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

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

Postby Taranok » Fri Jan 13, 2012 9:25 am

Taranok AI P v1.71

Open, Right Click and use "Save Page As"

Download to BWAILauncher/packages/Entropy/Protoss
or
BWAILauncher/packages/AIvsAI/Protoss

Things I need to change:
more variation in builds!!

Change log:
[spoiler]v1.0
first non beta public release!
v1.02
does build some anti air
built a bit more like for AI vs Human
does train units during attacks (I think)
v1.03
attacks a year earlier
adds gateways with more money
dragoons are now in attack groups
faster upgrades
v1.04
changed some stuff, might be hard to tell differences
v1.1
completely rewritten!
42x better than old versions.
v1.11
increased priority of workers at expansion
earlier 2nd attack
v1.12
1st attack is better (i'm not actually sure how)
2nd attack is faster
fixed stalling with some upgrades
adds gateways as it adds expos
v1.13
added psionic storm
added late game arbiters
slightly more dts
v1.13b
slightly better timings
v1.14
fixed crashing in late game
may get dark archons
v1.2
gets natural expansion quicker
uses attack_prepare, attack_do and everything
actually techs during its second attack
v1.21
removed 3rd attack
added one more gate to gateloop
v1.23
builds more probes
some better timings on buildings so hopefully in plays smoother
v1.3
better transition from 2nd attack
v1.31
defends a bit better after first attack, while getting natural set up
v1.4
earlier 2nd attack (with same force)
builds more dark archons against defilers, queens, battlecruisers, templars, etc.
makes decisions whether to attack or not
better macro
prioritizes building units more than before
v1.42
gets range earlier to guarantee that it finishes before first major attack (an issue on short rush distances)
hopefully improved grouping of attacks slightly
v1.43
fixed dumb mistakes
v1.46
fixed some freezing and bad code that occurs after 3rd is built
v1.5
doesn't die to a bio rush every single time by a Terran AI /smile.gif' class='bbc_emoticon' alt=':)' />
better macro
vs Terran it will get the armor upgrade first instead of weapons[/size]
v1.6
changed expansion timing during late game
higher getoldpeon value (this helps build probes)
reduced frequency of a lot of different enemyowns_jump checks
gets 6-8th gates later when it has money
v1.61
added back the 4th cannon to natural, helps save P from T AIs.
v1.7
uses rush command to evaluate oppenents strength during 2nd attack
optimized beginning by 1 second! :D
lower limit on dragoons[/spoiler][spoiler]v1.71
uses panic command
got rid of send_suicide(0)
better macro[/spoiler]

Recommended maps:
Tau Cross, Jade, Byzantium, Destination

Any feedback is welcome!

Thanks to:
Myk - for some help with scripting
A_Wing + JH24 - testing and some scripting


Bragging rights:
essentially the best P AivsAI ever! 13-1 versus Terran! PvZ is pretty good too.
Last edited by psychowico on Mon Dec 31, 2012 3:11 am, edited 8 times in total.
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JH24
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Postby JH24 » Sat Jan 14, 2012 2:19 pm

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Taranok
Posts: 256
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Postby Taranok » Sat Jan 14, 2012 8:09 pm

Thanks for feedback and replays.

Upgrades: Hmmmm.... I'm not really sure why neither of them get upgrades, whenever I played them tehy would always start upgrades at about the 14 minute mark.

The numbers I was guessing at but I just noticed those were really bad guesses.

Anti Air:
Dragoons or cannons? I think Dragoons are better, but then the AI would be vulnerable to any counter attack. Maybe both?
Can you try some games on Byzantium or Colloseum?
I'm really excited so work in some changes. I'll try to not upload 100000 versions, even though I really like to.
Last edited by psychowico on Mon Dec 31, 2012 3:17 am, edited 1 time in total.
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JH24
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Postby JH24 » Sat Jan 14, 2012 11:28 pm

[quote name='Taranok' date='14 January 2012 - 12:09 PM' timestamp='1326571741' post='10600']

Thanks for feedback and replays.



Upgrades: Hmmmm.... I'm not really sure why neither of them get upgrades, whenever I played them tehy would always start upgrades at about the 14 minute mark.



The numbers I was guessing at but I just noticed those were really bad guesses.



Anti Air:

Dragoons or cannons? I think Dragoons are better, but then the AI would be vulnerable to any counter attack. Maybe both?



Can you try some games on Byzantium or Colloseum?



I'm really excited so work in some changes. I'll try to not upload 100000 versions, even though I really like to.

[/quote]





I wouldn't worry too much about the upgrades just yet. Sometimes it depends on the map the AI plays on as well. I'll play the next games on Byzantium and Colloseum very soon and see how the upgrades go. I'll also change the research times in your script to see if it makes a difference.



As for anti-air, I prefer to use dragoons for quick anti-air and cannons for detection, but both together will definitely work. (For example 2/3 dragoons and 2/3 photon cannons) The only problem is that resources in the beginning are a bit limited, and the AI might not always have enough money available to build both.





I'm very glad you're excited about this. I look forward to see more updates. /smile.gif' class='bbc_emoticon' alt=':)' />
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JH24
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Postby JH24 » Sun Jan 15, 2012 8:22 am

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Taranok
Posts: 256
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Postby Taranok » Sun Jan 15, 2012 9:50 am

Thanks for more reps. Updated to v1.02! Changes include: Anti-air, and some upgrade timing changes.
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Postby JH24 » Sun Jan 15, 2012 1:02 pm

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Taranok
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Postby Taranok » Sun Jan 15, 2012 5:15 pm

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JH24
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Postby JH24 » Sun Jan 15, 2012 5:32 pm


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