Search found 257 matches

by Myk
Fri Jul 24, 2009 9:23 am
Forum: StarCraft Modding
Topic: Myk's AI 3.5
Replies: 125
Views: 76235

Those are really nice pics from the replay! The comp did a decent job casting Dark Swarm in a few spots, but they weren't really battle deciding. Next version will include scourge, faster attack loops, actual spore colonies(!) and maybe just overall better management of resources. ... Below is an im...
by Myk
Thu Jul 23, 2009 8:46 am
Forum: StarCraft Modding
Topic: Myk's AI 3.5
Replies: 125
Views: 76235

Wow. Cool!
Too bad that's the old one with mold and dust on it.

Speaking of which :o ....check this out: [attachment=1881:Myk_Zerg_Ai_1.9.zip]

It's okay, though; I'm not any good at this stuff so this one will in fact be WORSE than 1.00. :)
by Myk
Fri Jul 17, 2009 9:12 am
Forum: StarCraft Modding
Topic: Myk's AI 3.5
Replies: 125
Views: 76235

Weeee. I just deleted my own post.... Major Face Palm action at 2 AM. A little news: Tech/building problems will be mildly helped by including more attacks. The new attack scripts are quite a bit better and help use the Zerg's massive unit production abilities quite a bit better than before. I haven...
by Myk
Thu Jul 16, 2009 10:02 am
Forum: StarCraft Modding
Topic: Myk's AI 3.5
Replies: 125
Views: 76235

--Big post-- I love Brute Force! Keeping an opponent turtling isn't bad, either. It just requires constant pressure so they don't get to move forward too much before my powerful units come into play. I may have some sort of fix for this that I just started working on. It can be tough balancing the ...
by Myk
Thu Jul 16, 2009 8:27 am
Forum: StarCraft Modding
Topic: Myk's AI 3.5
Replies: 125
Views: 76235

Hey, JH! Thanks for checking out my Zerg AI. Really, the more feedback I get the better, as with all AI and projects around here. I'm sorry that I've been so slow to update this after 1.00. I've got a ton of ideas and other things that I need to work on... which brings us too... The game has saved t...
by Myk
Thu Jul 16, 2009 12:42 am
Forum: StarCraft Modding
Topic: BWAIWar
Replies: 194
Views: 28990

by Myk
Wed Jul 15, 2009 7:08 am
Forum: PyMS (poiuy_qwert's complete modding suite)
Topic: PyAI bug hunting
Replies: 139
Views: 77131

[quote name='bajadulce' post='7078' date='Jul 14 2009, 10:26 PM']ahh.. Yes, once you import the script, the compiler takes over and does its thing. I thought you were referring to the SCAIEdit>PyAI converter screwing up your labels/block names. The converter seems to work fine except for the capital...
by Myk
Wed Jul 15, 2009 5:18 am
Forum: PyMS (poiuy_qwert's complete modding suite)
Topic: PyAI bug hunting
Replies: 139
Views: 77131

[quote name='bajadulce' post='7046' date='Jul 13 2009, 07:03 PM'][quote name='Myk' post='6966' date='Jul 9 2009, 12:20 AM']Also, PYAI seems to have a weird attraction towards renaming random blocks in my scripts. I've got the option set to save comments and labels. I've tried all sorts of names/labe...
by Myk
Mon Jul 13, 2009 4:11 am
Forum: StarCraft Modding
Topic: BWAIWar
Replies: 194
Views: 28990

I updated the maps in the first post. ^^ PvT: PythonAI, Byzantium PvZ: Tenango, Heartbreak Ridge TvZ: Colosseum, Tau Cross My problem with Heartbreak Ridge is that Zerg absolutely sucks at placing Sunken Colonies on this map. So any build that's not balls to the wall Zerglings or faster Lurkers jus...
by Myk
Sun Jul 12, 2009 7:29 am
Forum: StarCraft Modding
Topic: BWAIWar
Replies: 194
Views: 28990

Here are the ZvT results from the BWAIWar3 AI pack: ***Avance 1.0 ZvT @ Colosseum** AvanceZ 1.0 > A_WingT 1.0 AvanceZ 1.0 < bajaT 1.0 AvanceZ 1.0 > BlizzardT AvanceZ 1.0 > RacineT 1.0 AvanceZ 1.0: 3 ***Ashara 1.0 ZvT @ Colosseum*** AsharaZ 1.0 < A_WingT 1.0 AsharaZ 1.0 < bajaT 1.0 AsharaZ 1.0 > Bliz...

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