The AI supports per-mission builds, compositions, attack behaviors, group sizes, etc. and can still benefit from triggers. It's just it also functions like melee where a lot of things are handled under the hood for efficiency. My campaign was rather large, so avoiding repeat work where possible was going to be necessary to see it complete in only a few years.
As an example of its flexibility, I am certain I could tack it onto your AI as-is and get benefits from both.
Sounds a lot different than anything I was looking at before, I'll definitely need to check the map at some point. Were I ever to work with sc2 again, there's quite possibly something I could gleam from the source to improve my own project. Expanding was the weakest part of my AI - attacking, defending, building and everything was entirely automated and worked extremely well, but they were very lax in expanding in particular.
Everyone on this site seems to know me but I don't know them :X
Yeah I get the gist of it judging by your description. It's like a front-end for manually blocking out bullies. My original solution was just to roll them through preplaced structures that were not constructed, then have a layer of regions activate bullies in a timed sequence before looping. I found I had to loop the bullies to get them to build a lot of structures really quickly. I later moved on to having a setup that basically broke apart the melee code, restructured how the attack waves worked, and gutted the looping stock behavior to net back 20-30fps. But the in-combat performance is still really bad where I left off. I had success bridging this with existing bully-based trigger AI.
I'm assuming then that because you are using attack waves it doesn't handle defense, does it? How about expanding? I had some trouble getting the AI to expand really fast and reliably build a lot of structures at those expansions. Like, say, a Terran takes 10 bases and drops 8 rax/8fact/16 turrets at each in about 5-6 minutes. Usually the AI would take the bases after a long delay and then maybe build 1-2 structures every few minutes. But with bullies this is probably easier, right?
If I was still working with this game I would definitely check it out.
Are you using the melee galaxy code? The waves, the stock loop on tick, whatnot. E.g. do you have the CPU overhead of the melee base or is this entirely brand new?
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@InsaneMst: Go
Nope, all of my work is private. And yeah, it's been abandoned for a while.
@InsaneMst: Go
The AI supports per-mission builds, compositions, attack behaviors, group sizes, etc. and can still benefit from triggers. It's just it also functions like melee where a lot of things are handled under the hood for efficiency. My campaign was rather large, so avoiding repeat work where possible was going to be necessary to see it complete in only a few years.
As an example of its flexibility, I am certain I could tack it onto your AI as-is and get benefits from both.
@InsaneMst: Go
Sounds a lot different than anything I was looking at before, I'll definitely need to check the map at some point. Were I ever to work with sc2 again, there's quite possibly something I could gleam from the source to improve my own project. Expanding was the weakest part of my AI - attacking, defending, building and everything was entirely automated and worked extremely well, but they were very lax in expanding in particular.
Everyone on this site seems to know me but I don't know them :X
Yeah I get the gist of it judging by your description. It's like a front-end for manually blocking out bullies. My original solution was just to roll them through preplaced structures that were not constructed, then have a layer of regions activate bullies in a timed sequence before looping. I found I had to loop the bullies to get them to build a lot of structures really quickly. I later moved on to having a setup that basically broke apart the melee code, restructured how the attack waves worked, and gutted the looping stock behavior to net back 20-30fps. But the in-combat performance is still really bad where I left off. I had success bridging this with existing bully-based trigger AI.
I'm assuming then that because you are using attack waves it doesn't handle defense, does it? How about expanding? I had some trouble getting the AI to expand really fast and reliably build a lot of structures at those expansions. Like, say, a Terran takes 10 bases and drops 8 rax/8fact/16 turrets at each in about 5-6 minutes. Usually the AI would take the bases after a long delay and then maybe build 1-2 structures every few minutes. But with bullies this is probably easier, right?
If I was still working with this game I would definitely check it out.
Are you using the melee galaxy code? The waves, the stock loop on tick, whatnot. E.g. do you have the CPU overhead of the melee base or is this entirely brand new?