Green Tea AI Micro/Macro Bot for practice - Page 13
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ptanhkhoa
Vietnam87 Posts
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DaRKMaTT3r
Brazil553 Posts
On August 31 2011 23:25 ptanhkhoa wrote: Strange, since AVS is caculation for all race, if it happen, it will occur in every race. I will have a check on that, thx for report. With all the other 2 races (playing as protoss) it doesnt happen any kind of lag at all, and i don't turn APM limit. Not even if zerg goes extremely heavy on zergling. As terran the lag usually starts to become unbearable when the AI is taking its third expo. Not sure if have anything to do with the 3rd expo or the fact that everytime it lags the Terran has Thors or Banshee+BC (I choose Random strat and since i go heavy on chargelots on early game the AI usually transition into air more often than not against me). It doesnt need to happen an engagement at all, when im around 120-130+ food usually the games drops down to 1 fps or 0, when the engagement happens it becomes worst. i already capped the APM to 200, doesnt change a thing. I tried the ai on more than one different PC but it always end up the same against terran AI. I wouldn't stress out too much tho, since looks like im the only one who reported that problem it could be some problem on my end, some program i have on all pcs or something similar. Thanks for the help either way. | ||
R4TM
Brazil140 Posts
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ptanhkhoa
Vietnam87 Posts
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thisisSSK
United States179 Posts
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Mr.SoloDolo
American Samoa90 Posts
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setmeal
162 Posts
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figq
12519 Posts
On August 13 2011 20:30 ptanhkhoa wrote: Sweet, that's great, thank you!- AI won't attack Larva or Egg any more unless there are nothing else to attack. Is there a way to make the GTAI replays parsable with sc2gears? The replay can be played from SC2, but not analyzed with sc2gears as any other replay. I don't know if the problem is in the way sc2gears parses replays, or the way GTAI produces replays. | ||
ballasdontcry
Canada595 Posts
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ptanhkhoa
Vietnam87 Posts
Updated to version 1.13a | ||
Monkeyballs25
531 Posts
I am struggling a bit with the UI so I haven't been able to do too much with it, so I'll check back after a few updates. | ||
ptanhkhoa
Vietnam87 Posts
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KanoCoke
Japan863 Posts
What I've found out recently is that despite having the generals set on random, when up against Protoss, I always end up playing against a 1 basing no gas AI that just masses up zealots, even when it's a 4 player sized map like Shakuras Plateau, and they all charge initially for my bunker, but when I bring SCVs out to repair the bunker, the zealots suddenly chase only the SCVs (and can never catch them because of acceleration speed difference). So basically I just run my SCVs in a circle forever until all the zealots are dead. Then it does absolutely nothing but massing zealots in its single base until I run up there and destroy it. Against Zerg, it's always a commander that fast expands with no gas and just masses up zerglings off of 2 base and runs them into my bunker depot wall-off to their deaths. What's worse is that the AI can't seem to do anything else, like the AI transitioning into another build (which they do on earlier GTAI versions) after a specific build order around 6 minutes. Does the AI APM limit have something to do with the AI's units being left unattended at times? Or is there another issue, like say, with regard to randomizing generals? | ||
anathematize
United States69 Posts
I've been having success with "GTAI_107" but it looks like we've updated well past that version. Great AI, really fun to practice builds against. Only see wonky behavior every now and again where its like the AI just decides to not build anything but harvesters. Usually happens after a few "-qr" restarts. Edit: Oops. Just saw "IcyTournesol" post. As long as those versions stay updated, they seem easy enough to find. | ||
krelian
48 Posts
[B Edit: Oops. Just saw "IcyTournesol" post. As long as those versions stay updated, they seem easy enough to find. Can you repeat the info? I can find the post and I too don't know how to find the maps on NA. | ||
Monkeyballs25
531 Posts
On September 13 2011 23:57 ptanhkhoa wrote: @Monkeyballs25: Which problem did you have with the UI ? I can help u . I didn't understand the manual build order option at all. And it didn't copy my builds properly either. And there doesn't seem to be a way to get the start menu back up once the game begins, even after a reset. | ||
anathematize
United States69 Posts
On September 15 2011 06:17 krelian wrote: Can you repeat the info? I can find the post and I too don't know how to find the maps on NA. Search "GT AI" on the NA ladder and look for maps uploaded by "IcyTournesol." They seem to be updated versions. | ||
kabar
United States616 Posts
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Xapti
Canada2473 Posts
On September 14 2011 00:31 KanoCoke wrote: I'm finding something a little whoozy with the AI. I'm using version 1.13 and I play Terran mostly against Protoss and Zerg on Hard 1v1. Since I like the AI using different strategies each time, I set random generals to play them. What I've found out recently is that despite having the generals set on random, when up against Protoss, I always end up playing against a 1 basing no gas AI that just masses up zealots, even when it's a 4 player sized map like Shakuras Plateau, and they all charge initially for my bunker, but when I bring SCVs out to repair the bunker, the zealots suddenly chase only the SCVs (and can never catch them because of acceleration speed difference). So basically I just run my SCVs in a circle forever until all the zealots are dead. Then it does absolutely nothing but massing zealots in its single base until I run up there and destroy it. Against Zerg, it's always a commander that fast expands with no gas and just masses up zerglings off of 2 base and runs them into my bunker depot wall-off to their deaths. What's worse is that the AI can't seem to do anything else, like the AI transitioning into another build (which they do on earlier GTAI versions) after a specific build order around 6 minutes. Does the AI APM limit have something to do with the AI's units being left unattended at times? Or is there another issue, like say, with regard to randomizing generals? Yeah, in my opinion the AI itself still needs much improvement, as opposed to just adding or fixing features (maybe with the exception of reset, which I don't know why it's so hard, not to say that it isn't). Sure, people shouldn't be trying to exploit the AI, but that doesn't mean that the AI should get away with being stupid. | ||
GhandiEAGLE
United States20754 Posts
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