On October 01 2013 21:58 dvorakftw wrote: And I suppose we'll also remove chronoboost from the nexus and only allow one drone to be in production at a time?
You could nerf the larva stock from 40+ to (9-12)/hatchery
I feel like I'm the only person in this thread who actually really appreciates the macro abilities of each race. At most, the mule deserves a cooldown on the calldown ability, not draining the energy of the orbital. And I really don't think the spare larva should be nerfed, unless you also give zergs another way of stockpiling larva. A tech switch and a remax just feels so "zergy" to me. Ever since vanilla SC1, I've loved the aesthetics of the idea of the swarm just reproducing its entire attack force in waves, as if it's some endless force of nature.
On October 01 2013 10:37 DoctorBoson wrote: News from the front, everyone: it is my pleasure to formally unveil the OneGoal AI.
In the last month or so, we managed to get AI wizard TechSY to get the melee AI to play by our rules and use some new-and-improved special tactics as well. Several build orders have been tweaked, including the use of new units and upgrades. The harassment and spending AI was also modified to make it more aggressive and spend extra money more often. The full changelog is located here.
We realize that it is very difficult to find people to play with, for 1v1s, testing strategies, and even getting other people in on the fun. The AI will be uploaded to the arcade and custom maps section sometime within the next week. Be sure to send any feedback and questions to onegoalptr@gmail.com, and have fun!
Hello everyone! It's great to be a part of the team, and I hope to make the game more fun to play by having an at least a somewhat competent opponent available at all times.
It is important to note that for this first release, only very hard, elite, cheater (vision), and cheater (resources) will have a modified AI. Getting the other difficulties adjusted is coming in future versions.
I would like to say that unlike, say, the GreenTea AI project, the goal is not to try to radically change up the AI to let it play at a higher "league". Some of the issues in the vanilla AI have been addressed, and some new tricks that higher level players use have been introduced, but that isn't the goal of the OneGoal AI. Rather, the goal to get the AI working well with OneGoal and to make it more dynamic (and thus fun) to play against.
Also, I would like to mention that there are more changes to this AI than just getting the build orders, upgrades, and spell/ability use updated in accordance to OneGoal's changes. A lot of other improvements have been added as well.
As DoctorBoson (Donovan) stated, I welcome any feedback you can give. Also, if you need to report an issue with the AI, a replay will be extremely helpful, as there is a lot of data in the replay that would be helpful in tracking down the exact issue.
You can read the release notes on the AI in DoctorBoson's post. I will continue to update it as issues are found and/or fixed. It is important to note that the AI versioning runs separately from the main OneGoal versioning.
On September 27 2013 02:39 ItWhoSpeaks wrote: It makes the DT much stronger vs soft detection, specifically vs terran bio in the mid game. It kind of makes them a Ground only mutalisk. You can't hold watch towers once speed DTs are out. and your pace of expansion is greatly reduced.
Between all the buffs to the Phoenix and Protoss defense, Sair DT might be a decent style.
Thank you Itty, seems very exciting. Too bad Blizzard isn't trying this crazy path. Also the "frenzy" ability would apparently add an extra layer of identity and possibilities for the DT.
Now that there's an AI to play with I think I might finally test OneGoal :D
On October 02 2013 02:54 Pontius Pirate wrote: I feel like I'm the only person in this thread who actually really appreciates the macro abilities of each race. At most, the mule deserves a cooldown on the calldown ability, not draining the energy of the orbital. And I really don't think the spare larva should be nerfed, unless you also give zergs another way of stockpiling larva. A tech switch and a remax just feels so "zergy" to me. Ever since vanilla SC1, I've loved the aesthetics of the idea of the swarm just reproducing its entire attack force in waves, as if it's some endless force of nature.
Yes. But it could be done with more hatchs instead of 1 queen/hatch, meaning that you would take more space on the map and have more interesting sim city. Mules having a cooldown would put them on par with spawn larva, yeah, and it seems fair.
I know the initial AI just got pushed out, but I have already fixed some things and sent them over to David. Hopefully, that can get uploaded soon.
You'll tell when the AI is updated when the AI players tell you what AI version they are running at the start of the game. Check the release notes for details.
If anyone else is having lag issues in AI games, more so than you get with Blizzard's "vanilla" AI, please let me know. I think there is some micro strategies I introduced for the AI that is really too expensive to be run very often.
I'm currently trying to profile the AI and find out what function(s) may be causing this.
EDIT: Currently, it seems that Queens are the most likely culprit, with transfusion logic being the #1 drain and the creep tumor placement logic being the #2 drain. I think I am using an inefficient way to find potential transfusion targets so I will look into that. Also, I will try making the search for good creep tumor spots use the "aggressive", expensive form of the search less often.
Just to let you guys know (for those that care), I am starting work on the lower difficulty AIs today. Thankfully, even though there are many more low difficulty AIs, their scripts are much, much simpler than the high difficulty AIs, meaning hopefully it won't take as long.
I had a thought this weekend about embracing the race to 200. I had previously mentioned the thought of starting with 8 workers but what about taking it one step forward and reduced the times for making new bases and for making workers and/or their work time and movement speed?
It is interesting, but it does screw with core timings. (Obviously changed units do that too.)
The critiera for any core change in OG is ideally is the following: 1. Does it yield more stable gameplay? 2. Does it yield more exciting gameplay? 3. Does it keep the barrier of entry low?
Hello! I've messed around with Zerg and Protoss units/tech and i might have some suggestions.
Visual/Mechanics:
- Hallucination ability from Nexus: you are required to click a pylon with this, which feels a little weird. An ideal solution would be to have it to work like warp in does or to have the hallucinated units spawning from the nexus (in this case the ability is nerfed tho)
- Oracle channeling disabling ability: this require a visual effect to start with (there is only a small icon on the interface) This come to mind Oracle_Spell
- Corruptors: The scourling way to spawn and dynamic felt "incomplete". Think somehow there is work to be done here.
"Balance"
As a zerg player i think the ability to recycle every muta into corruptor might be too strong. Maybe having those separate would be good since corruptor now is much of a better unit.