I very much appreciate you including this feature. and thank you for releasing, and the great work with 6.1 and prior releases.
you made mineral_bonus an int.
I'm reporting this before I try changing it to fixed(which will probably work), and before I even play the AI.
The importance of fixed to me, is that 2x feels like single player or UMS challenge, while a 20% or 30% boost, I can still try to win by outmicroing the AI's advantage.
On that note, can you elaborate on what c_difficulty does? I'm guessing that higher values translate to lower APM and you mentioned slower response times (or just not responding at all) in the v7 preview at darkblizz; is there anything else?
You guys are awesome, thanks much for all your work :D
At the moment c_difficulty is pretty lame, it just slows down the AIs economy mid and late game. Dropping SCV count, slower expansion, etc. It also makes the AI attack less, I want to improve difficulty modification overall for 7.1
Turdburgler - I haven't looked very closely at the AI scripting, but would it be possible to parse build orders from a .galaxy file, the way the difficulty variables are defined in AIDifficulty.galaxy ?
It probably wouldn't be too bad if the AI is making decisions about workers/macro that aren't really dependent on a specific build... this way people could customize AI build orders, and play AI with the same 'intelligence' but different builds. If such a thing was possible, you could also have the AI randomize it's build order at the start of a game.
Like I say though, haven't looked at the code enough to know if you could structure it this way.
DonkTurdburgler - I haven't looked very closely at the AI scripting, but would it be possible to parse build orders from a .galaxy file, the way the difficulty variables are defined in AIDifficulty.galaxy ?
It probably wouldn't be too bad if the AI is making decisions about workers/macro that aren't really dependent on a specific build... this way people could customize AI build orders, and play AI with the same 'intelligence' but different builds. If such a thing was possible, you could also have the AI randomize it's build order at the start of a game.
Like I say though, haven't looked at the code enough to know if you could structure it this way.
Sorry for this comment,but this AI is too easy!I've taked the Standard Edition,changed the difficulty on 0,but I've beaten him only with Zealots.He attacked me with Zerglings,I've maked the dust,and then goed with the same force at his base,and wiped him out.
I also tried the Harder version,but happened the same thing...And I use only 0 at the difficulty!
Don't attack straight away then, give him some time, failing that, make sure you're on fastest speed (press + a few times), try a FFA or set mineral bonus to 1.5.
Tried it right now and he kicked my ass of the map!
I wanna say,WTF??He attacked me with the Mothership and some Carriers,resisted and built up my defense,but then with Immortals and Colossus+Stalkers+Void Rays!
Can someone tell me how to change the mineral bonus for the CPU in 7.0 back to standard 5 per trip? I keep editing the AIGalaxy file but nothing happens. I go to spectator view in the beta launcher and the CPU still gets the 2x bonus.
Can someone tell me how to change the mineral bonus for the CPU in 7.0 back to standard 5 per trip? I keep editing the AIGalaxy file but nothing happens. I go to spectator view in the beta launcher and the CPU still gets the 2x bonus.
Some of the launchers use their own values. If you're using ALLin1, update to the latest version and set difficulty to medium.
Ok so I've tried modifying the mineral gather rate from 1 to 1.21, but everytime I do it, I start the game, and the map starts up, but no one has a base or any workers or anything. I am using SC2Launch rev40 and I've also tried Allin1. Any idea whats up?
The map hack does not seem to be off even after I modify the galaxy file. This could explain why the units will go back and forward sometimes.
I tested this by burrowing some Roaches and moved them closer to the AI's lings, they would move away even without an Overseer to spot the roaches just to get out of the threat range.
I like what you have done thus far. But playing with an AI with a constant map hack is a pain...
Zen13The map hack does not seem to be off even after I modify the galaxy file. This could explain why the units will go back and forward sometimes.
I tested this by burrowing some Roaches and moved them closer to the AI's lings, they would move away even without an Overseer to spot the roaches just to get out of the threat range.
I like what you have done thus far. But playing with an AI with a constant map hack is a pain...
What Launcher are you using? some of the launchers modify that file depending on the difficulty level you select in the launcher. I think Allin1 and valkyrire do but I'm not sure what changes at the different levels.
I very much appreciate you including this feature. and thank you for releasing, and the great work with 6.1 and prior releases.
you made mineral_bonus an int.
I'm reporting this before I try changing it to fixed(which will probably work), and before I even play the AI.
The importance of fixed to me, is that 2x feels like single player or UMS challenge, while a 20% or 30% boost, I can still try to win by outmicroing the AI's advantage.
99.234.133.xxx
Good point, I missed that, I'll add it to the plan for 7.1.
Is is too much to ask for release notes?
What changed? (Other than the auto-difficulty for end users)
If you don't want to for any reason, it's too much changes, complete re-write, etc. It's alright, I was just asking anyways.
Thanks for the effort, it's really appreciated!
64.231.253.xxx
Hi, thanks for the AI.
I agree that 2x income for the AI is to much. I would like to try something in between 1 and 2.
Could you post a quick fix on this?
Thank you very much.
190.179.197.xxx
On that note, can you elaborate on what c_difficulty does? I'm guessing that higher values translate to lower APM and you mentioned slower response times (or just not responding at all) in the v7 preview at darkblizz; is there anything else?
You guys are awesome, thanks much for all your work :D
There is in fact a quick fix. Change this line:
to this:
At the moment c_difficulty is pretty lame, it just slows down the AIs economy mid and late game. Dropping SCV count, slower expansion, etc. It also makes the AI attack less, I want to improve difficulty modification overall for 7.1
Sorry to bother, but I don't have the tools or knowledge to modify it.
I can wait for someone to fix it.
Thanks
190.179.197.xxx
You just swap the lines out in AIDifficulty.galaxy.
would this allow you to use values like 1.5 safely as a bonus instead of 1 or 2?
89.241.91.xxx
Yes it would.
FYI (doubt its a bug)
mineral cheat works by having workers return extra minerals per trip.
For some reason, 1.2 does nothing. but 1.21 makes them bring back 6 per trip
99.234.133.xxx
Turdburgler - I haven't looked very closely at the AI scripting, but would it be possible to parse build orders from a .galaxy file, the way the difficulty variables are defined in AIDifficulty.galaxy ?
It probably wouldn't be too bad if the AI is making decisions about workers/macro that aren't really dependent on a specific build... this way people could customize AI build orders, and play AI with the same 'intelligence' but different builds. If such a thing was possible, you could also have the AI randomize it's build order at the start of a game.
Like I say though, haven't looked at the code enough to know if you could structure it this way.
http://sc2.nibbits.com/articles/view/10/writing-your-own-starcraft-ii-ai
Thar ya go.
Stupid spam filter.
Sorry for this comment,but this AI is too easy!I've taked the Standard Edition,changed the difficulty on 0,but I've beaten him only with Zealots.He attacked me with Zerglings,I've maked the dust,and then goed with the same force at his base,and wiped him out.
I also tried the Harder version,but happened the same thing...And I use only 0 at the difficulty!
92.83.134.xxx
Don't attack straight away then, give him some time, failing that, make sure you're on fastest speed (press + a few times), try a FFA or set mineral bonus to 1.5.
Tried it right now and he kicked my ass of the map!
I wanna say,WTF??He attacked me with the Mothership and some Carriers,resisted and built up my defense,but then with Immortals and Colossus+Stalkers+Void Rays!
Now I'm happy!!:)
92.83.134.xxx
Can someone tell me how to change the mineral bonus for the CPU in 7.0 back to standard 5 per trip? I keep editing the AIGalaxy file but nothing happens. I go to spectator view in the beta launcher and the CPU still gets the 2x bonus.
68.161.138.xxx
Some of the launchers use their own values. If you're using ALLin1, update to the latest version and set difficulty to medium.
Ok so I've tried modifying the mineral gather rate from 1 to 1.21, but everytime I do it, I start the game, and the map starts up, but no one has a base or any workers or anything. I am using SC2Launch rev40 and I've also tried Allin1. Any idea whats up?
74.249.95.xxx
I couldn't find an edit button..anyways my bad I forgot to change the int value to fixed xD Its works fine!
74.249.95.xxx
The map hack does not seem to be off even after I modify the galaxy file. This could explain why the units will go back and forward sometimes.
I tested this by burrowing some Roaches and moved them closer to the AI's lings, they would move away even without an Overseer to spot the roaches just to get out of the threat range.
I like what you have done thus far. But playing with an AI with a constant map hack is a pain...
96.26.234.xxx