Search found 256 matches
- Mon Jan 14, 2013 8:06 pm
- Forum: StarCraft Modding
- Topic: The PvT project
- Replies: 89
- Views: 45457
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 ...
- Mon Jan 14, 2013 8:43 am
- Forum: StarCraft Modding
- Topic: The PvT project
- Replies: 89
- Views: 45457
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 ...
- Mon Jan 14, 2013 7:38 am
- Forum: StarCraft Modding
- Topic: The PvT project
- Replies: 89
- Views: 45457
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...
- Mon Jan 14, 2013 2:30 am
- Forum: StarCraft Modding
- Topic: The PvT project
- Replies: 89
- Views: 45457
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...
- Sun Jan 13, 2013 9:02 pm
- Forum: StarCraft Modding
- Topic: The PvT project
- Replies: 89
- Views: 45457
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?
When does your AI attack? before 9 minutes?
- Sun Jan 13, 2013 7:35 pm
- Forum: StarCraft Modding
- Topic: The PvT project
- Replies: 89
- Views: 45457
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...
- Sun Jan 13, 2013 10:53 am
- Forum: AI development (BWAPI Bots)
- Topic: BWAPI Replays & Videos
- Replies: 65
- Views: 67517
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...
- Sun Jan 13, 2013 10:32 am
- Forum: StarCraft Modding
- Topic: The PvT project
- Replies: 89
- Views: 45457
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...
- Sun Jan 13, 2013 7:58 am
- Forum: StarCraft Modding
- Topic: The PvT project
- Replies: 89
- Views: 45457
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...
- Sun Jan 13, 2013 12:52 am
- Forum: StarCraft Modding
- Topic: The PvT project
- Replies: 89
- Views: 45457
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...