[quote name='bajadulce' post='3244' date='Mar 23 2008, 08:31 PM']Alright we need to play some team melee games vs. some of these non-cheating Ai's.[/quote]
Hell yeah, count me in. Just say when and where.
[quote name='ashara' post='3253' date='Mar 24 2008, 01:49 AM']That's a race feature : mighty zealots are not afraid to fight a ramp blocked by 4 lurkers and 6 sunkens without observers
Haha, but I don't think it's a race feature that those mighty zealots screw up their pathfinding, if I block the ramp. They run left and right without attacking, while my hydras sit in the backrow and spit nifty on their confused little heads.
But joke aside: I was thinking about how you could prevent this in a vshuman-script. I'm not sure, if other units (ranged units like dragoons for example) show the same behavior in this kind of situation.
I need to check how blizzard make it working - the first drops on non-ground maps are well done, after it's often less coordinated.
I read in the AI-Development thread something about that clear_combatdata command. Maybe that recoordinates shuttle drops too?
You can try other match-ups too, all the scripts are mine and there are my first Terran scripts.
I definitly will. It was 3 or 4 am around here so I just wanted to make a quick game and go to sleep.
This is an environmental feature : the overmind wants to protect mineral patches from over-exploitation by drones
More seriously, it's probably something wrong with creep command, don't know how this one works so I just put creep 3 for all the zerg script.
Oh yes, the Overmind was always a nice pal. I liked him and his Exodus-plans.
Right, he was a very environmental loving geezer. Assimilating every other race to enhance
their DNA. How could anybody dislike that? Protoss should have surrendered happily for they would have been part of his glorious plan.
Ah, that's another feature I like about Starcraft. Fanatic talk about your favourite race! Even though I somehow dislike Kerrigan, a tear went down my cheek, when I heard her distorted voice in this new cinematic: "We... are the SWARM!". hach... lovely...
ANYway (hehe), that creep command looks interesting. Looking at the muta-aivsai-replay, it could be the number of times he tries to expand his creep per base. Just a wild guess...
Maybe you could set it ridiculously high for a test and look what happens.
Really nice hydra micro, this lone lurker killed all my hopes for an AI victory
I was bathed in sweat at that point.
Maybe one dragoon, but you will probably be able to see the build and save your overlord even with that.
Give it a try and we'll see.
My normal behavior, when I see air-attacking units like marines or dragoons is to get away with that overlord to a location he can't reach with ground units and where I'm still able to scout a bit. On hunters it's behind those rivers for example and on Temple its the edge of a cliff. Loosing the scouting overlord is really a pain in the ass.
Even though, next time I see a dragoon I know it'll be alone, but I'll play it as if you didn't tell me that and behave like I normally would.
And btw. I have to thank YOU for making cool new no- AIs. Those will always be my favourite.
[quote name='IskatuMesk' post='3255' date='Mar 24 2008, 02:02 AM']Changing how the AI handles spells and stuff is completely impossible. Telling them what units to attack when and how and so on is also pretty impossible. Basically, scripters are limited to build orders and telling the AI what to attack with and stuff like that. Don't expect the protoss to morph into bisu or stork or something.
Yep, already got that. (too bad btw. fighting against a bisu-comp with several friends would be hilarious for AGES to come.)
But I overheard you guys talking about "addgroup"-something and I thought:
Maybe if they were in the same attack/defense-group...
The AI definitely cannot drop reavers. The odd time it does ferry reavers, seems to have to do with attack_prepare, but for the most part unless you expect the AI to need shuttles for stuff like expanding it's probably better off not getting them. (My AI always uses check_transports because they are built to work on any size of map under any condition).
Like I said. Those shuttles may be a good idea to get around a main defense like a ramp. I experienced some very devastating drops from overlords against some AI (forgot which one it was).
But it doesn't have to be reavers. 3 shuttles full with zealots or DTs could be a nightmare too.
And about reavers in general: I remember a game with a friend against racine. He had tons of reavers in his base and at some point it was impossible to get inside with ground units and even my air units just weren't strong enough to crack them, because of some dragoons and cannons. The ai handles them lame, but they can still be frightening.
Especially for hordes of zerglings.
Wc3 had a way worse AI than BW, so sc2's AI being even worse isn't too unlikely.
I didn't play Wc3 enough, because I disliked the priority of that skill-system. But from the games I played I can't recall any exploits that defeated him easily (but I bet there are). In BW it was clear after a few games that he would always take the same route and that you just had to defend most of the time at one place with enough defense structures (not to mention unfinished terran buildings and workers that chase you like stupid fanatics).
I really, really hope you're wrong and that we'll all be surprised by the new ai. Or that they'll at least give more possibilities for dudes like you to enhance it.
Jeez, now this one is even bigger than the last one.