Search found 256 matches

by Taranok
Mon Jan 14, 2013 8:06 pm
Forum: StarCraft Modding
Topic: The PvT project
Replies: 89
Views: 5760

Re: The PvT project

Will you upload the bug fixed version? I guess I forgot to mention what changed with v1.72. The AI adds arbiters, and I changed the attack loop to be more consistent. I also got rid of the 2 gate. This way it gets the expansion earlier, and usually the AI didn't decide to attack anyway. However for ...
by Taranok
Mon Jan 14, 2013 8:43 am
Forum: StarCraft Modding
Topic: The PvT project
Replies: 89
Views: 5760

Re: The PvT project

Uploaded a test version of TaranokAI v1.72. and added your Mech v1.2 to the OP. Probably will add baja 1.1. v1.72 I edited the attack loop to the same format as the Mech one I have, so it probably isn't the source of crashing. In fact, I'm not sure if it is my AI crashing or not. The crashes I have ...
by Taranok
Mon Jan 14, 2013 7:38 am
Forum: StarCraft Modding
Topic: The PvT project
Replies: 89
Views: 5760

Re: The PvT project

Your AI seems to sometimes wait for tanks to be built, while hovering more than a thousand minerals. It probably went through all of the train commands for vultures, and left a lot of tank train commands left. Also I think your AI for some reason needs more factories. On 3 bases and 9 factories it s...
by Taranok
Mon Jan 14, 2013 2:30 am
Forum: StarCraft Modding
Topic: The PvT project
Replies: 89
Views: 5760

Re: The PvT project

Wow Myk T 1.1 vs TaranokAI on Python was really cool! something like 50 minutes of actual gameplay! It looked like your AI kinda sat trying to attack an arbiter with tanks and vultures :P. And then my AI lost because it didn't attack_clear() properly, the arbiter was the sole attack force left but i...
by Taranok
Sun Jan 13, 2013 9:02 pm
Forum: StarCraft Modding
Topic: The PvT project
Replies: 89
Views: 5760

Re: The PvT project

everything is in the main post. make sure you're using the latest versions of both AIs!

When does your AI attack? before 9 minutes?
by Taranok
Sun Jan 13, 2013 7:35 pm
Forum: StarCraft Modding
Topic: The PvT project
Replies: 89
Views: 5760

Re: The PvT project

You quite like your rush scripts, don't you :P As if defending existing 2rax rushes wasn't hard enough. Probably medic marine firebat rush with more barracks, right? Heh, Mech v1.1b seems a little bit disapppointing (at least to me) in performance. TaranokAI: 3-1 ZBwaiP: 2-2 ZBwaiP tends to win beca...
by Taranok
Sun Jan 13, 2013 10:53 am
Forum: AI development (BWAPI Bots)
Topic: BWAPI Replays & Videos
Replies: 65
Views: 19765

Re: BWAPI Replays & Videos

Interesting game. Looks like trapped units is still a problem. And I think KillerBot got confused and put all its units in it's main? Mech is even slower because of how not fluid the unit movement is. By the way you might get some pointers from some Day9 "dailies" about TvZ mech. http://da...
by Taranok
Sun Jan 13, 2013 10:32 am
Forum: StarCraft Modding
Topic: The PvT project
Replies: 89
Views: 5760

Re: The PvT project

Maybe Myk did? Hopefully he'll tell us. Myk's carrier rush and ZBwaiP would technically get the same score versus current Terran AI's (I'm pretty sure they 2-0 every one on the WarV maps). Myk's carrier script is slightly more gimmicky in that it relies solely on carriers. Once you can deal with car...
by Taranok
Sun Jan 13, 2013 7:58 am
Forum: StarCraft Modding
Topic: The PvT project
Replies: 89
Views: 5760

Re: The PvT project

As far as I know, there wasn't Terran AIvsAI script that Myk wrote. There were the normal Myk 3,5 scripts, and I don't know whether those should be used or not. I also don't know if I should be using Unleaded 2.41 or Unleaded 3.31 (or whatever the latest one is), because I don't know if 2.41 was spe...
by Taranok
Sun Jan 13, 2013 12:52 am
Forum: StarCraft Modding
Topic: The PvT project
Replies: 89
Views: 5760

Re: The PvT project

BWAIWarIV + V replays.zip - Combined replays from BWAIWarIV and BWAIWarV. Also added my edited destination rep if anyone wants it. Some notes: As far as the PvT ones, the rush distances are similar. The difference between maps is the distance between going diagonally across the map and vertically/h...

Go to advanced search