********************************************** YABOT multiplayer edition on Battle.net is now available in multiple regions. Please download from ONLY these official publishers through Battle.net if you want to use the multiplayer version and look for the [Official] tag in the map title.
If you would like to see it in your region, please send me a PM. **********************************************
Check out sc2builds.com for YABOT-ready build orders.
11/21/2011 Version 1.4.3 is now available on sc2mapster and this version includes the new official ladder map rotation including Abyssal Caverns, Antiga Shipyard, and Nerazim Crypt. I have also created a new tutorial video explaining how to use the multiplayer version of YABOT!
6/21/2011 I have uploaded version 1.4.2 to sc2mapster and this just adds Shakuras Plateau and Tal'darim Altar LE to the mix. Also, just as a reminder, on battle.net the only maps that will work are the ones that have [Official] at the beginning of the name. And all singleplayer maps should be downloaded directly from the sc2mapster YABOT page.
As a side note, we are in the process of redesigning sc2builds.com and we will be launching the new site later this year. We're changing the way we organize build orders to make it much more intuitive and we're redesigning the site with a lot of input from pro SC2 coaches to make it as effective as possible
3/25/2011 YABOT v1.4.1 was updated to work with Patch 1.3!
3/8/2011 I added a simple YABOT transcoder as sc2builds.com if anyone needs to simply quickly change between singleplayer and multiplayer encodings.
2/28/2011 Version 1.4 is now available on sc2mapster and this version includes the new official ladder map rotation including Backwater Gulch, Shattered Temple, Slag Pits, and Typhon Peaks. I have also updated to Green Tea AI 0.78 and Green Tea now fully controls the manual attack waves, so they will perform micro and be more difficult.
2/6/2011 The multiplayer versions of the YABOT maps have been updated and are now live on Battle.net. Just search for YABOT when creating a custom game.
1/16/2011 If you have ever tried adding new build orders to YABOT manually using notepad, your struggles are over! Nervosa has introduced a new program for Windows that will allow you to easily edit your bank files and instantly load builds from sc2builds.com with a few clicks.
1/15/2011 Version 1.3.2 has been posted, which fixes issues with patch 1.2. All maps now include the top 8 build orders from sc2builds.com for each race! I have also added Jungle Basin and Shakuras Plateau to the map list. Head over to sc2mapster to see the full change log.
11/15/2010 I posted a minor update (version 1.3.1) that includes the correct version of Xel'Naga Caverns. I also fixed some other minor issues that you can see in the full change log on sc2mapster.
11/13/2010 After much delay, version 1.3 is up! I hope you'll understand the delay when you see the new feature list. Attack waves, demo mode, and checkpoints; all explained in the video below. I have already begun work on the next version, which will have increased build steps, and small GUI buttons. Enjoy and I look forward to your feedback.
10/06/2010 Hey guys, sorry for the delay but the new version is now up! I had to remove the Green Tea AI, so it's back to the AI executing the build order but it doesn't actually attack. I'll be releasing version 1.3 in one week though with many improvements to go along with our launch of sc2builds.com in one week. Attack waves will be back in some capacity, I promise.
9/15/2010 I just wanted to let everyone know that the current version of YABOT will not be updated for about a month or so until we get the community build order website is completed (see blue announcement above). We're trying hard to get the website up by early October and have it finished before Blizzcon. This will replace the current online encoding tool and also I will be releasing a new version of YABOT as well. So anyway, hold tight and more updates will be coming soon. 9/2/2010 I fixed a could of bugs with the multiplayer versions of YABOT and re-published them to Battle.net today. The biggest bug was that observers didn't work, but now they do! Also, I would like to publish these maps on the EU and ASIA servers, so let me know if you would like to help.
8/29/2010 I have just released version 1.2 which adds multiplayer support through Battle.net! All you need to do is create a custom game and search for a "YABOT" map. Here is a video explaining how the multiplayer version works as well as some new features in 1.2. Thanks to AntiStrange for helping make the video.
8/20/2010 I have had many requests for YABOT to be put up on Battle.net so that you can more easily play while chatting, watch replays, and also compete against other human players. I am making special versions of the maps for this purpose that have no AI system and is meant to be played with multiple human players. Hopefully I will be able to add back in the AI later, but I should be posting the human-only version later next week so you can start competing against each other while having all players' build orders recording to bank files!
8/15/2010 Version 1.1 is up and has some fixes for bugs that have cropped up over the past few patches. I also added some new round end conditions including "End After AI Defeat", "End After 200 Food", and "End When Build Completed". The next version will primarily focus on AI and usability enhancements. If all goes well, there will be new "basic" and "advanced" modes as well as a nice in-game tutorial.
Also, thanks to InfoDav for the following information on how to stay connected to Battle.net while playing this and any custom map! This allows you to chat with friends and play replays of the map! I will also add this information to the "How To Run" section below.
On August 16 2010 13:21 InfoDav wrote: For those of you wondering if you can run custom maps while online, yes you can, and here's how.
Close Starcraft 2
Open the map in the map editor
Start the map with File->Test Document
Wait until it loads up and quit the map
At that point, do not close your Starcraft 2, and log into your account
Alt-tab back at the map editor and do Test Document again
Bam, you'll play the custom map while connected to BNET, and you'll be able to watch replays
8/8/2010 I released version 1.0 today and added the other four official 1v1 maps that were missing, so now there is a complete set. I also added a "No AI" difficulty setting if you want to practice build orders undisturbed. I also upgraded to Green Tea AI 0.5, which improved a bit over 0.4. There is also a new online tool up to match this new version.
7/24/2010 Update: Some people have reported large amounts of tier 1 units being made and I'm currently looking into this.
After a long wait (and probably a little too close to the SC2 release) version 0.1.9 is up! This version is dedicated to the integration of the Green Tea AI system with the YABOT build order AI system. The two systems are now intertwined and work beautifully together. At least, I think they do and I'm looking forward to any bugs you find or suggestions you have. Here is a short video to demonstrate the new AI integration: + Show Spoiler +
The plan from here to to develop styles of AI play to mix things up. Like "defensive", "aggressive". and "likes air units".
7/8/2010 Another maintenance release (0.1.8.2) has been uploaded to address the bugs introduced by Patch 16. I also fixed a couple of other bugs while I was at it. For now, there's not much I can do about the timer window unfortunately. Until the next patch, enjoy the bright purple! You can always hide the timer with "-t" though. Also the Xel'Naga Towers will be back as soon as I can access the new version of Blizzard maps.
7/6/2010 We have started improvements on the micro and macro aspects of the AI system for 0.1.9. We will definitely be holding off until phase 2 of the beta comes back online because we're anticipating some new bugs due to updates to the map tools.
6/30/2010 I just uploaded a maintenance release (0.1.8.1) with some updated and new build orders and also a few bug fixes. Keep finding the bugs and we will keep fixing them!
6/28/2010 Version 0.1.8 was released! Check out the spiffy new loading screen ^_^
The main focus of this release brings an AI that actually executes any given build order, including custom ones. That naturally led to the "random" option, so you will have to scout the AI to see what they are up to. One note is that the AI can be interrupted if you get in their way physically, but this should be fixed in the next version. Also the micro is still pretty bad and that will be a main focus of the next version.
The secondary focus was optimizing the preset build orders. They all have attack waves defined now and we're working on adding a even more for the next release. I have also optimized the interface so you can be completely un-bothered by the GUI. -t hides the timer, and -a hides the APM counter.
6/20/2010 Version 0.1.8 has now begun testing and will be released ASAP. Storm (stzldzl) has taken the lead on managing all of the build order submissions and making sure they are in top shape and Vlad (vlovsky) is working on some brilliant AI behaviors. I'm also trying to get in some last minute bug fixes. Unfortunately I am currently at the Neural Interfaces Conference in Long Beach, so it will still be a few more days until the new version will be posted.
P.S. Today YABOT hit #1 on the most downloaded maps list on curse.com and there are now over 30,000 results in Google! Thanks to all of you for spreading the word!
6/15/2010 The next version will be coming out soon but I am going to need a little longer than usual to finish it. The reason is that we are putting in (thanks to a real software engineer ^_^) some pretty nice AI that will execute any build order that is currently in YABOT... even your custom ones! Oh, also I'm adding a live APM counter
6/13/2010 A new version was just uploaded and adds two new maps (Blistering Sands and Steppes of War) as well as 8 new build orders (thanks Storm for all of the Protoss builds). Just so you all know, we should all be really excited because Storm is currently watching tournament replays and collecting all of the builds, which will then hopefully be converted to some new YABOT builds soon ^_^
6/12/2010 I have set up a separate thread where you can share your encoded build orders with the community! I will try to put many of them into the map preset list as possible, but you can still load them in as custom builds. After only a few minutes we already have several new build orders posted! Details and instructions are on the new thread.
6/11/2010 New version is up! The most notable change being the "Continue Playing" button on the score screen. The next version will include 3 modes: 1) Stop after X minutes, 2) Stop after X food, or 3) Stop after the build objectives are completed.
Now that the bugs are worked out and the features are mostly there, now I want to focus mainly on more build orders! If you're a high level player, please contribute to the build orders. I have made this extremely easy by using the online tool (click here). Just make a build that you like to use and email me (ben.mcintosh@usc.edu) the encoded text. For the attack waves, think of it like this: "if the computer chose this build, it would be able to make x units".
Also a very kind person is now helping out by researching the best way to put better AI into the map, so hopefully we'll have something to report by the next version. Other things to look forward to: Increased number of build order steps allowed (currently limited to 15), high score tracking for the session, and saving your build order at any time during the build.
6/10/2010 I have teamed up with the current coder of the original build order tester on Team Liquid and we have decided to work together such that the encoded build orders will work on both of our maps! Theoretically you will be able to play my map, have your build order saved, and just load up his map and see it there in your history, or vice versa! This should happen within the next week or so
This is a project is series of standard 1v1 Blizzard maps adapted to include a sophisticated build order testing system. You are given 7 minutes to execute the chosen build while keeping up worker production and creating the largest army possible. You will need to pay some attention to Micro because the AI will send attack waves depending on what build order you choose for the computer. At the end of the 7 minutes, you are given a score which tells how well you executed the build. Also included is a "Freestyle" build, which monitors your play and displays the build order you performed.
After playing a freestyle, you can open your bank (save) file at My Documents/Starcraft II/Banks/YabotSettings.SC2Bank in a text editor to see the encoded build as a single line of text. Copy and paste this line of text to your friends and then can import it using the map to play your build! Also included is a online tool that allows you to easily encode you own builds for sharing.
On August 16 2010 13:21 InfoDav wrote: For those of you wondering if you can run custom maps while online, yes you can, and here's how.
Close Starcraft 2
Open the map in the map editor
Start the map with File->Test Document
Wait until it loads up and quit the map
At that point, do not close your Starcraft 2, and log into your account
Alt-tab back at the map editor and do Test Document again
Bam, you'll play the custom map while connected to BNET, and you'll be able to watch replays
Chat Commands (Enter these as a standard chat message on the map) + Show Spoiler +
-r Reset the round using the same builds -b Choose new builds to practice -s [#] Save the current freestyle progress to a custom slot immediately -e End the round early and show the score board -o Toggle visibility of the objectives list -p Toggle pausing of the game -t Hide / show the timer -a Hide / show the APM counter -sc Save checkpoint (map state) -lc Load saved checkpoint -? Show an in-game list of these commands
Wow this sounds awesome, I will definitely give it a shot tomorrow. I was thinking about it and it seems like we would still be able to access these kinds of things while the beta is down, since the map editor doesn't make you log in to bnet, would be a fun way to pass the time every now and then. Thanks for your hard work!
Freestyle sounds the most interesting, are the timing pushes implemented in that as well?
Wow, This looks awesome, I hope you can somewhat "finish it" before 7th of June, so I can play this during the downtime of SC2 :-). Thanks for the effort!
On June 01 2010 18:22 Nexic wrote: Freestyle sounds the most interesting, are the timing pushes implemented in that as well?
Yep... for all builds including freestyle, the computer is currently configured to send a scout targeting your workers at 1:30 into the build, then a harassment at 3:30, followed by a push at 5:00. Here are the units sent for each (depending on computer race):
Harass: 2 x Hellion OR 2 x Reaper 2 x Zealot 4 x Zergling
Push: 6 x Marine + 3 x Marauder OR 8 x Marine + 1 x Medivac 4 x Zealot + 2 x Stalker OR 5 x Zealot + 1 x Stalker 8 x Zergling + 2 x Hydralisk OR 6 x Zergling + 3 x Hydralisk
These are all inexperienced guesses at good unit groups, so suggestions welcome.
On June 01 2010 18:22 Nexic wrote: Freestyle sounds the most interesting, are the timing pushes implemented in that as well?
Yep... for all builds including freestyle, the computer is currently configured to send a scout targeting your workers at 1:30 into the build, then a harassment at 3:30, followed by a push at 5:00. Here are the units sent for each (depending on computer race):
Harass: 2 x Hellion OR 2 x Reaper 2 x Zealot 4 x Zergling
Push: 6 x Marine + 3 x Marauder OR 8 x Marine + 1 x Medivac 4 x Zealot + 2 x Stalker OR 5 x Zealot + 1 x Stalker 8 x Zergling + 2 x Hydralisk OR 6 x Zergling + 3 x Hydralisk
These are all inexperienced guesses at good unit groups, so suggestions welcome.
The timings for those attacks are completely off. 3:30 is really early for 2 hellions to arrive(fast factory usually completes somewhere around 4:30ish, give or take 5-10 secs depending on when you take your gas). Early lair(first 100 gas to lair) completes usually around the 6 minute mark which would mean that hydras just don't show up before the 7 minute mark.
Although I guess a computer controlling those units will be pretty easy to deal with since the number of units are low(assuming it doesn't micro them), I'd recommend just moving the timings back by 30-45 seconds(should probably be more for some of the attacks, but I don't think it'll be very challenging that way assuming computer micro sucks). At 3:30 a 13 pool(the earliest pool considered "standard") doesn't even have a queen and its first few pairs of lings are just completing.
The only timing that seems correct is the reaper one, but that's for a single reaper, not two(excluding 6rax proxy shenanigans).
Edit: If you want a "realistic" list of timings, I'd say something like the following: 3:30 1 reaper, 4-6 lings or 1 zealot+probe. If you just pull back the push timings to 6 minutes instead and switch out hydras for roaches, those numbers seem fine, although realistically some all-in builds can have much more than that. However, assuming it's just meant to represent some kind of harass attack that you should be able to deal with swiftly it seems about right.
Can you make it so you can save the freestyle builds that you really like and then share it with others? Actually, that might be too difficult. But its the first thing I thought of when I saw the freestyle part.
On June 01 2010 19:19 aka_star wrote: it would be good to add in some sort of bonus points for scouting enemy buildings/Tech within in the 6 minutes.
Good idea... I think I will add this.
On June 01 2010 19:19 MasterReY wrote: pleas localize the map so EU and ASIA players can use it otherwise all buttons and text just shows something like "param/rfbo9s"
I had all of the localizations in there except for enGB... I uploaded a new version and hopefully this fixed it for you!
On June 01 2010 19:31 moosh wrote: Can you make it so you can save the freestyle builds that you really like and then share it with others? Actually, that might be too difficult. But its the first thing I thought of when I saw the freestyle part.
That was my hope from the start, but it looks like there is no good way to get any data out of the map. You can save "Banks", but these are meant for temporary storage of data when switching maps in a campaign.
@Alsn:
Thanks for the detailed reply. I will do some testing with your comments in mind and have much better pushes in the next version. I am also working on a setup screen for the pushes so that you can define your own, or use presets of different difficulties.
Wow dude, this is really awesome!!! Thanks so much for this!!!
I'm wondering, is there any way you'd be able to do a side by side comparison of your freestyle build versus some of the common openers.
Example being, I'm doing a freestyle FE build and want to see as I'm building where a Protoss opponent would be if he were doing a 2Gate build so I can compare my build as I go to make sure I'm at a reasonable stage.
Hope that makes sense? Don't know if its possible but man would that be really great!
I was really hoping someone would get to making a build order testing map like this! Nice!
However, the larva spawning times doesn't work correctly for the zerg at the start. I forget how the others dealt with the issue - I think they injected spawn larva in the hatchery at start or something?
On June 02 2010 04:58 EscPlan9 wrote: the larva spawning times doesn't work correctly for the zerg at the start. I forget how the others dealt with the issue - I think they injected spawn larva in the hatchery at start or something?
This should be fixed in the newest version... fixed by creating a queen, injecting larvae, removing the queen, and removing one larva to leave 3. It's kind of cool because all you see is larvae shooting out of your hatch when you start :p
On June 02 2010 07:30 Rashia wrote: one thing that I noticed was that It didn't record researches and upgrading gates into warp gates.
For now I am just tracking structures but I will be adding units and upgrades ASAP.
On June 02 2010 08:25 cyoadventure wrote: I love it. Is there a way to have the HUD change to whatever race you pick? The zerg one annoys me.
Yeah that annoys the heck out of me too! The race of the UI is just random each time you load the map. So far I haven't been able to find a way of setting that manually.
Awesome map! Looking forward for lots of awesome build orders to learn from this map
Edit; Tried out all your builds. Must say the pushes were quite weak for being those builds. Zerg mass roaches one base getting harrased by 1 zealot when I got several roaches and later on a very small army.
Something else "buggy" I noticed... when you select a build order to follow, say the Zerg's outdated Roach one... you build an overlord at 10, and later at 18. However once you build the overlord at 10, both boxes are checked (as if you also made an 18 overlord).
You might want to give the AI full map vision if possible. TvT does not respond correctly to walloff techniques- the push just tries to walk up and then stands around when it can't.
Sweet map, it will be really nice to see how this evolves with more appropriate/customizable details. Between this kind of thing and the non-combative build testers, I'll have all the practice I need!
(edit) I'm also pretty sure that upgrades are not correctly reset but you may already know about this.
Would it be possible to make it so we can play past the 7 minute mark? If there was a hard AI programed in to this, we could have time to practice not only fending off the timing push, but then going in and destroying the computers base.
The only "error" i notice, is that when you restart your game, the fog of war doesn't reset. So I see all the previous locations that I scouted from previous tries.
How do I add my own build orders to this? I looked at the triggers and they appear to just be nonsense to me (not that its bad triggering, just that its complicated and there are no comments).
On June 01 2010 18:22 Nexic wrote: Freestyle sounds the most interesting, are the timing pushes implemented in that as well?
Yep... for all builds including freestyle, the computer is currently configured to send a scout targeting your workers at 1:30 into the build, then a harassment at 3:30, followed by a push at 5:00. Here are the units sent for each (depending on computer race):
Harass: 2 x Hellion OR 2 x Reaper 2 x Zealot 4 x Zergling
Push: 6 x Marine + 3 x Marauder OR 8 x Marine + 1 x Medivac 4 x Zealot + 2 x Stalker OR 5 x Zealot + 1 x Stalker 8 x Zergling + 2 x Hydralisk OR 6 x Zergling + 3 x Hydralisk
These are all inexperienced guesses at good unit groups, so suggestions welcome.
The timings for those attacks are completely off. 3:30 is really early for 2 hellions to arrive(fast factory usually completes somewhere around 4:30ish, give or take 5-10 secs depending on when you take your gas). Early lair(first 100 gas to lair) completes usually around the 6 minute mark which would mean that hydras just don't show up before the 7 minute mark.
Although I guess a computer controlling those units will be pretty easy to deal with since the number of units are low(assuming it doesn't micro them), I'd recommend just moving the timings back by 30-45 seconds(should probably be more for some of the attacks, but I don't think it'll be very challenging that way assuming computer micro sucks). At 3:30 a 13 pool(the earliest pool considered "standard") doesn't even have a queen and its first few pairs of lings are just completing.
The only timing that seems correct is the reaper one, but that's for a single reaper, not two(excluding 6rax proxy shenanigans).
Edit: If you want a "realistic" list of timings, I'd say something like the following: 3:30 1 reaper, 4-6 lings or 1 zealot+probe. If you just pull back the push timings to 6 minutes instead and switch out hydras for roaches, those numbers seem fine, although realistically some all-in builds can have much more than that. However, assuming it's just meant to represent some kind of harass attack that you should be able to deal with swiftly it seems about right.
When I'm going fast vultures with a tech lab on the factory for igniter, my second one comes out at 3:45ish. If I reactored instead, 3:30 would be entirely reasonable.
A proposal: Make it so that builds could be imported from specially formatted chat messages. e.g:
-bot10/0/0s,12/0/0b,...
-bo means that a build order is following t stands for terran 10/0/0s supply depot at 10supply, undefined minerals, undefined vespene 12/0/0b for rax
you get the picture.
Essentially I think we should come up with an easy to parse standard notation for build orders. This way we can share builds on the forums like this and immediately paste them into your mod to train them. Also i'm sure we can convince sc2gears to allow us to export build orders from replays, that would make it very easy to learn the BO of the pros.
Thanks as usual for the fantastic comments. I have a new version (0.1.3) up and it has the following changes (some were really needed!):
Added more attack wave setup options (-w) including timing and difficulty
Settings are now saved even between maps!
Build steps are now shown in the build selection window
New option to select computer race to match selected build matchup
Freestyle mode now records upgrades and CC/Hatch/Warpgate morphs
Freestyle mode now records a step for the first unit of each type made
Added a second "Game Time" timer
Game time is now recorded for build steps in addition to real time
Added a scouting score bonus if you scout the computer's base
Fixed the bug where upgrades would not reset for freestyle mode
Fixed workers still being stuck in refinery after reset
Fixed units surviving in bunkers after reset
Fixed fog of war not being reset issue
On June 02 2010 18:44 Avarice wrote: TvX does not respond correctly to walloff techniques- the push just tries to walk up and then stands around when it can't.
Unfortunately the built-in AI is horrible. If anyone knows how to target the wall-off, let me know.
On June 04 2010 01:39 Chriamon wrote: How do I add my own build orders to this? I looked at the triggers and they appear to just be nonsense to me (not that its bad triggering, just that its complicated and there are no comments).
There is one trigger (custom action) called "DefineTerranBuildOrders" and two others for the other races. If you look at that, it gives you a good idea how I'm defining them. Coming soon though is a much easier way! (Give me about 2 days).
On June 04 2010 10:47 xal wrote:
A proposal: Make it so that builds could be imported from specially formatted chat messages. e.g:
-bot10/0/0s,12/0/0b,...
-bo means that a build order is following t stands for terran 10/0/0s supply depot at 10supply, undefined minerals, undefined vespene 12/0/0b for rax
you get the picture.
Essentially I think we should come up with an easy to parse standard notation for build orders. This way we can share builds on the forums like this and immediately paste them into your mod to train them. Also i'm sure we can convince sc2gears to allow us to export build orders from replays, that would make it very easy to learn the BO of the pros.
Just an idea, would be fun if it's feasible.
Genius!! This is really exciting because I also discovered Banks, which let you save map settings in an XML file. You could enter new builds through chat, or just edit the XML file and enter a chat string that has the entire build encoded. I worked out the numbers and you can easily enter a full build in one line of chat given the allowed number of characters. Something like:
We may even be able to encode the attack waves in there as well so that each build could have a unique set of attack waves that are specialized for the build. I should be able to have something working within about 2 days and then we can start sharing builds with each other
Being able to have specific timing pushes would be awesome, as 20 marines isn't exactly the kind of timing pushes we'll see in ladder. How hard would it be to put in a menu where you can choose exactly how much of each unit to come at a certain time? That would be gold.
Newb question here, how do you actually open it? i mean, what folder does the map need to be in to open it with the editor? or do I open it someway else? i can open the map in the editor but I cant actually play it.
I've made another HUGE update. The most notable is that you can now save and load custom build orders. Also attack waves are now encoded into the build. I'm looking for any top level players to help me add some more popular build orders and configure the attack waves for the computer builds. Big thanks to ScQuebec for his help with the 8 new build orders in this version!
I hope this will help keep you busy during the downtime. Just waiting now for feedback or any bug fixes that need to be done before releasing all of the 1v1 maps. I've tried to please everyone, but it's not always easy ;p
Even if I turn of waves, enemy units are coming. Mayby im doing it wrong? The -e command keeps giving me an error-message. Maybe I can take a screenshot of it. I just tried the "standard" ZvP build, and I dont really think quick muta is standard for zvp, I would think hydra is standard and spire is more of a midgame thing. And the timings didnt line up, for the last step the 28/28 spire. (maybe I was playing it wrong, but I had loads of minerals there, probably should be an overlord earlier in the build to allow producing drones while waiting for spire).
But im very positive to this UMS, just wanted to list a few issues I had to help out. Gj, wp
I found one minor problem.. playing zerg makes you use drones for buildings.. In one build order i found this: 9 lord 14 pool 15 queen 16 hatch.. I'm pretty sure it has to be 9 lord 14 pool 16 hatch 15 queen confused me for a sec and was building up so many minerals before pool was done..
Correct me when i'm wrong.. Also i had the same error with the -e command.
Just noticed when you choose custom to make a build order and replay it, you can only choose terran. But still use this to check myself, I love the scouting bonus, but yes some kind of randomizer so that you need to spot the build or at least the units incoming. Scout or prepare kinda thing.
Also might want to make the waves spawn close to you so they're grouped. Air units and reapers still coming from the side of course. Don't know if the ai can be improved on yet but they fail at that. Not as important as coming in a group tough, just so it's not too easy.
Might be hard to fix, but you cannot build a drone right away because of the spawn larvae animation. Not too big of a problem. A bit more important that zerg build orders can be at the right food (not the food count after it's built). Seems zerg needs some work because at some times it records when things are done and not when it starts, but I need to doublecheck that.
A check is needed for if you cancel buildings (extractortrick or noobage)
I think the score at the end should also maybe include upgrades, maybe some base score multiplied by the unit(s) in question.
I tracked down that the -e error is being caused if you upgrade to speedlings... don't do that for the next couple of hours until I upload the next version ;p
Hey guys, the problem with ending the round when playing a Zerg freestyle, problems with the build order supply numbers for Zerg, and some weird step orders for Zerg have all been fixed in 0.1.5.
The AI will also attempt to group up near your base before attacking to keep the wave more grouped.
I have also added another map: Kulas Ravine.
On June 09 2010 04:38 funk100 wrote: there needs to be a smaller increments of time to cause the waves like 5 seconds because as day[9] said ALOT can happen in 30 seconds
Unfortunately the slider dialog item does not work in beta, so once they have that working I will replace all of the pulldown menus with sliders to get exact seconds for the waves.
On June 09 2010 04:47 xal wrote: Really amazing work. unfortunately i think there is a max length on chat messages and the current encoding is too verbose. That's a real shame.
Yeah that is unfortunate. Another thing not working in beta is the edit box dialog item. Once that is working, there should be no need to use the chat for input of the build order. Until then, you can always add your build by editing the Bank file.
On June 09 2010 08:10 Regent wrote: Does anyone know of a way of running this map in OSX????
No map editor, and mapcraft also doesn't work.
Have you tried just using the command from the terminal?
open "/Applications/Starcraft II Beta/Starcraft II.app" --args --run "/Path/To/SC2Map.SC2Map"
On June 09 2010 08:10 Regent wrote: Does anyone know of a way of running this map in OSX????
No map editor, and mapcraft also doesn't work.
Have you tried just using the command from the terminal?
open "/Applications/Starcraft II Beta/Starcraft II.app" --args --run "/Path/To/SC2Map.SC2Map"
I tried this (and "open -a /Applications/Starcraft\ II\ Beta/Starcraft\ II.app /Path/To/Yourmap'sname.SC2Map" as well), and it didn't work. Think mac users are just plain SOL.
Anyone know if you can watch your game you play on this build tester thing as a replay..? I had a really good build that I dont know what I did but I got my units as fast as my other build but with 230+ more materials .. I want to know exactly what I did in those 3:30 seconds...
On June 09 2010 08:10 Regent wrote: Does anyone know of a way of running this map in OSX????
No map editor, and mapcraft also doesn't work.
probably bootcamp partition and run it on there is your best bet, that's what I do. I don't think mac lets you launch replays outside of the client either, so that's another issue.
I can't wait till this fills up with lots of waves to test out builds against. lots of builds are really cool in theory but it's good to make sure they can stand up to standard pushes as well
When the map is finished, can you please implement a way to continue playing and/or save replay? It's frustrating when I'm still testing stuff and the game ends and there's nothing I can do but restart.
Otherwise, thanks for the great map. Can't wait to see timings perfected.
Edit: Hmm i'm looking at the numbers and your readme.txt file. There is something that doesn't add up. All I use gas for is Warp Gate Tech, Templar Archive then DarkShrine and finally the DT's themselfs.
There is something wierd with the resource values. Are they taken before or after the build at each food or are that random? Like between these two 21 150 210 1 27 | 22 200 170 1 21
The gas goes down between buidling a Pylon and the DarkShrine, it also seems there isn't enough gas to build the DarkShrine that costs 250gas. But I timed it pretty good to build it when I had 250 gas so something don't add up I think.
Any chance to extend the steps of a build to 20 instead of 15?
The current build I'm training on requires 20 steps and I would like to get the timing data on all of them .
Researching warp gate and turning a gate into a warp gate has the same Name in the steps list. I think the later should say Warping Gate, if it should even be shown in the steps of a build.
Edit: Hmm i'm looking at the numbers and your readme.txt file. There is something that doesn't add up. All I use gas for is Warp Gate Tech, Templar Archive then DarkShrine and finally the DT's themselfs.
There is something wierd with the resource values. Are they taken before or after the build at each food or are that random? Like between these two 21 150 210 1 27 | 22 200 170 1 21
The gas goes down between buidling a Pylon and the DarkShrine, it also seems there isn't enough gas to build the DarkShrine that costs 250gas. But I timed it pretty good to build it when I had 250 gas so something don't add up I think.
On June 09 2010 04:47 xal wrote: Really amazing work. unfortunately i think there is a max length on chat messages and the current encoding is too verbose. That's a real shame.
Yeah that is unfortunate. Another thing not working in beta is the edit box dialog item. Once that is working, there should be no need to use the chat for input of the build order. Until then, you can always add your build by editing the Bank file.
I'm not sure if this would solve it since I don't know what the errors mean.
Been lurking TL for a month or so and I'm deciding to post as having something to practice on right now is awesome. I've been experimenting with freestyle builds and tweaking rush timings to get them feeling correct.
The first thing I tested was specifically ZvZ, defending against a heavy speedling/baneling assault. Pretty experienced with this from the attacker side, mostly vs Terran (and their transformer farms).
My previous testing (on rush distances) suggests the following estimated times that 6 zerglings can hit your creep from a 10 pool: BS- 3:40 DO- 4:01 IZ (rip)- 3:23 SoW- 3:29 SS- 3:40 KR- 3:35/ 3:38/ 3:40 LT- 3:25/ 3:37/ 3:38 Met- 3:23/ 3:31/ 3:40
To adjust for a 6 pool, subtract 36 game seconds. To adjust to a 13 pool, add 32 game seconds.
The timing I settled on using YABOT on LT was: 1st wave: 6 zerglings @2:47 game time 2nd wave: 8 banelings + 4 zerglings @5:35 game time 3rd wave: 30 zerglings @6:15 game time
These numbers might seem high, but I was trying to replicate the same feel without having access to speedlings (or good AI). I removed the scouting wave since I only had 3 to work with. I was also defending with 1 base roaches, which could lead me to making it tougher than it should be.
YABOT attack times are when the units spawn from their base. The 2:47 attack reaches your base around 3:42, which matches up with the times listed above. The second and third wave are meant to represent the bust wave and the following rush of speedlings. On ladder matches vs Terran, I would typically attack at 34/34 with 8 banelings and x speedlings between 6:00 and 6:30.
Suggestion: Add Speedlings to the list of available units to produce. They are a very common foe in the first 7 minutes of a game.
For those interested, here are the rush distances I clocked in game seconds(zergling from hatch to opponent creep): BS: 49 DO: 70 IZ: 32 SoW: 38 SS: 49 KR: 44/ 47/ 49 LT: 34/ 46/ 47 Met: 31/ 40/ 49
To adjust this for your scouting drone/probe/SCV, add a few seconds (zerglings are speedy on creep).
Thanks to xorpwnz and all of the others that are working on build order testers/practice maps. I'm interested to hear more input on timings for Terran and Protoss pushes. Next I'll be tweaking the waves for Ling/Hydra, Ling/Muta, and Roaches. Or going to bed, as it appears to be 8AM.
This is awesome. A couple ideas to make it even awesomer:
1) Adaptable waves. I think to simulate a real game as well as possible, it'd be really cool to have the wave numbers dependent on units lost. In an extreme case, if you lose NOTHING to a push, it's as if they never attacked at all (a good player would not have attacked if he was going to do no damage). Thus the units from that failed wave should be added to the next wave?
2) Custom restart times. It'd be really cool to be able to save and restart from custom timepoints. One thing I want to do is do my regular build order up to like 20 food, type "-s 1" for saving into the first slot, and continue the build with the waves coming in normally, and then type "-r 1" to go back to 20 food and all the buildings and units I had at the previous point.
These are probably really hard to implement =/ but hey, the galaxy editor is crazy, so who knows.
I had some problems with the attack waves. I tried when a 6pool would come (around 2:40 with 6 lings and 2 additional ones at 2:50 so i set it to 2:47 GT and 8 Lings). The first time, 4 hydralisk and 8 zerglings came about 30 seconds later than what i wanted. Second time 4 Lings came, around 10-15 seconds late... I'll play around a bit more, it's quite good already, but would be better if i could e.g. play against my last BO and then versus that and not the original one, so i can step by step improve. Also Saving your Buildorder ingame would be great, but seems like it can't be done for now
In addition. Try looking at the other build order maps for how zerg is implemented. It reloads quickly before starting as zerg, setting up the creep and larvae like in a normal game. The problem is that larvae come late and the creep isn't fully spread out...
Would it be possible to use letter combinations instead of numbers for building things? Instead of | 12 150 0 1 01 | // Barracks do | 12 150 0 b r | // Build barracks
and instead of | 19 125 50 2 24 | // Stalker do | 19 125 50 2 s| // 2 for units Stalker or | 19 125 50 bg s | // Build(ing) Gateway and Stalker.
I realize there might be a problem using this since some commands might mean different things for the races ( I haven't memorized _all_ the short keys). This could potentially be solved by a t/p/z at the start of the bank file. -cb [Slot Number] [Version] [Race] | <Title> | <Author> | <Description> |
I'm working on 0.1.6 now but needless to say the to-do list is exponentially expanding! Mainly working on fixing the last outstanding Zerg issues with reset of creep and larvae.
On June 09 2010 20:37 Tump wrote: When the map is finished, can you please implement a way to continue playing and/or save replay? It's frustrating when I'm still testing stuff and the game ends and there's nothing I can do but restart.
On June 09 2010 20:51 gnuell wrote: i also like this, but is there anyway to play longer than 7 minutes? Whats the reason for that time cap?
On June 10 2010 01:49 palanq wrote: This is awesome. A couple ideas to make it even awesomer:
1) Adaptable waves. I think to simulate a real game as well as possible, it'd be really cool to have the wave numbers dependent on units lost. In an extreme case, if you lose NOTHING to a push, it's as if they never attacked at all (a good player would not have attacked if he was going to do no damage). Thus the units from that failed wave should be added to the next wave?
It'd be really cool to be able to save and restart from custom timepoints.
The 7 minute cap was originally there so that people could compare their scores fairly. In 0.1.6 I will add a "continue playing" button to the score screen. In 0.1.7 I am thinking about how I could do save/load states so that you can reset back to an earlier time... this may be too difficult precisely because I would have to store the position and health of all units, but may be doable. At the least, I will add the ability to save the build order at any moment... that should be easy.
On June 09 2010 23:07 obidobi wrote: Any chance to extend the steps of a build to 20 instead of 15?
The problem is that only 15 objectives can be displayed on the map at any time... maybe I will think of a way to dynamically delete old objectives and replace them with new ones...
On June 10 2010 03:27 Cybes wrote: Would it be possible to use letter combinations instead of numbers for building things?
I am able to load and save the builds quickly because I am using these numbers for an index in a look-up table. Everything I'm doing keeps code size and lag low. To make this easier, I am less than a day away from finishing my online build order encoder tool
I am able to load and save the builds quickly because I am using these numbers for an index in a look-up table. Everything I'm doing keeps code size and lag low. To make this easier, I am less than a day away from finishing my online build order encoder tool
How very suave! Looking forward to that :D
What about more custom slots? atm I'm having a text file on the side swapping my my -cb 1 015<small wall of text> when I want to practice another build
On June 10 2010 03:53 Cybes wrote: What about more custom slots? atm I'm having a text file on the side swapping my my -cb 1 015<small wall of text> when I want to practice another build
Sorry forgot to mention there will be 10 custom build slots in 0.1.6
I'd love to see some kind of incentive on YABOT for scouting, just to add that much more realism to testing build orders. No one goes for fast siege without checking for an early stargate... do they?
Edit: that's my only beef with yabot. I freaking love this for testing build orders.
Awesome work, really nicely done. I'll be using this alot while the beta is down . Just great for practicing build orders and dealing with rushes/attacks.
One feature that would be really awesome would be to have an option to have the computer race as random and the waves used as random. That way you can test your build against whatever the computer chooses to throw at it. Even nicer if you could scout and actually figure out what the computer is going to do based on what the computer builds... even better yet if the computer tries to prevent scouting, trick you, hide tech etc.
Someone contacted me and is now starting on experimenting with some better AI for the map... so hopefully we will be able to make incremental improvements to the AI. One of the top priorities is to have the computer actually execute the chosen build. Once that happens, it would make sense to have a random option where you would have to scout the computer to find out what build they are doing. Currently there is some incentive because you get a score bonus for scouting the computer. Upgrades for the computer are also on the list, but at the very least, Speedlings will be on the list of units for attack waves in 0.1.6.
Great job. Thx for your hard work mate. Im too bad at sc2 to help u with build orders but i think some better players help so noobs like me can train more BO's soon.
Someone wanted scouting incorporated, how about this; +How about having a "marker" or something like that in the enemy base where you have to run your scout? That would simulate, even if just arbitrary, the need to scout. +Could even make it so that when your scout hit that marker you get to choose what build order the opponent have been following; that would simulate it even more. +Also if you pick up on this idea, maybe have that marker appear at random places in the base in diffrent games, so you are forced to looks around a bit before you find it; or have several markers that you have to hit in order. +An additional idea would be that if you dont hit that mark in a set time, you will not be able to choose the BO of the AI, instead it (and the waves) will be randomized.
I understand that this might not be a "pretty" solution, but its atleast functional All of this is focused on making scouting; 1. Useful/Needed 2. Somewhat simillar to real playing without actually having the AI build a base. Ofcourse it should be optional; because I think many just want to try their builds out and focus soleley on that without having to mess around with scouting and waves etc
Btw, did I mention that this UMS, and thus you, are awesome? Yes I did. But ill say it again.
Edit; I tried out the 1.15version and I still get the same error when I do the -e command. I play Z freestyle with waves turned off. (I like that turn-off-waves feature alot). The BO-updater does not include the +1 Meleeatack that I researvhed.
Just wanted to add my thanks to the author. For a silver-level player like me (and that's new silver, not old silver) with only a couple of 15-minute breaks in which to play during the day, being able to practice, fuck up, reset, repeat over and over, and have a decent build right there on the screen as a memory aide is huge.
To begin with I tried my usual fumbling Zerg build a couple of times and simply got demolished by the Terran push. That's not the kind of thing I'm used to seeing at six-ish minutes Then I started following the suggested general ZvT build order and after a few false starts - hey look, I'm actually surviving, albeit minus my expansion and most of my units. A few more tries and - cool, I still just lost the expansion but I had almost all my army left; I'm making progress.
Massively helpful and usable; can't thank you enough.
I finished my online build order encoding tool!(Link) Please try it out and report any bugs in this thread. You will need Silverlight (Microsoft equivalent of Flash) in order to use it. You can use this to import, edit, and export any encoded build text. I hope this is enough to tide you over until the next map release
On June 10 2010 20:19 s031720 wrote: I tried out the 1.15version and I still get the same error when I do the -e command. I play Z freestyle with waves turned off. (I like that turn-off-waves feature alot). The BO-updater does not include the +1 Meleeatack that I researvhed.
I'll make sure this is fixed in the next release... thanks as always for the bug reports.
On June 11 2010 00:10 Umpteen wrote: Just wanted to add my thanks to the author. For a silver-level player like me (and that's new silver, not old silver) with only a couple of 15-minute breaks in which to play during the day, being able to practice, fuck up, reset, repeat over and over, and have a decent build right there on the screen as a memory aide is huge.
To begin with I tried my usual fumbling Zerg build a couple of times and simply got demolished by the Terran push. That's not the kind of thing I'm used to seeing at six-ish minutes Then I started following the suggested general ZvT build order and after a few false starts - hey look, I'm actually surviving, albeit minus my expansion and most of my units. A few more tries and - cool, I still just lost the expansion but I had almost all my army left; I'm making progress.
Massively helpful and usable; can't thank you enough.
Awesome! This is great to hear because it's exactly the reason I made the map!
On June 11 2010 00:20 folke123 wrote: Sorry if someone already asked this, but is this one better than the other build order tester?
I have actually been talking to the author of the other build tester and we are talking about ways to distinguish our maps so that they are both useful. I think in general I am targeting newer players who want to learn established build orders while the other map is more geared toward veteran players... we'll see how it all pans out.
It would be really cool if you made the mineral fields appear in randomized (but still standard) formations, and added a mode where people can practice splitting by having it reset the level after the workers return with the minerals once or twice and maybe have it calculate how fast the minerals returned in fractions of seconds to test various splitting techniques
you could probably steal the random part from the other build order tester :>
there is absolutely no point including a worker split practice... the worker split has shown to at best if done perfectly provide a +5 mins after something like 2 minutes... its pointless the ai is better to rely on as a single mistake in the split will end up costing u either 5 or 10 minerals.
have any of the pros offered to provide build orders imagine if you had like 100 BO's for each race provided by the likes of idra white ra murder sen etc etc
When setting the attack wave set ups, when you switch it to PvZ or PvT it still only has units for PvP. This goes for all races, it only allows mirror match attack waves.
On June 11 2010 04:07 HoracE wrote: there is absolutely no point including a worker split practice... the worker split has shown to at best if done perfectly provide a +5 mins after something like 2 minutes... its pointless the ai is better to rely on as a single mistake in the split will end up costing u either 5 or 10 minerals.
I think I agree with you. I have heard that splitting is much less important is SC2. Also, I really want the maps included to be exactlty the official maps from Blizzard with no changes.
worker splitting isn't at all important but it's fun to test
the biggest thing I'd suggest are solid 'all-in' ling/baneling bust for zvp and zvt, its good to test some builds against those (how you structure your ramp, et cetera)
[QUOTE]On June 11 2010 03:58 xorpwnz wrote: I finished my online build order encoding tool! [url=http://www.xorpwnz.com/YABOT](Link)[/url] [img]http://www.xorpwnz.com/YABOT/yabot_online_v1.jpg[/img] Please try it out and report any bugs in this thread. You will need Silverlight (Microsoft equivalent of Flash) in order to use it. You can use this to import, edit, and export any encoded build text. I hope this is enough to tide you over until the next map release
[QUOTE]On June 10 2010 20:19 s031720 wrote: I tried out the 1.15version and I still get the same error when I do the -e command. I play Z freestyle with waves turned off. (I like that turn-off-waves feature alot). The BO-updater does not include the +1 Meleeatack that I researvhed.[/QUOTE] I'll make sure this is fixed in the next release... thanks as always for the bug reports.
[QUOTE]On June 11 2010 00:10 Umpteen wrote: Just wanted to add my thanks to the author. For a silver-level player like me (and that's new silver, not old silver) with only a couple of 15-minute breaks in which to play during the day, being able to practice, fuck up, reset, repeat over and over, and have a decent build right there on the screen as a memory aide is huge.
To begin with I tried my usual fumbling Zerg build a couple of times and simply got demolished by the Terran push. That's not the kind of thing I'm used to seeing at six-ish minutes Then I started following the suggested general ZvT build order and after a few false starts - hey look, I'm actually surviving, albeit minus my expansion and most of my units. A few more tries and - cool, I still just lost the expansion but I had almost all my army left; I'm making progress.
Massively helpful and usable; can't thank you enough.[/QUOTE] Awesome! This is great to hear because it's exactly the reason I made the map!
[QUOTE]On June 11 2010 00:20 folke123 wrote:
Getting spoiled by the quality of your work; so I measure the build encoder at a higher standard; heres my first thoughts;
A bit clumsy. I would much prefer a drag and drop system, and also for it to automatically keep track on supply. Also Extractor trick is not possible? The need to keep track on minerals and gas means that you cant really use this encoder for other than copy a build from a replay or vod; you cant use it for theorycrafting. Is that the use for this application, or what is the point?
Keep up the good work.
Edit; how about not requiring supply, gas and minerals; but make the BO transferable to the UMS-map anyway but only usable as the "checklist" when you follow a build in the UMS-map; that way the encoder could be used as a theorycrafting-tool aswell; and timings and resources be found out while executing the build in the UMS.
xorpwnz i just want to say the work you have done with this is nothing short of brilliance really appreciated.
I dont think changes to maps or mineral placement is necessary, I think you are right to keep it to the Blizzard ladder maps as that is what we will see being used on b.net.
On June 11 2010 04:43 s031720 wrote: A bit clumsy. I would much prefer a drag and drop system, and also for it to automatically keep track on supply. Also Extractor trick is not possible? The need to keep track on minerals and gas means that you cant really use this encoder for other than copy a build from a replay or vod; you cant use it for theorycrafting. Is that the use for this application, or what is the point?
Thanks for the comments! I was going to make drag and drop reordering of steps, but I wanted to get it out quickly so decided against it. I will most likely add this in though.
I'm still thinking about how to include cheesy steps in the build order. Maybe a step can be to cancel construction of something?
The supply, minerals, and gas are actually not required. If you set them to zero then the map will just ignore the values. For example, if you set S = 10, M = 100, G = 0, it will show up on the objectives list as:
10, 100 - Supply Depot
But if you set S = 0, M = 0, G = 0, it will show up as:
My mind = Blown. This is so amazing and i just wanted to thank you for the time and effort you put into this. I would like to help but since i'm not very good either starcraft or anything map related i can't.
On June 11 2010 05:09 Will. wrote: My mind = Blown. This is so amazing and i just wanted to thank you for the time and effort you put into this. I would like to help but since i'm not very good either starcraft or anything map related i can't.
On June 09 2010 21:18 obidobi wrote: After pasting and selecting the CustomBuild I get this error: Trigger Error in 'gt_ChooseBuildDialogButtonClicked_...
When starting the game I then get this error: Trigger Error in 'gt_ChatCommandHandler_Func': e_arrayIndexUnderflow
This error is caused when the build order text is too long to fit in the chat. To fix this, the best thing to do is just open up your "My Documents\Starcraft II Beta\Banks\YabotSettings.SC2Bank" file in a text editor and just add the build text there.
I think there should be multiple custom slots to each race. Initally they should all work like freestyle, e.g. there is no saved build order until you play one. When having done your first freestyle the build is automatically save to that slot.
When I play this slot the second time It will compare with previously played build. But after finishing this time there is a new button apart from the "Restart Round" and "Choose New Build" namely "Update Build". This way if my current attempt result in a better build that the one I did before it will overwrite the old one with the new when pressing "Update Build"
This way it will be easy to improve builds, update it, restart and try to improve it even more.
As it is now if I improve a build I have to open the text editor cut n paste the current build as the new custom build when ever I improve it.
Before I asked if it was possible to have more than 15 steps. You answered that it is only possible to print 15 objectives at a time on the screen. I accept that you would have to create a rolling list of steps for that. But In the final Build Order Result List that pops up when I take -e can't you make that one contain more than 15 steps?
Right now I use this mod trying builds then taking screenshots. Later I compare them since I'm not only interested in the order but also the timing. This gives me a better overview of where I possible can improve some timings. Showing more slots would really help and maybe even a toggle option to show timings for the probes and chronoboosts(and what is boosted)?
Thank you so much. Its taken me this long to realise its been my build orders that have let me down and I really wish I had this a month ago when Beta was still up.
Has anyone replicated a TvP marauder push what the timing is and numbers? I was going to find some from my replays but none of them seem to work or at least none that had that push in.
This is an amazing tool. Fantastic work and well done.
In future versions (once you get the AI to actually build the buildings in their base) it would be nice to implement timing attacks on our end. Also, a feature to fight a randomly selected build order would be great and would also force the player to scout and adapt to it.
Wow, this has alot of potential when it gets filled with good data rigth now, the BOs(AI and Players) seem to be not that great, but when there is the right input, this will be very nice
I'm liking this more every day, I'd suggest to give the player the option to continue to play after the 7 minutes, sometimes I need to check random stuff which can't be done in under 7 minutes.
New version is up! Here are some of the changes that I think you'll like:
Added 9 additional custom build order slots (10 total)
Improved score window: Continue Playing button and Save To Slot X button after freestyle to quickly save the run into a custom slot
Added one new map: Metalopolis (w00t)
Added two new build orders: Zerg 6 pool (thanks Storm); Protoss 4 Gate (thanks palanq)
Fixed more Zerg bugs (haha... Zerg bugs): Starting Zerg creep is now the correct size and Queens now show up more than once in the freestyle build
So with this, the bugs have been worked out and the features are mostly in place. Now we really need build orders! Please start making them using the freestyle mode or the online tool and email them to me for inclusion in the map. <3
It's a very powerful tool but i'd like to know how to compare the times I did (not just the supply count) in freestyle mode vs another run in freestyle mode... really it comes down to timing, i dont care about the supply i wanna know what build order gets stuff out the fastest.
On June 12 2010 08:28 Martinni wrote: It's a very powerful tool but i'd like to know how to compare the times I did (not just the supply count) in freestyle mode vs another run in freestyle mode... really it comes down to timing, i dont care about the supply i wanna know what build order gets stuff out the fastest.
thanks
Point well taken... I will be adding a time in addition to supply, minerals, and gas to each step. What you will be able to do is save a freestyle run to custom slot 1, then next time save it to custom slot 2. Then you will be able to toggle between them in the build selection list.
Is it possible to have a Thor push with SCVs repairing the thor? I keep losing to that in my games and would like to practice against it. Thanks in advance.
On June 12 2010 12:25 Pandain wrote: Hmm im getting this glitch where when i pick zerg no matter what build order i set for the terran, it stays the same. Is it just me?
If you can figure out exactly how that's happening to you, I should be able to fix it.
On June 12 2010 12:27 frogmelter wrote: Is it possible to have a Thor push with SCVs repairing the thor? I keep losing to that in my games and would like to practice against it. Thanks in advance.
When we start upgrading AI, this would definitely be a great thing to add
This is an absolutely amazing tool; thank you very much for providing this for the community.
I would be genuinely surprised if YABOT didn't become a tool that every serious player used. The ability to export your build order to line of text that can be shared with friends is ingenious. It takes several minutes to type out a build order when you're emphasizing all the details (I play Protoss exclusively; I always include what I boost up until like 30 food and I include things like when I transfer probes to gas). It'll be nice to just exchange lines of text with people and load it in YABOT.
On June 12 2010 16:35 waffling1 wrote: ability to add own build orders would put even more "custom" into this custom map
But you can add your own! Just use my online tool and then past the text that is generated into the chat window to import the build. Check out the video for more details. For longer builds you may have to add it directly to the Bank file, but it's not too hard. You'll see how to do it from the video.
This is an awesome tool! Just wondering if we need a thread where people can post the custom builds they have made. That would reduce the need for more inbuilt build orders and allow for loads more build orders in the tool. Once again - awesome tool!
On June 12 2010 17:19 VeTeRIS wrote: This is an awesome tool! Just wondering if we need a thread where people can post the custom builds they have made. That would reduce the need for more inbuilt build orders and allow for loads more build orders in the tool. Once again - awesome tool!
So far this is just by far the best Build Order Tester out there and i like it alot. But still have a suggestion. Would it be possible to add a few more features for your online build encoder which whould be shown ingame too? Dont get me wrong that online encoder is just to awesome. But it would be even better if its possible to add something like these: -possibility to choose at how much gas u should buy something and not only at how much supply. Since supply can variate a little and some build orders arent leaded all the way with supply count (liquipedia ones) -possibility to choose increase the count of a unit/building to build in one step. Like 2x Hellions. Thats good if u have a reactor or something. -possibility to add one or two words in a step. So u can add something like "Hellion harass" -possibility to tell a step to switch buildings to addons like tech lab of barrack to factory. -possibility to add a follow step (like step x,5) into one like if a step tells u build a Rax then your follow step tells u to immediately add a tech lab or to build a marine or to morh your cc to orb.
On June 12 2010 12:25 Pandain wrote: Hmm im getting this glitch where when i pick zerg no matter what build order i set for the terran, it stays the same. Is it just me?
If you can figure out exactly how that's happening to you, I should be able to fix it.
For the online tool, when you pick XvX, whatever the first race is the second race will be the same. So, you can only set up PvP, ZvZ, and TvT no matter what race you choose for the opponenets race. If you pick ZvT, the scout, harass, and push can only be zerg units, not terran.
Very cool stuff, i think this could be the start of a new standard for exchanging and testing build orders
However it would be good to have the timings on every step too, so you can adjust or compete with the target time. Also this could be considered in end screen and points. And it should be toggable what "column" is showed in the targets window, eg. hiding Target Gas or Game Time (if being implemented)
And i discovered that you can't immediately build a drone after reset for Zerg. Reason is that the 3 larvas are not there from beginning, but are spawned like from larva inject. Its not a big deal but i usualy first build a drone and then send workers (as recommended from many players) i wouldnt want to get into a bad habit to make it otherwise
The builds in the current version are very inoptimal and - well - not helpful for a bronze level player to get used to. Please add the builds from Liquipedia II, as they have a strong foundation in tournament-level play. Also makes this map a more tangible option for higher level players training during the beta: while they of course can encode their own timings, ease of access and centralization of builds is probably best.
On June 12 2010 21:55 lfusion wrote: For the online tool, when you pick XvX, whatever the first race is the second race will be the same. So, you can only set up PvP, ZvZ, and TvT no matter what race you choose for the opponenets race. If you pick ZvT, the scout, harass, and push can only be zerg units, not terran.
When you design a build using the online tool, think of the attack waves like this: "If the computer was using this build, what waves make sense to send to attack the player with?" So that's why if you choose a TvP build for example, the attack waves are Terran.
On June 13 2010 07:14 qsek wrote: Very cool stuff, i think this could be the start of a new standard for exchanging and testing build orders
However it would be good to have the timings on every step too, so you can adjust or compete with the target time.
And i discovered that you can't immediately build a drone after reset for Zerg. Reason is that the 3 larvas are not there from beginning, but are spawned like from larva inject. Its not a big deal but i usualy first build a drone and then send workers (as recommended from many players) i wouldnt want to get into a bad habit to make it otherwise
Recorded timings will be in the next version
As far as the larvae issue, don't tell anyone, but I am actually using the larva inject ability to create those, which would explain that's why it looks like that. I'll try to figure out an alternate way that doesn't cause a delay.
On June 13 2010 07:52 VelRa_G wrote: The builds in the current version are very inoptimal and - well - not helpful for a bronze level player to get used to. Please add the builds from Liquipedia II, as they have a strong foundation in tournament-level play. Also makes this map a more tangible option for higher level players training during the beta: while they of course can encode their own timings, ease of access and centralization of builds is probably best.
If anyone is interested in going through the builds on Liquipedia II and making sure they are in the map, please contact me
I added about 7 or 8 Terran Builds of Liquipedia II yesterday as good as possible cause most have a build order like "@ xxx gas" and stuff like that so wasnt able to add any supply counts. See other YABOT thread for missing stuff.
Suggestion: As YABOT matures, I envision the opponent's single CC/hatch/nexus will be enhanced with an AI that will have workers mining and buildings. This will serve two purposes, both of which are to add realistic challenges to properly practising a BO. The first, to give the opportunity to practice worker harassment (a non-artificial means of multi-tasking training) and second to require more sophisticated scouting by implementing a feature called "Fight the Cheese".
My idea for "Fight the Cheese" is an option where every so often (say 5% of the time) you scout the opponent's base and find it empty, so you need to react by scouting and preparing for cheese. I imagine that coding proxy reapers/zealots/void rays would be possible, while bunker and cannon rushes might be impossible due to AI limitations.
Lastly, I want to thank xorpwnz and everyone else who has contributed to YABOT. It is already such a great tool and the possibilities for improvement seem endless. Thanks again!
On June 13 2010 14:30 Absentis wrote: Suggestion: As YABOT matures, I envision the opponent's single CC/hatch/nexus will be enhanced with an AI that will have workers mining and buildings. This will serve two purposes, both of which are to add realistic challenges to properly practising a BO. The first, to give the opportunity to practice worker harassment (a non-artificial means of multi-tasking training) and second to require more sophisticated scouting by implementing a feature called "Fight the Cheese".
My idea for "Fight the Cheese" is an option where every so often (say 5% of the time) you scout the opponent's base and find it empty, so you need to react by scouting and preparing for cheese. I imagine that coding proxy reapers/zealots/void rays would be possible, while bunker and cannon rushes might be impossible due to AI limitations.
Lastly, I want to thank xorpwnz and everyone else who has contributed to YABOT. It is already such a great tool and the possibilities for improvement seem endless. Thanks again!
I like the fight for cheese idea. Actually we are thinking about splitting up the build orders into classes like they are on Liquipedia II. At least "openers", "transitions", and "cheeses". That way, you can practice an opener, go scout, and depending on what you see the AI doing, you can then choose to follow one of several transition builds. It'll probably be a while before we get to that point though :p
On June 12 2010 21:55 lfusion wrote: For the online tool, when you pick XvX, whatever the first race is the second race will be the same. So, you can only set up PvP, ZvZ, and TvT no matter what race you choose for the opponenets race. If you pick ZvT, the scout, harass, and push can only be zerg units, not terran.
When you design a build using the online tool, think of the attack waves like this: "If the computer was using this build, what waves make sense to send to attack the player with?" So that's why if you choose a TvP build for example, the attack waves are Terran.
That makes sense, but wouldn't you want to test your build vs the match up it is meant for? Because, for example TvP, terran goes ghost. Wouldn't you want the attack wave to be protoss so you can practice using emp and defending with it. It is not the same sending marines and marauders and trying to defend with a ghost, marines and maruders.
On June 12 2010 21:55 lfusion wrote: For the online tool, when you pick XvX, whatever the first race is the second race will be the same. So, you can only set up PvP, ZvZ, and TvT no matter what race you choose for the opponenets race. If you pick ZvT, the scout, harass, and push can only be zerg units, not terran.
When you design a build using the online tool, think of the attack waves like this: "If the computer was using this build, what waves make sense to send to attack the player with?" So that's why if you choose a TvP build for example, the attack waves are Terran.
That makes sense, but wouldn't you want to test your build vs the match up it is meant for? Because, for example TvP, terran goes ghost. Wouldn't you want the attack wave to be protoss so you can practice using emp and defending with it. It is not the same sending marines and marauders and trying to defend with a ghost, marines and maruders.
Right, so if you choose a TvP build, then you would choose a Pv_ build for the computer. But when you edit that Pv_ build in the editor, you are setting up the protoss attack waves.
Not sure what you mean by "figuring out how exactly that's happening to you" If as in why its occuring, i have no idea lol. I can describe it more if that helps.
I am playing zerg on kulas ravine vs. terran. I die when the 3rd wave comes when I try to do a roach build. The 9 marauders and 12 marines are to much for me to handle. Should I be able to beat it? Or do I just suck. I have beaten them with a zerg baneling combo just not roach. Am I doing something wrong?
The third waves are all beatable with pretty much any build, there isn't so much something to point at and go you're doing it wrong. Not all of these builds are optimized, so you may be needing to edit how you're doing your roach play. Try just getting out more units, and not going for roach only to defend the attack.
Ive been trying out different push combinations, the medivacs need to be fixed. at the moment they will not stickaround with the marine units i have added to the push, but instead fly to hover over my nexus. which means i do not have an accurate idea of whether my build would be efficient to stop such a push
I don't know whether I'm missing something or not but it seems like there's a lot of build orders in YABOT but they aren't accompanied by any or the proper wave settings for when the CPU plays the same build. Also, it seems like you can't go past 14 units per variable in the wave creator (say, to simulate a mass ling rush). Is this a bug or something that just isn't added?
On June 15 2010 02:10 Airdraken wrote: Ive been trying out different push combinations, the medivacs need to be fixed. at the moment they will not stickaround with the marine units i have added to the push, but instead fly to hover over my nexus. which means i do not have an accurate idea of whether my build would be efficient to stop such a push
Fixing issues like this will definitely be a main focus of an upcoming release, but for now the AI is pretty stupid :p
On June 15 2010 03:30 bogglor wrote: I don't know whether I'm missing something or not but it seems like there's a lot of build orders in YABOT but they aren't accompanied by any or the proper wave settings for when the CPU plays the same build. Also, it seems like you can't go past 14 units per variable in the wave creator (say, to simulate a mass ling rush). Is this a bug or something that just isn't added?
For the pushes, most people have been submitting the build orders without them. I'm trying to organize a group where we will hopefully soon sit down and fill out the pushes properly. And the 14 unit limit is just a limitation during beta. Right now there are no edit boxes that would allow you to type in your own number. As a work around, you can set two attack waves for the same time and do 14 lings + 14 lings + 14 lings for each wave for a total of 84 lings at once
Ahhh, excellent. I wasn't sure if it was a bug or not. Some of the builds have the proper waves and some don't so yeah it'll be excellent to see these fleshed out. Hmm, which gets me thinking - is it possible to code up an option for a random push based on race? IE say you select Terran freelance and then choose Zerg "random" to play against. YABOT will then select from its pool of random Zerg BOs / waves for you to play against. Then you really get to practice your build against an unknown strategy. It's one thing to see if you can deliberately prepare for 30 zerglings at 5 minutes but it's another thing to have to prepare for all contingencies in your build, not knowing what you'll be hit with. I think this would be a great feature, if it's doable.
On June 15 2010 04:01 bogglor wrote: Ahhh, excellent. I wasn't sure if it was a bug or not. Some of the builds have the proper waves and some don't so yeah it'll be excellent to see these fleshed out. Hmm, which gets me thinking - is it possible to code up an option for a random push based on race? IE say you select Terran freelance and then choose Zerg "random" to play against. YABOT will then select from its pool of random Zerg BOs / waves for you to play against. Then you really get to practice your build against an unknown strategy. It's one thing to see if you can deliberately prepare for 30 zerglings at 5 minutes but it's another thing to have to prepare for all contingencies in your build, not knowing what you'll be hit with. I think this would be a great feature, if it's doable.
Now why do you have to go and spoil the surprise for the next release? :p I hope to have exactly this working in a few more days. :D
On June 15 2010 04:48 xorpwnz wrote: Now why do you have to go and spoil the surprise for the next release? :p I hope to have exactly this working in a few more days. :D
On June 15 2010 05:16 Dubst3p wrote: I don't get it... when I go to download it downloads something called Microsoft Silver or something... anyone help?
Microsoft Silverlight is basically an equivalent to Flash (but much more powerful). It's what I used to write the online tool, so you will just need to install the Silverlight plugin for your broswer. For macs, it's only available for the Intel processor though, sorry.
First off, freaking amazing!!! I'm in no way a "good" player, but I love to practice and man oh man YABOT is freaking awesome!!! I grabbed the latest version today and just played through.
However a couple of the build orders don't seem to spawn any units. (For the waves)
Specifically I was playing terran freestyle against protoss and when I pick the 2nd and 3rd build orders no waves seem to show up.
I can check each of them out and let you know which work and which don't, but figured I'd post first to see if I'm just being stupid...
When I pick the first build order it works as intended. :-) Thanks again for such an awesome build order tester!!
First off, freaking amazing!!! I'm in no way a "good" player, but I love to practice and man oh man YABOT is freaking awesome!!! I grabbed the latest version today and just played through.
However a couple of the build orders don't seem to spawn any units. (For the waves)
Specifically I was playing terran freestyle against protoss and when I pick the 2nd and 3rd build orders no waves seem to show up.
I can check each of them out and let you know which work and which don't, but figured I'd post first to see if I'm just being stupid...
When I pick the first build order it works as intended. :-) Thanks again for such an awesome build order tester!!
Iskondi
Hey sorry, that would be my fault. When I coded them, I forgot to add in units for when the computer played them through, was only thinking of the player side of the equation. I'll make sure that in the next release I'll have given attack waves for the protoss builds.
thanks for the great effort and work. Nevertheless, I would suggest to add "chrono boost", "m.u.l.e", scan, spawn larvae etc. into the builds as they are mostly absolutely crucial to a specific build order. For terran, it's even important that you can build a tech lab with your factory and then use it with your starport to be even faster. Or as Zerg you often take your first queen and move it downwards to your 2nd hatchery, creating the new one in the first hatchery. Or using it for creep tumors.
This is - as far as I see it - not properly reflected in yabot. I know that you could describe it in the description and set the min/gas amounts in a way that the build becomes impossible without, but giving it certain numbers would be better.
Besides, some of the presented builds seem to be rather "slow". If I can do it "faster", why would this be bad for my overall score?
On June 16 2010 In an unsure time period, xorpwnz wrote:
6/15/2010 The next version will be coming out soon but I am going to need a little longer than usual to finish it. The reason is that we are putting in (thanks to a real software engineer ^_^) some pretty nice AI that will execute any build order that is currently in YABOT... even your custom ones! Oh, also I'm adding a live APM counter
Awesome so, we will get to see the AI building stuff and attacking? AWESOME! <3
This map looks awesome so far. Only one thing I would request, and I don't even know if it's possible.
The AI build orders are set up as waves of units that just spawn in their base and then move towards yours. Is there any way to get the AI to actually perform the build order in question? This would be *extremely* useful for testing your own harass/push timings, allowing you to see what you'd actually be up against when you get there.
Also a quick question. Why use "Real Time" at all? If the game speed changes, that can throw things off, can't it? And besides, we really only care about game time, because that's what's shown in replays, and it's a common denominator regardless of game speed.
This is really amazing, especially that Mac users can participate too using the MapCraft application! I like that I'm able to practice my build orders in the downtime and that the game runs very smoothly too! I only wish (and maybe you can but I just haven't found it yet...) that you could play past the 7 minutes to see how your early build order works out as you transition into the middle and late game. Either way, this is really helping to make the downtime a lot more bearable and a lot of fun - thank you for all of your hard work in developing this awesome application, and for taking the time to constantly update it and consider the community's feedback!
On June 16 2010 05:56 Drazzzt wrote: I would suggest to add "chrono boost", "m.u.l.e", scan, spawn larvae etc. into the builds as they are mostly absolutely crucial to a specific build order. For terran, it's even important that you can build a tech lab with your factory and then use it with your starport to be even faster. Or as Zerg you often take your first queen and move it downwards to your 2nd hatchery, creating the new one in the first hatchery. Or using it for creep tumors.
This is - as far as I see it - not properly reflected in yabot. I know that you could describe it in the description and set the min/gas amounts in a way that the build becomes impossible without, but giving it certain numbers would be better.
Besides, some of the presented builds seem to be rather "slow". If I can do it "faster", why would this be bad for my overall score?
There will be a couple new additions to the build orders that should help you. First there will be a custom tag that you can define for any step. I won't necessarily be checking the conditions, but for example, you can get the tag to "Chronoboost" and the tag will show up in the objectives list for that step. There will be more advanced things in the future, but the tag will at least be in the next version.
As far as building faster than the build order says... that should increase your score.
On June 16 2010 05:56 Drazzzt wrote: I would suggest to add "chrono boost", "m.u.l.e", scan, spawn larvae etc. into the builds as they are mostly absolutely crucial to a specific build order. For terran, it's even important that you can build a tech lab with your factory and then use it with your starport to be even faster. Or as Zerg you often take your first queen and move it downwards to your 2nd hatchery, creating the new one in the first hatchery. Or using it for creep tumors.
This is - as far as I see it - not properly reflected in yabot. I know that you could describe it in the description and set the min/gas amounts in a way that the build becomes impossible without, but giving it certain numbers would be better.
Besides, some of the presented builds seem to be rather "slow". If I can do it "faster", why would this be bad for my overall score?
There will be a couple new additions to the build orders that should help you. First there will be a custom tag that you can define for any step. I won't necessarily be checking the conditions, but for example, you can get the tag to "Chronoboost" and the tag will show up in the objectives list for that step. There will be more advanced things in the future, but the tag will at least be in the next version.
As far as building faster than the build order says... that should increase your score.
On June 16 2010 17:45 Looky wrote: anyone else getting this "triggerdialogerror" when trying to use a imported custom build?
I got it when using an upgrade which was not yet encoded in yabot (like overlord speed). It will translate to a "-1" in your encoding. If yabots "sees" a -1 it will more or less crash (needs a bugfix). Workaround: remove the -1 entry from your build in the bank file (and don't forget to reduce the number of steps by 1).
On June 16 2010 17:45 Looky wrote: anyone else getting this "triggerdialogerror" when trying to use a imported custom build?
I got it when using an upgrade which was not yet encoded in yabot (like overlord speed). It will translate to a "-1" in your encoding. If yabots "sees" a -1 it will more or less crash (needs a bugfix). Workaround: remove the -1 entry from your build in the bank file (and don't forget to reduce the number of steps by 1).
Well said. Also you can get the error when pasting into chat... I'm going to disable pasting into chat for the next version because it's causing a lot of problems. In the mean time, just edit your bank file manually. More instructions here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=130700
I just wanted to note a bug I found in the most recent version (1.7 steppes of war).
For the Tank Terran build, when you make the 2nd tech lab (for the factory), it doesn't get checked off your list. I believe you coded the barracks tech lab into that build instead of the factory one. It's not a huge bug, but I just thought I'd point it out so that it could be fixed for the next build. I've only tested the Steppes of war map so far, so I don't know if the same error occurs on the other 3 maps.
But at any rate, I love what you've done so far. Good work! I can't wait to see where this goes in the future, as it can only get better.
Not sure if it has been said but I just watched your video and I noticed your target resources for the build orders are all 0, but the summary records the resources you had before subtracting the cost of the building. For example, at the end of the video your refinery is listed as 7 85 0. It would be much more useful for optimizing builds if the summary showed how many "extra" resources we had beyond the cost of the building. It would also make objectives like 10 0 0 make sense.
On June 16 2010 17:45 Looky wrote: anyone else getting this "triggerdialogerror" when trying to use a imported custom build?
I got it when using an upgrade which was not yet encoded in yabot (like overlord speed). It will translate to a "-1" in your encoding. If yabots "sees" a -1 it will more or less crash (needs a bugfix). Workaround: remove the -1 entry from your build in the bank file (and don't forget to reduce the number of steps by 1).
Well said. Also you can get the error when pasting into chat... I'm going to disable pasting into chat for the next version because it's causing a lot of problems. In the mean time, just edit your bank file manually. More instructions here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=130700
On June 17 2010 03:18 TheBaron87 wrote: Not sure if it has been said but I just watched your video and I noticed your target resources for the build orders are all 0, but the summary records the resources you had before subtracting the cost of the building. For example, at the end of the video your refinery is listed as 7 85 0. It would be much more useful for optimizing builds if the summary showed how many "extra" resources we had beyond the cost of the building. It would also make objectives like 10 0 0 make sense.
Having an option to choose what to see either resources and food just before an action started or the same right after makes sense. However, I think all those 0's could have confused you. Those mean 'n/a' - not important. Comparison of those to the actual values in the summary screen is meaningless.Thoughts anyone?
- Vlad
P.S. Additionally those 0's imply constant building of peons without any time gaps whatsoever, so it becomes an ultimate measure of time in those builds.
I still get the e_arrayIndexUnderflow as zerg freestyle. I had a similar problem in one of my own maps; I had two arrays declared but one would constantly generate Underflow/Overflow exceptions even though they were both being accessed by the same index variable. Putting the two arrays into a record solved the problem.
On June 17 2010 06:26 qartar wrote: I still get the e_arrayIndexUnderflow as zerg freestyle. I had a similar problem in one of my own maps; I had two arrays declared but one would constantly generate Underflow/Overflow exceptions even though they were both being accessed by the same index variable. Putting the two arrays into a record solved the problem.
If any of you are seeing the arrayIndexUnderflow error, it is most likely because you did something in your build order that YABOT doesn't recognize. When this happens, you will see a -1 in one of the build order steps when you look in your bank file. If you know what you did that caused this, please let me know so I can fix it. I think Zerg is the only race having problems and someone said it may be due to the overlord speed upgrade.
I got that error tonight, and I didn't get overlord speed. I don't still have the build order,but I was going for roaches, and I think I got the roach tunneling claws and also burrow, so one of those may have done it.
I just tested all 3 upgrades for the Lair (one upgrade per game) and the only one that gave me the overflow error was burrow. Ventral Sacs and Overlord speed didn't give me the error.
On June 17 2010 13:00 jpaugh78 wrote: I just tested all 3 upgrades for the Lair (one upgrade per game) and the only one that gave me the overflow error was burrow. Ventral Sacs and Overlord speed didn't give me the error.
Burrow... that's what's causing it. Thanks for your help... it will be fixed ASAP
On June 17 2010 00:20 Full wrote: By the way does anyone know the correct timing for when the 10 gate zealot push should come against zerg and how many?
Thanks
e: soz double post
You can actually do that build, and write down the time it took for the zealot to go to the closest map location, and use that time in your zerg build against protoss, by entering the wave composition and that time.
On June 17 2010 14:10 qartar wrote: Looks like Creep Tumor is also not recognized.
Indeed.
I just tested a build where all I made was drones, queens and creep tumors, with no other upgrades or buildings, and got the overflow error again.
To be honest, I don't think creep tumors should be saved in a build anyways. All zerg players know you need to use them, but I don't think it would make or break a build if you didn't place the tumor at the right time.
On June 17 2010 14:10 qartar wrote: Looks like Creep Tumor is also not recognized.
Indeed.
I just tested a build where all I made was drones, queens and creep tumors, with no other upgrades or buildings, and got the overflow error again.
To be honest, I don't think creep tumors should be saved in a build anyways. All zerg players know you need to use them, but I don't think it would make or break a build if you didn't place the tumor at the right time.
IMO you're wrong here. Against Hellion harass placing the creep tumor at the right place and time is often absolutely crucial...
This is a wonderful map. It's definitely taught me the value of making more units earlier on in a match. However, in ZvT, I'm having a difficult time holding off that second push of Marines/Marauders. So, in a shameless cry for help, if anyone would be willing to send me a PM (as to not spam/derail the thread) with suggestions, it'd be greatly appreciated.
In a semi-unrelated note, I have noticed that on custom build orders (that are on the lengthier side, at/around the objective cap) the complete list of orders do not show up in their entirety, nor does the objective list scroll or update in any way as objectives are completed. It could just be me, as I haven't seen anyone else mention this problem, but I wanted to make a note of it.
There is an issue with the AI. It's obvious when you play against a protoss who mix stalkers with sthg else : stalkers come in my base way before the rest of his army. So the army should be grouped :/.
It would be good if we could play till the ~15 min mark too (with pushes till 13-14 minutes). 9 min isn't enough.
IMO you're wrong here. Against Hellion harass placing the creep tumor at the right place and time is often absolutely crucial...
Building workers is also crucial but not explicitly listed. I think the idea is that it doesn't require minerals/gas/supply to create. I agree that Creep Tumors can be crucial, but they are generally just advantageous. Anyway, presently (assuming they will no longer cause exceptions) you can just remove them from your build order later.
In a semi-unrelated note, I have noticed that on custom build orders (that are on the lengthier side, at/around the objective cap) the complete list of orders do not show up in their entirety, nor does the objective list scroll or update in any way as objectives are completed. It could just be me, as I haven't seen anyone else mention this problem, but I wanted to make a note of it.
From what I understand (xorpwnz will probably correct me if I'm wrong) custom build orders only record the first 15 steps.
Just a couple of other suggestions for your map (I love what you've done so far!):
1) Once you open up the wave configuration, there is no way to get back to the main menu.
2) I think it's already been mentioned, but it would be nice if we could practice some later pushes as well. The 7 minute mark just seems too short sometimes.
-----one idea is to let us have more then 3 attack waves, and increase the time from 7 all the way up to 15 minutes.
-----Also, maybe an option to not show the score screen, but let us play until we deside to finish. So maybe make a checkbox on the main menu to allow us to play past the 7 minute mark without having the score screen pop up at the end (we can always reset everything with the chat commands you already have built in.)
At any rate, keep up the great work! I've been playing around with Yabot pretty much every day since I found it on here.
I love this map but I think it could benefit from having a split-practicing option. I dunno about everyone else but sometimes I just wanna practice my splits and having a quick reset button would be awesome.
sc newb here... Im playing the 13gate protos build.
In my score page it says I build my first pylon at 9/10 100 0 but the target is 9/10 0 0 What I do I that I as soon as by nr9 probe is under construction I place my first pylon as soon as I hit 100minrals.
Is this a bug or have i missunderstood this whole concept of 9 pylon?
On June 20 2010 02:39 teemh wrote: Anyone else always get a time error when the game reaches 7 minutes?
Are you playing as Zerg? There is a bug currently if you research burrow or place any creep tumors, which results in an overflow error when the score screen pops up.
On June 20 2010 03:30 didimau wrote: sc newb here... Im playing the 13gate protos build.
In my score page it says I build my first pylon at 9/10 100 0 but the target is 9/10 0 0 What I do I that I as soon as by nr9 probe is under construction I place my first pylon as soon as I hit 100minrals.
Is this a bug or have i missunderstood this whole concept of 9 pylon?
Ideally, you want to build things as soon as you have the minerals for it. So while your 9th probe is building, as soon as you get 100 minerals, make your pylon.
jpaugh78: yeah, im building the pylon when im at 9/10 and have 100minerals(ie the earliest possible moment), yet the target says 9/10 0 0 and that i built it at 9/10 100 0 (wich is true if you include the cost of the pylon before its built)
can you please extend the play time and push times? The build order recording thing can end at 7.mins but it would be nice to be able to test late game army compositions too.
Is it possible to make it so you can enter custom times for the enemy waves to come? Sorry if this has already been asked, didn't want to read through 11 pages.
Najda if you click the times in the wave select screen you can customize when they arrive. I use this when I want to defend against a big push and want more units than is allowed per wave.
On June 20 2010 03:55 didimau wrote: jpaugh78: yeah, im building the pylon when im at 9/10 and have 100minerals(ie the earliest possible moment), yet the target says 9/10 0 0 and that i built it at 9/10 100 0 (wich is true if you include the cost of the pylon before its built)
seems like a bug?
When you see a target of 0, that basically means N/A or ASAP. As the build orders are refined, we'll try to include mineral targets for each of the steps.
I think it would be nice to add more attack waves for computer (like 5 instead of 3). When you remove objectives list there's still a sound that comes from that and it's annoying me a little bit. And when you can remove objective list wouldn't it be nice to be able to remove the clock too? Also computer doesnt use spell casters, but I dont know can you chance that.
If you could do those changes this would be perfect program at least for me.
Keep up a nice work! This is so awesome
Edit: I found a bug where all computer waves come at same time. It looks happening when waves are close each other. here's one examble of 10 gate waves were this happens:
On June 24 2010 03:01 Crywolf wrote: Where do you install that YABOT? Under SC2 folder? Why after dragged and dropped, it got stuck at the SC2 mini logo and wouldnt wanna start?
Presumably you are using Windows. Drag and drop one of the maps on the SC2 Editor icon, or lunch the SC2 Editor and open chosen map. Click the "Test Document" button on the tool bar (should be the last button on the toolbar) and you should be all set.
P.S. I've tested it one more time and looked in the network sniffer data. Standard launcher tries to do some sort of network communication to Blizzard servers and that one is not responding. That is why the mini logo stays for a long time. But it goes away eventually. Same happens when you simply launch the game.
On June 24 2010 03:01 Crywolf wrote: Where do you install that YABOT? Under SC2 folder? Why after dragged and dropped, it got stuck at the SC2 mini logo and wouldnt wanna start?
Presumably you are using Windows. Drag and drop one of the maps on the SC2 Editor icon, or lunch the SC2 Editor and open chosen map. Click the "Test Document" button on the tool bar (should be the last button on the toolbar) and you should be all set.
P.S. I've tested it one more time and looked in the network sniffer data. Standard launcher tries to do some sort of network communication to Blizzard servers and that one is not responding. That is why the mini logo stays for a long time. But it goes away eventually. Same happens when you simply launch the game.
Above method gets rid of this problem.
I was unable to use drag and drop but your second method which is opening using SC2 Editor works for me. Thanks man. You Rock!!
On June 24 2010 04:46 Trozz wrote: This map is so fun. What I would do is attack, Then save those timings.
Then I would reset, Then defend against those waves. Great map for downtime.
Cannot speak for the entire team, but here is my wish list:
1. AI builds according to build order lists (currently in testing); 2. AI executes saved tactical order lists 3. Eventually makes decisions and plays games. But this wouldn't be a build order testing anymore, would it?
Option to see the enemys buildorder while playing. For example: I play zerg and let the enemy go for 4 gate push und want to see when the 1. / 2. / 3. / 4. gate finishes while i play my build (2. gate same timing like my hatch ~etc)
or when i go against mac terra i wanna know when he gets siege upgrade for example.. so i can see which building i am building at this moment so i can improve my scouting timing on a real match nexttime.
Thx (sorry for english, i hope u understand what i mean :D)
On June 24 2010 05:36 seksn wrote: What i would like to see is:
Option to see the enemys buildorder while playing. For example: I play zerg and let the enemy go for 4 gate push und want to see when the 1. / 2. / 3. / 4. gate finishes while i play my build (2. gate same timing like my hatch ~etc)
or when i go against mac terra i wanna know when he gets siege upgrade for example.. so i can see which building i am building at this moment so i can improve my scouting timing on a real match nexttime.
Thx (sorry for english, i hope u understand what i mean :D)
yeah i think a second objective window of the opponents build order would be kool that checks itself off at the time when those objective would be done if the opponent was acutally playing it
I'm pretty sure your replay gets saved when you play his map. So you can always go back and watch the replay to get times on when stuff gets built as opposed to what you're currently building.....wait, nevermind....I forgot we can't watch replays from patch 16 (unless this has changed?).
So don't mind me, heh.
I've been playing against the Green Tea AI for practice....so far the AI has completely owned me every time. But I also can't wait to try out the new version of YABOT when they finish it.
On June 24 2010 05:57 jpaugh78 wrote: I'm pretty sure your replay gets saved when you play his map. So you can always go back and watch the replay to get times on when stuff gets built as opposed to what you're currently building.....wait, nevermind....I forgot we can't watch replays from patch 16 (unless this has changed?).
So don't mind me, heh.
I've been playing against the Green Tea AI for practice....so far the AI has completely owned me every time. But I also can't wait to try out the new version of YABOT when they finish it.
Which version AI? I just tried it and it kinda rolled over for me... or are you going against multiple computers?
I'd like for it to be a little bit longer though, say like 12-15 mins.
And a lot of the computer AI doesnt work for me (the computer never attacks or attacks with the "wrong" units - such as TvZ computer goin' for hellions - but no hellions ever came, just some reaper)
Finally, i'd like to say that at most protosses and terran computers (vs my zerg) "crashes" in the end. Not so the whole game shuts down, but so the final screen doesnt come up.
I really hope the new version is coming out fairly soon. I don't want to have to install SCALLIn1 with its super suspicious install procedure (turn off your antivirus, run as administrator, etc.) to play a decent AI!
We will hopefully have it ready to go this weekend at some point. Send me a PM if you would be interested in testing it before hand. We should have something ready to test by today or tomorrow. Just so you know, the AI will initially be focused on just executing build orders and the micro is still questionable. It will probably take another version before the AI is truly challenging.
On June 27 2010 05:03 KaiserJohan wrote: Is it just me or are all the waves very, very far behind? I mean 6pool, I had my hatch at natural and spine crawler up before the 6 lings came....?
Same with reaper rush, and I would like to see a 10gate zealot pressure ZvP
it's not just you, the whole reason i jumped to the end of this thread was to see if anyone else noticed this too. I just tried my build against 6pool, and noticed the same thing.
On June 27 2010 05:03 KaiserJohan wrote: Is it just me or are all the waves very, very far behind? I mean 6pool, I had my hatch at natural and spine crawler up before the 6 lings came....?
Same with reaper rush, and I would like to see a 10gate zealot pressure ZvP
it's not just you, the whole reason i jumped to the end of this thread was to see if anyone else noticed this too. I just tried my build against 6pool, and noticed the same thing.
Hey, have you tried to customize the waves? - The 6-pool is by default set to 2.30 (As I remember it) - go in and set it to 1.30, then it might be more realistic :-)
Here's something I want in one of the next versions: the ability to choose where you/your opponent spawns. Have the ability to choose as well as the default choice being Random. As a Terran player, there are some building placements I want to test out on parts of the map that can't be done on other spawn points.
Playing and testing with yabot was a pleasure the only thing I'd have to say that there be a way to continue building even after the timer was done. Or having the option to continue building
On June 28 2010 19:39 Elprede wrote: Playing and testing with yabot was a pleasure the only thing I'd have to say that there be a way to continue building even after the timer was done. Or having the option to continue building
The last 2 versions have allowed you to play past the 7 minute mark. The one that was updated today allows you to choose "endless game" from a dropdown menu.
Hey I dont know if anybody else has this problem but when I starts this build order tester my screen just turns black and the only thing you can see is the mouse. Does anybody know how to fix this problem??
On June 28 2010 20:43 Svenius wrote: Hey I dont know if anybody else has this problem but when I starts this build order tester my screen just turns black and the only thing you can see is the mouse. Does anybody know how to fix this problem??
When everything is working properly, you open YABOT from the map editor, then you click the "test document button". You will see a custom loading screen, then after everything loads, you should see the main menu for YABOT with options for which race you want, and which race you want the computer to be, then you click the "start game" button. You start with a black screen on top, and then after everything loads you will see "3...2....1..." and the match will start.
At which point are you getting the black screen and cursor?
I've tested the new version, and so far everything looks fine and works smoothly.
I see the black screen and the cursor right when I start it. It dosent show any loading screen at all it's just...black. Perhaps it's my computer that acts funny : /
The extended time is a great addition, in all the previous version i'd be finishing up my tech just as the game ended with no chance to test it out -.-
It would be great, if the Online Build Editor would allow to copy the text from the table. If posting a build somewhere the encoded text ist not really readable, so having the text from the table would be a good addition.
I do think this tester has a lot of potential to be fun as a game in itself while teaching you build orders if u optimize the point based system.
I was thinking u could add "par" times on the GUI so when u hit a goal "15 pylon (2min)" and u hit a time lower than 2 min u get bonus points. You would also loose points for times over those stated. This would just help in motivating while also letting u know what acceptable times are for getting things up. Kind of like build order golf!
There seems to be a bug in 1.8, I -e'd the game and restarted the round while my base was getting attacked by the "Standard ZvT" build and when it restarted the zerg was still in my base..They weren't attacking anything but they were there just chilling.
On June 29 2010 00:09 NuKedUFirst wrote: There seems to be a bug in 1.8, I -e'd the game and restarted the round while my base was getting attacked by the "Standard ZvT" build and when it restarted the zerg was still in my base..They weren't attacking anything but they were there just chilling.
Ah, yep I'm seeing this as well... I'll wait and see if there are any other bugs reported today and then put out a quick fix for any issues. For now, restarting the map will clear the attack waves properly. Sorry about that
I really love this map and I want to thank its creators !
However, are you absolutely sure about all the timings ? I mean... some of them are quite easy to handle but other ones are really tough !
If I don't abuse the AI (forcefield the ramp..), I can't survive the 2nd bio push or really really hardly with any other opening than 4gates. I don't get supply block at any time and with this build I was doing good on bnet so I don't get it...
On June 29 2010 01:41 Wayem wrote: I really love this map and I want to thank its creators !
However, are you absolutely sure about all the timings ? I mean... some of them are quite easy to handle but other ones are really tough !
If I don't abuse the AI (forcefield the ramp..), I can't survive the 2nd bio push or really really hardly with any other opening than 4gates. I don't get supply block at any time and with this build I was doing good on bnet so I don't get it...
I found that you can get this by opening with the standard 13 gate build, and then transitioning into getting 3 warpgates total to pump out zealots while you get an immortal. Don't forget to use your chonoboost.
You can get a zealot out before the first harass, or right as it comes. (Becomes much easier if you skip the second gas, beacuse you'll have enough for immortals anyways.)
Just need to meet then at the ramp with your zealots, and one immortal should plough them all down. (Though, I've been able to get two out.) Keep in mind I'm a very low level player, but that's just the build I use to deal with the harass.
Thank you for answering but are you sure you are talking about the lastest version of the map ? 0.1.8 ? (the one with ghosts, emp and the 2nd push with 2 tanks, not the one with 1scv/2reapers/some marauders/marines)
Cause there are no harass in this one. The 0.1.7 was quite easy and I could handle it with any opening. This one is reaally beastly. I was in plat 1600+ before the big reset and in diamond after that so I am not really good but I can't be THAT wrong in early game...
First off, this is absolutely amazing and exactly what I've been looking for. My only complaint is that when I do a standard Terran wall in the enemy waves just keep running into the cliffs rather than moving up the ramp to attack my units/buildings (I have only tried this against a Zerg opponent on Blistering Sands so far.) Fantastic work though, thank you so much for sharing this.
EDIT: I tried this on other maps and got the same result. However, if I built a bunker instead of two supply depots the AI did come up the ramp.
So far everything seems to work really well besides the little bug about AI units remaining in the base upon an in-game reset (as already noted earlier). Restarting the map fixes that of course but is less convenient (of course).
By the way how accurate is the APM counter? It shows my current and average apm to be higher than the standard starcraft 2 replay counter, and if anything I'm playing slower than in my replays. It might just be tracking the apm differently I'm just curious.
There is a bug, when the zerg AI are teching for mutas, it doesn't make a spire. Which is a problem, because I can't scout it (fighting vs. a random Build), when it just attacks me with mutas without having a spire.
+ Random build for AI + AI actually building so you can see which strat (scouting is good) + Longer games (10, 20, for ever) + More (?) strategies for AI + More precise tools with 5 sec interval possibilities when choosing attackwaves + APM
A few things i'd like to the next one:
- More predetermined waves (i know i can come up with them myself but...) - Too bad i cannot see real time anymore, but really doesnt matter - i'd just have to learn the ingame times then instead...
Keep up the good work, i will try it out more then 3 games when i am not so tired
I dont if is a bug or other thing but sometimes when i pick a race i listen the sounds that the others race do. Ex: I pick terran and i listen the sound of toss is very weird. Anyone can help me? Thx
I don't know if the same thing happens for other Terran builds, but for the tank build, the tech lab doesn't get checked off when you build it on the Factory. It does finish if you build one from the barracks though. So I think the wrong building # is in that build, for the wrong tech lab. As far as bugs go, it isn't really that big of a deal.
On June 29 2010 08:12 jpaugh78 wrote: I don't know if the same thing happens for other Terran builds, but for the tank build, the tech lab doesn't get checked off when you build it on the Factory. It does finish if you build one from the barracks though. So I think the wrong building # is in that build, for the wrong tech lab. As far as bugs go, it isn't really that big of a deal.
I've not found any other bugs yet, good work!
That tank build requires tech lab build on barracks and then when factory is finished a swap between barracks and a factory. Build AI doesn't do that yet. It's in the works.
On June 29 2010 06:45 SoL[9] wrote: You are amazing like the map Gj
I dont if is a bug or other thing but sometimes when i pick a race i listen the sounds that the others race do. Ex: I pick terran and i listen the sound of toss is very weird. Anyone can help me? Thx
This is pretty common limitation when the race is not known prior to the map initialization.
On June 29 2010 08:12 jpaugh78 wrote: I don't know if the same thing happens for other Terran builds, but for the tank build, the tech lab doesn't get checked off when you build it on the Factory. It does finish if you build one from the barracks though. So I think the wrong building # is in that build, for the wrong tech lab. As far as bugs go, it isn't really that big of a deal.
I've not found any other bugs yet, good work!
That tank build requires tech lab build on barracks and then when factory is finished a swap between barracks and a factory. Build AI doesn't do that yet. It's in the works.
Oh, well that makes sense. I was doing that anyways, to get siege mode faster, heh.
On June 29 2010 06:45 SoL[9] wrote: You are amazing like the map Gj
I dont if is a bug or other thing but sometimes when i pick a race i listen the sounds that the others race do. Ex: I pick terran and i listen the sound of toss is very weird. Anyone can help me? Thx
Nothing you can do. It picks a random UI for you to play.. example, If i chose terran, sometimes it could be terran, others zerg or protoss :|
One bug I would like to mention is that I tried the BIO/EMP BO then I build the first barracks but the second barracks at 18/150/100 gas got checked as well. will try later if it does the same, but all in all it didn't bother me and you're very fantastic mr xorpwnz. Good Job!
On June 29 2010 06:32 brotosterone wrote: First I have to say THANK you for making this map and all the work you put into it. It's really awesome.
I'll post some bugs as I find them for 1.8:
I did ZvX freestyle vs a the PvX 1gas + 4 warpgate push and the AI didn't build, just mined and suddenly showed up with his forces.
Can you please provide screenshot 6-8 minutes into the game. "Didn't build" you mean didn't build at all? I played this just right now and AI builds all appropriate structures and types of units.
The newest version of YABOT is amazing! I've only been messing around with it for a little while now, but it feels alot like the actual game now. I particularly like the APM counter, the extended game option, and the extra maps - all very helpful. I haven't seen too many bugs yet aside from the leftover enemy units bug mentioned above. Obviously more builds will be nice, but that can be added in over time (the newest additions are mostly good though!). Anyway, kudos to the developers, this is really making the lack of beta bearable.
On June 29 2010 03:13 moztacular wrote: By the way how accurate is the APM counter? It shows my current and average apm to be higher than the standard starcraft 2 replay counter, and if anything I'm playing slower than in my replays. It might just be tracking the apm differently I'm just curious.
As I mentioned in the change log, the only way I know of tracking APM right now is to count every single click or key press. I believe the replay APM discounts some spamming of the same command, so the live APM will be very much over estimated, by as much as 150 APM if you really like to spam
Hmm there is such a weird thing going on with the YabotSettings Bank data. First i tried to copy the old codes of YabotSettingsOld into the Online Yabot Build Editor and encode them in the new codings which worked until i copied them manualy, saved and wanted to check ingame. There were no custom ones and after closing SC2 and and open YabotSettings Bank data they were no more there... Well then i thought ok just set them up again one by one in the Online Build Editor. I made one, copied and started SC2 to check which worked till BO nr. 4 i think. I copied it and wanted to check. Well all BO´s were gone again which is really frustrating -.-. I made no mistakes by copy them into the Bank data since i knew it could happen something like this.
Edit: Ok more weirdness. I think the data cant read the " ´ " letter. I had " Zerg´s" in the description and after changing it to "Zergs" it worked...
And well i have 1 idea how you can greatly improve yabot and make it like goodly tool for sc2.
I think you know about replay parser http://sites.google.com/site/sc2gears/ So i think it will be awesome to write a little tool which will extract bo for first 10min of replay using replay parser than encode it and save in yabot bank. (As far as i understand everything is wrtitten already(they know how to parse replay you know how to encode) you just need to cooperate a bit with parser programmers)
Just think about it! For example You get replay with some omg tlo openning and 2minutes later you have his bo in yabot because there is such an amazing tool
Ofc this build will need some editing just to clear it form spam commands(it's problem of all the replay parsers) but it can be made manually rather easy using your online tool
And 1 more idea It would be great to allow user manually increase the number of custom slots. May be you сan just count number of <Key name="BuildOrder0"> sections in yabot bank file? So that for example now there are 10 sections for 10 custom slots and if i want 1 more slot i could just add <Key name="BuildOrder11"> section and yabot will see it as 11 custom slot, It's not critical bit it would be nice to have such opportunity.
After playing around with it some more tonight I did come across a bug on the blistering sands map (didnt notice this on the other maps, although I haven't played them too thoroughly yet), where mineral patches in your main will disappear after resetting or choosing a new build. The first time this happened it was only two patches that vanished, the second time it was every single patch in the main - both instances were fixed by restarting, but I thought I would report it regardless.
First of all: This thing is awesome and very helpful.. thanks to all creators.
@random UI: This can easily be adjusted. If you want to have a certain race UI you can go to Map->Player Properties in the Editor and then select the UI of the race you want for Player #1 (User). Save the map and run it. Easy is possible.
@Bug: I experienced a bug, when i was attacked by a wave and typed in -r. The attacking wave units still remained on the map. They didn't attack or move but they were not cleared off.
On June 29 2010 15:31 reapsen wrote: First of all: This thing is awesome and very helpful.. thanks to all creators.
@random UI: This can easily be adjusted. If you want to have a certain race UI you can go to Map->Player Properties in the Editor and then select the UI of the race you want for Player #1 (User). Save the map and run it. Easy is possible.
@Bug: I experienced a bug, when i was attacked by a wave and typed in -r. The attacking wave units still remained on the map. They didn't attack or move but they were not cleared off.
On June 29 2010 02:27 Wayem wrote: Thank you for answering but are you sure you are talking about the lastest version of the map ? 0.1.8 ? (the one with ghosts, emp and the 2nd push with 2 tanks, not the one with 1scv/2reapers/some marauders/marines)
Cause there are no harass in this one. The 0.1.7 was quite easy and I could handle it with any opening. This one is reaally beastly. I was in plat 1600+ before the big reset and in diamond after that so I am not really good but I can't be THAT wrong in early game...
I also noticed that the Bio/EMP waves feel unrealistically hard/early. I am not sure if the build times are possible in theory, but i have never been under such Terran pressure as a Protoss in a real game. However, maybe this is just because i never ran into someone playing that specific build so spot on.
It would be great if there would be a way to show which structures/units get build how an when by the computer - and maybe some kind of setting to define how close the computer comes to a perfect build (hardly any human would be perfect every time). Maybe even a way to go above 100% precision for the AI, so that the computer finishes stuff earlier than do-able and we could see how much "breathing room" for mistakes our own builds have.
It would be great if there would be a way to show which structures/units get build how an when by the computer - and maybe some kind of setting to define how close the computer comes to a perfect build (hardly any human would be perfect every time). Maybe even a way to go above 100% precision for the AI, so that the computer finishes stuff earlier than do-able and we could see how much "breathing room" for mistakes our own builds have.
AI build order comments are possible and with minor tweaks can be done as early as next release. Perfection is another story. Hard to measure. Currently the AI is limited to 200 APM, but programming it to "make" mistakes with preset build order will not be trivial. Especially, considering that those mistakes should not break the core element of the said opening build. One fairly quick solution is to have APM randomly fluctuating withing specified limits. How about that?
On June 29 2010 22:45 vlovsky wrote: AI build order comments are possible and with minor tweaks can be done as early as next release. Perfection is another story. Hard to measure. Currently the AI is limited to 200 APM, but programming it to "make" mistakes with preset build order will not be trivial. Especially, considering that those mistakes should not break the core element of the said opening build. One fairly quick solution is to have APM randomly fluctuating withing specified limits. How about that?
I am not sure how much of the build order get's actually done by the AI and how much is scripted actions. So what i mean is: Is the AI really building drones and buildings, using up money/gas and producing attack wave units in the required buildings? Would the AI need to wait to have enough money to do something? Are is YABOT basically spawning units "out of thin air" in the time defined by the build order and runs for an attack?
If YABOT really builds stuff it would be awesome if we could enable/disble the vision of the AI, just as turning on the view of both players in a replay. This way you could easily see how far the computer is.
In case of scripting seeing the AI executing the build-order in a list (just like seeing your progress against your build) would be cool.
In terms of "precision" it might be enough to just delay the actions of the AI. So if the precision is 90% things happen 10% later as defined in the build order. It would basically be a convinient way to delay the attack waves of any given build by a certain percentage instead of manually changing the waves. So if you want to learn countering a certain rush you can try against a "weaker" opponent first and than go up in timing. Like a handicap level for the AI.
On June 29 2010 22:45 vlovsky wrote: AI build order comments are possible and with minor tweaks can be done as early as next release. Perfection is another story. Hard to measure. Currently the AI is limited to 200 APM, but programming it to "make" mistakes with preset build order will not be trivial. Especially, considering that those mistakes should not break the core element of the said opening build. One fairly quick solution is to have APM randomly fluctuating withing specified limits. How about that?
If YABOT really builds stuff it would be awesome if we could enable/disble the vision of the AI, just as turning on the view of both players in a replay. This way you could easily see how far the computer is.
.....
In terms of "precision" it might be enough to just delay the actions of the AI. So if the precision is 90% things happen 10% later as defined in the build order. It would basically be a convinient way to delay the attack waves of any given build by a certain percentage instead of manually changing the waves. So if you want to learn countering a certain rush you can try against a "weaker" opponent first and than go up in timing. Like a handicap level for the AI.
AI really builds stuff and produces units according to the build orders, spending resources and waiting for them. One caveat, old BO strings do no contain appropriate number of units, they contain only one of each type that ever built in the corresponding BO. So, waves are really constructed from spawn units. When BO's count parameter modified to build appropriate number of units AI will pick it up from there and waves could use those for attacking.
There is a cheat vision command, but it would take a team decision to publicize it. This encourages scouting. Is it useful to have separate mode where you could verify/clarify Build Orders done by AI?
On June 30 2010 00:37 ganil wrote: How does the string works ? Because it's weird to see the IA to start doing a good build and then... not doing anything anymore.
BOs are usually interrupted because of the imperfections/lack of knowledge in the code. Please, post the BO string that does it persistently and I should be able see what's the problem and fix it.
On June 30 2010 00:34 vlovsky wrote: AI really builds stuff and produces units according to the build orders, spending resources and waiting for them. (...) So, waves are really constructed from spawn units. When BO's count parameter modified to build appropriate number of units AI will pick it up from there and waves could use those for attacking.
Wow, that's pretty cool. So we could potentially train to harass and stuff one day!? Can't wait
On June 30 2010 00:34 vlovsky wrote: Is it useful to have separate mode where you could verify/clarify Build Orders done by AI?
Personally i would consider that very useful to just to get a feeling for things. I agree always having it on would kill your scouting skills, but seeing what's going on would help me to get a better understand of timing in general (e.g. "on average around when i have X marines, protoss has Y zealots", etc)
I also noticed that the Bio/EMP waves feel unrealistically hard/early. I am not sure if the build times are possible in theory, but i have never been under such Terran pressure as a Protoss in a real game. However, maybe this is just because i never ran into someone playing that specific build so spot on.
I played against and yes, the BIO/EMP push is unrealistic. If you scout with your probe, you'll notice that the attack come once the T buildt his 2nd rax + ghost acadamy. I mean right after. Some units spawn from nowhere.
EDIT: Also, if you loose against the push, the unit you lost againt aren't gone after -b and restart. They won't attack you but if they're in your base while the IA push come, they'll start attacking you aswell. They'll attack you if you -p too.
That's what I said, currently BO strings are limited. They only specify food count. Unit count has a placeholder there, but it always 1 and hence AI builds only one unit of each type.
On another hand, "Pumping" is a vague statement. Not in general, but when it comes to AI decisions. First of all food count includes workers and other units. Second, usually BOs don't contain "train worker" commands explicitly (although it might). Given those conditions, it is easy for me to decide to train workers when there are no other unit types present. However, when other units are available for training, food count becomes ambiguous without actual unit count and/or build priority. Don't want to go into much details, just want to mention that it's going to get some fresh improvements that will allow entirely fair BOs.
It's a very good map tbh, I wish you somehow manage to "fix" the AI in a next version. It would be the best map ever \o/. Playing against yourself is very good to try some stuff.
On June 30 2010 02:36 ganil wrote: I edited my post above.
It's a very good map tbh, I wish you somehow manage to "fix" the AI in a next version. It would be the best map ever \o/. Playing against yourself is very good to try some stuff.
On June 29 2010 15:31 reapsen wrote: First of all: This thing is awesome and very helpful.. thanks to all creators.
@random UI: This can easily be adjusted. If you want to have a certain race UI you can go to Map->Player Properties in the Editor and then select the UI of the race you want for Player #1 (User). Save the map and run it. Easy is possible.
@Bug: I experienced a bug, when i was attacked by a wave and typed in -r. The attacking wave units still remained on the map. They didn't attack or move but they were not cleared off.
On June 29 2010 23:39 ganil wrote: PS: I have no idea why it's crossed on my broweser :p
For that, just put the [ code] [ /code] tag around your build orders. The [ s] and [ /s] is bbcode for strike-through
As vlovsky has been saying, this AI system is the first pass and it is meant to start by providing a way for you to learn what the computer build order is, and then try to respond accordingly knowing what attack waves will be coming. Attack waves are indeed being spawned in no matter what at the specified times. There is a team of people currently working on optimizing the attack waves to make it "feel" like the real thing. For example, if the computer *should* be capable of making 6 zerglings for a push, the attack wave may send 10 to get the right difficulty. For this reason also, some attacks may actually come before the proper tech is finished. This will get better with time, so stick with us
As for the cheat command, let's publish it here, but not on the first post. That way you'll at least have to do some searching to find it. :p
On June 30 2010 03:23 xorpwnz wrote: As for the cheat command, let's publish it here, but not on the first post. That way you'll at least have to do some searching to find it. :p
As far as project development is concerned, I think this should become a special mode for those who want to validate or compare/cross-reference specific builds. In this mode I think both players should be AI.
And these commands should be left for debugging purposes.
It seems to me that the AI can shoot from down my ramp to the top without having vision... Is that a known bug or am I the only one to have this issue?
Hey, I'm a new player who only started with 1v1 seriously since the beta began. YABOT has been a huge help in perfecting my timings as well as helping me memorize a few more new build orders that i'm excited to try out when the beta comes back up.
I was wondering of people were figuring out other things it can help you learn? Or if anyone had some kind of practice regimen they're using? Wish Day9 would do a daily on using YABOT to help you learn sc2.......
On June 30 2010 05:31 Alternity wrote: Hey, I'm a new player who only started with 1v1 seriously since the beta began. YABOT has been a huge help in perfecting my timings as well as helping me memorize a few more new build orders that i'm excited to try out when the beta comes back up.
I was wondering of people were figuring out other things it can help you learn? Or if anyone had some kind of practice regimen they're using? Wish Day9 would do a daily on using YABOT to help you learn sc2.......
Just curious though...I just played a game with it set to 10 min. I was Zerg (freestyle build) against Terran anti-FE vs Zerg build. During their second wave, the end game screen came up (don't know if i hit a wrong button). I clicked continue game, but then it never ended. I played on for like 20 total minutes...killed the Terran base and still nothing. Is there a way to get the end-score screen up manually? And if so, did I accidentally hit it?
I'm on my comp at work and the map loads up fine, but all I get is a black screen after load. I can see the cursor and that's it. Anyone know how I can fix this?
Sorry about the bio/emp second push, that would be me not knowing terran so well and having alot of builds on my plate at once. If anyone has BO's to suggest (PLEASE put in the attack waves, it saves a LOT of work) don't forget our other thread Link.
I'll get that wave fixed for the next release, post any information about builds in that other post, other than flat out bugs, thanks!
On June 30 2010 08:32 Graven wrote: I just played a game with it set to 10 min. I was Zerg (freestyle build) against Terran anti-FE vs Zerg build. During their second wave, the end game screen came up (don't know if i hit a wrong button). I clicked continue game, but then it never ended. I played on for like 20 total minutes...killed the Terran base and still nothing. Is there a way to get the end-score screen up manually? And if so, did I accidentally hit it?
After the score screen is shown, you can show it again by typing -e.
Note to all: I just uploaded a maintenance release (0.1.8.1) with some updated build orders and bug fixes.
I wonder what the best way of creating a build order would be?
First, at what time should I set the waves? When the units would move out of the base? What if I rally point them in front of the enemy base to morph banelings for example? Should we weaken the waves a little bit to account for harrassments, mistakes or traveling distances?
I noticed that I get the most complete build, when I'm actually freestyling this bo and saving. All times get recorded. I think that that build should also be fine tuned by copying it into the online encoding tool.
While editing the build I was wondering weather the minerals and gas should reflect what i needed to build that unit or rather the stage my resources should be at.
For example: I save up 350 minerals and 100 gas to build 1 queen, Metabolic Boost, and 2 Zerglings right when pool finishes. The recording would show something like (from my memory):
13 355 104 1 Queen 15 210 8 1 Metabolic Boost (the gas was subtracted one step too early) 15 115 12 1 Zergling 16 20 14 1 Zergling (mins were subtracted one step too early)
Since it is in there, it would be nice to be able to edit the time of each step in the tool and having the quantity displayed in the game (-o). Right now I can see the times in game, but not the quantity and vice versa in the encoding tool.
On June 30 2010 19:35 Pupsilein wrote: I wonder what the best way of creating a build order would be?
First, at what time should I set the waves? When the units would move out of the base? What if I rally point them in front of the enemy base to morph banelings for example? Should we weaken the waves a little bit to account for harrassments, mistakes or traveling distances?
I noticed that I get the most complete build, when I'm actually freestyling this bo and saving. All times get recorded. I think that that build should also be fine tuned by copying it into the online encoding tool.
While editing the build I was wondering weather the minerals and gas should reflect what i needed to build that unit or rather the stage my resources should be at.
For example: I save up 350 minerals and 100 gas to build 1 queen, Metabolic Boost, and 2 Zerglings right when pool finishes. The recording would show something like (from my memory):
13 355 104 1 Queen 15 210 8 1 Metabolic Boost (the gas was subtracted one step too early) 15 115 12 1 Zergling 16 20 14 1 Zergling (mins were subtracted one step too early)
Since it is in there, it would be nice to be able to edit the time of each step in the tool and having the quantity displayed in the game (-o). Right now I can see the times in game, but not the quantity and vice versa in the encoding tool.
I am having trouble editing my bank file to include build orders I made with previous versions of YABOT. It does not seem to recognise the part of the code with all the numbers since the build order is not showing
I'v just noticed that there is no infestor in yabot There is no infestor in online tool and there is no infestor in your readme file with codes for unites...
On July 01 2010 02:50 dargul wrote: I'v just noticed that there is no infestor in yabot There is no infestor in online tool and there is no infestor in your readme file with codes for unites...
It's because the AI cannot use spells. They can't use storm, forcefield, anything like that.
On July 01 2010 02:58 NuKedUFirst wrote: It's because the AI cannot use spells. They can't use storm, forcefield, anything like that.
But still there are high templars, and you can add them in your bo using online tool for ex. I think that infestors and warp prism were simply forgotten
On June 30 2010 19:35 Pupsilein wrote: I wonder what the best way of creating a build order would be?
First, at what time should I set the waves? When the units would move out of the base? What if I rally point them in front of the enemy base to morph banelings for example? Should we weaken the waves a little bit to account for harrassments, mistakes or traveling distances? ...+ Show Spoiler +
I noticed that I get the most complete build, when I'm actually freestyling this bo and saving. All times get recorded. I think that that build should also be fine tuned by copying it into the online encoding tool.
While editing the build I was wondering weather the minerals and gas should reflect what i needed to build that unit or rather the stage my resources should be at.
For example: I save up 350 minerals and 100 gas to build 1 queen, Metabolic Boost, and 2 Zerglings right when pool finishes. The recording would show something like (from my memory):
13 355 104 1 Queen 15 210 8 1 Metabolic Boost (the gas was subtracted one step too early) 15 115 12 1 Zergling 16 20 14 1 Zergling (mins were subtracted one step too early)
Since it is in there, it would be nice to be able to edit the time of each step in the tool and having the quantity displayed in the game (-o). Right now I can see the times in game, but not the quantity and vice versa in the encoding tool.
Good questions. The attack waves times are when they should start heading over from the enemy base. Technically they will spawn in just outside the enemy base, then rally up near your base, and then attack.
Your build orders should reflect what resources you had just before you started construction. It's like saying, "When you have X minerals, build Y". Also, quantities are not yet recognized in objectives, but they are recognized when the AI does the build order. The quantities should be fully working in the next version. The times were just accidentally left out of the online encoder, so I updated it just now to have them if you would like to tweak them.
On July 01 2010 00:55 zealotz55 wrote: I am having trouble editing my bank file to include build orders I made with previous versions of YABOT. It does not seem to recognise the part of the code with all the numbers since the build order is not showing
The older ones are not directly compatible with 0.1.8. You will notice that any older build orders that you had stored get moved to a backup bank file. To convert them, just copy and paste into the online encoding tool, decode, and then re-encode to get the newest format.
On July 01 2010 02:50 dargul wrote: I'v just noticed that there is no infestor in yabot There is no infestor in online tool and there is no infestor in your readme file with codes for unites...
And there is also no warp prism
If you think these would be useful for a certain build order, then we will certainly add them
I think that is correct, I just realised that I formatted this PC a few days ago, and even though it said patching to patch 15 after installing SC2, I guess it doesn't! Gonna try to patch manually and then run it again! I'm such a noob...:p
I was able to fully patch a new install yesterday, using the EU servers instead of US. For some reason, the US patch servers are down while those for the EU have been left up. You just have to redirect your client to the servers that are online. How-to after the jump:
On July 01 2010 16:33 TheRabidDeer wrote: I went ahead and did a video review/strategy demonstration out of boredom, featuring YABOT. Let me know what you think ^_^
If people like it, I will have to go out and buy a decent mic so you dont have to turn the volume up and hear clicking lol
EDIT: It is available in full 1080 if you choose to watch it on youtube instead.
One has to understand the road-map of a product as well as its *current* limitations fairly well to go ahead with a review. I think advertising like this turns away more people than it attracts.
On June 30 2010 23:33 dargul wrote: There is bug in 1.8.1 version. New bo "ZvX Speedling Opening" 2 wave has 10 Ultralisks it's 5th min of the game...
LOL Yeah I saw that too. I want that zerg build order that creates 10 Ultras and 14 Zerglings after 4:29 I'll pwn
Seriously I knew it was an error when I saw it, but that didn't stop me from trying to counter it. But since I'm just getting my factory done at about that time. If this was another player against me, there's no counter.
Against the dumb AI, it took me a few tries, but eventually what I did was put 2-3 marines on the bottom of my ramp in front of my wall, they would lead the Ultras around for a bit which would stop them from going up my ramp. In the mean time, 3x Rax, 1 Factory to make siege tanks and one starport to make banshees, and I mopped them up.
There is a problem with this thing, I do my build and it can't replay it. I think because the ooze is not there where I made a structure? but even before that it is not extractor trick canceling, and for some reason it keeps making a nat gas too. Is the recorded build supposed to make structures in the same positions?
On July 02 2010 00:31 aPsychonaut wrote: The hotkey tab on options is just called: UI/Hotkeys_control
The quit button is called: UI/GameMenuQuit_Control
What is wrong? And how do I change to left-handed hotkeys?
What map was this on?
On July 02 2010 03:17 CharlieMurphy wrote: There is a problem with this thing, I do my build and it can't replay it. I think because the ooze is not there where I made a structure? but even before that it is not extractor trick canceling, and for some reason it keeps making a nat gas too. Is the recorded build supposed to make structures in the same positions?
Right now the exact locations are not recorded. There's a constant struggle between trying to limit the amount of data recorded for ease of sharing. However, we are looking at ways to do this. That being said, the AI should still build everything. Could you please PM me your encoded build order and I would be happy to take a look.
On July 02 2010 03:17 CharlieMurphy wrote: There is a problem with this thing, I do my build and it can't replay it. I think because the ooze is not there where I made a structure? but even before that it is not extractor trick canceling, and for some reason it keeps making a nat gas too. Is the recorded build supposed to make structures in the same positions?
Right now the exact locations are not recorded. There's a constant struggle between trying to limit the amount of data recorded for ease of sharing. However, we are looking at ways to do this. That being said, the AI should still build everything. Could you please PM me your encoded build order and I would be happy to take a look.
On July 02 2010 03:17 CharlieMurphy wrote: There is a problem with this thing, I do my build and it can't replay it. I think because the ooze is not there where I made a structure? but even before that it is not extractor trick canceling, and for some reason it keeps making a nat gas too. Is the recorded build supposed to make structures in the same positions?
Hm... build order that is map specific and cannot be executed on any other map? I don't think that's reasonable. But if you can put up a video and explain what are you trying to achieve by placing a building in a specific place, I can think how that can be formalized. I.e. putting structures at choke points to wall-off/block access. I also understand stealing gas. But executing this independently of any specific map requires some thoughts and time to implement.
Here is a list of all upgrades you forgot about Critical upgrades i wrote in bold.
Terran //terran corvid reactor - Raven energy //Terran Caduceus Reactor - medivac energy //Terran Moebius Reactor - ghost energy ( Well some ghost push bo with lot's of stealth ghosts might need this upgrade.) //Terran Durable Materials - raven turret duration //Terran Hi-sec Auto Tracking - turrets range
Protoss //Protoss Extended Thermal Lance //coloss range (Fast coloss build need this upgrade.) //Protoss Flux Vanes (Void Ray Speed Upgrade) //void ray speed //Protoss Khaydarin Amulet (High Templar Energy Upgrade) //tmplar energy (This upg makes high templars much more powerful, becuse u can use storm right after warping templar if u have this upgr. So i think it's will be used in some templar bo). //Protoss Graviton Catapult (Interceptor Launch Speed Upgrade) //Protoss Gravitic Drive - observer //Research Protoss Gravitic Booster - observer warp prism unit bo with fast drop, like 2[Immortal drop
Zerg //Zerg Neural Parasite - infestor //zerg pathogen gland - infestor energy Imo there might be some bo with fast infestor or neural parasite, this unit is very powerful. Zerg infestor unit //zerg burrow (burrowed roaches bo) //Zerg Centrifugal Hooks -baneling speed (for some baneling push bo)
And this upgrades where deleted from the game. 37 Roach - Organic Carapace 39 Ultralisk - Anabolic Synthesis 43 Zergling - Obverse Incubation
Anyway i think it's better to add all the upgrades now who knows what amazing bo will be created
On July 02 2010 04:51 dargul wrote: Here is a list of all upgrades you forgot about Critical upgrades i wrote in bold. + Show Spoiler +
Terran //terran corvid reactor - Raven energy //Terran Caduceus Reactor - medivac energy //Terran Moebius Reactor - ghost energy ( Well some ghost push bo with lot's of stealth ghosts might need this upgrade.) //Terran Durable Materials - raven turret duration //Terran Hi-sec Auto Tracking - turrets range
Protoss //Protoss Extended Thermal Lance //coloss range (Fast coloss build need this upgrade.) //Protoss Flux Vanes (Void Ray Speed Upgrade) //void ray speed //Protoss Khaydarin Amulet (High Templar Energy Upgrade) //tmplar energy (This upg makes high templars much more powerful, becuse u can use storm right after warping templar if u have this upgr. So i think it's will be used in some templar bo). //Protoss Graviton Catapult (Interceptor Launch Speed Upgrade) //Protoss Gravitic Drive - observer //Research Protoss Gravitic Booster - observer warp prism unit bo with fast drop, like 2[Immortal drop
Zerg //Zerg Neural Parasite - infestor //zerg pathogen gland - infestor energy Imo there might be some bo with fast infestor or neural parasite, this unit is very powerful. Zerg infestor unit //zerg burrow (burrowed roaches bo) //Zerg Centrifugal Hooks -baneling speed (for some baneling push bo)
And this upgrades where deleted from the game. 37 Roach - Organic Carapace 39 Ultralisk - Anabolic Synthesis 43 Zergling - Obverse Incubation
Anyway i think it's better to add all the upgrades now who knows what amazing bo will be created
Thanks for this list! Zerg burrow and centrifugal hooks should be in 0.1.8.1 but I will make sure the others (at least most) will be in 0.1.9.
On June 30 2010 23:33 dargul wrote: There is bug in 1.8.1 version. New bo "ZvX Speedling Opening" 2 wave has 10 Ultralisks it's 5th min of the game...
LOL Yeah I saw that too. I want that zerg build order that creates 10 Ultras and 14 Zerglings after 4:29 I'll pwn
Seriously I knew it was an error when I saw it, but that didn't stop me from trying to counter it. But since I'm just getting my factory done at about that time. If this was another player against me, there's no counter.
Against the dumb AI, it took me a few tries, but eventually what I did was put 2-3 marines on the bottom of my ramp in front of my wall, they would lead the Ultras around for a bit which would stop them from going up my ramp. In the mean time, 3x Rax, 1 Factory to make siege tanks and one starport to make banshees, and I mopped them up.
Hah yea I found out it wasnt really a good idea to practice my 13 gate opening versus that! I had it on random lol. I had one zealot facing down that lot!.
On this note is it possible that we could select which build orders we can face get in the random? Maybe but a check mark? Obviously if you are practicing some builds that are vulnerable to an early cheese rush you might not want to face the worst ones. And also if you want to practice defending a rush you dont want to face a macro build.
jesus....this has been litterally the longest month i have had in a long time..this Yabot helps...but...it doesnt get me over my anger about blizzard not giving us a set date for the beta return : <
YABOT is great but it has one major flaw - the name!
How about... BEBOT: Best Ever Build Order Tester or TUBOT: The Ultimate Build Order Tester or SHECOYATBOTIFA: Starcraft2 Hasn't Even Come Out Yet And This Build Order Tester Is Freakin Awesome
Seriously though... just wanted to add my thanks to the developers for making this thing.
So I'm having a bit of trouble ZvT against the Terran "harrass into fast expo" build. Does the marine/maurader/tank push really come that early? If so, what have people had success with in countering it, as zerg? I've been doing the speedling opening, but can't quite figure out what to transition into.
On July 03 2010 10:28 Lobotomist wrote: So I'm having a bit of trouble ZvT against the Terran "harrass into fast expo" build. Does the marine/maurader/tank push really come that early? If so, what have people had success with in countering it, as zerg? I've been doing the speedling opening, but can't quite figure out what to transition into.
It's absurdly hard to beat unless you go Roach wild. You pretty much have to tailor your entire build to stop it , knowing that it's coming. And even then, it's difficult. And forget it if you FE, you will lose 100%.
On July 03 2010 03:32 Foorce wrote: (aw yeah 1st post)
YABOT is great but it has one major flaw - the name!
How about... BEBOT: Best Ever Build Order Tester or TUBOT: The Ultimate Build Order Tester or SHECOYATBOTIFA: Starcraft2 Hasn't Even Come Out Yet And This Build Order Tester Is Freakin Awesome
Seriously though... just wanted to add my thanks to the developers for making this thing.
Haha nice suggestions. Glad to see this thread brings out the first time posters. Actually starting this thread was my first post as well
We have started improvements on the micro and macro aspects of the AI system for 0.1.9. We will definitely be holding off until phase 2 of the beta comes back online because we're anticipating some new bugs due to updates to the map tools. There may also be some improved AI functions built in.
Just wanted to pop in and say thanks for all your work on YABOT. I've been playing for about five hours and I feel 20x the player I was just skirming in phase 1.
Bah, not sure if it has been said before - but walling off completely confuses the AI. They refuse to try and break the door and just walk about at the choke doing not much of anything.
Hey, YABOT seems kinda messed up after the patch.. I hope this can be fixed because this is one of the most productive maps I always used even though beta will be up.
On July 08 2010 14:50 Licmyobelisk wrote: Hey, YABOT seems kinda messed up after the patch.. I hope this can be fixed because this is one of the most productive maps I always used even though beta will be up.
I just tried it and it looks like the main issues are that the orders of any lists are messed up (like the build order list) and the timer/APM windows are messed up. Any other issues you are seeing?
yes in the lists not only orders of lists are messed up but i choose zerg to play toss not sure if its just zerg and toss changing places or if it is a mix of all but i think besides the interface it is working fine
xel'naga watchtowers (at least on lost temple and blistering sands) and the gold minerals on blistering sands (maybe gold minerals on every map? not sure, i don't have time to check atm) also seem to be missing
thanks for the great map, looking forward to whenever the new version comes
On July 08 2010 23:41 Vizer wrote: xel'naga watchtowers (at least on lost temple and blistering sands) and the gold minerals on blistering sands (maybe gold minerals on every map? not sure, i don't have time to check atm) also seem to be missing
thanks for the great map, looking forward to whenever the new version comes
I posted a new version that fixes that list ordering issue. For the missing towers and gold minerals, we'll have to wait a little before I can get a hold of the new official Blizzard maps.
Wished I had a beta key to use this. Looks like a great way to train and share strategy. This will make bnet MUCH harder so only tell your good friends about this!! lol. Can't wait to use this!!!!
On July 14 2010 05:43 ValM wrote: When is the next version coming?
I'll try to get anther version up for Patch 17 fixes this weekend but after that, probably a little while because I'm working with the author of Green Tea AI to integrate into YABOT. Plus, I'm actually trying to play the beta a little
On July 14 2010 05:43 ValM wrote: When is the next version coming?
I'll try to get anther version up for Patch 17 fixes this weekend but after that, probably a little while because I'm working with the author of Green Tea AI to integrate into YABOT. Plus, I'm actually trying to play the beta a little
Integrating green Tea into your map is actually really easy
Import the trigger libs folder from green tea, and then whenever you want the AI to start running, have a trigger "Initialize Melee AI Script" or something like that. I know this works because I did it while the beta was down to fight vs AI without needing a 3rd party launcher.
I'm not quite sure what I'm doing wrong, but I've been using the Brat_OK PvT marine ghost build and randomly the AI will park a group of vikings over my base. lol
On July 16 2010 01:53 Gahlo wrote: I'm not quite sure what I'm doing wrong, but I've been using the Brat_OK PvT marine ghost build and randomly the AI will park a group of vikings over my base. lol
Can anyone please explain how to save a new build with its new name in the build order list? I tried the yabotsettingsbank file and my build was saved in BuildCustom0. How do I change the name from Recorded build to a name of my choice?
On July 17 2010 18:51 ValM wrote: Can anyone please explain how to save a new build with its new name in the build order list? I tried the yabotsettingsbank file and my build was saved in BuildCustom0. How do I change the name from Recorded build to a name of my choice?
Answered through PM... if anyone else if having trouble let me know and I'll make a tutorial in the first post.
Is it just me or is this extremely boring? Sure, I guess it's a good way to get better. Though I think I've never managed to complete a single build with YABOT (ok, maybe once). I just keep quitting the YABOT maps. For one it's because it's against an AI (I hate playing against an AI in any game), second it's because I don't really find it fun to get perfect at building stuff at _exactly_ the right SCV. Though I'm a noob and never played SC1 much (last time was some LAN games 10+ years ago) and I had 55/23 played/won in bronze in Phase 2.
On July 21 2010 10:45 quasit wrote: Is it just me or is this extremely boring? Sure, I guess it's a good way to get better. Though I think I've never managed to complete a single build with YABOT (ok, maybe once). I just keep quitting the YABOT maps. For one it's because it's against an AI (I hate playing against an AI in any game), second it's because I don't really find it fun to get perfect at building stuff at _exactly_ the right SCV. Though I'm a noob and never played SC1 much (last time was some LAN games 10+ years ago) and I had 55/23 loss/win in bronze in Phase 2.
Actually, I had no experience what so ever with SC1 or RTS in general.
Yet, by playing this for an hour a day and generally watching shoutcasts e.t.c. I was able to get to Plat in phase 2.
Basically, everyone up to Gold has bad beginning, so if you can learn a build good and push out at that time you can normally just win straight out.
I think this is generally better than actually playing someone. Up to a certain point its mechanics that are keeping a person down, so its better to improve your mechanics like keeping money low instead of playing other people and making mechanical mistakes.
On July 21 2010 13:25 zealotz55 wrote: sc2mapster link is dead, where can I download the latest yabot versions?
Hmm... the link seems to be working for me... are you looking here, or somewhere else? I have not actually tried to see if version 0.1.8.2 still works since the beta went down though.
I'm about 80% complete with the next version, but since the SC2 release is in less than a week, I will probably hold off and wait until then to release the map as version 1.0. Mainly I want to wait and evaluate whether it is worth using the Blizzard AI in the full release, or if I should still try to use something like Green Tea AI.
On July 21 2010 10:45 quasit wrote: Is it just me or is this extremely boring? Sure, I guess it's a good way to get better. Though I think I've never managed to complete a single build with YABOT (ok, maybe once). I just keep quitting the YABOT maps. For one it's because it's against an AI (I hate playing against an AI in any game), second it's because I don't really find it fun to get perfect at building stuff at _exactly_ the right SCV. Though I'm a noob and never played SC1 much (last time was some LAN games 10+ years ago) and I had 55/23 loss/win in bronze in Phase 2.
Actually, I had no experience what so ever with SC1 or RTS in general.
Yet, by playing this for an hour a day and generally watching shoutcasts e.t.c. I was able to get to Plat in phase 2.
Basically, everyone up to Gold has bad beginning, so if you can learn a build good and push out at that time you can normally just win straight out.
I think this is generally better than actually playing someone. Up to a certain point its mechanics that are keeping a person down, so its better to improve your mechanics like keeping money low instead of playing other people and making mechanical mistakes.
I'm right with you... I played Brood Wars only casually many years back and I really felt like I was starting from scratch with SC2. In phase 1, I placed in mid-copper league and was very frustrated at the lack of beginner training tools. So I made this map, played it for about 4 or 5 hours total myself, then placed in high-silver for phase 2. Please post if you're in a similar situation because I love hearing about it
Just updated my Yabot to test some builds but the waves aren't working correctly. I'm trying to practice defending an 8 zelot rush at the 4 minute mark, but it is sending void rays at me and it added vikings randomly with it 1 time. I have set it to various protoss build orders, disabled the waves and then manually told it to send the zelots in the first available option (top left). Instead, it sends VRs. When I left the first option at 0 and made the 2nd slot the 8 zealots, it send 8 VRs + 8 Vikings. At no time were either of those options displayed in any of my 0 counts and the only thing I told it to send was the one wave. Am I doing something wrong or is this a bug?
Great Build Order Tester, been using it for a while now, got me from bronze to high gold. There are a couple bugs though that are quite annoying. When trying a PvP or PvZ I randomly encounter Vikings during the waves, while the standard attack wave units also appear, a bit annoying when trying out a stargate build. Also some premade BOs contain blank objectives. Also if you mine out your main and reset there are no minerals left. Hope this helps. Thank you for your hard work with this project.
On July 22 2010 09:45 Hann1bal wrote: Just updated my Yabot to test some builds but the waves aren't working correctly. I'm trying to practice defending an 8 zelot rush at the 4 minute mark, but it is sending void rays at me and it added vikings randomly with it 1 time. I have set it to various protoss build orders, disabled the waves and then manually told it to send the zelots in the first available option (top left). Instead, it sends VRs. When I left the first option at 0 and made the 2nd slot the 8 zealots, it send 8 VRs + 8 Vikings. At no time were either of those options displayed in any of my 0 counts and the only thing I told it to send was the one wave. Am I doing something wrong or is this a bug?
Protoss attacks waves are borked because the latest patch renamed some of the internal names for units. I'll try to get an update out by tonight because the fix is easy. I'm also adding in a few other units and upgrades that I missed before.
First, let me say again, WOW, this is even better then the last time I used it!!!
Figure you probably already know this and it's part of your planned update but at the end of the 10 mins I get a blank screen and an error on the left side rather than the summary screen :-)
On July 21 2010 10:45 quasit wrote: Is it just me or is this extremely boring? Sure, I guess it's a good way to get better. Though I think I've never managed to complete a single build with YABOT (ok, maybe once). I just keep quitting the YABOT maps. For one it's because it's against an AI (I hate playing against an AI in any game), second it's because I don't really find it fun to get perfect at building stuff at _exactly_ the right SCV. Though I'm a noob and never played SC1 much (last time was some LAN games 10+ years ago) and I had 55/23 loss/win in bronze in Phase 2.
At first I felt the same way.. but then I got a little more serious about improving and had a plan to find the most economic pvz 2 gate zealot rush.. took like 30 tries but I wasnt bored all since by the time I found the build my zealot rush was just a few seconds slower than my original build but I had around 300 more minerals..
My most recent use of it was trying to find a fast time to get out 2 stalkers in pvt since I find a lot of terrans just wall them selves off and have like 2-3 marines for a while.. My 2 stalker rush owns the marines.. makes them have to pull off scvs to repair there supply depot which then I kill the scvs.. I have won games just by using the build..
55/23 is good so you probably dont feel the need to learn more.. but your only facing bronze.. if you were in diamond you would probably get annoyed losing 7 games in a row like I do sometimes so you would try to find anything you can to get an advantage which this thing helps you get an advantage
Thanks, this is the best update yet! While it is pretty close to the retail release of Starcraft 2, for me, your timing is impeccable as I just made a new build today that I'd like to try. I can't wait for version 1.0! Thank you so much for all of your help and for making this the way I practice when the Beta is down. Thanks a lot!
I'm running it right now. In PvP something seems to be wrong with the 2 Gate Fast Collusus build, the AI on Hard mode wasn't able to do it, it just kept sending some zealots and stalkers and I ended up winning easily. The 3 Gate Blink Stalkers build is working well, I actually lost to it, first time i've lost to an AI.
Holy mother of god what is up with the new AI? On insane I can barely get out two zealots before about 20 marines and a tank comes and owns me.
The super hard or whatever is right below Insane I have won about 50% but the AI seems to have more units and structures than could be possible. They also had a command center and barracks and factories in the middle of the map on Lost Temple.
EDIT: But still it is great to have a better AI. Thanks for the hard work! I'm just wondering if this insane AI is beatable. Also, I tried 4gate blink, 3 gate charge lots, 2 gate rush, and just straight up walling myself in with cannons.
On July 25 2010 13:09 Dionyseus wrote: I'm running it right now. In PvP something seems to be wrong with the 2 Gate Fast Collusus build, the AI on Hard mode wasn't able to do it, it just kept sending some zealots and stalkers and I ended up winning easily. The 3 Gate Blink Stalkers build is working well, I actually lost to it, first time i've lost to an AI.
Now that I've moved away from the attack wave system, we need to tweak some of the builds, including the Collosus one. You'll notice that the build order does not actually contain the order to build a collosus! Although, hopefully we can also tweak the AI to know to build these automatically.
On July 25 2010 14:03 Eduro wrote: Holy mother of god what is up with the new AI? On insane I can barely get out two zealots before about 20 marines and a tank comes and owns me.
The super hard or whatever is right below Insane I have won about 50% but the AI seems to have more units and structures than could be possible. They also had a command center and barracks and factories in the middle of the map on Lost Temple.
EDIT: But still it is great to have a better AI. Thanks for the hard work! I'm just wondering if this insane AI is beatable. Also, I tried 4gate blink, 3 gate charge lots, 2 gate rush, and just straight up walling myself in with cannons.
Just be aware that on Very Hard and Insane, the AI gets a mineral collection rate bonus, so it will have more units than normally possible. The "Hard" level is the highest non-cheating level.
On July 25 2010 13:09 Dionyseus wrote: I'm running it right now. In PvP something seems to be wrong with the 2 Gate Fast Collusus build, the AI on Hard mode wasn't able to do it, it just kept sending some zealots and stalkers and I ended up winning easily. The 3 Gate Blink Stalkers build is working well, I actually lost to it, first time i've lost to an AI.
Now that I've moved away from the attack wave system, we need to tweak some of the builds, including the Collosus one. You'll notice that the build order does not actually contain the order to build a collosus! Although, hopefully we can also tweak the AI to know to build these automatically.
On July 25 2010 14:03 Eduro wrote: Holy mother of god what is up with the new AI? On insane I can barely get out two zealots before about 20 marines and a tank comes and owns me.
The super hard or whatever is right below Insane I have won about 50% but the AI seems to have more units and structures than could be possible. They also had a command center and barracks and factories in the middle of the map on Lost Temple.
EDIT: But still it is great to have a better AI. Thanks for the hard work! I'm just wondering if this insane AI is beatable. Also, I tried 4gate blink, 3 gate charge lots, 2 gate rush, and just straight up walling myself in with cannons.
Just be aware that on Very Hard and Insane, the AI gets a mineral collection rate bonus, so it will have more units than normally possible. The "Hard" level is the highest non-cheating level.
Watched the ai do the protoss 4 warpgate gas build and it seems that it stops mining gas for a bit after finishing the build order, but then it starts mining gas again although sometimes it just sends two probes to each refinery. It seems like the AI strongly favors minerals.
On July 25 2010 23:45 Dionyseus wrote: xorpwnz are you using the latest version of Green Tea? It appears that the latest version of Green Tea can talk, but I can't seem to get the Green Tea version from YABOT to talk: http://www.teamliquid.net/forum/viewmessage.php?topic_id=137993
I'm not yet using v0.5 of Green Tea, but in the process of upgrading now. I will probably release another version in 2 or 3 days once SC2 is officially released in the US.
Yeah the version of Green Tea bundled with this YABOT release seems a little wonky. Its wall-in detection is really weird (zerglings just patrol in a 4 hex line when they encounter one) and some other weird stuff (attack priorities seem out of whack)
On July 26 2010 08:14 bogglor wrote: Yeah the version of Green Tea bundled with this YABOT release seems a little wonky. Its wall-in detection is really weird (zerglings just patrol in a 4 hex line when they encounter one) and some other weird stuff (attack priorities seem out of whack)
Thanks for the feedback... I'm trying to work out some of these issues and anything weird you find, let me know. Hopefully I will be able to get all of this ironed out over the next few weeks.
Could anyone confirm if there is a directory we can add these maps too to launch them from within SC2? I hate having icons / folders on my desktop but I have no other way to run this as yet. Either ways thanks for this I love it.
Is there a way to integrate easier A.I. or remove them alltogether? For example, the DT Rush build is impossible to pull off against medium A.I. if you follow the build order straight, because you get overrun by zerglings. I kinda preferred the attack wave system, but well that was probably just me :>
If the Medium AI makes it impossible what do you think a human opponent will do? The purpose should be to get a working build order, not just a build order. Instead of making it 'easier', why don't you think about what you may be doing wrong?
Why are you being overrun? Are you walling off properly? Are you getting a Zealot or two to prevent pressure?
If you try to rush straight to DT without making any base defense then you should expect to lose. Any Zerg that's mildly competent will do a run-by into your mineral line. If you wall and block with 2-3 Zealots it's a different story and you can hold off for quite a while.
Geez, you don't get my point. If I follow the build order straight, then I'll lose, no matter what. Of course something like a DT Rush cuts everything on defense, it's a gamble whether your opponent is very aggressive in the beginning or decides to macro up.
The problem is, sometimes I just want to practice a build without an opponent / early aggression and just get the build done. This isn't really possible at the moment, because even the lowest A.I. interferes too much. Edit: The best option is to change it to a terran mech opening with medium A.I. and your opponent won't do anything for quite some time, though xorpwnz said it himself, that some of the builds / matchups needs to be changed a little bit
Sure, in the end being able to react is something you should be able to do, but this isn't what I want at the beginning. So the thing I'm interested at the moment is to integrate an option to disable the A.I., so you have the option only to concentrate on the build order and ignore any kind of opponent.
Hi, I have problem with overheating when I use this Yabot.. I have added those 2 lines to variables.txt, so my SC2 is not supposed to do se. I think, when I play SC2, I dont have this problem. It only appears to be overheating, when I use this tool, anyone with similar problem? I just barely saved my card from burning today at the very last moment..
I've also had some strange issues playing against the zerg AI. I've been having it 6 pool me a few times in a row and it never sends the lings. Sometimes it will get a queen and expand, sometimes it will build only 2 lings and attack late, once it even took its gas and built another spawning pool (?). It looks like its set to send an attack wave of 6 zerglings at 2:10, which seems right timing wise, but isn't happening for some reason. Could this be the build being broken by moving away from the attack wave system?
Hey guys, I just finished the single player campaign, so now I'm going to work on the map and get it updated. I will be adding settings for "Easy AI" and "No AI" for people who just want to practice learning some build orders without interruption. I hope to also get some updated build orders into the map.
I am entirely lost on how to actually get this working ingame. I downloaded from the website, and on the site it says simply drag the map over the SC2 icon but when I do that it doesnt do a single thing. Is there a folder I need to put these in and then access ingame somehow?
On August 03 2010 14:19 DirDirDirty wrote: I am entirely lost on how to actually get this working ingame. I downloaded from the website, and on the site it says simply drag the map over the SC2 icon but when I do that it doesnt do a single thing. Is there a folder I need to put these in and then access ingame somehow?
just open it with the map editor and then hit test map.
On August 03 2010 14:19 DirDirDirty wrote: I am entirely lost on how to actually get this working ingame. I downloaded from the website, and on the site it says simply drag the map over the SC2 icon but when I do that it doesnt do a single thing. Is there a folder I need to put these in and then access ingame somehow?
just open it with the map editor and then hit test map.
I've had some problems with the hard AI though. While the very hard AI seems to be able to execute any of the included builds, the hard AI will do weird things instead of following the build it's been told. An example: I was playing vs the Terran emp/bio build on very hard, I noticed he had way too many units too early, so I found out the very hard AI was cheating. But other than that, it did everything like it should. So I restarted and went with the hard AI instead, but it didn't follow the build at all.
Anyone else noticed this?
Edit: I think the reason the hard AI started doing weird things was that I scouted him actually. By not scouting him, and instead using the -c.cheat.givemeopponentsvision command to give me vision of his base, I saw that he did the build perfectly. Nice!
On August 04 2010 22:06 Whalecore wrote: I love this project, keep working on it man!
I've had some problems with the hard AI though. While the very hard AI seems to be able to execute any of the included builds, the hard AI will do weird things instead of following the build it's been told. An example: I was playing vs the Terran emp/bio build on very hard, I noticed he had way too many units too early, so I found out the very hard AI was cheating. But other than that, it did everything like it should. So I restarted and went with the hard AI instead, but it didn't follow the build at all.
Anyone else noticed this?
Edit: I think the reason the hard AI started doing weird things was that I scouted him actually. By not scouting him, and instead using the -c.cheat.givemeopponentsvision command to give me vision of his base, I saw that he did the build perfectly. Nice!
Actually what probably happened is that when you scouted him, you accidentally got in the way of one of his construction steps. Unfortunately when this happens, the build order gets stuck and then Green Tea AI takes over doing it's own thing.
Hi xorpwnz, the current YABOT is powerful but awfully complicated and lacking the convenience and plain simplicity of qxc's original build order tester. I'd like to see a BASIC and ADVANCED mode tab in the main menu where advanced is the current YABOT and basic is similar to qxc's with hotkeys for reset. I feel as if this would make the map much more accessible.
Also, I do not feel as if Green Tea + ai micro functionality is the appropriate direction for a build order tester. The focus is on refinement, not winning or losing against a system which will never play like a human. Practice partners should be able to use YABOT as a way to practice builds, to establish game scenarios using an accessible interface.
The system has a lot of potential, to be the go-to Starcraft 2 laboratory for all skill levels across all areas of gameplay. I don't want this post to come across as me placing a burden, it is our responsibility as a community to help you create a great learning tool.
On August 03 2010 03:13 xorpwnz wrote: Hey guys, I just finished the single player campaign, so now I'm going to work on the map and get it updated. I will be adding settings for "Easy AI" and "No AI" for people who just want to practice learning some build orders without interruption. I hope to also get some updated build orders into the map.
On August 08 2010 13:49 VelRa_G wrote: Hi xorpwnz, the current YABOT is powerful but awfully complicated and lacking the convenience and plain simplicity of qxc's original build order tester. I'd like to see a BASIC and ADVANCED mode tab in the main menu where advanced is the current YABOT and basic is similar to qxc's with hotkeys for reset. I feel as if this would make the map much more accessible.
Also, I do not feel as if Green Tea + ai micro functionality is the appropriate direction for a build order tester. The focus is on refinement, not winning or losing against a system which will never play like a human. Practice partners should be able to use YABOT as a way to practice builds, to establish game scenarios using an accessible interface.
The system has a lot of potential, to be the go-to Starcraft 2 laboratory for all skill levels across all areas of gameplay. I don't want this post to come across as me placing a burden, it is our responsibility as a community to help you create a great learning tool.
I will definitely take these comments to heart for the next version. I just (a few seconds ago) released version 1.0, which adds a "No AI" difficulty setting if you want to practice your build orders undisturbed. I will think about adding a "basic" mode, which is a really good idea. However, in the mean time, if you choose the freestyle build order for yourself and no AI, I would consider that the basic mode... would you agree? Just typing "-r" to reset is easy enough I think, but I could add an option to quickly change races. Something like "-r t" for Terran, "-r p" for Protoss, etc. that defaults to the basic settings and resets the map.
Thanks for releasing V1! Q about the YABOT Build Encoder v2.0...in both browsers that I've tried, firefox and IE, the dropdown menu under the 'Step' column for, say, a Bldg is a long string like YABOTBuildEncoder.GameUnit...and I can't see anything else after that. Is it possible to remove this first part of the text so that it shows like just Assimilator? Otherwise I have to click one, hit esc to see which item I selected, and repeat.
On August 10 2010 12:41 Janhaus wrote: Thanks for releasing V1 about the YABOT Build Encoder v2.0...in both browsers that I've tried, firefox and IE, the dropdown menu under the 'Step' column for, say, a Bldg is a long string like YABOTBuildEncoder.GameUnit...and I can't see anything else after that. Is it possible to remove this first part of the text so that it shows like just Assimilator? Otherwise I have to click one, hit esc to see which item I selected, and repeat.
Thanks for letting me know... it's fixed now!
On August 10 2010 13:12 Quepp42 wrote: I would just like to thank you for all the hard work! This is truly a fantastic tool and greatly appreciate your contribution to the SC2 community!
On August 11 2010 00:26 Barter wrote: Is there any way to play this map while connected to battle.net?
I am currently looking into ways to make the map flexible enough to allow any number of human and computer players, but for now it is an offline only map.
On August 11 2010 06:44 iCCup.Raelcun wrote: Couldn't you publish it as a 1 player map and players would be able to launch it through create game feature?
Is there actually a way to publish and download single player maps? I thought that you can only publish melee maps, but I could be mistaken.
Edit: Ah, now I realize that is what you were talking about, but just making a single player slot for the melee map, right? I will look into that. Currently I have slots for the computer player and if you make a custom game and fill both with human players, it messes up the map.
Yeah you could publish it as a single player map, would have to choose only some of them cause you can only upload five. I would love to be able to stay on bnet so I can chat, see who is online and so on while playing the map.
Sorry if this has been asked/answered before... but how do I change the UI skin to a specific race? I selected terran from the dropdown but it seems to always use the Zerg skin for the UI (and sounds)
On August 11 2010 11:53 dirtyhand wrote: Sorry if this has been asked/answered before... but how do I change the UI skin to a specific race? I selected terran from the dropdown but it seems to always use the Zerg skin for the UI (and sounds)
The UI is random at startup. Nothing we can do yet, unfortunately. =(
On August 11 2010 11:53 dirtyhand wrote: Sorry if this has been asked/answered before... but how do I change the UI skin to a specific race? I selected terran from the dropdown but it seems to always use the Zerg skin for the UI (and sounds)
The UI is random at startup. Nothing we can do yet, unfortunately. =(
That's true... no way to change the UI after the map starts. You can open a map in the map editor and change the player options for player 1 to set the UI manually though. I usually just reload until I get the UI I want
On August 12 2010 04:52 TzTz wrote: In case you didn't know. I just played on the Lost Temple version of your map and the Stim Upgrade was still researched after a reset.
Yeah, I'm aware of this and it will be fixed shortly.
Instead of adding more feature creep, how about making a multiplayer version of YABOT for team players? Team players could practice their openings together and be more in sync with one another.
Is there a way to just reset back to the beginning, a la qxc's tester? Hardly any of my openings would be planned out to 10 minutes, and I'd prefer to just restart when I'm done with my build order.
Great job! I finally got enough time to play with this thing, and I really like it! In the little practice I've done, it has really exposed my problem areas (mainly, I've been using chronoboost incorrectly). I've just been practicing up to my last step and hitting "-e" to see my "build time." I've been "time attacking" it. I think I'm going to pull out my abacus and set a benchmark. I might do something like: get three 5:30s or less in a row with perfect accuracy with -o. After that, I'll know I've got it down.
On August 12 2010 09:53 carwashguy wrote: Great job! I finally got enough time to play with this thing, and I really like it! In the little practice I've done, it has really exposed my problem areas (mainly, I've been using chronoboost incorrectly). I've just been practicing up to my last step and hitting "-e" to see my "build time." I've been "time attacking" it. I think I'm going to pull out my abacus and set a benchmark. I might do something like: get three 5:30s or less in a row with perfect accuracy with -o. After that, I'll know I've got it down.
Anyway, great work! This is helping me a lot.
@Chriamon use "-r" in chat.
That's great to hear... I'm glad it's helping you.
Chriamon, also you can use -o to hide the objectives list and -a to hide the APM meter. Then it's a lot like the QXC tester
I think it needs more build orders. The only TvX build there is the tank build and I don't think that's very viable against rushes. Need more TvX builds, preferably solid ones that can almost guarantee you a fair shot at winning.
Yeah I'm just starting to get into SC2 online and just found out about this, and it's amazing. I only wish there were some current solid build orders I could learn (maybe 3 Rax/111 for Terran) to take with me into online. Anyone have any strings from http://www.xorpwnz.com/YABOT/ I can import?
Not sure if you are handling the AI, but I was trying a build vs 3gate FE @ LT and the AI made the nexus inside the main :/ Not sure if it is a known 'bug' or anything but figured I'd at least post it.
Edit: Also thx a lot for this, this project really is awesome
On August 12 2010 20:57 Dionyseus wrote: I think it needs more build orders. The only TvX build there is the tank build and I don't think that's very viable against rushes. Need more TvX builds, preferably solid ones that can almost guarantee you a fair shot at winning.
Hopefully the new website we're working on will make a plethora of build orders available. Trying to get it up as quick as possible.
On August 13 2010 06:35 sircuddles wrote: Yeah I'm just starting to get into SC2 online and just found out about this, and it's amazing. I only wish there were some current solid build orders I could learn (maybe 3 Rax/111 for Terran) to take with me into online. Anyone have any strings from http://www.xorpwnz.com/YABOT/ I can import?
There are quite a few here but they need to be converted to the newest version of the encoded string by using the online tool.
On August 13 2010 10:32 Aeyn wrote: When I use the Freestyle terran option, my marines already have the stimpack upgraded? Or am I doing something wrong?
That's a known bug that I will fix shortly.
On August 14 2010 04:44 Zarahtra wrote: Not sure if you are handling the AI, but I was trying a build vs 3gate FE @ LT and the AI made the nexus inside the main :/ Not sure if it is a known 'bug' or anything but figured I'd at least post it.
Edit: Also thx a lot for this, this project really is awesome
Thanks... I will look into that one!
On August 14 2010 09:46 dirtyhand wrote: Is it possible to move the the BO menu in game? The 'notification' icons are also displayed in that area and its hard to read the BO text.
As far as I know it's not possible to move that... but I will look around for options to style it for better readability.
Also many thanks for this map, it is really cool and I'm looking forward to the new build orders that will be coming. One question: is it possible to save replays of games played on yabot? Sometimes it would be useful to know exactly what the AI has done.
By the way, the AI seems to be bugged. I played versus very hard and the thing was just crazy. Its early MM push turned around in the middle of the map and went back home for no reason (except maybe it didn't like the defenses I was putting up, since afaik it sees everything?), and it never attacked again. It expanded some and built a number of pointless command centers. When I attacked it had three bases, but only about a dozen units, all MM.
Wasted a whole day of practice until I recognized Very Hard AI has increased Gather Rate... I really was questioning myself fot getting crushed so badly over and over ._.
Anyways /cheer to the Yabot-Crew, you do an amazing job!
I'm going to meet with the Green Tea AI author and hopefully have some solutions to these problems soon. Do any of you know if these kind of problems also happen with Green Tea on any other maps?
On August 15 2010 00:49 Xanatoss wrote: Wasted a whole day of practice until I recognized Very Hard AI has increased Gather Rate... I really was questioning myself fot getting crushed so badly over and over ._.
Are you talking about the Blizzard Very Hard AI or Yabot's?
I only ask, because I've been playing against the Very Hard Blizzard AI, and at the beginning it didn't appear to cheat when I tested it out awhile back.
On August 15 2010 00:49 Xanatoss wrote: Wasted a whole day of practice until I recognized Very Hard AI has increased Gather Rate... I really was questioning myself fot getting crushed so badly over and over ._.
Are you talking about the Blizzard Very Hard AI or Yabot's?
I only ask, because I've been playing against the Very Hard Blizzard AI, and at the beginning it didn't appear to cheat when I tested it out awhile back.
On August 15 2010 04:24 xorpwnz wrote: I'm going to meet with the Green Tea AI author and hopefully have some solutions to these problems soon. Do any of you know if these kind of problems also happen with Green Tea on any other maps?
All I know is when I played vs Green Tea quite a lot in phase 2, the AI never bugged out.
On August 15 2010 00:49 Xanatoss wrote: Wasted a whole day of practice until I recognized Very Hard AI has increased Gather Rate... I really was questioning myself fot getting crushed so badly over and over ._.
Are you talking about the Blizzard Very Hard AI or Yabot's?
I only ask, because I've been playing against the Very Hard Blizzard AI, and at the beginning it didn't appear to cheat when I tested it out awhile back.
This is the Yabot-Thread, so im talking oc about Grean Tea AI :x
On August 15 2010 00:49 Xanatoss wrote: Wasted a whole day of practice until I recognized Very Hard AI has increased Gather Rate... I really was questioning myself fot getting crushed so badly over and over ._.
Are you talking about the Blizzard Very Hard AI or Yabot's?
I only ask, because I've been playing against the Very Hard Blizzard AI, and at the beginning it didn't appear to cheat when I tested it out awhile back.
This is the Yabot-Thread, so im talking oc about Grean Tea AI :x
My bad. I haven't used it since the new version came out a week ago. Been too busy playing the Blizzard Hard AI and doing some 2v2 with my friend. Sorry about the confusion.
Same experience here, despite reading numerous threads that Very Hard AI doesn't resource-cheat, finally figured out that Very-Hard AI in YABOT, since it uses Green Tea AI, does indeed resource cheat.
Got a separate Q - anybody have a good PvT VR Rush YABOT build order? I played around with trying some of the posted ones here at TL but there's no option in YABOT for 'chronoboost'?
On August 15 2010 00:49 Xanatoss wrote: Wasted a whole day of practice until I recognized Very Hard AI has increased Gather Rate... I really was questioning myself fot getting crushed so badly over and over ._.
Anyways /cheer to the Yabot-Crew, you do an amazing job!
For those of you wondering if you can run custom maps while online, yes you can, and here's how.
1- Close Starcraft 2. 2- Open the map in the map editor. 3- Start the map with File->Test Document. 4- Wait until it loads up and quit the map. 5- At that point, do not close your Starcraft 2, and log into your account. 6- Alt-tab back at the map editor and do Test Document again. 7- Bam, you'll play the custom map while connected to BNET, and you'll be able to watch replays.
Not sure if there's a simpler way, for me it was the only way to play while connected. I'm posting that here because I wanted to test builds while talking to my friends. Maybe should post this somewhere else however if there's no simpler way to do it.
On August 16 2010 13:21 InfoDav wrote: For those of you wondering if you can run custom maps while online, yes you can, and here's how.
1- Close Starcraft 2. 2- Open the map in the map editor. 3- Start the map with File->Test Document. 4- Wait until it loads up and quit the map. 5- At that point, do not close your Starcraft 2, and log into your account. 6- Alt-tab back at the map editor and do Test Document again. 7- Bam, you'll play the custom map while connected to BNET, and you'll be able to watch replays.
Not sure if there's a simpler way, for me it was the only way to play while connected. I'm posting that here because I wanted to test builds while talking to my friends. Maybe should post this somewhere else however if there's no simpler way to do it.
Awesome, thanks for the info! I have added your steps to the first page
I dont know if this has allready been mentioned but is it possible to implement a feature that lets you start at certain points of your BO including the Timer? Or at least some hardcoded start-points like - 15 Food Terran with 1 Depot, 1 Rax, 1 Refinery and 200 Minerals able to start OC and 1st Marine - 17 Food Protoss with 2 Pylons, 1 Extractor, 1 Gate and 150 Minerals able to start warp in his CyCo - xx Food Zerg with Pool + Gas and 100 Gas aswell as 1xx Minerals able to start Meta Boost (not familiar with that opening)
I ask because I am pretty tired of doing the same variationless Opening over and over again just because I want to experiment with a variation around the 7:00 min mark.
On August 18 2010 06:46 Xanatoss wrote: I dont know if this has allready been mentioned but is it possible to implement a feature that lets you start at certain points of your BO including the Timer? Or at least some hardcoded start-points like - 15 Food Terran with 1 Depot, 1 Rax, 1 Refinery and 200 Minerals able to start OC and 1st Marine - 17 Food Protoss with 2 Pylons, 1 Extractor and 150 Minerals able to start warp in his CyCo - xx Food with Pool + Gas and 100 Gas aswell as 1xx Minerals able to start Meta Boost (not familiar with that opening)
I ask because I am pretty tired of doing the same variationless Opening over and over again just because I want to experiment with a variation around the 7:00 min mark.
I did start trying to implement something like this (saved states). It gets complicated because there is a lot of data involved to save the location and state of every unit in the map. I am still developing this idea but it will most likely end up as a saved state that restores everything to full health, places all units near your base, and I'm not sure yet about what will happen to the AI.
On August 08 2010 13:49 VelRa_G wrote: Hi xorpwnz, the current YABOT is powerful but awfully complicated and lacking the convenience and plain simplicity of qxc's original build order tester. I'd like to see a BASIC and ADVANCED mode tab in the main menu where advanced is the current YABOT and basic is similar to qxc's with hotkeys for reset. I feel as if this would make the map much more accessible.
Also, I do not feel as if Green Tea + ai micro functionality is the appropriate direction for a build order tester. The focus is on refinement, not winning or losing against a system which will never play like a human. Practice partners should be able to use YABOT as a way to practice builds, to establish game scenarios using an accessible interface.
The system has a lot of potential, to be the go-to Starcraft 2 laboratory for all skill levels across all areas of gameplay. I don't want this post to come across as me placing a burden, it is our responsibility as a community to help you create a great learning tool.
I agree with this, sorry but its the first time ive had time to use this after playing the campaign and I need to test my builds against the rushes I will encounter not against turtling cheating non human AIs. Please consider giving us attack waves again at least as an option because that was so beneficial to me in Beta.
I really like this tool. It's much nicer to be able to see the timing and the list of your BO instead of just winging it in a custom AI match.
Is there any way to make it so that the game UI defaults to whichever race you select in the initial menu? I know you can change it by modifying the player properties in the map editor, but doing that makes it a constant so if you switch races the UI remains the same.
On August 08 2010 13:49 VelRa_G wrote: Hi xorpwnz, the current YABOT is powerful but awfully complicated and lacking the convenience and plain simplicity of qxc's original build order tester. I'd like to see a BASIC and ADVANCED mode tab in the main menu where advanced is the current YABOT and basic is similar to qxc's with hotkeys for reset. I feel as if this would make the map much more accessible.
Also, I do not feel as if Green Tea + ai micro functionality is the appropriate direction for a build order tester. The focus is on refinement, not winning or losing against a system which will never play like a human. Practice partners should be able to use YABOT as a way to practice builds, to establish game scenarios using an accessible interface.
The system has a lot of potential, to be the go-to Starcraft 2 laboratory for all skill levels across all areas of gameplay. I don't want this post to come across as me placing a burden, it is our responsibility as a community to help you create a great learning tool.
I agree with this, sorry but its the first time ive had time to use this after playing the campaign and I need to test my builds against the rushes I will encounter not against turtling cheating non human AIs. Please consider giving us attack waves again at least as an option because that was so beneficial to me in Beta.
I agree... the solution is still not optimal and I will consider putting in some sort of attack wave system again. Something else I have been working on in the mean time is actually taking out the AI altogether which will allow for human vs. human play on Battle.net. It's coming along well and hope to have this up on Battle.net by next week. This way, you can at least scrim against friends and even compare build orders better.
On August 21 2010 08:14 Galin wrote: I really like this tool. It's much nicer to be able to see the timing and the list of your BO instead of just winging it in a custom AI match.
Is there any way to make it so that the game UI defaults to whichever race you select in the initial menu? I know you can change it by modifying the player properties in the map editor, but doing that makes it a constant so if you switch races the UI remains the same.
Unfortunately there is no way to do that currently with the map scripting. I guess Blizzard never intended your race to change after starting the map :p
Is there some way to pit 2 AI's against each other? I want to test a few builds but my timing is horrible with them atm and I can't be bothered to familiarise myself with them if they suck.
On a side note; is there anyway to add chrono boost to a build order?
I shitting myself looking at the loading menu. This is perfect for me, instead of playing customs, I can use this to prep up before the unforgiving diamond ladder system and warm up.
I LOVE YOU GUYS AND TEAMLIQUID KEEP DOING WHAT EVER THE FUCK YOU DO
Hi guys thanks so much for this practice map, its helping me with my game a lot. My problem is fairly simple. I'm unsure as how to copy and paste the coded build order from the webpage into my yabotsettings file. My questions are as follows?
-Where do you start to paste the coded text? -Where should the coded order stop in terms of the program sheet?
to illustrate my questions here is a example of an encoded build order.
WHAT SHOULD GO HERE 100 Tank Opening | 3 | Pking | Terran economy opening with fast tank. Scout after building the first supply depot. Continously build SCVs except when Orbital Command finishes. Get tech lab on barracks and swap with factory. After getting your tank out you can follow up by getting a second tank and start researching siege mode. [s] 10 100 0 -1 1 0 15 0 | 12 155 0 -1 1 0 1 0 | 13 80 0 -1 1 0 12 0 | 15 20 20 -1 1 2 0 0 | 15 50 24 -1 1 1 5 0 | 16 105 56 -1 1 0 15 0 | 16 205 100 -1 1 0 5 0 | 17 75 28 -1 1 0 12 0 | 18 95 81 -1 1 0 16 0 | 19 120 59 -1 1 0 15 0 | 20 190 155 -1 1 1 10 0 WHAT SHOULD BE HERE
I agree... the solution is still not optimal and I will consider putting in some sort of attack wave system again. Something else I have been working on in the mean time is actually taking out the AI altogether which will allow for human vs. human play on Battle.net. It's coming along well and hope to have this up on Battle.net by next week. This way, you can at least scrim against friends and even compare build orders better.
Do the older versions with the attack waves still work? I tried using the current version, wanting to practice against a 6 pool but it never sent the lings.
Then I tried an earlier version that had attack waves, wanting to program 7 zealots attacking me (Zerg) at 5:30 to simulate a 2 gate kind of rush, and got a bunch of void rays around that time instead.
These are two of the main rushes I wanted to practice against,
Wow Yabot is amazing. It really helped me iron out the wrinkles in my 12 hatch roach build vs zerg. I couldn't get lings out fast enough for the initial 13 pool ling but now I do.
Here's a suggestion: Maybe add a way to input notes next to each build step?
For example:
9 Pylon (note: then send probe to scout). 12 Gateway 14 Assimilator 15 Zealot (note: chronoboost once then stop, saving the energy for warp tech) 18 Cyber 18 Pylon 21 Warp Gate Tech (chronoboost this constantly).
Sorry if I am missing something obvious here; but how do I add new build orders from, say, a recent day 9 daily where he goes through some newish build?
I have a q about this as well. On Very Hard or Insane, the computer mineral cheats, leading to an unrealistic number of units in an early rush, but on Hard, using the included 6pool strategy, the computer Zerg doesn't attack immediately with the lings (most of time), instead gathering a large number for a later rush, which doesn't help in practicing against 6pool bc the worker harass part is skipped Any ideas on how to fix this?
On August 25 2010 05:14 LordYama wrote: Do the older versions with the attack waves still work? I tried using the current version, wanting to practice against a 6 pool but it never sent the lings.
Then I tried an earlier version that had attack waves, wanting to program 7 zealots attacking me (Zerg) at 5:30 to simulate a 2 gate kind of rush, and got a bunch of void rays around that time instead.
These are two of the main rushes I wanted to practice against,
Yes please put the attack wave editor back in for the Ai does not send the waves as it is supposed to. I mean this tool should help developing counterstrategies so you developed good when the ai refuses to attack because it knows it would be unwise for its attack gets countered hard? well nice the ai figures that out but i want to know how the fight would go along. how close it is so there always should be a fight. also like in recorded BOs could there be a button like "move out" you hit it and this event also gets stored in the BOfile so the ai is really able to replicate a certain behaviour. actually i also wouldn't mind a "scout" button (when a worker selected it now moves out scouting mans it has gone missing. grants sight but shortly after explodes/dies)
On August 24 2010 14:51 cakedrust` wrote: Hi guys thanks so much for this practice map, its helping me with my game a lot. My problem is fairly simple. I'm unsure as how to copy and paste the coded build order from the webpage into my yabotsettings file. My questions are as follows?
-Where do you start to paste the coded text? -Where should the coded order stop in terms of the program sheet?
to illustrate my questions here is a example of an encoded build order.
WHAT SHOULD GO HERE 100 Tank Opening | 3 | Pking | Terran economy opening with fast tank. Scout after building the first supply depot. Continously build SCVs except when Orbital Command finishes. Get tech lab on barracks and swap with factory. After getting your tank out you can follow up by getting a second tank and start researching siege mode. [s] 10 100 0 -1 1 0 15 0 | 12 155 0 -1 1 0 1 0 | 13 80 0 -1 1 0 12 0 | 15 20 20 -1 1 2 0 0 | 15 50 24 -1 1 1 5 0 | 16 105 56 -1 1 0 15 0 | 16 205 100 -1 1 0 5 0 | 17 75 28 -1 1 0 12 0 | 18 95 81 -1 1 0 16 0 | 19 120 59 -1 1 0 15 0 | 20 190 155 -1 1 1 10 0 WHAT SHOULD BE HERE
After running the map for the first time, your bank files should be generated with preset custom slots. You should be able to see where they start and end and you just replace them with your build order. The bank files are found in documents\starcraft II\banks.
On August 26 2010 01:49 Kraz.Del wrote: Wow Yabot is amazing. It really helped me iron out the wrinkles in my 12 hatch roach build vs zerg. I couldn't get lings out fast enough for the initial 13 pool ling but now I do.
Awesome, glad to hear it!
On August 26 2010 02:50 Newtybar wrote: Great stuff! Here's a suggestion: Maybe add a way to input notes next to each build step?
You actually can do this but it's a hidden feature. You will have to manually edit the build order but you can add a one-word "tag" next to each step. The step is encoded like: [Supply] [Minerals] [Gas] [StartTime] [Quantity] [Type] [Item] [CancelFlag] [Tag]. You'll have to figure out which step is which on your own for now, but this will be built into the editor later.
On August 26 2010 22:03 vict0er wrote: Sorry if I am missing something obvious here; but how do I add new build orders from, say, a recent day 9 daily where he goes through some newish build?
Right now, someone will have to either play through the build order using the YABOT map to save the encoding, or you can enter it in the editor at www.xorpwnz.com/yabot. Soon we will be releasing our new website to make all of this easier though
Your wish is my command... It's up on Battle.net right now! Check the first post for the update video. Also thanks for supporting this map since day one
I am going to test this further but so far the Zerg AI doesn't do anything on all difficulties. Not with random build and nothing with the speedling opening. It just starts mining with the 6 drones and never builds anything. This "bug" is from the latest b.net version of the tester.
On September 01 2010 01:14 scorpia wrote: Erm.... What about Europe?...
Does someone in Europe have to publish them?
Yes, it's retarded. And I wonder what it means for sharing replays. Do replays still work cross region, EVEN IF the map is published by somebody else in Europe? I bet it doesn't, but not tested it.
amazing! thank you very much taking the effort to built YABOT. i like the feature of online 1o1 where you can reset instantly is really time saving! now get the map on europe and i'm happy
On September 02 2010 23:25 roon wrote: How much work is it to Publish a map or is it just a matter of uploading it? EU needs this feature
Unless they changed something, publishing is just the simple process of opening the map in the galaxy editor, and there is an option in there to publish the map to Battle.net. So somebody with the EU client just needs to do that. There may be regional settings somewhere that may need to be tweaked, but I'm not sure.
On September 02 2010 23:25 roon wrote: How much work is it to Publish a map or is it just a matter of uploading it? EU needs this feature
Unless they changed something, publishing is just the simple process of opening the map in the galaxy editor, and there is an option in there to publish the map to Battle.net. So somebody with the EU client just needs to do that. There may be regional settings somewhere that may need to be tweaked, but I'm not sure.
Okay so if anyone from Europe and Asia would like to help publish these, please send me a PM and I will arrange to send you the MP versions to publish
On September 03 2010 07:08 Dreadwolf wrote: I tried to use this for the first time today and i was wondering, how to do chose my race?
When you first run the map and choose the advanced mode, which ever race's build order you choose will be your race. Otherwise, you can use the "-r t" reset command to be Terran, "-r p" to reset as protoss, etc.
On September 03 2010 07:30 dabom88 wrote: Is there any way I can control where I spawn on the maps?
Right now it's randomized... I may add an option for this later.
Hey, first of all thank you for all the effort you put into this.
Some issues I have:
1. The AI simply doesn't attack in rush builds. In 6 pool for instance, it doesn't attack when it should, so there is really no point in telling him to do this build. It has nothing to do with me having too strong of a force, or interfering with his build. It doesn't even attack when I stay idle in my base.
How can you force the opponent to attack? I read there is (was?) an option for this but there is no info on this on your website.
2. When I tell the AI to do a random build, it executes very, very strange build orders. Like gateway + 2x cybernetics core. Or immediately building 2 spawning pools as zerg. Or building a nexus at his natural at 16 supply, but placing it very strangely, not directly at the minerals. At least on hard difficulty.
3. One more question: Why does yabot show my APM way higher than blizzard's APM stat?
On September 03 2010 22:30 Merlinius wrote: Hey, first of all thank you for all the effort you put into this.
Some issues I have:
1. The AI simply doesn't attack in rush builds. In 6 pool for instance, it doesn't attack when it should, so there is really no point in telling him to do this build. It has nothing to do with me having too strong of a force, or interfering with his build. It doesn't even attack when I stay idle in my base.
How can you force the opponent to attack? I read there is (was?) an option for this but there is no info on this on your website.
2. When I tell the AI to do a random build, it executes very, very strange build orders. Like gateway + 2x cybernetics core. Or immediately building 2 spawning pools as zerg. Or building a nexus at his natural at 16 supply, but placing it very strangely, not directly at the minerals. At least on hard difficulty.
On September 03 2010 03:17 xorpwnz wrote: Okay so if anyone from Europe and Asia would like to help publish these, please send me a PM and I will arrange to send you the MP versions to publish
I'd be happy to publish on SEA if the people above have not done so already.
On June 02 2010 08:25 cyoadventure wrote: I love it. Is there a way to have the HUD change to whatever race you pick? The zerg one annoys me.
Yeah that annoys the heck out of me too! The race of the UI is just random each time you load the map. So far I haven't been able to find a way of setting that manually.
OK, well, thats what I was wondering too. Oh well....
well, also send you a PM yesterday. If you are still looking for someone publishing the map in europe, tell me - just need the multiplayer files and its up in a few minutes.
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
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
On September 05 2010 03:43 Cyber_Cheese wrote: 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
Not sure about the flipped images, I will check that. The maps work thought right? It's just the images are strange?
There is a minor issue with uploading the last two maps Lost Temple and Blistering Sands. Will be up soon.
Edit: You are right about the flipping. Was too tired last night to notice.
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
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.
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.
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.
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?
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 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
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.
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
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.
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.
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
I just tried YABOT on the EU realm and I'm wondering why the more detailed summary after you're finished with the game isn't used anymore? You could see when you built different buildings and not just the summary you get now.
On September 18 2010 16:34 beadgc wrote: I just tried YABOT on the EU realm and I'm wondering why the more detailed summary after you're finished with the game isn't used anymore?
The multiplayer versions and the singleplayer versions of the maps are not feature-identitical. For now if you want the other features, download and use the singleplayer 1.2 maps.
Is it possible to encode build orders using an encoder for the multiplayer 1.15 version? or can you only use your 3 save slots, and there is no way to edit those save slots like in the single player version?
Thanks Xorpwnz! YABOT is very useful, and I really like it. I actually downloaded and tried out both versions, but a few hours later SC2 blasted it with patch 1.1 ugh! So, when you get it fixed I will be on it like white on rice! =P Oh, I wanted to ask you if there was plans to make the build order slots in the Multiplayer version customizeable like you can with the Encoder/Decoder for the single player. Like you can copy paste the info into a file and it Populates in the build list. Also, On the multiplayer version, The build order text gets obstructed by the game info text that pops up on same area of screen. Maybe changing the color of the text might help? Oh, and I know that you are supposed to be able to play the multiplayer against a friend but if you play it against the AI, it would be nice if you could select the build order like on the singleplayer version. Thanks Again!
Ok.. I am having trouble understanding something here.
I just played a game in Free Style mode. I have saved it to slot 1. When I edit the bank file the information is not saved in a similar way to how your build editor encodes it. How can I decode the data from the bank file to make it compatible with the build editor. Also, if this is easier. How can I turn the data I saved in Slot 1 into a listed build.
It looks like Green Tea AI got messed up badly by the patch... so going to wait a few days and see if the author fixes it. If not, I will probably have to revert back the the Blizzard AI in the SP maps. This is part of the reason I decided not to put Green Tea into the MP maps. Unfortunately that means we can't control what the AI does really.
BTW, yes, the new website we're releasing will be able to encode/decode the MP encoding as well as the SP encoding.
I don't think he's going to update it over the weekend.
He (ptanhkhoa) said: "Sorry, i have to take priority of my working jobs over this. Current I'm in difficult situation and need to concentrate on work ( the worst thing is i can lose my job ). But sure that i'm won't abandon this project."
On September 24 2010 20:43 wikked wrote: How to get the Multiplayer Version?
If i search for YABOT in the create game menu i cant find something.
I am playing on the EU servers.
At the moment it seems that no matter what you type in the search box for custom maps, the results turn out empty. There are a few more people experiencing this problem, on the EU servers at least. Don't know if it's the same for US.
You can still scroll down the popular list until you run into a YABOT map, though.
On September 24 2010 20:43 wikked wrote: How to get the Multiplayer Version?
If i search for YABOT in the create game menu i cant find something.
I am playing on the EU servers.
Hmm.. Try CREATE CUSTOM GAME and then choose POPULAR in the first box and then in the search box type YABOT. There are YABOT maps for Blistering Sands, Lost Temple, Metalopolis, Scrap Station, and Steppes of War, but this is on the US Server. Maybe try that and see what happens. GL HF
if you still need a singleplayer yabot map, take v0.1.8.2. - could be downloaded via the link in post one. But its just against the very easy AI (including customised attackwaves) from the beta, and minerals/gas wont respawn, so you need to reload the map.
I'd love something which is basically training. Build 20 marines. Build 20 barracks Snipe 10 units using queueing Seige and unseige 10 times with hotkeys etc.
I'd love something which is basically training. Build 20 marines. Build 20 barracks Snipe 10 units using queueing Seige and unseige 10 times with hotkeys etc.
wouldnt it be easier for you to just make a custom map for yourself with a timer and then just do whatever you want?
On September 25 2010 03:38 avelin wrote: if you still need a singleplayer yabot map, take v0.1.8.2. - could be downloaded via the link in post one. But its just against the very easy AI (including customised attackwaves) from the beta, and minerals/gas wont respawn, so you need to reload the map.
On September 25 2010 03:38 avelin wrote: if you still need a singleplayer yabot map, take v0.1.8.2. - could be downloaded via the link in post one. But its just against the very easy AI (including customised attackwaves) from the beta, and minerals/gas wont respawn, so you need to reload the map.
Looks like ptanhkhoa won't be able to fix Green Tea AI anytime soon due to RL commitments. Will you be reverting it back to the standard AI for the next version? I'm dying to try it out!
Thank you to xorpwnz, et al. for all of the work so far. How about making a YABOT Lite in the meantime with the no AI free build feature available? Anything to use for a bunch of "-r"'s would be great
Look, you are a wonderful, handsome and extremely awesome individual. We look forward to your fix with baited breath. The new Yabot, will only add to your wonderful, incredible person-hood, and you will probably marry an incredible sexy woman who is so impressed with your ability to fix Yabot so quickly, she falls in love with you after her first Rax FE.
I could only wish to be so awesome.
Now, if only we could get that fix, what a wonderful world it would be?
If the author of the GT AI is not able to fix it for 1.1.x is there anyone else who might? Surely its something simple such as new dependencies, syntax strictness or something similar.
I'm launching from the SC2 editor and when I load any of the YABOT maps nothing happens and the minus commands do not do anything. What am I doing wrong?
Looking forward to getting update many people are itching. I also think what has happen kind of shows that while GT AI is appreciated but it is really a unecessary feature if it avoids this kind of hiccup. Personally just using the blizzard AI is fine with me.
On October 03 2010 22:05 oZii wrote: Looking forward to getting update many people are itching. I also think what has happen kind of shows that while GT AI is appreciated but it is really a unecessary feature if it avoids this kind of hiccup. Personally just using the blizzard AI is fine with me.
Blizzard AI has improved since patch 1.1 right? I'm not sure but I think the Very Hard AI got smarter - I've gotten reaper rushed, early rushed, medvac-dropped, all strategies that I've never encountered before from blizz ai, so I think its ok to use that instead of GT AI.
I just want to be able to use the build order encoder tool so I can share builds with some of my practice partners/friends.
I had a look at the BANK files saved when I save to custom slot 0,1,2 and all the characters are messed up. I've tried pasting in the encoded string from the encoder online, which causes a load error when launching the map.
Hey guys, sorry for the delay but the new version is now up! I had to remove the Green Tea AI, so it's back to the AI executing the build order but it doesn't actually attack. I'll be releasing version 1.3 in one week though with many improvements. Attack waves will be back in some capacity, I promise.
Also, we launched our new website for beta testing and we especially need some diamond players who are willing to get some build orders into our database. www.sc2builds.com Thanks
On October 07 2010 22:22 chocopan wrote: Nice website, nice all round in fact. Presumably multiplayer versions are incoming also perhaps maybe probably at all....?
Right... we plan on having multiplayer and single player encodings of any entered build order. Export and import.
This is flipping brilliant! Why didn't I know about this? I don't believe strict builds is "everything", but I definitely believe it helps to be as crisp and precise as possible. I've played a lot of 2v2 and 3v3, and the odd combination (by definition) of opponents makes it much more viable to just wing it than in 1v1, which is what I want to start playing more.
Website looking good but there's still that 15 step limit for build orders on yabot which really limits the useability of the tool. I hope you can find a way to extend it infinitely.
edit: just noticed a bug. When you encode a build that skips some early steps like pylon at 9 gateway at 13 etc, when you build your first pylon and gateway it marks off the steps from your build even though you haven't reached that supply count yet.
Quick question, and I apologize if this has been asked before, but I have genuinely tried to look everywhere to find it. I am also very much a n00b when it comes to build orders and multi-player, but I am trying to get better so that I can try some 1v1 ladder, so please bear with me . . .
I am trying to learn the 4 gate, 1 gas all-in . . . for Protoss (obviously). Anyway, I am getting my score higher and higher, and somehow beating the build order versus recommended supply count. I am getting scores in the 6 to 7 thousand range with my build order completed in slightly over 5 minutes.
I am assuming this is not great? At the end of the ten minutes, I have around 30 workers and an army bonus of about 2,500 or so. My APM is laughable, I know, at 40-50.
Any tips or suggestions would be helpful. If this build is supposed to be under 5 minutes, I think I could do that, but I still forget to make workers or get supply/mineral blocked at times. I can't imagine how bad it would be against a player who fights back or causes me to stop concentrating on my build order.
On October 10 2010 17:17 sc2fan wrote: Quick question, and I apologize if this has been asked before, but I have genuinely tried to look everywhere to find it. I am also very much a n00b when it comes to build orders and multi-player, but I am trying to get better so that I can try some 1v1 ladder, so please bear with me . . .
I am trying to learn the 4 gate, 1 gas all-in . . . for Protoss (obviously). Anyway, I am getting my score higher and higher, and somehow beating the build order versus recommended supply count. I am getting scores in the 6 to 7 thousand range with my build order completed in slightly over 5 minutes.
I am assuming this is not great? At the end of the ten minutes, I have around 30 workers and an army bonus of about 2,500 or so. My APM is laughable, I know, at 40-50.
Any tips or suggestions would be helpful. If this build is supposed to be under 5 minutes, I think I could do that, but I still forget to make workers or get supply/mineral blocked at times. I can't imagine how bad it would be against a player who fights back or causes me to stop concentrating on my build order.
Anyway, any help here would be appreciated.
Don't focus on the points. They are just a gimmick. Just try to execute your build order as neatly as possible. Like you said, don't get supply blocked, don't forget workers, experiment with the timing. See which build gives you the most units at a given time. For instance, it might be a mistake not to produce units out of your gateways earlier only to get the 4th gateway sooner. You might beat your timing record but your push might be weakened because you don't have as many units at the time. These things depend on quite a few factors (unit composition, do you cut probes at 16 in order to build more units... etc.). I would advise you to experiment a bit and find out what works best and what gives you the most units - because this is what the game is mostly and what an all-in build is all about.
Don't focus on the points. They are just a gimmick. Just try to execute your build order as neatly as possible. Like you said, don't get supply blocked, don't forget workers, experiment with the timing. See which build gives you the most units at a given time. For instance, it might be a mistake not to produce units out of your gateways earlier only to get the 4th gateway sooner. You might beat your timing record but your push might be weakened because you don't have as many units at the time. These things depend on quite a few factors (unit composition, do you cut probes at 16 in order to build more units... etc.). I would advise you to experiment a bit and find out what works best and what gives you the most units - because this is what the game is mostly and what an all-in build is all about.
Thank you so much for your reply, and I totally see what you are saying. I am just trying to get a feel for what is decent. Points really don't matter, I agree, but I just don't have anything else to gauge how effective the build is. Based on your advice, perhaps looking at my army strength at the 7 minute mark coupled with my food supply and income. I guess I am asking for a goal in that regard, but I can do the work to figure out that myself.
If you don't mind, let me take a stab at showing how a n00b thinks in answer to your questions, and you can tell if I am thinking on the right level or about the right things.
Using this build, would I cut worker production at 16 supply to build more army units?
Answer: no.
Reasoning: At 16, I already have enough money to start a zealot, and enough income to continue probe production at a steady pace, and I am well situated to get my Cybernetics Core laid down, as well as continue pylon production to support the growing army and probe production. Thus, no need to cut production (in fact, there is no logical reason to do so).
Let's ask that question at 21 supply instead. The answer could be very different, and the variables are wider because at that stage I am also concerned about getting all four gateways built as quickly as possible. But if I can get more units more quickly buy cutting probe production for a few seconds or waiting a few more seconds to lay down that 3rd or 4th gate, I should at least consider it.
Another variable to consider is that you might have more of an army when the warp gate technology finishes, but it very well may be out of position (just built at your base and a long way from the front lines). If I had started my gates earlier instead of pushing out that extra zealot or stalker, then I would be able to place 4 units on the front lines immediately versus having to wait for some of them to make it to the enemies' base (or that 100 minerals I spent on the zealot earlier could be used to max out my army production with the 4 warp gates when completed AND build another pylon to get ready for the next wave at the same time).
Another question and n00b reasoning. Chrono boosting. Do I use it on workers or save it for Warp Gate technology?
Analysis - use CB a couple of time for workers before your Core is up, but use it exclusively for boosting that research once it is started. Don't get so caught up in fast worker production that it slows down the warp gates. If you have done a good job keeping your worker production steady, you will have plenty of income when it comes time to take the battle to the enemy.
Anyway - thanks again for the reply. I will keep working on it. If you or anyone would want to comment on my analysis, I would love to hear it.
On October 17 2010 09:28 oPPRoBe wrote: I don't know if this was mentioned, but whenever I use this map, I don't hear any Interface sounds. Is this just me?
No they are disabled in order to disable the annoying objectives list sound each time you build something. I'm looking for a workaround to this though.
hey man I'm really enjoying the map, but was wondering where can we download the "Online YABOT build encoder tool " the redirect in the link you posted doesn't seem to have it. thanks for uploading this!
On October 20 2010 07:26 UnholyRai wrote: can anyone post a build order for mass MMM + expand?
If you end up finding a good one, post it as sc2builds.com
On October 21 2010 01:12 eits wrote: hey man I'm really enjoying the map, but was wondering where can we download the "Online YABOT build encoder tool " the redirect in the link you posted doesn't seem to have it. thanks for uploading this!
The online encoding tool is still up at xorpwnz.com/yabot but this will soon be fully replaced by the build editor at sc2builds.com
If anyone is attending Blizzcon, let me know if you're interested in a free sc2builds.com tshirt. I have some extras and would also like to meet you guys. PM me
I love Yabot! I just hope the offline version gets updated soon... positron you can type -help in the chat to get more info about saving your build to a custom slot
I'm working on the new version and will hopefully release it over the weekend. I plan on adding back some attack wave options and well as the new maps. I'm also going to make a video explaining exactly how to use the bank files. We are also starting on a small app that can automatically update your bank files.
Hey xorpwnz, I cant find an answer on why Yabot 1.2.1 deletes my builds whenever I restart the map editor. Do you have a moment to assist? Right now, I have to load my builds every time I want to use the software. I generate my builds with the online encoder.
On November 02 2010 08:48 Nausea wrote: So, will we see an updated singleplayer version soon? I think ive heard about "attack waves" "soon" 20 times the last months now.
Might it be... are you working at blizzard?
Haha no I don't work at Blizzard, but I did get distracted by a last-minute trip to MLG last week. I'll hopefully finish up the single player maps this weekend. The problem with the multiplayer maps is that they are a lot different and will take a while to port over the changes. Also the fact that I need to contact the people who are hosting on all other regions for me.
On November 02 2010 09:36 PukinDog wrote: Hey xorpwnz, I cant find an answer on why Yabot 1.2.1 deletes my builds whenever I restart the map editor. Do you have a moment to assist? Right now, I have to load my builds every time I want to use the software. I generate my builds with the online encoder.
I have seen this happen any time you use a build order with some kind of extended ASCII in the description or title. Take out any weird symbols like ` and see if it works.
On November 02 2010 22:45 Lunchtime wrote: Is Green Tea AI going to be back now that there's a new version?
Yep yep. I already have it working again and I'm waiting to get a few other features in the map before releasing it.
Yay another life sign! I am eagerly awaiting the new release and i am sure i am not the only one! Too bad the inclusion of multiplayer maps seems to be complicated since i mostly try to train my 2v2 builds.
I also did get the .xslt error - then i registered and everything works fine now. Really happy about yabot 1.3 - Xor owns indeed.. its great that Green Tea made it back into the build. Maybe we could get preset timings on the attack waves? Typical pushes would be great.
this looks amazin! thanks very much to everyone helping the development of this project. it didnt even occur to me that the checkpoint thing would be possible, that is really somethin else. im well curious to see if "Zerg Build Order optimizer" bank strings will work ^^, and thanks for adding the time slider bar, awsome update!
On November 15 2010 08:00 UisTehSux wrote: I'm still getting this error:
Error parsing XSLT file: \xslt\BuildList.xslt
Seems to be working for others. Is it a problem with the website or something on my end?
Yeah unfortunately we are struggling with finding the source of these errors. Once it shows up, it will stay there until we clear the website cache. We're using the Umbraco framework and if anyone knows the cause, please PM me.
I have also posted an update (v1.3.1) that includes the correct version of Xel'Naga Caverns.
I dont think I have posted my thanks for these maps before, so here goes:
Thanks Xorpwnz!
Without doubt the handiest SC2 tool, I spend a ridiculous amount of time practicing builds on these (too much perhaps....) and greatly appreciate your efforts.
Well the attack wave feature is amazing, but the thing is, i dont know any specific timings! lol! any places I can go to find out typical timing pushes + compisition so I can utilize this feature? sorry if this has been asked/answered already, i checked back the last page to when 1.3 was released and didn't see anything.
On November 16 2010 11:29 BnK wrote: just notice that mineral will not be mined out for AI
is that normal?
How do you know this is the case?
On November 16 2010 15:41 xseverityx wrote: Well the attack wave feature is amazing, but the thing is, i dont know any specific timings! lol! any places I can go to find out typical timing pushes + compisition so I can utilize this feature? sorry if this has been asked/answered already, i checked back the last page to when 1.3 was released and didn't see anything.
1.3 is simply amazing, keep it up!
Yeah, the attack waves are basically for people that know their build order is weak against a specific timing push and want to try to work on it. Originally I had put attack waves into the build order encoding, but maybe 1 out of 50 build orders would include attack wave information. So I decided to take out the attack waves in favor of more information in the build itself. Maybe there is a better solution though.
On November 17 2010 11:42 sib-pelle wrote: Do anyone have a yabot-map with alot added protoss builds to share?
I was thinking along these lines as well. While it's fantastic to have a website where people can contribute BOs and be able to add them to your own YABOT install, its a tedious process to collect and add more than a few BOs. I'm thinking maybe once the BO website has enough highly rated builds to make it sensible, there could be a "BOs included" version or something, which already has added the basic/Bronze-proof/whatever BOs. A sort of, you know, YABOT - Bronze Edition or something.
Hey guys. I got a little sick of having to edit the bank file to add builds, so I went ahead and made a little program. It's currently very untested and I can't find anyone that actually wants to try.
Here is the editor, and source code. It was written on a Windows 7 machine, and all I know is that it works on my Windows 7 machine. Just file, open, and select the YabotSettings.SC2Bank file in the Starcraft II/Banks section. Update changes one build order at a time (so if you press a build order, change it and click another without pressing update, it won't be updated.) Save will save it.
Let me know if it works, pass it along if it does.
Yeah, the attack waves are basically for people that know their build order is weak against a specific timing push and want to try to work on it. Originally I had put attack waves into the build order encoding, but maybe 1 out of 50 build orders would include attack wave information. So I decided to take out the attack waves in favor of more information in the build itself. Maybe there is a better solution though.
I used to love this feature!! Well, either you have a nice place in your forum for people to list out their timings, or find some way to implement it?
That feature was REALLY REALLY NEAT. I was actually waiting for the new release just for that. I want to test my FE build against a toss who actually 4-gates me
I love the new version, especially the attack wave stuff, but I am wondering if you could update it so that you can send workers in the attack waves as well? There are some fashionable early timing pushes designed to stop a hatch first that involve scvs as well as marines, but I don't think you can spawn scvs to send with the marines. Thanks again, great mod.
As it stands, the computer can execute a build, but would it be possible to have it launch an attack with all units (excluding scvs, or if possible with some scvs) at a certain point (a set time). even without micro it would be greatly useful. i think it would need to regroup while moving out to stop units from moving to far ahead, but i think it would be amazing if we could plonk an attack command into these bank scripts which the computer could follow.
Then also, maybe as a side project someone could work on an micro AI script which would help control the computers units in combat at least a little better. Skiting marines (or any ranged vs melee units, or ranged vs ranged as long as computer has the higher ranged unit, ie hellion vs queen) being the main micro addition.
if both of these are possible, the 1st addition being just having computer attack with all his units at a specific time, regrouping before attacking, and then secondly, somewhere down the line, some sort of micro AI module to improve computers unit control. is this at all possible?
Alot of the timing ive been learning are generally when the enemy will attack my expo or main with x unit, not when the enemy is leaving his base. the problem with wave attacking is that i must take map distance and unit movement speed into account to have multi-unit attack waves (ie hellion/marine) reach my base at the same time. dont get me wrong this is still incredibly useful tool to have, im just curious if anything like this might be possible in the future.
On November 18 2010 23:59 hypnobean wrote: I love the new version, especially the attack wave stuff, but I am wondering if you could update it so that you can send workers in the attack waves as well? There are some fashionable early timing pushes designed to stop a hatch first that involve scvs as well as marines, but I don't think you can spawn scvs to send with the marines. Thanks again, great mod.
Workers will be available for attack waves again in the next version... this was just an oversight on my part.
On November 20 2010 15:19 Stone[MB] wrote: As it stands, the computer can execute a build, but would it be possible to have it launch an attack with all units (excluding scvs, or if possible with some scvs) at a certain point (a set time). even without micro it would be greatly useful. i think it would need to regroup while moving out to stop units from moving to far ahead, but i think it would be amazing if we could plonk an attack command into these bank scripts which the computer could follow.
Actually, the plan is to allow the Green Tea Micro scripts to take over the attack waves in the next version. That way, the various units should stay pretty well grouped up. That's an interesting idea though to add an "attack time" field that is part of the build info and tells the time that the first attack should move out. At that point, the AI would just attack with all available units (maybe with an additional 'include workers' flag).
On November 21 2010 04:35 Norua wrote: The new version is awesome. However, i still have the same problem on the website :
Error parsing XSLT file: \xslt\BuildList.xslt
What can i do against that ? It seems that the site works fine for others. Should i make a new account or something ? Or just "wait" ?
EDIT : Everything is working just fine now. And again, thank you for this wonderful program.
When you see this error, just try back later. We're still working on a permanent fix, but the good thing is we can fix it when we see it.
On November 26 2010 23:18 HuggyBear wrote: I can't seem to find the newer versions on the SEA servers. (only Ood's 1.2 multi beta)
May I publish it? (I know its lazy but I find it a bit of a hassle to keep drag/drop then restarting to pick a race)
Hi HuggyBear.
So to the best of my knowledge, 1.2 is the latest available multiplayer map version of YABOT. The more modern versions of YABOT are single player maps only.
To be honest I haven't been keeping up with YABOT progress recently so if I'm mistaken please shout at me, and I will organize to update the SEA server maps asaply, as Tastosis would say.
Having said that if you have more recently multiplayer maps to hand and want them nownownow sure upload them I won't get all territorial on you hehe.
Probably a silly idea, but is it possible to add another mode where the game speed is adjusted beyond "Faster" option? If not, then will it work if you instead adjust all the building and units' production time, walking speed, attacking speed, and such?
If you are certain that NA multiplayer YABOT is still 1.1 (I haven't checked myself), PM xorpwnz and ask him to update the maps. Nicely. ; ) If he is busy or you don't get a response after a few days, let me know and I can probably upload the 1.2 maps from my NA account.
On November 29 2010 01:52 Atarxia wrote: Probably a silly idea, but is it possible to add another mode where the game speed is adjusted beyond "Faster" option? If not, then will it work if you instead adjust all the building and units' production time, walking speed, attacking speed, and such?
Interesting idea! If you could get used to Faster+, then maybe Faster would feel like cake. I think this would be a lot of work though to actually manually speed everything up. Still an interesting idea that is worth looking into.
On November 26 2010 23:18 HuggyBear wrote: I can't seem to find the newer versions on the SEA servers. (only Ood's 1.2 multi beta)
May I publish it? (I know its lazy but I find it a bit of a hassle to keep drag/drop then restarting to pick a race)
Still 1.1 on NA! C'mon guys you said you were going to publish the new ones like a month ago on battle.net. Doesn't it take a few clicks?!
The problem is that if I publish the single-player map as multiplayer, it gives a blank screen :p The multiplayer version is almost an entirely different map, which is annoying but necessary.
My plan is to finish up version 1.4 that I'm working on now and then integrate all of the new updates into the multiplayer versions of the maps. The reason I also want to wait until 1.4 is that I need to coordinate with several people to make sure they are up on all regions. That being said I am currently getting slammed with other work (including a programming contract with THQ... some cool games coming down the line ). I'm still dedicated to updating multiplayer though and hope to have it finished by the end of the year.
Version 1.4 will most likely be a "final" version of YABOT although I will keep it updated through patches and bug fixes.
On November 30 2010 05:53 xorpwnz wrote:The reason I also want to wait until 1.4 is that I need to coordinate with several people to make sure they are up on all regions.
"Red Two standing by."
More soberly, thanks for all the hard work on YABOT. Much appreciated!
I think I will want to work on it, adjusting all the variables for artificially faster game speed and writing them down in a notebook. All I need to do is just simply decrease everything that is production time by 20%... not sure about attacking speed and walking speed. 20% increase too? Another issue is the mining speed... not sure if there is a way to decrease worker's time of harvesting.
P.S
I am pretty new to editor.
Edit:
link removed due to updated map below.
It actually doesn't take long to adjust. I just calculated all it off in my head. I have only made changes for protoss, though.
What I did change...
-modified all the units' walking speeds by increasing the value by 20% in movement tab. -modified probe's acceleration by increasing the value by 20% in movement tab (for harvesting efficiency) -modified mineral and gas harvesting time by decreasing the value of 20% in terrazine and mineral field's tabs -modified all the probe's warping times for building by decreasing the value of 20% in each individual building's production time. -modified all the units' attacking speeds by decreasing the value by 20% in weapon tabs -modified the duration of chronoboost's effect from 20 seconds to 16 seconds. -modified nexus' mana regeneration rate by increasing the value by 20%. -modified nexus' probe production, from 17 seconds to 13.6 seconds.
What I haven't changed yet...
-shield regeneration rate (easily fixable) -warp gate transformation animation (not sure how to make this faster) -warping in units (probably easily fixable) -upgrades' production time (easily fixable) -some units' mana regenerations (easily fixable) -most of the units' accelerations. (easily fixable)
I tried out some protoss openings at this speed, and I think the timing of build order (and timing attacks, etc) is still intact,
-made a lot of changes to terran and zerg... moving speed, energy regeneration, health regeneration, acceleration rate, turning rate, attacking speed, mana regeneration, etc etc etc, for ALL of the units and buildings.
-there are some problems... i still can't seem to figure out how to speed up warp gate transformation and warping in units for protoss. i can't find an option for speeding up the transformation from hatchery to lair/hive for zerg, either.
On November 18 2010 22:57 Nervosa wrote: Hey guys. I got a little sick of having to edit the bank file to add builds, so I went ahead and made a little program. It's currently very untested and I can't find anyone that actually wants to try.
Here is the editor, and source code. It was written on a Windows 7 machine, and all I know is that it works on my Windows 7 machine. Just file, open, and select the YabotSettings.SC2Bank file in the Starcraft II/Banks section. Update changes one build order at a time (so if you press a build order, change it and click another without pressing update, it won't be updated.) Save will save it.
Let me know if it works, pass it along if it does.
Dude, love your app. I've been using it to clean up my bank files. It works great. Thanks for the effort.
Here's an idea for the next update: How about adding the Production Tab and the Unit Counting Tab to the maps. Knowing how far along our production is and how many units we have could really help develop some good builds.
Don't know if this map has a "Save Replay" option as well. That would be nice so we could watch it and see the timer timings for the builds.
I haven't found new versions on EU... maybe if the author sent me the maps, I could upload them there? I do have US account, but I can't be bothered to log on US account just to train builds... o.O
On December 05 2010 08:53 dabom88 wrote: Here's an idea for the next update: How about adding the Production Tab and the Unit Counting Tab to the maps. Knowing how far along our production is and how many units we have could really help develop some good builds.
Don't know if this map has a "Save Replay" option as well. That would be nice so we could watch it and see the timer timings for the builds.
Totally support this idea. It would help immensely training build orders when you can easily keep track of the amont of drones you have etc with units tab, even just the ability to view yabot replays would be good enough.
I would really like to see the 15 step limit be removed. Would also be cool if yabot noticed when u shifted between none, reactor and tech-lab on buildings.
One important question: Is there a chance to release the YABOT-format as some sort of documentation so that other authors can create YABOT-compatible outputs? I am thinking about the other great SC2-tool out there and that is CarbonTwelve's "scbuildorder" rollout-simulation.
Hey guys, If I want a friend to be able to load yabot on EU server and be able to select a build order that i made using yabot, how do I do that? Can someone please explain it in simple terms because im really fucking dumb
what about a little message telling u when uve stopped mining or what ur current apm is or how far timing wise u are in ur build like little warnings and if u mess up it restarts automatically till u get it right and if u do something at the wrong time have it warn u.
Hey guys, I recently found YABOT (as in, yesterday) and am keen to formulate and practice some builds but it seems that since the recent patch YABOT no longer works. Does anyone know of any kind of fix / workaround until a new version is released?
For those of you interested, it turns out that the multiplayer version still works, so if you want your YABOT fix simply go multiplayer and you are good to go.
Hey guys, YABOT single player is broken because Green Tea AI is broken again... waiting a couple of days for a fix. Otherwise, I'll release it temporarily without Green Tea.
Posted : Wednesday, January 12, 2011 1:54:44 PM It looks like Patch 1.2 that came out yesterday broke the map temporarily. Actually, Green Tea AI is broken, which broke YABOT. I'm working on a fix now and hope to have it up soon. With regards to the 1.3.1 Multiplayer maps you see, those are unauthorized uploads of the single player maps, which wouldn't work anyway. I am also working on uploading official updates the the multiplayer maps this month.
edit: Sorry, missed that xorpwnz already posted a response prior to this post.
* Fixed maps for patch 1.2 * Upgraded to Green Tea AI 0.65 * Enabled worker units in attack waves * Added top 8 builds from sc2builds.com for each race * Added two new maps o Jungle Basin o Shakuras Plateau
Now the only problem is: if you play SP maps you are not connected to Bnet, therefore no custom hotkeys available... so we need the MP version up please
Hey guys... still waiting on sc2mapster admins to approve my upload... it's taking much longer than usual. As for the MP versions, they still work but I will be updating them with some new features this coming week. Just avoid any versions that are uploaded by anyone other than the people listed on post 1 of this thread. Those are unauthorized versions and won't work.
Edit: Ah, it looks like you can still download the files from the link that Blahman provided above.
xorpwnz I'm sure you've been asked this before but do you have documentation on the YABOT string format? Seems evolutionchamber and SCBuildOrder both have issues with exporting to the format.
Excellent as usual. I wanted to make one comment: I loaded up Shakuras and on my first game the AI spawned in the vertical position to me, which was previously impossible on Shakuras. Is this a change in 1.2 to Shakuras or something related to YABOT?
On January 16 2011 07:12 Blahman wrote: xorpwnz I'm sure you've been asked this before but do you have documentation on the YABOT string format? Seems evolutionchamber and SCBuildOrder both have issues with exporting to the format.
I do have documentation and would be happy to share it with anyone... just PM me if you need it. I have actually been talking to someone working on EvoChamber and I gave them the documentation. I would be happy to work with anyone who needs help though.
On January 16 2011 07:46 hypnobean wrote: Excellent as usual. I wanted to make one comment: I loaded up Shakuras and on my first game the AI spawned in the vertical position to me, which was previously impossible on Shakuras. Is this a change in 1.2 to Shakuras or something related to YABOT?
Right... the YABOT code is the same for all maps and treats all spawn locations as completely random, so it ignores the team placement data. And actually Shakuras (as far as I know) was removed from the map pool so I couldn't get a copy from Blizzard. I am using a version uploaded by someone in December.
On January 16 2011 09:56 xorpwnz wrote: I do have documentation and would be happy to share it with anyone... just PM me if you need it. I have actually been talking to someone working on EvoChamber and I gave them the documentation. I would be happy to work with anyone who needs help though.
I dobule clicked the latest version of one of the yabot files and played but in the menu of hotkeys I cant see the the ones i created in bnet. How do i fetch the ones created in bnet?
On August 16 2010 13:21 InfoDav wrote: For those of you wondering if you can run custom maps while online, yes you can, and here's how.
1. Close Starcraft 2 2. Open the map in the map editor 3. Start the map with File->Test Document 4. Wait until it loads up and quit the map 5. At that point, do not close your Starcraft 2, and log into your account 6. Alt-tab back at the map editor and do Test Document again 7. Bam, you'll play the custom map while connected to BNET, and you'll be able to watch replays
On January 16 2011 21:16 papaz wrote: I dobule clicked the latest version of one of the yabot files and played but in the menu of hotkeys I cant see the the ones i created in bnet. How do i fetch the ones created in bnet?
If you look at InfoDav's post above, he describes to you how to play YABOT online and therefore get your custom hotkeys working.
I am interested in adding a starting dialog to my Green Tea variant I publish on BNet like the one that pops up before the yabot game starts. I have looked inside the one of your recent maps files and I believe I traced back the dialog calls to the MapScript.galaxy file. I assume by looking at your version and the standard one shipped by Blizzard that this is where I need to start the dialog call since this appears to be the code that is called before everything is loaded. Before I get in to the meat of the dialog code though, I need to figure out why I can't publish a different version of MapScript.galaxy like you did. Atleast I cannot import it which is how I have made all my map changes thus far. It tells me it is a reserved file name and cannot be imported. How did you get around that?
I am interested in adding a starting dialog to my Green Tea variant I publish on BNet like the one that pops up before the yabot game starts. I have looked inside the one of your recent maps files and I believe I traced back the dialog calls to the MapScript.galaxy file. I assume by looking at your version and the standard one shipped by Blizzard that this is where I need to start the dialog call since this appears to be the code that is called before everything is loaded. Before I get in to the meat of the dialog code though, I need to figure out why I can't publish a different version of MapScript.galaxy like you did. Atleast I cannot import it which is how I have made all my map changes thus far. It tells me it is a reserved file name and cannot be imported. How did you get around that?
You're right that MapScript is reserved and cannot be imported... instead you'll have to use an MPQ editor (link) to open the map manually and copy in the MapScript file.
On January 19 2011 16:29 xorpwnz wrote: You're right that MapScript is reserved and cannot be imported... instead you'll have to use an MPQ editor (link) to open the map manually and copy in the MapScript file.
Wow really? And this is allowed in Battle.net? I'm surprised they put in the restriction in the Editor, but made no such restriction when backdooring the change in manually. Is there some logic in this I am not thinking of? Are you under the impression this is the only way to have an interactive intro dialog that comes up before the game actually starts? This makes me a bit nervous, because if I rely on this method and they patch it out of existence then we are screwed. Also, just curious, were there any other places a method like this is necessary?
On January 19 2011 16:29 xorpwnz wrote: You're right that MapScript is reserved and cannot be imported... instead you'll have to use an MPQ editor (link) to open the map manually and copy in the MapScript file.
Wow really? And this is allowed in Battle.net? I'm surprised they put in the restriction in the Editor, but made no such restriction when backdooring the change in manually. Is there some logic in this I am not thinking of? Are you under the impression this is the only way to have an interactive intro dialog that comes up before the game actually starts? This makes me a bit nervous, because if I rely on this method and they patch it out of existence then we are screwed. Also, just curious, were there any other places a method like this is necessary?
Edit: Thanks for the response btw
Just to be clear, anything you can write in the mapscript file can also be done through the map editor GUI. Each time you compile the map, all you're doing is converting all of the steps in the GUI into galaxy code, which is stored in the mapscript file. Blizzard just wants you to do all the programming through the GUI. In fact you can't mix the two methods. If you want to have a popup dialog before the map starts and you want to do this using the map editor, then it's easy as well. Just show the dialog in the initialization trigger, and then actually start all of the melee scripts in the button click triggers.
hey xorpwnz, have you given any more thought on wether or not you will be adding attack commands into computer build orders + kiting micro. maps commin along a treat m8, well done.
Just to be clear, anything you can write in the mapscript file can also be done through the map editor GUI. Each time you compile the map, all you're doing is converting all of the steps in the GUI into galaxy code, which is stored in the mapscript file. Blizzard just wants you to do all the programming through the GUI. In fact you can't mix the two methods. If you want to have a popup dialog before the map starts and you want to do this using the map editor, then it's easy as well. Just show the dialog in the initialization trigger, and then actually start all of the melee scripts in the button click triggers.
Haha yea I get the feeling the galaxy crowd is the red headed step child. For now I think I would prefer to stick to code. If I want to version control it at some point it will be much nicer to be in galaxy script not to mention more portable. Thanks for the clarification, it make sense now.
Thanks for all the great work on this. I find this a fantastic tool for getting more comfortable with new builds.
2 Questions.
1. Any chance you can get two AIs to play against each other? I'd like to be able to compare builds side by side as a game is progressing.
2. How does the Very Hard AI cheat? And is it impactful since the AI needs to follow the build order script. Does it build faster or does start to use its advantage after it is done following the build order script?
I was able to beat the VH AI when I set it up to do mirrored builds, but I'm not sure if it is because the unit control of the AI was not as good or if there was some other factor involved. I ask because I would like to play out the game against the most challenging realistic AI when trying out new builds without having to worry about armies that are unrealistically large.
Thanks again for making sc2builds.com and yabot the awesome combo they are!
On January 25 2011 14:36 marscapwn wrote: Thanks for all the great work on this. I find this a fantastic tool for getting more comfortable with new builds.
2 Questions.
1. Any chance you can get two AIs to play against each other? I'd like to be able to compare builds side by side as a game is progressing.
I believe this is how the new demonstration mode works.
2. How does the Very Hard AI cheat? And is it impactful since the AI needs to follow the build order script. Does it build faster or does start to use its advantage after it is done following the build order script?
AI cheats with resources. However, I believe the steps are performed through green tea AI and is unaffected by this.
I'm not totally sure on these answers.. xorpwnz will have to clarify #2 I think.
On January 25 2011 14:36 marscapwn wrote: Thanks for all the great work on this. I find this a fantastic tool for getting more comfortable with new builds.
2 Questions.
1. Any chance you can get two AIs to play against each other? I'd like to be able to compare builds side by side as a game is progressing.
I believe this is how the new demonstration mode works.
2. How does the Very Hard AI cheat? And is it impactful since the AI needs to follow the build order script. Does it build faster or does start to use its advantage after it is done following the build order script?
AI cheats with resources. However, I believe the steps are performed through green tea AI and is unaffected by this.
I'm not totally sure on these answers.. xorpwnz will have to clarify #2 I think.
Actually, while using the demonstration mode in Yabot I found that the AI does not seem to like following the script. I tried to get the AI to show me how to Bischu style 4-gate it decided it wanted to make zealots and expand. I'm not sure if I just don't know how to use Yabot or if the AI doesn't like being bossed around.
Actually, while using the demonstration mode in Yabot I found that the AI does not seem to like following the script. I tried to get the AI to show me how to Bischu style 4-gate it decided it wanted to make zealots and expand. I'm not sure if I just don't know how to use Yabot or if the AI doesn't like being bossed around.
This. The AI really doesn't seem to be working at all. I've actually gotten it to demo a protoss DT rush build once, but it consistently fails to demo any other builds, nor does it actually follow those builds when playing against it in Advanced mode. Am I doing something wrong? As a new player, it would be really useful for me to not only be able to see these builds executed but also to get a feel for the timing in defending against then. YABOT seems like it has such amazing potential but for now it's only useful in restarting quickly and noting down the timing of my own build. Being able to watch replays would also be fantastic but I assume there's a good reason why that only works on B.net.
I can't believe how much more amazing this has become. I've been using it since forever and because I can't play a lot. Using this to get back into the groove, or learning some new popular things to try out is the best. I really appreciate all the work you have put into this. It looks so polished and there are so many more excellent options now. Different modes, Demo mode, the time slider, restart button instead of -r, the ability to add in ai pushes and stuff. Words cannot give enough praise. I'm gonna spend a few hours with it now and enjoy all the new features Thanks for continuing to make that possible.
Just a quick note to all of you trying to use the AI demo mode... I would still consider this feature "experimental" and it turns out to be really hard to get the AI to exactly follow a specific build order. If any little thing goes wrong, then the AI will just revert to freestyle mode and do whatever it wants. Currently the demo mode is just for watching and the AI won't play against itself. That may be something that I add later, but for now, the map is really meant to be an aid in learning new build orders, especially ones on sc2builds.com.
Right now, I'm working on getting new multiplayer versions up on Battle.net. It just takes a little time because testing is a lot harder and I need to coordinate with people to post on other regions. But look for it probably in a couple of days. I've also been working on a new loading screen
On January 31 2011 15:29 xorpwnz wrote: Just a quick note to all of you trying to use the AI demo mode... I would still consider this feature "experimental" and it turns out to be really hard to get the AI to exactly follow a specific build order. If any little thing goes wrong, then the AI will just revert to freestyle mode and do whatever it wants. Currently the demo mode is just for watching and the AI won't play against itself. That may be something that I add later, but for now, the map is really meant to be an aid in learning new build orders, especially ones on sc2builds.com.
Fair enough. However, I'm also having difficulty in getting the AI to do any specific build in Advanced mode. For starters, it flat out refuses to do any builds involving expanding or extractor trick (such as 7RR). For example, it always builds the expansion inside its own base and it never cancels the extractor. It's just not very reliable at all. Other less complex builds also feel very random. Sometimes they work OK, sometimes not at all. If it's difficult getting the AI to do a specific build in Demo mode, I would assume the same applies to Advanced mode?
The mod is still very useful for a whole range of functions, but getting a decent idea of how a build order stacks up against another (such as when the AI executes it) is IMO one of the features that would really push YABOT over the top. Currently, I would have to say it's not working well for me at all. I would be interested in hearing from others who can confirm this or have been able to get AI builds working reliably in Advanced mode.
Unless of course what xorpwnz is saying is that it's difficult getting the AI to do a specific build in any mode full stop, but for now I hope that applies only to Demo mode and there is a way to get it working reliably in Advanced mode.
The AI doesn't work for me at all. When set to do a 4gate as a protoss it double expands without any units at 8min, regardless of the mode I'm playing. Terran keeps producing only marines even when I have cleared all of his pushes with mass banelings.
On January 31 2011 15:29 xorpwnz wrote: Just a quick note to all of you trying to use the AI demo mode... I would still consider this feature "experimental" and it turns out to be really hard to get the AI to exactly follow a specific build order. If any little thing goes wrong, then the AI will just revert to freestyle mode and do whatever it wants. Currently the demo mode is just for watching and the AI won't play against itself. That may be something that I add later, but for now, the map is really meant to be an aid in learning new build orders, especially ones on sc2builds.com.
Right now, I'm working on getting new multiplayer versions up on Battle.net. It just takes a little time because testing is a lot harder and I need to coordinate with people to post on other regions. But look for it probably in a couple of days. I've also been working on a new loading screen
Thanks for responding. Now that I'm more confident it is not some user error I'll go ahead and continue to use yabot to refine my execution of build orders. I look forward to the days when I will be able to practice against specific builds against the AI.
Also, if a bank editor were ever to be made available in java or somehow made mac compatible that would be great. I'm not holding my breath but just wanted to let you know.
Btw, is there any way to get reps off of mapcraft + yabot? There are some instances where I get steamrolled and I'd like to know what I did wrong but I can't seem to go back and find the replays.
On January 31 2011 15:29 xorpwnz wrote: Just a quick note to all of you trying to use the AI demo mode... I would still consider this feature "experimental" and it turns out to be really hard to get the AI to exactly follow a specific build order. If any little thing goes wrong, then the AI will just revert to freestyle mode and do whatever it wants. Currently the demo mode is just for watching and the AI won't play against itself. That may be something that I add later, but for now, the map is really meant to be an aid in learning new build orders, especially ones on sc2builds.com.
Right now, I'm working on getting new multiplayer versions up on Battle.net. It just takes a little time because testing is a lot harder and I need to coordinate with people to post on other regions. But look for it probably in a couple of days. I've also been working on a new loading screen
Thanks for responding. Now that I'm more confident it is not some user error I'll go ahead and continue to use yabot to refine my execution of build orders. I look forward to the days when I will be able to practice against specific builds against the AI.
Also, if a bank editor were ever to be made available in java or somehow made mac compatible that would be great. I'm not holding my breath but just wanted to let you know.
Btw, is there any way to get reps off of mapcraft + yabot? There are some instances where I get steamrolled and I'd like to know what I did wrong but I can't seem to go back and find the replays.
You can only get replays with the multiplayer Battle.net versions of the maps. I just uploaded new ones and you can find them by searching for YABOT and look for the maps uploaded by me (xorpwnz) that have the [Official] tag in their name. The only bad thing is that these maps use the Blizzard AI rather than Green Tea.
On February 03 2011 19:02 xorpwnz wrote: You can only get replays with the multiplayer Battle.net versions of the maps. I just uploaded new ones and you can find them by searching for YABOT and look for the maps uploaded by me (xorpwnz) that have the [Official] tag in their name. The only bad thing is that these maps use the Blizzard AI rather than Green Tea.
Thanks xorpwnz, will try it out. I noticed previously that unfortunately you could not select the AI's build order in the Battle.net version. I assume that's still the case? Are you unable to implement this in the multiplayer version?
I also submitted a ticket concerning Nexus energy not being saved in a checkpoint to your issue tracker on the project home page on www.sc2mapster.com.
On February 05 2011 08:39 theJob wrote: How do you choose races? I never get to choose the race when i start. I've tried "-r [z|z]" but it doesn't do anything except restarts the game?
Huh? After choosing your mode, say Advanced, there's a drop-down list above where you select the build order that allows you to change your race. Also, "-r z p" will restart the game with you as Zerg and your opponent as Protoss for example.
On February 08 2011 08:22 MrRicewife wrote: Master terran using this for the first time. I am sick of dying trying to figure out a decent reaper build. Thanks a lot.
Glad to hear it's getting some use from high-end players too
On February 08 2011 23:20 Stone[MB] wrote: cant find 1.3.3 mp version on euro, sgflt's official hosted maps are 1.0? u sure? i dont think 1.3.3 has been released yet?
Last I heard, he said they were up on EU. The titles should start with "[Official] Yabot" and there should be 10 maps up now.
Last I heard, he said they were up on EU. The titles should start with "[Official] Yabot" and there should be 10 maps up now.
i think he may have uploaded them, but if you click on the magnify glass while on the [offical] maps uploaded it still says their 1.0, shouldnt it read 1.3.3?.
i think i must be wrong, but i thought the mp version would be identical to the single player version, including all the features etc? the single player version contains alot of features which arent currently present in the mp version. in particular i was hoping to try out the -sc and -lc features.
Those are the most recent maps because the version numbers I use are independent of the version numbers that Blizzard uses. In fact, there is no way to manually set the version of a multiplayer map... each time you upload a new version, the version number is incremented automatically. As for the checkpoint features, that gets really messy when dealing with two human players, so I decided to just keep that in the single player version.
Just wanted to let you all know that I have changed the maps included with YABOT to the new ladder map rotation. These are included with version 1.4, which is now up. The other major change is that manual attack waves are now fully controlled by Green Tea AI, which provides a much better experience.
Just started using YABOt, and I'm amazed! Together with the scbuildorder you can really come up with new ways to stop and counter most builds. However I am struggeling with custom builds in the multiplayer version. The singleplayer part is no stress, but where do I save the YABOT BO in the bank file to be able to find it in the multiplayer version? I've watched the vid you have on your webpage, but there yoyu only states you can have three multiplayer custom builds due to blizzard restrictions.
On March 04 2011 18:11 akaMadMike wrote: Just started using YABOt, and I'm amazed! Together with the scbuildorder you can really come up with new ways to stop and counter most builds. However I am struggeling with custom builds in the multiplayer version. The singleplayer part is no stress, but where do I save the YABOT BO in the bank file to be able to find it in the multiplayer version? I've watched the vid you have on your webpage, but there yoyu only states you can have three multiplayer custom builds due to blizzard restrictions.
Please englighten me
Hey, sorry for the delay in response, but assuming you have run one of the multiplayer maps at least once, you should find the multiplayer bank files in your C:\Users\[username]\Documents\StarCraft II folder. There you will find a shortcut that is named like your battle.net username.id, which leads you to something that looks like C:\Users\[username]\Documents\StarCraft II\Accounts\96183\1-S2-1-725708 and there you will find the Banks folder. Then there is one more sub-folder, which contains the YABOT bank files. Sorry it's a little convoluted!!
On March 04 2011 18:11 akaMadMike wrote: Just started using YABOt, and I'm amazed! Together with the scbuildorder you can really come up with new ways to stop and counter most builds. However I am struggeling with custom builds in the multiplayer version. The singleplayer part is no stress, but where do I save the YABOT BO in the bank file to be able to find it in the multiplayer version? I've watched the vid you have on your webpage, but there yoyu only states you can have three multiplayer custom builds due to blizzard restrictions.
Please englighten me
Hey, sorry for the delay in response, but assuming you have run one of the multiplayer maps at least once, you should find the multiplayer bank files in your C:\Users\[username]\Documents\StarCraft II folder. There you will find a shortcut that is named like your battle.net username.id, which leads you to something that looks like C:\Users\[username]\Documents\StarCraft II\Accounts\96183\1-S2-1-725708 and there you will find the Banks folder. Then there is one more sub-folder, which contains the YABOT bank files. Sorry it's a little convoluted!!
Thanks, managed to find the right Banks folder. However, is it possible to import builds from the SCBuildorder program? From sc2builds.com I see the multiplayer YABOT strings are completely different from those used by the YABOT singleplayer version.
Is it a way to manually convert singleplayer builds into multiplayer builds for YABOT use?
On March 04 2011 18:11 akaMadMike wrote: Just started using YABOt, and I'm amazed! Together with the scbuildorder you can really come up with new ways to stop and counter most builds. However I am struggeling with custom builds in the multiplayer version. The singleplayer part is no stress, but where do I save the YABOT BO in the bank file to be able to find it in the multiplayer version? I've watched the vid you have on your webpage, but there yoyu only states you can have three multiplayer custom builds due to blizzard restrictions.
Please englighten me
Hey, sorry for the delay in response, but assuming you have run one of the multiplayer maps at least once, you should find the multiplayer bank files in your C:\Users\[username]\Documents\StarCraft II folder. There you will find a shortcut that is named like your battle.net username.id, which leads you to something that looks like C:\Users\[username]\Documents\StarCraft II\Accounts\96183\1-S2-1-725708 and there you will find the Banks folder. Then there is one more sub-folder, which contains the YABOT bank files. Sorry it's a little convoluted!!
Thanks, managed to find the right Banks folder. However, is it possible to import builds from the SCBuildorder program? From sc2builds.com I see the multiplayer YABOT strings are completely different from those used by the YABOT singleplayer version.
Is it a way to manually convert singleplayer builds into multiplayer builds for YABOT use?
Thanks again.
There isn't a direct converter that we have, but what you can do is import the single-player encoding as a private build order on sc2builds.com and then view the multiplayer encoding. I will work on putting up a simple SP <-> MP encoding converter on the website this week.
On March 04 2011 18:11 akaMadMike wrote: Just started using YABOt, and I'm amazed! Together with the scbuildorder you can really come up with new ways to stop and counter most builds. However I am struggeling with custom builds in the multiplayer version. The singleplayer part is no stress, but where do I save the YABOT BO in the bank file to be able to find it in the multiplayer version? I've watched the vid you have on your webpage, but there yoyu only states you can have three multiplayer custom builds due to blizzard restrictions.
Please englighten me
Hey, sorry for the delay in response, but assuming you have run one of the multiplayer maps at least once, you should find the multiplayer bank files in your C:\Users\[username]\Documents\StarCraft II folder. There you will find a shortcut that is named like your battle.net username.id, which leads you to something that looks like C:\Users\[username]\Documents\StarCraft II\Accounts\96183\1-S2-1-725708 and there you will find the Banks folder. Then there is one more sub-folder, which contains the YABOT bank files. Sorry it's a little convoluted!!
Thanks, managed to find the right Banks folder. However, is it possible to import builds from the SCBuildorder program? From sc2builds.com I see the multiplayer YABOT strings are completely different from those used by the YABOT singleplayer version.
Is it a way to manually convert singleplayer builds into multiplayer builds for YABOT use?
Thanks again.
There isn't a direct converter that we have, but what you can do is import the single-player encoding as a private build order on sc2builds.com and then view the multiplayer encoding. I will work on putting up a simple SP <-> MP encoding converter on the website this week.
Thnx, will wait for the converter then, so I wont spam the website with untested builds just to get the MP encoding
On March 04 2011 18:11 akaMadMike wrote: Just started using YABOt, and I'm amazed! Together with the scbuildorder you can really come up with new ways to stop and counter most builds. However I am struggeling with custom builds in the multiplayer version. The singleplayer part is no stress, but where do I save the YABOT BO in the bank file to be able to find it in the multiplayer version? I've watched the vid you have on your webpage, but there yoyu only states you can have three multiplayer custom builds due to blizzard restrictions.
Please englighten me
Hey, sorry for the delay in response, but assuming you have run one of the multiplayer maps at least once, you should find the multiplayer bank files in your C:\Users\[username]\Documents\StarCraft II folder. There you will find a shortcut that is named like your battle.net username.id, which leads you to something that looks like C:\Users\[username]\Documents\StarCraft II\Accounts\96183\1-S2-1-725708 and there you will find the Banks folder. Then there is one more sub-folder, which contains the YABOT bank files. Sorry it's a little convoluted!!
Thanks, managed to find the right Banks folder. However, is it possible to import builds from the SCBuildorder program? From sc2builds.com I see the multiplayer YABOT strings are completely different from those used by the YABOT singleplayer version.
Is it a way to manually convert singleplayer builds into multiplayer builds for YABOT use?
Thanks again.
There isn't a direct converter that we have, but what you can do is import the single-player encoding as a private build order on sc2builds.com and then view the multiplayer encoding. I will work on putting up a simple SP <-> MP encoding converter on the website this week.
Thnx, will wait for the converter then, so I wont spam the website with untested builds just to get the MP encoding
As a new edition (read: noob) to the SC2 community, I find myself trying to absorb everything SC2 at once. I've been focusing on mechanics, timings, strats, understanding counters, while mastering build orders, and it has been a daunting task. I just want to say that I really appreciate the time and effort you put into building a tool that can be utilized by players from any portion of the skill spectrum. I am hoping to practice and employ a new build each week until I have a proper arsenal to choose from, and I believe Yabot is the tool that will help me realize that goal.
On March 04 2011 18:11 akaMadMike wrote: Just started using YABOt, and I'm amazed! Together with the scbuildorder you can really come up with new ways to stop and counter most builds. However I am struggeling with custom builds in the multiplayer version. The singleplayer part is no stress, but where do I save the YABOT BO in the bank file to be able to find it in the multiplayer version? I've watched the vid you have on your webpage, but there yoyu only states you can have three multiplayer custom builds due to blizzard restrictions.
Please englighten me
Hey, sorry for the delay in response, but assuming you have run one of the multiplayer maps at least once, you should find the multiplayer bank files in your C:\Users\[username]\Documents\StarCraft II folder. There you will find a shortcut that is named like your battle.net username.id, which leads you to something that looks like C:\Users\[username]\Documents\StarCraft II\Accounts\96183\1-S2-1-725708 and there you will find the Banks folder. Then there is one more sub-folder, which contains the YABOT bank files. Sorry it's a little convoluted!!
Thanks, managed to find the right Banks folder. However, is it possible to import builds from the SCBuildorder program? From sc2builds.com I see the multiplayer YABOT strings are completely different from those used by the YABOT singleplayer version.
Is it a way to manually convert singleplayer builds into multiplayer builds for YABOT use?
Thanks again.
There isn't a direct converter that we have, but what you can do is import the single-player encoding as a private build order on sc2builds.com and then view the multiplayer encoding. I will work on putting up a simple SP <-> MP encoding converter on the website this week.
Thnx, will wait for the converter then, so I wont spam the website with untested builds just to get the MP encoding
Hi, thanks for making this map! Question: When I select 6 pool for my PC opponent, it doesn't always use 6 pool. I'm trying to do ZvZ vs 6 pool so I pick Freestyle for myself and hard AI + 6 pool strat for PC. Did I miss any specific options?
This is the most awesome training tool ever Got several decent builds (or at least I think they are cause they work most of the time) but hopefully can get a few more from this little custom.
On March 09 2011 21:56 zaggynl wrote: Hi, thanks for making this map! Question: When I select 6 pool for my PC opponent, it doesn't always use 6 pool. I'm trying to do ZvZ vs 6 pool so I pick Freestyle for myself and hard AI + 6 pool strat for PC. Did I miss any specific options?
Well the problem is that just because the AI makes a 6 pool doesn't mean they will actually rush you. Right now, they should roughly complete the build order but then Green Tea AI takes over and decides when to push. So you may see a 6 pool, but then the AI decides not to rush and goes mutalisk or something. You might want to play with the manual attack waves (last option under difficulty setting) to simulate the feel of a 6 pool rush.
On March 19 2011 23:14 UisTehSux wrote: Hey, sorry if this question has already been answered but does the hard AI in YABOT gain more minerals like the insane AI does?
Or am I really just horrible at this game? >_<
Yep, I'm using Green Tea AI, which cheats on minerals for anything over Medium difficulty. That being said, the cheating AI will usually better represent the challenge of a High Gold+ level player.
On March 20 2011 17:05 graNite wrote: I discovered a bug: When a command center is being upgraded to an orbital command and you pause and unpause, the upgrade is gone/canceled.
Interesting, thanks for pointing that out. I'll see if it's fixable, but for now, don't do that :p
So when using YABOT, the same sort of trouble as mentioned above occurs for me. Correct me if I'm wrong, but you ARE meant to be able to set a build order for the computer as well so that you can test one build order against another, yes? Unfortunately, the protoss supposed to be executing a Stalker Push would instead get zealots followed by an impossible-to-defend expansion, which would promptly be crushed by 6+ roaches and follow-up speedlings, with not many stalkers or zealots to do anything afterwards except vaguely attempt to slow the destruction of the main. Is there a simple solution to make the opposing AI actually do as told? I was trying using Hard and Very Hard AI.
I have a suggestion for a game mode for future releases, like the above post i find telling the AI to do something it doesn't really do it
so i was wondering if you could add a Ghost mode (as in racing games) on 2 player maps where in the first round you play until you're happy with a build (ie a 4 gate), and then you enter a command to switch to the other position and then you do a second build. While you're doing this second build a Ghost of exactly what you did in the first round builds whatever you built. This would be helpful in figuring out what someone has in comparison to what you have if you're doing the build perfectly (it doesn't necessarily actually have to use its army units, but it would be nice to be able to gauge unit # in a visual manner instead of just writing down times on paper)
Just piling on to say that I really wish this could be fixed in a timely fashion I use it so much that I'm willing to donate some money to the development effort even
Just to help you guys out i found that yabot 1.2 hosted by headacheman works for this patch. Just search for it in the custom games list. You should probably switch to the new version as soon as it is up because i doubt he is authorized to upload the map.
On March 25 2011 19:03 xorpwnz wrote: I fixed YABOT to work with patch 1.3 and it will show up on sc2mapster.com as soon as they approve the upload! (usually takes about 8-12 hours)
Hi there -- I was checking out the map to practice my Protoss and I was hoping you could update the build list since what I'd really like to practice is the 3gate expand vs Z, the 3gate robo vs P/T, or the forge fe vs Z.
If it were possible for me to input my own builds that were already as optimized as possible, I promise that I would... but I don't see how that's possible without rehearsing my (not as good) attempt and saving it to a custom slot.
On March 26 2011 07:05 rkffhk wrote: Hi there -- I was checking out the map to practice my Protoss and I was hoping you could update the build list since what I'd really like to practice is the 3gate expand vs Z, the 3gate robo vs P/T, or the forge fe vs Z.
If it were possible for me to input my own builds that were already as optimized as possible, I promise that I would... but I don't see how that's possible without rehearsing my (not as good) attempt and saving it to a custom slot.
Actually, this is the whole idea of why we started sc2builds.com... so that hopefully people will submit fairly optimized build orders that can be pasted right into the YABOT bank files manually. For more info on this, you can check out our FAQ. Very soon, we are planning on having selected Master's players review the more popular builds, further optimize them, and then post them as "verified builds". Until then, just try to find ones with good comments.
Maybe this is outside the scope of the map, but I had an idea that could be added to YABOT to train mechanics. Would it be possible to define a key sequence, which if not pressed in a specific period of time, causes an audio alert? So for example. let's say I'd like to cycle between my command centers (1), my unit producing structures (2), my army (3), my support units (4), and my rally point (F1) every 3 seconds. I configure this in YABOT and if I don't press the key sequence 1-2-3-4-F1 every see seconds, a buzzer goes off.
Seems like a good way to train mechanics. Thoughts?
Just want to say I love YABOT. Also, is there any hope in the future that the multiplayer maps will feature more custom slots? Maybe, removing some of the antiquated and/or inefficient builds from the default list?
I don't know if I ever said thanks yet but this is possibly the greatest training tool out there. I have been using it lately and it is so helpful. I appreciate your hard-work and dedication.
Fans of YABOT, Liquipedia needs you! Currently, the YABOT page is...well it's pretty barren. I'm sure lots of useful information can be added to it (for example, everything).
Personally, I have no idea how YABOT works, as I've never used it. If only the LP page had some useful info....
Is there anyway to import hotkeys from my normal battle.net profile? I created a custom set-up for my protoss race and need to practice with that, otherwise I won't bother.
First of all I'd like to thank you for the great effort of making YABOT, it can really be an invaluable tool.
One thing that to the best of my knowledge is not yet implemented, and if it is I'd much appreciate if someone could inform me how to use it, is save states. For example if I'm curious how to branch a certain build from Lair and onwards, I don't really need to practice going all the way to Lair. If you know you're going standard, starting from when you throw down your pool or some other arbitrary time would save a lot of time.
Hi everyone... just a quick update. I finally have some free time and will be adding all of the current maps in the map pool to the YABOT download. I hope to have this done sometime this weekend. Thanks!
Maybe this has been asked, but is there a way to see the whole of really long build orders? I was trying the "2 base muta" build, and it didn't show the whole list, last part was cut off.
Hi xorpwnz, I'm just stopping in to say that the most recent version is a huge improvement over the previous one and I'm loving it! The interface is much more approachable.
I'm wondering if this project could be the foundation for something even bigger and better? Like an all-in-one SC2 coach with built in modules that track your development over time in a number of categories such as multitasking, decision making, building placement, etc? Like a WiiFit for SC2 =D!
I hope you don't mind me letting my imagination run wild, I'm sure you're very busy to begin with!
On June 15 2011 03:56 Merikh wrote: Does he know the 1.4.11 version of his mod is malfunctioning?
"Cannot load script" error I get. I hope he's still updating this project :>
I'm getting the same problem. :-(
I'm a nub. Anyone having problems read the directions in the OP. The easiest way to use these maps is to download them from their site and just run them from the map editor. Don't try the ones labeled "YABOT" on Battlenet--they're imposters!
Hi guys... I have uploaded version 1.4.2 to sc2mapster and this just adds Shakuras Plateau and Tal'darim Altar LE to the mix. Also, just as a reminder, on battle.net the only maps that will work are the ones that have [Official] at the beginning of the name. And all singleplayer maps should be downloaded directly from the sc2mapster YABOT page.
As a side note, we are in the process of redesigning sc2builds.com and we will be launching the new site later this year. We're changing the way we organize build orders to make it much more intuitive and we're redesigning the site with a lot of input from pro SC2 coaches to make it as effective as possible
This is a nice tool, but the AI still seems clunky in alot of ways and they don't do alot of the builds even close to right. Sometimes they just error out and only build a few units. I believe one that errors is the mmm stim timing, they just build a few marines and thats about it for the rest of the game. I appreciate all the hard work that has been put into this, just wish I could practice against specific builds and timings better. There is hardly anything of note on sc2 builds.com most of the builds are already in the release version.
On May 27 2011 10:11 xorpwnz wrote: Hi everyone... just a quick update. I finally have some free time and will be adding all of the current maps in the map pool to the YABOT download. I hope to have this done sometime this weekend. Thanks!
Are you as "rrr" as i am or are you too cool to school to "boot"? + Show Spoiler +
ps: yabot is clear proof that you are, thanks again for sharing
sometimes when loading up YABOT the ai won't do anything but mine minerals. Is there a known reason for this? It's very odd to me, and happens on a couple maps(maybe unsupported maps?)
Hi xorpwnz. Would it be possible to include macro mechanics such as chronoboost when & where, scouts when and for how long, and gas micro (2 on gas, three on gas, five on gas, etc) in the objectives list? Even if they were just as notes, not neeeding to be updated, it would be extremely helpful in refining my builds, esp when they come from SCFusion!
Thanks again and great work. Much love to what you do!
EDIT: Also, I'm really looking forward to when you can see the entire objectives list . . . some builds I want to practice get up to 60-80 food, and I really want to be able to see all my objectives.
Thank you so much for making the tool, i do use it for practice.
I'm glad i'm not the only one having problems with the PC build order. I ask it to do a roach rush, and i get 6 zerglins 8 minutes in! It would be super cool if the A.I. build orders worked
Looking forward to future improvements, keep up the good work!
On August 06 2011 03:30 Macabre wrote: Any updates in the works for Season 3 maps?
I spend more time with YABOT than I do actually playing. Thanks for these.
Anyway, when you get around to adding the Season 3 maps, I wanted to point out that the Backwater Gulch YABOT is still the old version where the ramp on your main points forward away from your natural... An update on that would be a nice touch too.
1st: if i copy the build order from "sc2builds.com" into the Bank config data. But this disapears after i start the programm and did'nt work at all. I don't know why i do everything according the description.
2nd: How do I get my personal hotkey settings in the yabot?
I just downloaded YABOT and I'm eager to try it out. When I start it I always spawn as protoss and I'm not interested in learning protoss build orders.
Sorry for such a n00b question but...
How do I spawn as terran?
I have been reading the YABOT wiki pages, searching the forums on sc2mapster, googling for "yabot change race", searching for race options in the SC2 Editor but... nothing.
Anyone?
The "best" information I found was this: http://www.sc2mapster.com/wiki/galaxy/data/races/ and it tells me absolutely nothing. "You can define your own races, try duplicate zerg". Thanks! I'll try the "duplicate zerg" race!
What I did was I double clicked the sc2map file which started up the SC2 Editor and then in the editor I clicked the "Test document" button. Then I see the load screen for the YABOT and after that I get to choose which version I want to run (easy, hard, insane, etc) and when I have chosen the version it restarts the map and I spawn as protoss.
That's how the readme file that comes with YABOT says to start it. The other option is to drag and drop the sc2map file onto the SC2 launcher (which I assume is the "StarCraft II.exe" file) and when I do that the same thing happens.
I'm trying to view the yabot builds as replays, so i tried to do the way you suggest on page 1 . But the problem is that when yabot is launched with the map editor, the bank file remains empty (when launched by dragging there is no problem).
What did i do wrong ?
Edit : found it, the banks files are simply different if you're logged in or not... Simple copy/paste solved it. Sorry for the question
Hey, I think you should make a tutorial for how to load the multiplayer map encoding, because I just couldn't find how to do it anywhere. Thanks for doing this!
will there be a new update soon? haven't seen one since june and the builds are pretty out of date. love the program none the less good job and thanks :D
@osten: Good idea, I will try to post a tutorial sometime this week.
@eits: I have just updated the map pool and just waiting for the file to be approved on sc2mapster. The builds are still a bit old, but you can find updated ones at sc2builds.com. We will be putting fresh builds into YABOT for the next update.
Edit: The tutorial video is now on the first post.
Xorpwnz: one issue I've never been able to figure out: how do I pick which race skin is loaded? It seems to be random. It's weird playing zerg with the Terran interface / voices, etc.
Just wanted to say a big thank you to Xorpwnz and the crew for the latest YABOT update. I just switched (back... lol) to Terran about a week ago and was sad to see that YABOT was outdated as I wanted to learn some builds on the current ladder maps. Now that it is all up to date I can practice my builds to my heart's content.
Thanks for the update! Still the fastest way to get repetitions/work on builds offline or with a friend, I haven't stopped using it ever.
On November 24 2011 10:14 OldManZerg wrote: Xorpwnz: one issue I've never been able to figure out: how do I pick which race skin is loaded? It seems to be random. It's weird playing zerg with the Terran interface / voices, etc.
I'm not Xorpwnz obviously, but you can change player properties within the map editor. Map --> Player properties --> set player 1 (user) to default with whichever race, save. I always just launch the map from the editor
My question to anyone who knows: I haven't tried the latest yet, but in the old versions there's a sound (sounds like a charging noise) that plays whenever you build an overlord (it plays in other situations too, can't remember), no biggie but I'd prefer it if it didn't. Any way to turn it off?
On November 26 2011 07:05 flanksteak wrote: Thanks for the update! Still the fastest way to get repetitions/work on builds offline or with a friend, I haven't stopped using it ever.
On November 24 2011 10:14 OldManZerg wrote: Xorpwnz: one issue I've never been able to figure out: how do I pick which race skin is loaded? It seems to be random. It's weird playing zerg with the Terran interface / voices, etc.
I'm not Xorpwnz obviously, but you can change player properties within the map editor. Map --> Player properties --> set player 1 (user) to default with whichever race, save. I always just launch the map from the editor
My question to anyone who knows: I haven't tried the latest yet, but in the old versions there's a sound (sounds like a charging noise) that plays whenever you build an overlord (it plays in other situations too, can't remember), no biggie but I'd prefer it if it didn't. Any way to turn it off?
Thank you sir. I always launch it from the editor as well--it's a nice way to get some focused drills down without the distraction of battlenet!
I would use this if i could save a state, like if im playing zerg and my build is a 14 hatch 15 pool, i dont want to have to restart every time but start from the point i put down the pool, but that dont work, it suppose to, but then the egg and larva gets messed up.
Any chance you guys could disable the close spawns on Metal and Shattered as Blizzard did? I tried to just do it myself, but I can't really figure the editor out.
On December 01 2011 00:10 Atj wrote: I would use this if i could save a state, like if im playing zerg and my build is a 14 hatch 15 pool, i dont want to have to restart every time but start from the point i put down the pool, but that dont work, it suppose to, but then the egg and larva gets messed up.
Try typing "-sc" in chat to 'save checkpoint', and then later, type "-lc" to 'load checkpoint'. It's not perfect, but might help
On December 05 2011 12:38 OldManZerg wrote: Any chance you guys could disable the close spawns on Metal and Shattered as Blizzard did? I tried to just do it myself, but I can't really figure the editor out.
Sure, I will look into this. Does anyone happen to know how to do this in the map editor easily?
On December 01 2011 00:10 Atj wrote: I would use this if i could save a state, like if im playing zerg and my build is a 14 hatch 15 pool, i dont want to have to restart every time but start from the point i put down the pool, but that dont work, it suppose to, but then the egg and larva gets messed up.
Try typing "-sc" in chat to 'save checkpoint', and then later, type "-lc" to 'load checkpoint'. It's not perfect, but might help
On December 05 2011 12:38 OldManZerg wrote: Any chance you guys could disable the close spawns on Metal and Shattered as Blizzard did? I tried to just do it myself, but I can't really figure the editor out.
Sure, I will look into this. Does anyone happen to know how to do this in the map editor easily?
Yeah im been trying to use that but it just dont work, i play zerg also and the larva dies and egg never pops. Really sad that there isnt a build order out there were u can save your state and resume it, the time it takes to get too a certian point is just such a waste for me.
What do i have to edit in the yabot settings to change the PvX part (PvX - Recorded Build) in for example PvP? Thanks. Can't seem to see by myself what to edit to change this.
Really sad that there isnt a build order out there were u can save your state and resume it, the time it takes to get too a certian point is just such a waste for me.
I hope this isn't rude mentioning one of my own maps in someone elses thread but this is exactly what the mod I have created is meant for so it seems reasonable to mention it. There is still a lot of work to be done on it but the map is "SALT Antiga shipyards" (SALT = Save And Load Tool). I have recently released the mod on one of the Blizz maps for people to help test and make suggestions. There is a thread further down on the TL custom maps page. link to TL thread http://www.teamliquid.net/forum/viewmessage.php?topic_id=297534 Thankyou
When I asked the computer to show me a 'demo' of a ZvX -6 pool , the game loads but how come the mineral count is static at 50? It does not go up at all?!
How do I play this with a friend? I don't see the latest maps on the US server, only old maps and obsolete versions (close spawn metal/shattered, old shakuras)
On February 15 2012 01:49 DrN0 wrote: The EU server lacks many protoss builds there is no sentry expand or even forge fast expand. Is there going to be an EU version soon?
First of all, I love and use the yabot maps alot to this day.
I must request something. The feature of '-r' in a never ending freestyle setting in 1v1 with practice partners is by far the best practice I have had in all of RTS.
Can we please get some maps from the current ladder pool put up on BNET NA that will work? The offline maps are great and all but truly the only feature I and my other practice partners use is the ability to just run our own builds over and over refining the responses and hitting -r to quickly remake the game.
It sucks so much having Metal being the only current ladder map that YABOT supports in a multiplayer setting.
Please help me.
I am a KR/NA/EU masters player and I teach lessons and the like and the outdated nature of the online versions of yabot is slowly robbing me of my most robust tool for learning.
On February 22 2012 04:45 vaderseven wrote: First of all, I love and use the yabot maps alot to this day.
I must request something. The feature of '-r' in a never ending freestyle setting in 1v1 with practice partners is by far the best practice I have had in all of RTS.
Can we please get some maps from the current ladder pool put up on BNET NA that will work? The offline maps are great and all but truly the only feature I and my other practice partners use is the ability to just run our own builds over and over refining the responses and hitting -r to quickly remake the game.
It sucks so much having Metal being the only current ladder map that YABOT supports in a multiplayer setting.
Please help me.
I am a KR/NA/EU masters player and I teach lessons and the like and the outdated nature of the online versions of yabot is slowly robbing me of my most robust tool for learning.
Here, here!!!
Sidenote: Could a kind soul explain how (if) to load the maps on a mac??
I am eagerly waiting for the Season 7 map pool update!! really wanna test out Daybreak LE, Ohana and Metropolis LE as well as Cloud Kingdom and Korhal. As Z y like to plan out my overlord positioning and timing for them to get there and YABOT is the absolute best tool I have found for this and general macro practice. If there is any way or form in which I could help speed up this process I would love to hear it. Big fan of the project and keep up the good work!!
On April 11 2012 13:33 Niyanyo wrote: I am eagerly waiting for the Season 7 map pool update!! really wanna test out Daybreak LE, Ohana and Metropolis LE as well as Cloud Kingdom and Korhal. As Z y like to plan out my overlord positioning and timing for them to get there and YABOT is the absolute best tool I have found for this and general macro practice. If there is any way or form in which I could help speed up this process I would love to hear it. Big fan of the project and keep up the good work!!
I'm on the same boat. I'm really in need of training a build order especially in ZvP. I can't get the timing right no matter how hard i try in ladder. Edit : if there's any possibility where the respawn location can change then it's greatly appreciated aswell !
Is anyone updating this/adding the new maps? I love using this to train but it's hard to practice building placement and stuff when it's not the same map
Hey there. Sooooo sorry it has taken so long to update these maps, but the Season 7 map pool has been added to the sc2mapster YABOT page.
We will also be adding Season 8 very soon and updating YABOT with all of the new goodies from HotS. In addition, we are actually working on a replay parser that will extract the build order from a replay and allow you to either copy it, or play against it using the YABOT maps
Time to stop practicing on the old version of Shakuras Plateau.
@eXeel, I think it says on the menu page. IIRC once you're done, you type -s 1 That saves it to build 1, then replace 1 with 2 or 3 to save to spots 2 or 3. But I could be wrong. Just read what it says on the menu.
On June 11 2012 15:51 xorpwnz wrote: Hey there. Sooooo sorry it has taken so long to update these maps, but the Season 7 map pool has been added to the sc2mapster YABOT page.
We will also be adding Season 8 very soon and updating YABOT with all of the new goodies from HotS. In addition, we are actually working on a replay parser that will extract the build order from a replay and allow you to either copy it, or play against it using the YABOT maps
Wow really? This is great. What is up with sc2build.com?
On June 11 2012 15:51 xorpwnz wrote: Hey there. Sooooo sorry it has taken so long to update these maps, but the Season 7 map pool has been added to the sc2mapster YABOT page.
We will also be adding Season 8 very soon and updating YABOT with all of the new goodies from HotS. In addition, we are actually working on a replay parser that will extract the build order from a replay and allow you to either copy it, or play against it using the YABOT maps
Something is wrong when I try to load yabot single player I use the encoder as before and had no problems I think I used it yesterday was last time. When I try to test document like normal a window pops up saying something about protoss decals and other stuff. Then when yabot starts all the builds are gone I open the encoder and all the builds are gone.
wait, when you say you will add the new goodies from hots does that mean that yabot will have a mode where you can play around with the hots units/etc? if so, that would be so AWESOME, because the HotS Custom guy seems to be really swamped with work and non-responsive and most ppl basically have zero chance of getting into the beta
I barely login here, but I just wanted to show my support for the YABOT, especially multiplayer. Really looking forward to the new maps and extract build order from replay (been trying to do that with SC2 gears and a bunch of other tools)!
I also have to agree with the above poster, multiplayer using the -r feature is the best way to play. PLEASE! update the multiplayer edition with new maps.
It would be too epic if we were able to put more than 15 steps in a build... It needs to be risen to 50+, at least we won't have the problem of : 15 steps max.
And if anybody knows how to do that, i will be pleased to hear u;
It seems the new patch is causing problems. I can't launch YABOT by double-clicking the files anymore; it just opens up the game and then nothing happens. Even opening up the map in the editor and clicking the test document button doesn't work. The YABOT games I've found in the new Arcade don't work either; it's just an empty map.
On August 10 2012 15:07 vileChAnCe wrote: is there any maps i can just download and use in blizzard that have the reset function that this map has? That would be fucking fantastic!!
start a game vs very easy AI on any map, as soon as it begins hit escape, save it and then load it. now you should have a RESTART button in the menu right above surrender. it's really stupid how that restart button doesn't appear if you just do a game vs AI, but if you save it and load it it will, has to be a bug :/
Cool.. I wrote some angry big post here, but before I decided to press POST button I looked at YABOT page and result is very good http://www.sc2mapster.com/maps/yabot/#c211 I'm looking forward to adding YABOT maps to EU server.. Thank you guys...
It's a shame this mod is getting no attention anymore. It's a really amazing way to learn. I can't even find any documentation on how the string works to type my own builds in.
On October 21 2012 20:33 DeCoup wrote: It's a shame this mod is getting no attention anymore. It's a really amazing way to learn. I can't even find any documentation on how the string works to type my own builds in.
So the bnet versions I can find are all crap, and now when I try to load out of the map editor I get an error : Scri: Script load failed: invalid peramiter, possibly an incorrect variable name
I can also no longer launch maps by dragging them to the sc2.exe because it just brings up the update checker thing and then asks me to sign in to bnet. Is Yabot dead or am I doing it wrong?
I guess I'll bump this again, because yabot's attack waves were one of the most extremely useful maps in the pool. An alternative would greatly be appreciated. Blizzard's "Take command" comes close, but no cigar (the loading screen each time you restart makes it that much less enjoyable, or effective).
It looks like people are bumping this every few months.
According to the current arcade in BNet the old map creators are: -----#. Name----------------(MapsCreated)------------Rating + Show Spoiler +
-----1. zeroJive--------------(3)-------------------------------5/5 -----2. Rathalos-------------(1)------------------------------0/5 (maps don't work from arcade) -----3. Sarcastica----------(8)------------------------------0/5 (maps don't work from arcade) -----4. Yoshi-----------------(4)------------------------------0/5 (maps don't work from arcade) -----5. MortelL--------------(5)------------------------------0/5 (maps don't work from arcade) -----6. agilefall--------------(1)------------------------------0/5 (maps don't work from arcade) -----7. Aires-----------------(3)------------------------------0/5 (maps don't work from arcade) -----8. Johnson------------(1)------------------------------0/5 (maps don't work from arcade) -----9. Fitzgerald----------(1)------------------------------0/5 (maps don't work from arcade) ----10. Rookie-------------(1)------------------------------0/5 (maps don't work from arcade) ----11. Frugalicious------(1)------------------------------0/5 (maps don't work from arcade) ----12. AWEadam-------(1)------------------------------0/5 (maps don't work from arcade) ----13. DerpyHooves----(1)------------------------------0/5 (maps don't work from arcade) ----14. trbot-----------------(1)-----------------------------0/5 (maps don't work from arcade) ----15. Eugene------------(1)------------------------------0/5 (maps don't work from arcade) ----16. HeadacheMan--(5)------------------------------4/5
It appears as though all YABOT development died awhile back. That hopefully changes today. I am interested in taking this project up and want to gain access to the old files for mining their value. But, I only want to do this if the community here would actually use it and derive value. If I am the only one that ever benefits from a new YABOT then that would be kind of sad.
If there is enough interest in the idea then I'll lead a project to get this thing up off the ground. I have seen different things over the years with gosugamers and esportsu from Artosis, even the Day9 daily, Husky's channel, and HDStarcraft's channel. The casters are all really good sources. esportsu had it's heydey. Gosugamers rose and sunk. Yet, none of them were or are in the game with you like zeroJive's YABOT. ZeroJive's YABOT is like an in-game coach. It is one of the best sources to help a noob perfect build orders and maybe even timings.
Before this post gets too long then let's reiterate the main idea.
I might restart YABOT. I want ideas and possibly collaborators.
Who likes the idea? Who is interested in the idea? Who wants to help?
On October 04 2013 10:22 Flywheel wrote: It looks like people are bumping this every few months.
According to the current arcade in BNet the old map creators are: -----#. Name----------------(MapsCreated)------------Rating + Show Spoiler +
-----1. zeroJive--------------(3)-------------------------------5/5 -----2. Rathalos-------------(1)------------------------------0/5 (maps don't work from arcade) -----3. Sarcastica----------(8)------------------------------0/5 (maps don't work from arcade) -----4. Yoshi-----------------(4)------------------------------0/5 (maps don't work from arcade) -----5. MortelL--------------(5)------------------------------0/5 (maps don't work from arcade) -----6. agilefall--------------(1)------------------------------0/5 (maps don't work from arcade) -----7. Aires-----------------(3)------------------------------0/5 (maps don't work from arcade) -----8. Johnson------------(1)------------------------------0/5 (maps don't work from arcade) -----9. Fitzgerald----------(1)------------------------------0/5 (maps don't work from arcade) ----10. Rookie-------------(1)------------------------------0/5 (maps don't work from arcade) ----11. Frugalicious------(1)------------------------------0/5 (maps don't work from arcade) ----12. AWEadam-------(1)------------------------------0/5 (maps don't work from arcade) ----13. DerpyHooves----(1)------------------------------0/5 (maps don't work from arcade) ----14. trbot-----------------(1)-----------------------------0/5 (maps don't work from arcade) ----15. Eugene------------(1)------------------------------0/5 (maps don't work from arcade) ----16. HeadacheMan--(5)------------------------------4/5
It appears as though all YABOT development died awhile back. That hopefully changes today. I am interested in taking this project up and want to gain access to the old files for mining their value. But, I only want to do this if the community here would actually use it and derive value. If I am the only one that ever benefits from a new YABOT then that would be kind of sad.
If there is enough interest in the idea then I'll lead a project to get this thing up off the ground. I have seen different things over the years with gosugamers and esportsu from Artosis, even the Day9 daily, Husky's channel, and HDStarcraft's channel. The casters are all really good sources. esportsu had it's heydey. Gosugamers rose and sunk. Yet, none of them were or are in the game with you like zeroJive's YABOT. ZeroJive's YABOT is like an in-game coach. It is one of the best sources to help a noob perfect build orders and maybe even timings.
Before this post gets too long then let's reiterate the main idea.
I might restart YABOT. I want ideas and possibly collaborators.
Who likes the idea? Who is interested in the idea? Who wants to help?
Unfortunately, I don't think I'm quite capable of helping in reviving YABOT, although I can assure you that I would most certainly use an updated version of this map and derive a huge amount of value from it.
On October 04 2013 10:56 Flywheel wrote: Rizzlet, that is just what I want to connect the map with is users like yourself.
I need to get in contact with the original creators to ask them how to help. If anyone could help me do so I would so much appreciate it!
Sorry, but I'm not sure how to get in contact with them. However, I wish you the best of luck in the future. I'll continue to monitor this thread and watch for any developments.
I would be interested in a working YABOT. Judging from the 40 page thread, other poeple might be too. I doubt I could help though. Let us know your progress on this project !
I`m also working at map very similar with YABOT. But it has some unique functionality. Unfortunately, there is a rule on TL that new registered users cannot create topic in first three days after registrations. Look for announce in three days .
Well, since everyone else is doing this I may as well too! I'm also working on a mod with YABOT-like functionality. ( )
If I could make a request of you guys it would be to stay true to the YABOT encoding scheme if that's what you are using so that builds can be transfered between tools. Or if you want to put your own spin on things then document your extensions to the encoding so others can do the same.
I'm always interested in a new Yabot-like map, I find them very useful for practicing a new build/idea. If you make an updated version, I will be very happy :D
Since almost all of the last posts in this thread are about a replacement for YABOT. I have been working on a project called Benchmarker for the last year as a tool to replace YABOT and what it was used for back in WoL.
I figured I'd go ahead and add a link here in case anyone is coming back to the game and finds this thread.