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    posted a message on Blizzard AI

    http://www.sc2mapster.com/api-docs/functions/aiharvest-bonus/ is used to give AI players a cheat in their resource income.

    Search all the Green Tea AI files (.galaxy) for the AIHarvestBonus word (in Notepad or some other text editor that can search multiple files) and set all the bonuses to 1.0. That should remove all the resource cheats.

    Posted in: Galaxy Scripting
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    posted a message on Building placement

    I have no idea how the original AI decides where to place structures, because that happens inside the engine. My EagleAI does not use those internal functions because I have programmed my own routines to determine building placements.

    I will accept the challenge of making the AI be able to build a walloff on any map and at any ramp. And maybe I can also make the AI build the typical Protoss wall with a Zealot gatekeeper.

    Posted in: Galaxy Scripting
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    posted a message on objects properties oop access

    @Zolden: Go

    You mean you want to increase the scale of a unit on the fly? This function exists:

    void UnitSetScale (unit inUnit, fixed x, fixed y, fixed z)

    Posted in: Galaxy Scripting
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    posted a message on EagleAI Custom AI maps

    I would like to see that replay. If an army has no anti-air units, it should ignore overlords and simply continue with the attack. If that is not the case, I need to figure out why. And the error messages are never a good thing.

    I have seen a match with Spanishiwa's no-gas play, and I might add that one to the Zerg build pool. Shouldn't be difficult. If I don't add anything to the build that requires gas, no extractors will be build.

    As for the walling off, I think I will be able to let Terran wall off their base. But this will be a lot harder for Protoss because they still need a small hole for themselves to move through. I can detect if a wall is solid or not, but I can't detect how big the remaining hole is.

    Posted in: Map Feedback
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    posted a message on objects properties oop access

    The normal Galaxy functions needed for accessing unit properties are the following:

    int UnitGetPropertyInt(unit u, int property, bool currentValue)

    fixed UnitGetPropertyFixed(unit u, int property, bool currentValue)

    Look for those on the Wiki to see what properties are accessible.

    Posted in: Galaxy Scripting
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    posted a message on EagleAI Custom AI maps

    @Cliff747: Go

    I'm keeping a development blog on www.eagleai.net

    At the moment I am fixing the error messages that can appear during play. Your replays also convinced me I need to build a system to recognize the mass-one-unit strategy that some players use. The AI should not build a single baneling if he knows the opponent is going for mass roach.

    Posted in: Map Feedback
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    posted a message on AI doesn't use custom units :C

    If you are using the basic Melee AI from the game, a simple AISetStock(int player, int amount, string unit) should work when added in the right place.

    Posted in: Galaxy Scripting
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    posted a message on custom ai - how?

    If you import any .galaxy script in the Editor (should be in a TriggerLibs dir), it should overwrite the default script from the game. This works fine for me. You can start with only one script file to start with and see if it works.

    Extract the MeleeAI.galaxy file from the MPQ archives and place it somewhere on your hard drive in a TriggerLibs dir. Open the import manager in the Editor and set the import dir to where the TriggerLibs dir is located. When you select the script file to import you can see it is placed in the internal TriggerLibs dir as well.

    This should change absolutely nothing, but also produce 0 errors. Once you have managed that, you can add more script files and start making minor modifications.

    Posted in: Galaxy Scripting
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    posted a message on EagleAI Custom AI maps

    @Qancakes: Go

    A harsh judgement is welcome. :) I know the AI is not yet finished and still has lots of kinks that I need to work on (harassment units flying over defenses f.e.). I know the AI can play perfectly in one game and get stuck in a buggy algorithm in the next. Judgements made based on a single game can go both ways because of this as well.

    Keep the bug reports coming so I can reduce the chances of the AI doing something stupid. :)

    Posted in: Map Feedback
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    posted a message on EagleAI Custom AI maps

    @Cliff747: Go

    Feel free to send the replay pack to eagle@eagleai.net

    @Qancakes: Go

    Please keep in mind the Blizzard AI has a 150% resource cheat on Insane. It's pretty easy to make an AI challenging that way. And yes, the AI has 40+ strategies to choose from, so every game will be different. And could you please send me your replay as well? The AI should expand a lot more if left alone for that long. I want to know why it didn't.

    Posted in: Map Feedback
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    posted a message on EagleAI Custom AI maps

    Wow, major error spam... I'm not sure what caused the problem, but I made sure it won't happen again. It will be fixed in the next update. Thanks for the upload.

    @grenegg: Go

    Sorry, no team game support yet. It will be added someday.

    Posted in: Map Feedback
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    posted a message on EagleAI Custom AI maps
    Quote from Szei: Go

    When I trapped the AI's army with FFs, the AI's left 8 SCVs it had pulled from the line to help defend sitting behind the FFs trying to attack. First of all, the AI had a better or at least comparable army anyway (MMM against Zealot Stalker Sentry at same supply) so it shouldn't have pulled SCVs off the line (or at least not EIGHT SCVs).

    The problem I have with force fields is that I am unable to tell if an area has been made unreachable through force fields. None of the AI pathing tools register the force fields. So those SCV's couldn't have known they were unable to reach the enemies. Second, it's hard to determine exactly what kind of army can stop what. I am working on the algorithm but it will probably never be perfect.

    Quote from Szei: Go

    Secondly, the AI had a bunker in front of its natural but chose to move out to engage my army even after it had just scouted it with a marine. Not sure why it decided to move out and then immediately try to run (unsuccessfully since I FFed it) as soon as it engaged me in the open.

    If it tried to run immediately when it reached your army, it probably did not know the exact size of your army. It thought it could win the fight in a straight up battle so it tried that, but when it noticed your army was bigger then ite anticipated, it tried to back off to the bunker.

    Quote from Szei: Go

    Drops...

    Yeah, the medivac drop algorithm is still in alpha stages. I need to work on that.

    Quote from Szei: Go

    Sacrificed a queen by leaving it by itself after spawning a tumor.

    No surprise for me, there is no proper Queen control yet. They are used for tumors and larva vommit, but their positioning is not monitored yet.

    Quote from Szei: Go

    Teched to lair. Getting mutas to counter my roaches?* No.

    Zerg AI is not responding well to enemy army details yet. It's what makes playing as Zerg more challenging, you need to respond to your opponent's strategy a lot more. This also makes the Zerg AI harder to get right.

    Quote from Szei: Go

    This isn't as important, but I felt the building placement was rather poor.

    Hehe, funny you should mention this. The Zerg building placement is completely random. I was planning on putting more structure in the placement algorithm, but the current situation seemed to work good enough so it got pushed back on the TODO list. :)

    Quote from Szei: Go

    Using 2 FFs on ramp that can be blocked with 1 FF.

    The blockage of the ramp was an accident. I have taught the AI how to split an army with force fields (or trap them if it's small enough), but there is no choke detection in the force field algorithm. Not yet anyway, I have it on my TODO list.

    I'm not sure what 7RR means, but I'm guessing 7 Roach Rush. I am planning to teach the AI how to kite units this week, so that should increase the effectiveness of Stalkers vs Roaches a bunch.

    Quote from Szei: Go

    Overall, I'm very impressed with this AI and hope you continue to smooth out the flaws.

    Thank you for that. And also thank you for taking the time to write such a story. It is feedback like this that encourages me to continue development.

    Posted in: Map Feedback
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    posted a message on EagleAI Custom AI maps

    @MotiveMe: Go

    I think you attached the wrong replay, Motive :D

    Posted in: Map Feedback
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    posted a message on EagleAI Custom AI maps

    The maps have been uploaded to the NA servers. Enjoy!

    Posted in: Map Feedback
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    posted a message on EagleAI Custom AI maps

    I have uploaded a new version to the EU Battle.NET servers. I have also send the map to my US contact to upload them as well so the US players can also enjoy the AI.

    Quote:

    v1.00.01

    • Improved worker handling when base is under attack
    • Units inside bunkers/transports are no longer recruited for destructible hunting missions
    • Defense groups no longer wait for reinforcements if production buildings in main are under attack
    • Queens are now recruited for air defense when no other anti-air units are available
    • Zerg now always gets a Spire with excess resources
    • The Ultralisk, Hydra, Infestor game plan for Zerg was too gas-heavy, replaced Hydra’s with Zerglings and added Corruptors for anti-air support
    • AI should now expand more often
    • AI can now find a path into a walled off base (and will break down a destructible if needed)
    • “Unable to find main building location” error when destructible was destroyed with creep (partially) present fixed
    Posted in: Map Feedback
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