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On September 05 2010 03:43 Cyber_Cheese wrote:Show nested quote +On September 04 2010 21:34 Merlinius wrote:On September 04 2010 03:29 xorpwnz wrote: Thanks to the replies and PMs regarding publishing. I have found people to publish on EU and SEA but would still be open to other regions. Thanks! Hey, it would be great if you could take a short look at my questions above # Click id advise you play just use the multiplayer function now since its out theres three maps out on SEA at the moment, im curious as to scrap stations odd picture, its been flipped? edit: metalopolis too, steppes is fine
Yesterday, I couldn't find any yabot maps on the European server. Today I found some. I opened up Metalopolis. First, it doesn't offer those advanced options where I could pick a build order for myself and one for the computer. There is just one window where you can select a single build order (it doesn't even say if this is supposed to be mine or the AI's).
I just picked freestyle. When I sent a scout, I saw that the AI immediately build a second nexus in his main. That doesn't make any sense. I don't see how this has any advantage over the Blizzard AI.
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Seems like for Blistering Sands, no matter how many times I reset, I always spawn on the bottom left, when I want to test my builds on the upper right.
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hmmm theres still only three yabot maps on SEA, aint there meant to be like 9?
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SEA Update
Ok all five current YABOT multiplayer maps should now be available and working on SEA. If anything seems funky please let me know.
Two minor technical details.
One, the map images for Metalopolis and Scrap Station are flipped. Not sure why, but don't worry they are the normal maps when you are actually playing.
Two, you will notice two of the map titles have a suffix 1.2. In fact all of the maps are version 1.2, I just labeled two of them with this suffix because the Editor was giving me silly errors with the original map names.
Happy training!
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Thanks to chocopan and sgflt for publishing in SEA and EU regions. Please check the first post for more details
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awesome im gonna go play now!
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I was practicing my zerg and noticed that the AI did something kind of funny.
+ Show Spoiler +
That certainly does not look like a 4 gate o.O
I read about a few people having AI that do odd things. Would this be fixed by just switching over to the Bnet version mentioned on the first page? Or are those not AI supported?
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On September 06 2010 04:54 Bair wrote:I was practicing my zerg and noticed that the AI did something kind of funny. + Show Spoiler +That certainly does not look like a 4 gate o.O I read about a few people having AI that do odd things. Would this be fixed by just switching over to the Bnet version mentioned on the first page? Or are those not AI supported?
That's exactly what I was talking about a couple of posts earlier.
And it did not make a difference whether I played the 1.2 offline version from the map package or the one somebody published to the European server. The AI constantly builds a second nexus or a second spawning pool right in its base.
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thanks for this. its very useful.
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Thanks for this. Sorry if it's been asked already but is there a database where we can download other people's build to practice?
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On September 06 2010 06:08 Merlinius wrote:Show nested quote +On September 06 2010 04:54 Bair wrote:I was practicing my zerg and noticed that the AI did something kind of funny. + Show Spoiler +That certainly does not look like a 4 gate o.O I read about a few people having AI that do odd things. Would this be fixed by just switching over to the Bnet version mentioned on the first page? Or are those not AI supported? That's exactly what I was talking about a couple of posts earlier. And it did not make a difference whether I played the 1.2 offline version from the map package or the one somebody published to the European server. The AI constantly builds a second nexus or a second spawning pool right in its base. I'm trying to figure out how to make the AI behave better but really no matter what you give the AI to start with (build order wise) they will do whatever they want with the buildings. I will be adding in an attack wave system again to the next version, which should provide a way for more focused defense practice.
On September 06 2010 15:38 ktffang wrote: Thanks for this. Sorry if it's been asked already but is there a database where we can download other people's build to practice? I'm actually working on that now... we hope to have a website up by the end of the month
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Awesome map!, this has helped me a ton with my protoss builds
Thanks
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Hey guys i have some problems!
I wanted to build some Custom Build Orders an practice them. So i visited this online page where i can create and then decode it.
This code i filled in the File YabotSettings in the Terransection. But when i start a new map and want to select this custom BO there is only the list of 25 custom named lines.
What is my mistake? Can somebody help me please?
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I just wanted to prepare some BOs for the new website and stumbled upon some major issues with YABOT.
1.) There must be a way to let a ai perform your bo and watch/obs him while doing so. This is a very huge cap that prevents people from submitting bo's imo. Who has the time/patience to play your own bo 1000 times just to get the bo correct o_O
2.) The MP YABOT bo encoding is different from the SP one. The online tool needs to be able to encode/decode the MP versions as well.
3.) Once you've selected a "gamemode" there is no way to go back to this overview once you've selected one of this gamemodes. Not a big deal, but should be there for the sake of consistency.
4.) You should use the ingame help for the "help"-commands. Let the ingame commands be listed when you hit F11.
5.) The current format of "mins/gas" in the bo encoding is currently not intuitive. It should be "once you hit xyz mins/gas do/build/reseach xyz" ( and respect 6. while doing so )
6.) There should be ( with 5 implemented ) a way to say "constantly build unit xyz from this building, no matter what"
7.) The MP loading display breaks the current "loading wallpaper". The playernames overlap most of the greetings'n stuff :D
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I love this map. Used it to practise the sockfolding trick for about an hours earlier today. Got it down pretty decent now .
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I didn't find this useful at all, because I specifically wanted to play against a certain strategy or two.
I told the computer to go 6 pool and it doesn't attack (as someone mentioned)
I told the computer to go baneling rush build, and it never builds a baneling nest, and does other dumb stuff.
I told the computer to go standard zergling build (which required speed), and it built and extractor, but never mined from it.
AI is completely terrible and useless. As you might implement, something most people just need is realistic timings of certain army attacks. All you need to do is figure out the timing of the attacks and list them, and then add the option for people to customize it too.
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Great map will really be much more usful to have smart AIs thou :D
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On September 14 2010 18:17 Xapti wrote: I didn't find this useful at all, because I specifically wanted to play against a certain strategy or two.
Were you trying the multiplayer version or the singleplayer YABOT maps? If you were using the multiplayer can I suggest you download and try the singleplayer ones? I'm not sure about the specific problems you were having but the sp versions are more full-featured at the moment and would suit your needs better.
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On September 14 2010 07:50 XiaN wrote: I just wanted to prepare some BOs for the new website and stumbled upon some major issues with YABOT.
1.) There must be a way to let a ai perform your bo and watch/obs him while doing so. This is a very huge cap that prevents people from submitting bo's imo. Who has the time/patience to play your own bo 1000 times just to get the bo correct o_O
2.) The MP YABOT bo encoding is different from the SP one. The online tool needs to be able to encode/decode the MP versions as well.
3.) Once you've selected a "gamemode" there is no way to go back to this overview once you've selected one of this gamemodes. Not a big deal, but should be there for the sake of consistency.
4.) You should use the ingame help for the "help"-commands. Let the ingame commands be listed when you hit F11.
5.) The current format of "mins/gas" in the bo encoding is currently not intuitive. It should be "once you hit xyz mins/gas do/build/reseach xyz" ( and respect 6. while doing so )
6.) There should be ( with 5 implemented ) a way to say "constantly build unit xyz from this building, no matter what"
7.) The MP loading display breaks the current "loading wallpaper". The playernames overlap most of the greetings'n stuff :D
Thanks for the detailed list and sorry if I have been absent lately. We're trying hard to get our build order community website up before Blizzcon and I have been spending all my time on that lately. This community website will replace the current online tool and will offer the ability to look at many build orders and get the SP or MP encoded build order directly from the website.
I should be returning to updating YABOT soon though and will take into consideration all of the comments since the last release... especially adding back in some sort of preset attack waves. Currently it is set up to work as you describe: "once you hit xyz mins/gas do/build/reseach xyz".
So anyway, I hope the current version is sufficient to get by for a month or so until the website is up and the new version of YABOT is released
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