TaranokAI v1.71 (P) Updated: 1/6/13

Help - Resources - AI Scripting - Grafting - Plugins - Modding Projects
User avatar
Taranok
Posts: 256
Joined: Tue Sep 07, 2010 9:41 pm

Postby Taranok » Thu Apr 05, 2012 6:01 am

v1.23 is up!

Changes on main post changelog. Download, have fun! :D
User avatar
Taranok
Posts: 256
Joined: Tue Sep 07, 2010 9:41 pm

Postby Taranok » Sun May 27, 2012 11:34 am

v1.31 is up!

decreased vulnerability after getting natural by getting it to make units faster.
fixed how it had wrong version number.
User avatar
Taranok
Posts: 256
Joined: Tue Sep 07, 2010 9:41 pm

Postby Taranok » Sat Jul 14, 2012 5:21 am

updated to v1.4

Now is a lot smarter, responds to some buildings being built
doesn't always send zealots as a rush
full changes in changelog in op.
User avatar
Taranok
Posts: 256
Joined: Tue Sep 07, 2010 9:41 pm

Postby Taranok » Mon Jul 30, 2012 7:47 am

v1.42 is up

I'm also working on a new script that will be combined with this script. This new script is more specifically for PvT.
User avatar
Myk
Posts: 252
Joined: Sat Jun 13, 2009 12:56 pm

Postby Myk » Fri Sep 14, 2012 5:17 pm

[quote name='Taranok' date='30 July 2012 - 12:47 AM' timestamp='1343634475' post='11027']
v1.42 is up

I'm also working on a new script that will be combined with this script. This new script is more specifically for PvT.
[/quote]
Any luck?
User avatar
Taranok
Posts: 256
Joined: Tue Sep 07, 2010 9:41 pm

Postby Taranok » Sat Sep 15, 2012 6:32 pm

Sorry, not yet, got busy with school, trying out BWAPI, and didn't know if anybody was active.

I am trying to figure out nexus first, but it seems really hard to defend bunker rush or any AI quick marine rush. Once you lose the nexus, you're pretty much screwed because High Templar/Dark Templar or Reavers will be so late to defend any more marines from an AI.

I guess vs a human I'll just to hope its a 3+ player map, or maybe try little bit less greedy expand.
User avatar
Taranok
Posts: 256
Joined: Tue Sep 07, 2010 9:41 pm

Postby Taranok » Sun Sep 16, 2012 8:07 am

here's v1.46.

It probably was a problem for a little while, but at least 1.43 sort of froze after getting Citadel of Adun. I put a train loop that really messed up the AI because it was still attacking then. Also for some reason had code trying to research storm before testing if the Templar Arhives had been built..

If you nag me about PvT I'll likely get it done eventually.
:)
User avatar
Myk
Posts: 252
Joined: Sat Jun 13, 2009 12:56 pm

Postby Myk » Mon Sep 17, 2012 5:24 am

[quote name='Taranok' date='15 September 2012 - 11:32 AM' timestamp='1347733928' post='11102']
Sorry, not yet, got busy with school, trying out BWAPI, and didn't know if anybody was active.

I am trying to figure out nexus first, but it seems really hard to defend bunker rush or any AI quick marine rush. Once you lose the nexus, you're pretty much screwed because High Templar/Dark Templar or Reavers will be so late to defend any more marines from an AI.

I guess vs a human I'll just to hope its a 3+ player map, or maybe try little bit less greedy expand.
[/quote]
I don't remember the timings, but nexus first is hard to work out. I would look at 2-4 Gateways immediately after the expansion. Anything tech related will be too slow, so you may as well work the mineral surplus.

If that don't work, there's always 2 gate zealot/dragoon variations that work just fine.

Looking forward to the Taranok BWAPI AI ;)
User avatar
Taranok
Posts: 256
Joined: Tue Sep 07, 2010 9:41 pm

Postby Taranok » Mon Sep 17, 2012 5:53 am

[quote name='Myk' date='17 September 2012 - 12:24 AM' timestamp='1347859496' post='11106']
I don't remember the timings, but nexus first is hard to work out. I would look at 2-4 Gateways immediately after the expansion. Anything tech related will be too slow, so you may as well work the mineral surplus.

If that don't work, there's always 2 gate zealot/dragoon variations that work just fine.

Looking forward to the Taranok BWAPI AI ;)
[/quote]

I think I'll enemyowns_jump test for barracks (in case of proxy 2 rax, in which case 14 nexus won't occur, or in case of CC first, just tech up immediately).
Then if neither of those two, maybe test for academy..if no academy build some zealots. if there is academy..kinda screwed, im not sure if zealots+cannons or zealots+dragoons can stop that.
If it's fast factory, just get a few dragoons.

Could always go for more standard play I guess, but I like to be either aggressive or greedy, playing standard won't do well against a cheesy script or a human going for standard play.

I dunno if Taranok BWAPI AI will ever happen, having some difficulty just figuring out this bonky AI script. :P
User avatar
Taranok
Posts: 256
Joined: Tue Sep 07, 2010 9:41 pm

Postby Taranok » Mon Sep 17, 2012 7:50 am

If anybody wants here are somewhat the timings for 14CC (i think, if i did it right according to this page).

Basics (all approximations, in game time):
1:00 - Supply Depot
2:05 - Command Center
2:25 - Barracks
2:53 - Refinery
3:40 - Factory (I built this at @100 gas)

[attachment=3091:14CCbuildtimings.rep]

so is wait(10) 1 second in game time?

I'm still having trouble with building an army after getting 3 bases, for some reason locks up at around 140 supply. :( still looking into it.

Return to “StarCraft Modding”

Who is online

Users browsing this forum: No registered users and 1 guest