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Posted: Thu May 08, 2008 1:11 am
Hey uploading three more reps against your AI. It's pretty good for a non money AI but I don't know it seems to me the AI is way too passive. And they never attack in cohesion. They both kind of do their own thing play it like a one vs one. Also timing on some things can be better, like the DT rush I think they usually wait till they get four DT to attack? That's way too long the bo for that DT rush is late as it is, there's ample time to prepare.
Posted: Thu May 08, 2008 4:25 am
baja = The targeting thing generally only applies to the attack command group and not individual unit targeting.
Posted: Thu May 08, 2008 8:24 am
Posted: Thu May 08, 2008 4:37 pm
Yes I missed that one, I use nearly exclusively send_suicide, it's not easy to time attacks using the other commands. The thing I rely on is that units are not slaughtered too quickly so that even if coming in line they will group while fighting.
Posted: Sat May 10, 2008 10:15 am
Hey played your AI on the ai vs ai map vs 3 zerg. I've notice that they don't build any lurkers and go rather hydra heavy. That's a pretty bad unit composition, hydras get eaten up by m&m army, unless supported late game with defilers with plague/swarm. I think you're doing a great job with the AI and with a few fix up your AI can be a rather formidable foe.
Posted: Sat May 10, 2008 10:34 am
That's some nice m&m control
I don't use defilers cause their dark swarm use is just terrible. As for lurkers I will try using some to see how it goes. They are usually not very effective and easy targets, because they burrow and unburrow at the wrong times.
The main thing I can do is to choose better the build orders, not going mutas against m&m for example but I don't think there is something that will against your micro.
edit: As a second thought, lurkers are not so great because they kill ally units too.
Posted: Sun May 18, 2008 4:24 pm
Version 1.2 is out
I'm working on the early game, I put fixed timings for attacks. If this works well, AIs will attack at the same times. This should be more noticeable on games with many computer players. I haven't put yet the choice of AI build order depending on the player's one.
Attacks are more or less coordinated until the ten minutes mark. After that AI will probably be more passive.
Posted: Sun May 18, 2008 5:58 pm
I'll try it out.
Any chance you will build a decent 1v1 cheating script such as Racine or Ahzz? No offense, I think these non-cheating scripts are great and are probably way harder to write than the cheating ones and a hell of a lot better coded too! Waaaay better. I never wrote a script, but I've studied a lot of the ones on this site and I think that Ahzz Ai is just a big mess imo. It's fun, so I guess that's all that matters.
What I am trying to say is that you should make a cheating script too because your scripts are well written and I'm sure it would be really fun to play and be the better than everything else. Playing 1v2 or 1v3 computers isn't as fun as 1v1. But not some super cheating script like your Ai vs. Ai script. I mean a insane script not some gay FMP like script.
Posted: Sun May 18, 2008 8:07 pm