COUNTERZERG - an ai by avance70

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avance70
Posts: 34
Joined: Tue Jun 12, 2007 2:01 pm

COUNTERZERG - an ai by avance70

Postby avance70 » Wed Jun 13, 2007 9:21 pm

counterzerg - an ai by avance70

[attachment=231:counterzerg_v0.3.zip]updated 6/27
-rewritten the scripts from scratch
-12hatch exp build order
-still very much in beta - does not develop lair

the plan is to use the ai's ability that sees everything on the map, and try to make a script that will counter you
a bold plan i know, but we'll see if it shows any promise :)
no island support, preferably a "pro" map, and no  plz

the provided exe when started replaces the custom zerg AI so you can play against it if you like ;)
dont worry - the change isnt permanent: if you start the game normally - from the start menu - you will get your old zerg AI back!

p.s. this one is 100% mine, i just keep the original scripts for reference


History[spoiler]v.02.1
-corrected a small bug that could block the game agains protoss ai

v.02updated 6/17
-trying out a more down-to-earth build order (3 hatch before pool was a bit too much!), seems to work nicely
-countering down to minimum i will get to that after polishing the code
-the tech that cpu loves - burrowing - is now developed
-resource management improved, though theres still some fixes neccessary

v1.01updated 6/15
-the almighty 3hatch before the pool build order! crazy
-hydralisk (and mutalisk) support
-problems with spending the money, will get to the bottom of that

v0.1updated 6/13
-initial release, dont bother unless youre a coder!
-only zerglings used
-many problems[/spoiler]
avance70
Posts: 34
Joined: Tue Jun 12, 2007 2:01 pm

Postby avance70 » Thu Jun 14, 2007 12:17 am

ok this is one crazy ai update i got here... it just beat 2 protoss cpus :D
well it did take 20 minutes...

if you guys have any Z vs 2cpu plz post here. tnx!
Dreadkillz
Posts: 13
Joined: Wed May 30, 2007 9:13 pm

Postby Dreadkillz » Thu Jun 14, 2007 1:16 am

Will test and see. Thnx. Always great to have people post some stuff. Really helps me get some ideas.
avance70
Posts: 34
Joined: Tue Jun 12, 2007 2:01 pm

Postby avance70 » Fri Jun 15, 2007 8:57 pm

ok the newest update

it still replaces the normal zerg ai so you can pit it against any cpu or play against it in ffa or melee

notes:
-no island support, preferably a "pro" map, and no  plz
-the ai has only some basic countering strategies and dont use a lot of different units (ling, hydra and muta) - the main build order - that will be something like 12 hatch 11pool 13hatch - is still missing because im working to implement it nicely
-it really masses good i like it, but sometimes (not always) it gets confused and stops building units for a while. i really have no idea why - check out the provided reply and see if you can help me out here!

though, even if it does get confused in this replay, it is still a nice watch, because the Z kicks 2P cpu butts ;)
avance70
Posts: 34
Joined: Tue Jun 12, 2007 2:01 pm

Postby avance70 » Mon Jun 18, 2007 12:55 am

ok got a new update for you
of course this is still the test phase. so im trying out a build orded that is more competitive against real players... 3hatch is way out there, so i devised a new 9hatch build. its working out quite nicely.

included in the rar are replays of Z vs 2P so you can all see whats my ai capable of ;)

Image

it kills 1 terran in all replays i have (usually with ling only, but sometimes hydra + muta)
didnt try against 2 terran cpu yet!

here's one that wouldn't go down without a fight ;) see the amount of units!
Image
avance70
Posts: 34
Joined: Tue Jun 12, 2007 2:01 pm

Postby avance70 » Mon Jun 18, 2007 10:47 am

tnx :D
i had the bug that would lock up the game against protoss
i made it check out if there are two protoss oponnents - in the early game the ai would check if there is a zealot and a forge present - and because its early in the game it can only mean that there are 2P :) i only forgot to stop that check and it got lock up checking ;)
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Quietdeath
Posts: 12
Joined: Sun May 27, 2007 1:09 pm

Postby Quietdeath » Mon Jun 18, 2007 2:39 pm

I tried the AI (v0.2.1) against 2 protoss enemies and witnessed a major freeze of the AI. I have sent replay via pm.
avance70
Posts: 34
Joined: Tue Jun 12, 2007 2:01 pm

Postby avance70 » Mon Jun 18, 2007 4:21 pm

thank you very very much for this replay. ive never seen my ai misbehave like this!
i dont know why it stops building the army (and get to 7000 minerals!) but we'll get to the bottom of that.
is that what you meant by "freeze"?

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