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8 Terran builds from Liquipedia II as good as i could.
3 Rax 1/1 Push + Show Spoiler +-cb 1 016 | 3 Rax 1/1 Push | Yaahh | 3 Rax Push with 1/1 + Marine Shield. Attack if upgrades are complete. Expand during push. You may upgrade Stimpack aswell. Transition into Medivacs. | 0 0 0 0 0 0 0 0 | 0 0 0 0 0 0 0 0 | 0 0 0 0 0 0 0 0 | 2 | 14 | 10 100 0 1 15 | 12 150 0 1 1 | 13 75 0 1 12 | 15 150 0 3 0 | 15 50 0 2 5 | 16 100 0 1 15 | 17 125 0 1 4 | 17 50 50 1 9 | 18 150 0 1 1 | 20 150 0 1 1 | 21 100 100 4 2 | 22 100 0 1 15 | 25 50 25 1 16 | 30 50 50 1 9 |
Siege Expand + Show Spoiler +-cb 2 016 | Siege Expand | Yaahh | Expanding while having a strong army. Swap Tech-Lab between buildings. Transition into Vikings, Tanks, Marines, Banshees | 90 1 9 0 0 0 0 0 | 210 2 8 0 0 0 0 0 | 300 10 5 5 4 0 0 1 | 2 | 12 | 10 100 0 1 15 | 12 150 0 1 1 | 13 75 0 1 12 | 15 150 0 3 0 | 15 50 0 2 5 | 16 50 0 2 5 | 0 150 100 1 5 | 0 50 25 1 16 | 0 75 0 1 12 | 0 150 125 2 10 | 0 100 100 4 13 | 0 400 0 1 3
Reactor Hellion Expand + Show Spoiler +-cb 3 016 | Reactor Hellion Expand | Yaahh | This build focusses on getting fast Hellions to both harrass and safely expand. Transition into Mech. Dont forget to switch Reac/Tech-Lab between buildings. | 90 1 9 0 0 0 0 0 | 210 2 8 0 0 0 0 0 | 300 10 5 5 4 0 0 1 | 2 | 15 | 10 100 0 1 15 | 12 150 0 1 1 | 13 75 0 1 12 | 15 100 0 3 0 | 15 50 0 2 5 | 16 100 0 1 15 | 16 50 0 2 5 | 18 150 100 1 5 | 20 50 50 1 9 | 21 400 0 1 3 | 0 100 0 2 3 | 27 150 100 1 5 | 0 400 0 1 3 | 0 50 25 1 17 | 0 150 150 4 10
3 Tank Push + Show Spoiler +-cb 4 016 | 3 Tank Push | Yaahh | 3 Tank Push into Expand. From this build you can transition fairly easily into Mechplay. Add an Armory for Thors and more Factories/Starports as is fit. | 90 1 9 0 0 0 0 0 | 210 2 8 0 0 0 0 0 | 300 10 5 5 4 0 0 1 | 2 | 15 | 10 100 0 1 15 | 12 150 0 1 1 | 13 75 0 1 12 | 15 150 0 3 0 | 0 75 0 1 12 | 0 100 0 1 15 | 0 150 100 1 5 | 0 150 100 1 5 | 0 100 0 2 3 | 0 50 25 1 17 | 0 50 25 1 17 | 0 150 125 2 10 | 0 150 150 4 10 | 0 100 100 4 13 | 0 400 0 1 3
Mrlie3 Nuke Rush + Show Spoiler +-cb 5 016 | Mrlie3 Nuke Rush | Yaahh | Suprise build. Success of this strategy is the use of Hellions to safely suprise with Ghosts. Dont forget to switch Reac/Tech-Lab between buildings. | 90 1 9 0 0 0 0 0 | 210 2 8 0 0 0 0 0 | 300 10 5 5 4 0 0 1 | 2 | 15 | 10 100 0 1 15 | 12 150 0 1 1 | 13 75 0 1 12 | 15 150 0 3 0 | 15 50 0 2 5 | 16 100 0 1 15 | 0 75 0 1 12 | 0 100 150 1 5 | 0 50 50 1 9 | 0 100 0 2 3 | 0 50 25 1 16 | 0 150 50 1 7 | 0 150 150 4 9 | 0 100 100 4 11 | 37 150 100 1 14
Thor EMP Expand + Show Spoiler +-cb 6 016 | Thor EMP Expand | Yaahh | This build techs up to Thor and EMP quickly in order to secure a quick, but safe expansion and be set up for a Thor backbone in your midgame army. | 90 1 9 0 0 0 0 0 | 210 2 8 0 0 0 0 0 | 300 10 5 5 4 0 0 1 | 1 | 15 | 10 100 0 1 15 | 12 150 0 1 1 | 13 75 0 1 12 | 15 150 0 3 0 | 0 150 100 1 5 | 0 150 50 1 7 | 0 100 0 2 3 | 0 150 100 1 0 | 0 50 25 1 17 | 0 300 200 2 11 | 0 50 25 1 16 | 0 150 150 2 2 | 0 400 0 1 3 | 0 150 100 1 5 | 0 150 150 4 10
Thor Drop Rush + Show Spoiler +-cb 7 016 | Thor Drop Rush | Yaahh | This build exploits early expanding Zerg´s lack of anti-air. Fairly micro-intensive. Transition into Mech. | 90 1 9 0 0 0 0 0 | 210 2 8 0 0 0 0 0 | 300 10 5 5 4 0 0 1 | 2 | 12 | 10 100 0 1 15 | 12 150 0 1 1 | 13 75 0 1 12 | 15 150 0 3 0 | 0 150 100 1 5 | 0 75 0 1 12 | 0 100 0 2 3 | 0 150 100 1 0 | 0 50 25 1 17 | 0 300 200 2 11 | 0 150 100 1 14 | 0 100 100 2 6
FE Before Orbital + Show Spoiler +-cb 8 016 | FE Before Orbital | Yaahh | (Also for TvP) A Fast Expansion before Orbital. Wall-In with Rax, CC and Bunker. Scout to put more Bunkers up if necessary. Early access to 4 Gas makes Mech transition possible. | 90 1 9 0 0 0 0 0 | 210 2 8 0 0 0 0 0 | 300 10 5 5 4 0 0 1 | 2 | 8 | 10 100 0 1 15 | 12 150 0 1 1 | 16 400 0 1 3 | 16 50 0 2 5 | 18 150 0 3 0 | 18 50 0 2 5 | 19 100 0 1 15 | 20 75 0 1 12
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This is my speedling opening. It's useful vs every race really.
+ Show Spoiler [Speedling Opening ZvX] + -cb 1 016 | Speedling opening | Latham | Standard legit ZvX speedling opening. Drone scout at 10/18 after overlord pops. Can transition into a 22ish FE, roaches, banelings, hydralisks or mutalisks depending on the opponent. Follow up either making a few more lings or drone whoring. Remember that SCOUTING is the key to your success in every part of the game. | 54 1 28 0 27 0 27 1 | 191 0 27 0 27 0 27 1 | 360 0 27 0 27 0 27 1 | 11 | 7 | 9 100 0 2 31 | 14 180 0 1 35 | 13 200 0 1 41 | 15 100 0 2 31 | 15 0 0 2 35 | 16 150 0 2 32 | 18 0 100 4 42
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This is amazing! Can't wait to see it on the actual game release, I've been using this since I came across it! Love the improvements along the way
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On June 13 2010 13:44 ryanAnger wrote:Show nested quote +On June 13 2010 13:39 xorpwnz wrote:On June 13 2010 13:28 ryanAnger wrote: Is there any chance of some high level players getting their BO's in this thing? I know you said you were trying but I'm just curious if anything has come of it.
I think someone should bring this to day[9]'s attention, I'm sure he could come up with something good. I talked to TheLittleOne and he might make a build or two. He's insanely busy though. I'll probably send a message to Day[9] as well. He goes to the same school as me How envious of you I am. I'm stuck in the middle of South Dakota, nothing good is around me. I'm envious of almost everyone else on TL.net since I'm stuck in "I've never heard of star craft" New Jersey. I'm stuck away from the SC world on the east coast of the United States where only two kids have ever played SC besides me.
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On June 14 2010 01:01 Yaahh wrote: 8 Terran builds from Liquipedia II as good as i could.
Awesome! Thanks for your work on this!
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One minor problem: When zerg spawns in YABOT, the larvae pop out of the hatchery and you can't build until the end of the animation. In regular games, the larvae are available immediately. Very minor issue, but something to consider.
I am working on optimizing the queen-roach build featured in Day9 Daily #134 and will encode it shortly.
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Is it possible to play with YABOT vs an AI, I mean like, one that you don;t auto win when you beat his rush or whatever and actually makes units? just curious
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On June 14 2010 07:36 NuKedUFirst wrote: Is it possible to play with YABOT vs an AI, I mean like, one that you don;t auto win when you beat his rush or whatever and actually makes units? just curious
Not yet, currently we do have someone working on an AI for YABOT, but it isn't completed yet. Xorpwnz will make sure everyone knows when it's getting closer to being ready.
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On June 14 2010 07:34 VelRa_G wrote: One minor problem: When zerg spawns in YABOT, the larvae pop out of the hatchery and you can't build until the end of the animation. In regular games, the larvae are available immediately. Very minor issue, but something to consider.
I am working on optimizing the queen-roach build featured in Day9 Daily #134 and will encode it shortly.
This issue has been resolved in v 0.1.7, countdowns for zerg starting allow for the larva to be available to be used immediately now. Enjoy!
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dude change the background for your page on mapster cant read shit lol
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Edit: If anyone can PM me links to good Zerg games which gives an example of an opening, I will gladly do the build order (provided my SC2 loads the replay).
1 Base Mutalisk ZvT( played by Sen )
Build order from Liquipedia II, so kudos to the guys there. I will try to edit the resource values and add more Zerg Liquipedia II openings.
-cb 1 016 | 1 Base Mutalisks | veteris | The 1 Base Mutalisk Build centers around getting mutalisks fast and then expanding. It favours maps with a short air rush distance and an easily defendable expansion. You should expand around 32 Food and get your Queen immediately after. Save up resources from 35 food to spawn about 5 mutalisks once the spire finishes. The Terran response will typically be Thors and Vikings. Transition into Roaches soon after getting mutalisks. Mass marines can be countered using a Baneling Nest. Liquipedia II | 90 0 27 0 27 0 27 0 | 210 0 27 0 27 0 27 0 | 300 0 27 5 27 0 27 1 | 8 | 15 | 9 0 0 2 31 | 14 0 0 1 35 | 14 0 0 1 41 | 16 0 0 2 31 | 16 0 0 2 32 | 18 0 0 4 42 | 18 0 0 2 35 | 19 0 0 2 35 | 22 0 0 3 3 | 22 0 0 1 35 | 22 0 0 2 31 | 26 0 0 2 35 | 27 0 0 2 35 | 28 0 0 2 35 | 29 0 0 1 43
15 Hatch ZvP
-cb 1 016 | 15 Hatch | veteris | The 15 Hatch is an extremely fast expansion build for Zerg. It aims to gain an economic advantage and exploit it later. However, it is vulnerable to early game rushes (Chrono Boosted Zealot or 2 Gate Zealots) due to the late pool. When scouting, at the same time as laying down the Hatchery, look for the typical Chrono Boosted Gateway without a finished Cybernetics core. This opening can transition into any midgame. Liquipedia II | 90 0 27 0 27 0 27 0 | 210 0 27 0 27 0 27 0 | 300 0 27 0 27 0 27 1 | 9 | 6 | 9 0 0 2 31 | 15 0 0 1 36 | 14 0 0 1 41 | 16 0 0 1 35 | 16 0 0 2 31 | 16 0 0 2 32
14 Pool 15 Hatch ZvX
-cb 1 016 | 14 Pool 15 Hatch | veteris | The 14 Pool 15 Hatch, popularised by IdrA, aims to gain an economic lead early on, but can be vulnerable to early rushes. The build centers around building a spawning pool at 14 supply, a Hatchery at 15 supply and Queen immediately after, while still spawning Drones. To get the Overlord out at 11, use the Extractor trick which involves starting the building of an Extractor at 75 minerals, immediately spawning a Drone and then cancelling the Extractor; at most 10 minerals are lost in the process. If you notice an early rush, delay the queen to spawn Zerglings and/or build Spine Crawlers for defense. The opening allows for transitions into any middle game composition. Against Protoss, a 2 Hatch Hydra is possible midgame, and against Terran, a mutalisk/speedling or Hydralisk/Speedling is viable. Liquipedia II | 90 0 27 0 27 0 27 0 | 210 0 27 0 27 0 27 0 | 300 0 27 0 27 0 27 1 | 11 | 5 | 11 0 0 2 31 | 14 0 0 1 41 | 15 0 0 1 36 | 16 0 0 2 32 | 16 0 0 1 35
Baneling Rush ZvT
-cb 1 016 | Baneling Rush | veteris | The Baneling Rush opening sacrifices economy for an early Zergling/Baneling rush. The build aims to destroy the Supply Depots in the Terran wall-in and rush in with Zerglings. A failed rush leaves Zerg with a poor economy with 14 Drones. If you scout a wall in using structures other than supply depots, change to a different opening. In this opening, stop all Drone production after 15 supply. Instead producing Zerglings and Overlords continuously. With the first 100 gas, upgrade Metabolic Boost and with the next 50, build a Baneling nest. When the Baneling nest completes, morph about 6 Zerglings into Banelings, close to your opponent's base. Once the Banelings are complete, you should have about 16 Zerglings as well. The timing of this attack is usually 6 minutes 30 seconds (replay time). Liquipedia II | 90 1 27 0 27 0 27 0 | 210 2 27 0 27 0 27 0 | 300 10 27 5 27 0 27 1 | 8 | 12 | 9 0 0 2 31 | 14 0 0 1 41 | 13 0 0 1 35 | 15 0 0 2 31 | 15 0 0 2 32 | 17 0 0 2 35 | 18 0 0 2 35 | 19 0 0 2 35 | 20 0 0 4 42 | 20 0 0 2 35 | 21 0 0 2 35 | 22 0 0 1 33
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Great project, thank you so much for all the work.
One question though, and I am sorry if it has been answered, but what would a par score be? ie in what range do they spread? Would an absolute perfect (hitting all targets exactly and having an army larger than a cetain number at the end of the 10 minutes) be say 15,000, or ?
If the scores are relative to the builds then it may be difficult however if the points are allocated the same way depending on how well you hit the predetermined targets (which I am thinking they likely are) then maybe having some kind of legend with a target score of 'insane', 'great', 'ordinary', 'atrocious' (or something along those lines) may be helpful.
EDIT: sorry, this thread probably isn't the perfect place for this however the other one seems to have died off a little...
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On June 15 2010 00:01 eelix wrote: Great project, thank you so much for all the work.
One question though, and I am sorry if it has been answered, but what would a par score be? ie in what range do they spread? Would an absolute perfect (hitting all targets exactly and having an army larger than a cetain number at the end of the 10 minutes) be say 15,000, or ?
If the scores are relative to the builds then it may be difficult however if the points are allocated the same way depending on how well you hit the predetermined targets (which I am thinking they likely are) then maybe having some kind of legend with a target score of 'insane', 'great', 'ordinary', 'atrocious' (or something along those lines) may be helpful. The scores are a bit of a work in progress and do depend on the build order. The more steps there are, the higher the possible score. At some point, I will compile scores from different levels of players for each build so that we can get an idea of what the scores really mean. For now, just try to maximize your score
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A question regarding setting up the waves. When specifying the time for each wave - is it the time when you expect the wave to be at the targets base or is it the time when the wave starts moving out?
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On June 15 2010 04:25 Pking wrote: A question regarding setting up the waves. When specifying the time for each wave - is it the time when you expect the wave to be at the targets base or is it the time when the wave starts moving out? It's the time they start moving out from the enemy base. You can count on about 30 seconds before they actually reach your base.
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It's the time they start moving out from the enemy base. You can count on about 30 seconds before they actually reach your base.
Ok, I've added some waves to the Tank Opening.
-cb 1 017 | Tank Opening | Pking | Terran economy opening with fast tank. Scout after building the first supply depot. Continously build SCVs except when Orbital Command finishes, then build factory before next SCV. Get tech lab on barracks and swap with factory as soon as it is up. After getting your tank out you can follow up by getting a second tank and start researching siege mode. | 64 1 9 0 0 0 0 0 | 267 4 5 2 10 0 0 0 | 30 0 0 0 0 0 0 1 | 3 | 11 | 0 | 10 100 0 1 15 0 | 12 155 0 1 1 0 | 13 80 0 1 12 0 | 15 20 20 3 0 0 | 15 50 24 2 5 0 | 16 105 56 1 15 0 | 16 205 100 1 5 0 | 17 75 28 1 12 0 | 18 95 81 1 16 0 | 19 120 59 1 15 0 | 20 190 155 2 10 0
Ideally the siege-mode is done researching by the time the wave reaches the base at 07:00GT, as it is now the computer will just A-move the tanks and marines, not doing the most clever attack .
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9 Pylon 12 Gate Dark Templar + Fast Expo PvX
-cb 1 017 | 9 Pylon, 12 Gate, DT + FE | FurySparks | 9 Pylon, 12 Gate, DT Harass - The build contains the opponent and sets you up with map control and allows you to take your natural. CB will be used on your probes, stalker, and warp gate tech. Unit building times included because I am terrible and needed help remembering. In order to accommodate this, the first two steps of the build, 9 Pylon to 12 Gate, have been removed. They are instead placed in the title due to the 15 step limit. | 90 1 22 0 13 0 13 0 | 210 0 22 0 13 0 13 0 | 300 3 26 1 24 2 16 1 | 7 | 15 | 0 | 14 75 0 1 19 0 | 15 100 0 1 27 0 | 17 150 0 1 20 0 | 19 100 0 2 26 0 | 21 75 0 1 19 0 | 22 125 50 2 24 0 | 25 100 0 1 27 0 | 26 150 100 1 32 0 | 27 100 0 2 26 0 | 30 50 50 4 26 0 | 31 100 0 2 26 0 | 31 150 0 1 24 0 | 31 100 250 1 21 0 | 33 100 0 1 27 0 | 40 200 200 4 27 0
This build was taken from Day[9]'s cast about qxc's bot.
Also, this is an amazing tool and I'm glad to have something to do while the beta is down. (:
Edit: Okay so I just tried pasting this into my custom build order slots. First, it kept setting me as terran because all of the Custom things said TvT. I restarted the map and now it won't even let me get to the game. It freezes at the Restarting 3... 2... 1.. and it gives me a trigger error whenever I click the build in the beginning menu.
Furthermore, upon resetting, all of the custom builds change to TvT, and the PvX ones give me trigger errors.
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Awesome, Yaahh did my FE before orbital build for me :D
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I might just be missing something, but there isn't any way- at least in the mac version of sc2- to paste things into the chat. How do I put in new builds without typing them?
EDIT: I tried pasting some build orders into the YabotSettings.SC2Bank file, but they aren't there when I open SC2. Here's a copy of my bank file: + Show Spoiler + <?xml version="1.0" encoding="utf-8"?> <Bank version="1"> <Section name="CustomBuildOrders"> <Key name="BuildOrder0"> <Value string="-cb 1 016 | Fast Phoenixes PvZ | Absentis | Build order taken from Nony vs. IdrA on Scrap Station - Game 2 of the HDH invitational. | 0 0 13 0 13 0 13 0 | 0 0 13 0 13 0 13 0 | 0 0 13 0 13 0 13 0 | 6 | 12 | 9 0 0 1 27 | 13 0 0 1 24 | 15 0 0 1 19 | 16 0 0 1 27 | 18 0 0 1 20 | 19 0 0 1 19 | 23 0 0 1 27 | 25 0 0 4 26 | 26 0 0 1 30 | 29 0 0 1 19 | 30 0 0 1 27 | 34 0 0 2 21"/> </Key> <Key name="BuildOrder0"> <Value string="-cb 2 015 | 13 Gate | Storm | This is your basic 13gate opening, after the scout you can evolve into any style of play, but this is the most economically sensible opening for Protoss. | 30 0 22 0 13 0 13 0 | 210 0 26 0 13 0 13 0 | 300 0 26 0 24 0 13 1 | 7 | 6 | 9 0 0 1 27 | 13 0 0 1 24 | 14 0 0 1 19 | 15 0 0 1 27 | 17 0 0 1 20 | 18 0 0 1 19"/> </Key> <Key name="BuildOrder0"> <Value string="-cb 3 015 | 10 gate | Storm | This is your basic 10gate early zealot pressure opening. You can get out 1 quick zealot to be paired with a probe, or not, or get out two zealots for your quick pressure. The exact build here is one of a fast zealot that evolves into a quick followup core into warp-gate tech. After that, the scout is what decides your play. | 30 0 22 0 13 0 13 0 | 210 0 26 0 13 0 13 0 | 300 0 26 0 24 0 13 1 | 7 | 8 | 10 0 0 1 27 | 10 0 0 1 24 | 13 0 0 1 19 | 16 0 0 2 26 | 19 0 0 1 20 | 20 0 0 2 26 | 23 0 0 1 27 | 26 0 0 4 26"/> </Key> <Key name="BuildOrder0"> <Value string="-cb 4 015 | 10/11 2 Gate push | Storm | This build is designed for one of two things; fast strong 4zealot timing push against a non walling Terran, or 1gating Protoss(or slow 2gate), or this can be used defensively vs. zergling rushes. After the 4 zealots are out, scouting will tell you whether to start teching against Zerg, or you can do decent early damage to Protoss and Terran. | 30 0 22 0 13 0 13 0 | 210 0 26 0 13 0 13 0 | 300 0 26 0 24 0 13 1 | 7 | 8 | 10 0 0 1 27 | 10 0 0 1 24 | 11 0 0 1 24 | 14 0 0 1 27 | 14 0 0 2 26 | 18 0 0 2 26 | 20 0 0 2 26 | 23 0 0 2 26"/> </Key> <Key name="BuildOrder0"> <Value string="-cb 5 015 | 13/15 gate with early zealots | Storm | This build is slow to gas, but faster than the 10/11 gate opening. In this BO you get out 2 zealots for defense or poking in and then drop your cyber core, and can either continue to pump zealots until your sentries/stalkers are available, and switch to robo/twilight council/stargate or you can skip the zealots and move into a 4gate push. | 30 0 22 0 13 0 13 0 | 210 0 26 0 13 0 13 0 | 300 0 26 0 24 0 13 1 | 7 | 10 | 9 0 0 1 27 | 13 0 0 1 24 | 15 0 0 1 24 | 16 0 0 1 27 | 17 0 0 1 19 | 18 0 0 2 26 | 22 0 0 2 26 | 24 0 0 1 27 | 25 0 0 1 20 | 25 0 0 1 19"/> </Key> <Key name="BuildOrder0"> <Value string="-cb 6 015 | 13/15 gate with early cyber core | Storm | This build is open to early attacks. The early zealots are delayed in favor of the early cyber core, if you scout no fast aggression from your opponent. This build still gets two zealots started before your cyber core is up, and allows the money to immediately start warp-gate research, and when the pylon finishes, your first stalker. | 30 0 22 0 13 0 13 0 | 210 0 26 0 13 0 13 0 | 300 0 26 0 24 0 13 1 | 7 | 10 | 9 0 0 1 27 | 13 0 0 1 24 | 15 0 0 1 24 | 16 0 0 1 27 | 17 0 0 1 19 | 19 0 0 1 20 | 20 0 0 1 19 | 20 0 0 2 26 | 23 0 0 2 26 | 26 0 0 4 26"/> </Key> <Key name="BuildOrder0"> <Value string="-cb 7 015 | 3 Gate Expand | ScQuebec | You expand at 30-40 depending on your opponent and you should be great after you tech to warp gates. Use the last two steps to expand. | 90 1 22 0 0 0 0 0 | 210 2 26 0 0 0 0 0 | 300 4 26 3 24 0 0 1 | 7 | 13 | 10 100 0 1 27 | 11 150 0 1 24 | 13 75 0 1 19 | 15 150 0 1 20 | 17 100 0 1 27 | 19 125 50 2 24 | 22 150 0 1 24 | 23 150 0 1 24 | 25 100 0 1 27 | 26 50 50 4 26 | 31 75 0 1 19 | 33 100 0 1 27 | 33 400 0 1 25"/> </Key> <Key name="BuildOrder0"> <Value string="-cb 8 015 | 1gas 4warpgate push | palanq | a 1-gas, 4-warpgate allin | 280 5 26 5 24 1 23 1 | 308 4 26 0 13 0 13 0 | 332 2 24 1 26 0 13 0 | 7 | 15 | 9 110 0 1 27 | 12 175 0 1 24 | 15 155 0 1 19 | 16 130 0 1 27 | 18 220 4 2 26 | 21 175 28 1 20 | 24 125 92 1 27 | 25 195 32 1 24 | 25 120 140 2 23 | 28 140 18 4 26 | 29 175 34 1 24 | 30 195 74 2 24 | 32 155 40 1 24 | 32 140 60 1 27 | 39 160 44 1 27"/> </Key>
</Section> </Bank>
Any way that somebody could help me out?
Also, one build order is working- Nony's phoenixes- but it seems to be glitched. It never makes a unit before the first phoenix and it wants you to make a 3rd assimilator in the 20 supply range, and only build pylons before your stargate. It left me with about 5-600 minerals at its completion =\
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I'm not sure what to do for the mac issues, hopefully someone else here knows what to do and can assist you with that. I'll take a look at nony's pheonixes and see if i can get it in better working order for 0.1.8 release.
Storm
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