make them.
Perhaps you should (if you haven't already) make it so that the amount of mistakes is counted relative to how long a game is, and then have that determine your result... but a problem to consider would be that it wouldn't accurately take into account that the longer a game is, the more often you make mistakes (since you have more stuff to handle).
I'm pretty sure that's the entire point of it. Anyone can macro PERFECTLY for 5 minutes. Most people can do quite well for 10 minutes, it's the long games that really show just how good your mechanics are. IMO, if you're getting low league results in long games you need to work on your game more.
Well yes but what I'm saying is that the league results are not accurate. There's something wrong if I'm Masters and end up getting Platinum macro, and I'm sure my macro is stronger than my decision making.
On August 29 2011 21:45 Cyro wrote: Ok, played more... just tried huk 20 food expand and it is pointing out every "mistake", cutting probes, building more gateways without my first one producing, "Spend your minerals" when i have 300 minerals and 3 warpgates midway through the gateway to warpgate morph doesnt help either, i think this map could be useful but ive got like 5-10 warnings on stuff that is designed as part of the build, so im not sure how to use it as a training tool
Then take that into consideration when you view your stats. You can still use various aspects of the map to see what you can do better on, even tho the actual coaching may not be effective.
well i made a video about the resetting Problem: [~5m07]
in the end i try -re several times: it doesnt work; i also try -qr - it does do sth. but the enemy doesnt build anything then - so its useless...
I dont wanna have to reload the whole map - just wanna reset "ingame" - could you please fix that or maybe we can fix it? i am not into the map editor too much so i dont know if its a problem which could be solved at all. At least the option is there....
This is bad ass, as low silver this is perfect for me, the reminders for the basics are essential (make workers, spend energy, supply cap, map vision, saturation, scouting). Please keep working on this.
The reminders might be more audible somehow maybe, that's the only suggestion I can think of.
This may be a stupid question but I don't think its been asked. When you finish the game you get your score based on league, however it appears its completely based on time.
For example if I rush and kill my opponent in 8 minutes or so my mistake count will be low so I will get ranked as GM (which I am not), however as the game progresses my mistakes will increase at an almost exponential rate since my multitasking and general macro will slip as the game goes on (I'm only platinum).
So doesn't the league based score you are given at the end of the game rely on how long it is? I'm sure I must've made some mistake but being given a GM rating just isn't right.
On September 01 2011 06:57 Willba wrote: This may be a stupid question but I don't think its been asked. When you finish the game you get your score based on league, however it appears its completely based on time.
For example if I rush and kill my opponent in 8 minutes or so my mistake count will be low so I will get ranked as GM (which I am not), however as the game progresses my mistakes will increase at an almost exponential rate since my multitasking and general macro will slip as the game goes on (I'm only platinum).
So doesn't the league based score you are given at the end of the game rely on how long it is? I'm sure I must've made some mistake but being given a GM rating just isn't right.
No, as I understand it, it isn't related to time - it based on the number of mistakes you make. Thus, what you score means is than in short games, you are macroing correctly - at a similar level to top players - congratulations! In longer games, however, you start making lots of mistakes and your macro slips so your league level will fall.
I agree that it should take time into account in some way, though.
When I put the word "coach" in the search box for creating a custom game it just grinds and never returns any results. Anyone have an idea how i find the map to try it out?
Hi, this map is a great idea. If yabot and this map would have a child it would be the best map ever created.
Currently i favor yabot just for the sake of an easy to use restart method. Sucks having to remake a map everytime. Also it would be great to have some pre-recorded builds the coach-ai knows, so it won't complain about cutting workes etc.
Great map. Just a little too difficult for me. I can do ok against very hard AI but on this map I get crushed by the very easy AI
Strangely enough it says my macro is on platinum to diamond(!) level. I constantly fail to scout (because I'm not fast enough to use units and produce stuff), I get supply blocked, I don't produce workers non-stop, stockpile minerals and so on. I really doubt I'm playing on that level.
Got an error at the end of this replay, "Trigger Error in 'UpdatePerSecond': Divide by zero". It also said I should get upgrades in my engineering bay. I had finished 1/1 but the armory wasn't up yet and I didn't want the other three upgrades. Bug or working as intended?
WOW, this is sorta amazing. Of course, with zerg, it is pretty hard to inject larva at exact timings and produce workers once larva pops, or once a larva automatically spawns out of a hatchery. I guess i just have to keep spamming to make sure I don't waste any seconds that could have been building a drone or unit.
Oh and also, are there any other maps besides xel naga that I could play this on?
I m Top 8 Masters with 1k+ Points and my Macro is Platin T.T :D I get many mistakes even for things that I am doing right. For example too many workers in gas. But still this map is a nice idea and very good for new players that want to improve. Seems to be a lot of work! You are doing a great job! Love it
I'm in master league and love this map. As many others have said, I also get the "too many workers in gas" error even when I only have 3 in each, and also I want more maps.
Shattered Temple and Metalopolis would be particularly nice.
Great map! I hope there will be a coach AI for other maps and I hope that the creator will work to improve it and. It will be certainly a market success if the sc2 map market opens.
Since the patch, I always get a script load failure when I try to play this map. It worked before 1.4, but it could be a coincidence, bad luck or something else entirely. Figured I'd bring it to the OP's attention.
On September 22 2011 06:14 mmagic wrote: After the Sc2 had updated the map no longer works. I get the errror: Script load failed: Syntax error in the bottome left corner of the screen.
I'm having trouble to fix it, unfortunately. I can't get my hands on any docs about what Blizzard changed in their script engine since the latest patch, and the author of the green tea AI isn't responding So the map is currently on hold until I find a solution.
On October 05 2011 00:44 Nyast wrote: I'm having trouble to fix it, unfortunately. I can't get my hands on any docs about what Blizzard changed in their script engine since the latest patch, and the author of the green tea AI isn't responding So the map is currently on hold until I find a solution.
Well, I guess I'm going to have to cry myself to sleep because I can't play coach ai.
Yesterday i was playing 1 vs 1 with a practice partner and i missclicked on xel naga coach ai instead of the standard one in my bookmark. The map seem to work just fine if you have a real opponent...
Was thinking the problem seems to be with the AI. I'm pretty sure that if you swapped out the code used on one of the green tea customs on xel-naga witht his it should hypothetically work. Maybe i have a simplified idea of what going on but it would be great to get this working agin!
Great map. I really hope someone fixes this. Maybe the suggestion from 1Ender works. I might try to email him on luckytrashsc2 AT gmail and see if he has any plans.