Pretty good start here. As it disposes of the default T pretty easily, here's an exe of it vs the Entropy Prime AIs. I used the new Ai vs AI replays for this.
Spoiler:[spoiler]Colosseum: Rocky T > Myk Z
The early muta harass takes a toll on Rocky T, which doesn't seem to have that much antiair. Unforunately, the Z softlocks during the late game, and its lurkers cannot stop the masses of tanks as well as the terran expansions.
Python: Rocky T < Myk Z
Mutas quickly deal damage to Rocky T's expansion. Rocky T cannot stop the lurker ling follow up.
Heartbreak Ridge: Raynor T > Myk Z
Raynor T's rush is extremely hard to for a Zerg AI to hold off here. Getting my Protoss to beat it was already painful enough! Maybe more lings are needed
Byzantium: Ashara T > Myk Z
Similar to above, though the game lasts longer as this AI's rushes are not as strong
Tau Cross: Racine T < Myk Z
Racine's early m+m rush is deflected by the sunkens; quickly gets run over by just mutalisks.[/spoiler]
Removed... check for newer versions!
Myk's AI 3.5
- Archon_Wing
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Thanks for the replies, guys!
@Archon_Wing: Thanks for including that file, I'll probably run it through a bunch of replays when I get back home. Is there any way to change which AI it will face on each map? I know I wanted to see if other Zerg were any good on Heartbreak Ridge since mine is such a disaster, but I couldn't get it to roll any of the more aggressive scripts that I had hoped for.
@bajadulce: Thanks for the warm, weird welcome!
"Help keep Santa Cruz weird."
I need to force you guys to play some SC games with me or something.
@Nobody
I'm going to take my train(#, X) commands out of in between my attack_add(#, X) style blocks. Multiple attack_add(#, X) types seem to mix the units up as it makes them while train(#, X) is blocking, so it'll sit there making my lurkers and then my zerglings and then attack, instead of just making everything all at once, resources and supply permitting....
Source of this info:
It may help stamp out some softlocking issues beyond my totally broken end of the main thread. Thank gourd it either wins or loses way ahead of Hive tech, so far...
@Archon_Wing: Thanks for including that file, I'll probably run it through a bunch of replays when I get back home. Is there any way to change which AI it will face on each map? I know I wanted to see if other Zerg were any good on Heartbreak Ridge since mine is such a disaster, but I couldn't get it to roll any of the more aggressive scripts that I had hoped for.
@bajadulce: Thanks for the warm, weird welcome!
"Help keep Santa Cruz weird."
I need to force you guys to play some SC games with me or something.
@Nobody
I'm going to take my train(#, X) commands out of in between my attack_add(#, X) style blocks. Multiple attack_add(#, X) types seem to mix the units up as it makes them while train(#, X) is blocking, so it'll sit there making my lurkers and then my zerglings and then attack, instead of just making everything all at once, resources and supply permitting....
Source of this info:
It may help stamp out some softlocking issues beyond my totally broken end of the main thread. Thank gourd it either wins or loses way ahead of Hive tech, so far...
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- Archon_Wing
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The triggers removed me. :0 Why do they act so wacky? I have included a version with the fixed triggers.
And here's a replay. I was a bit concerned that the AI took a long time to build lings-- would have been very vulnerable to early rushes. However, it did build a very strong defense. Usually I test the zerg AIs by doing a 2medic/firebat marine rush after a fast expand. A good AI has to hold that rush off. The tech came kinda late; spire needs to go down asap when lair finishes. The harassment was pretty effective actually, unfortunately the comp didn't really expand and ending up mining itself out.
And here's a replay. I was a bit concerned that the AI took a long time to build lings-- would have been very vulnerable to early rushes. However, it did build a very strong defense. Usually I test the zerg AIs by doing a 2medic/firebat marine rush after a fast expand. A good AI has to hold that rush off. The tech came kinda late; spire needs to go down asap when lair finishes. The harassment was pretty effective actually, unfortunately the comp didn't really expand and ending up mining itself out.
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