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On January 15 2011 07:44 slith wrote: Pity the Zerg AI loves to waste Mutas instead of harassing :/
Yea doesn't it just use them as part of its army? That rarely has worked for me when I play Zerg unless I harass first with them so my opponent is already behind. When I rework zerg I will at least try to implement some basic muta harass (mineral harass mostly). Following that at some point I will of course have to make it so it will do overall base harassment like taking out key pylons and tech structures and prevent turret building etc. That is a little more advanced though as far as the coding involved so first things first. Good point though, this is certainly a problem.
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is there any way of distinguishing ur AI from the standard one?
i just imported the AI to a map, but im unsure if its actually working or not.
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Yea, if you did it right, when a game loads up on the bottom left side of the screen there will text saying that this is Fyn AI written by me, giving credit to Green Tea and its creator, you will see something about difficulty level your are playing, and if you are playing Very Easy or Easy you see some greek mythological name or something like that which is actually a way to tell what build they are using it.
I will post a screenshot when I get home from work in a bit, and right after that I will be developing and posting a guide on how to publish to the wiki for this AI which should be done by about 2 hrs from now give or take. So if you can't figure it out just wait a few hours and I can get you a guide that should do the trick. There are a few places where you can easily do something that would cause it not to post right and I believe I have found a bug (if not a design decision) in the editor that prevented me from publishing patch 1.2 maps for a bit. That will all be covered in my guide.
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ok sounds good. ill then set up and publish the maps tomorrow on EU if u dont mind.
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Sounds awesome to me
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On January 15 2011 08:41 Black Gun wrote: is there any way of distinguishing ur AI from the standard one?
To answer your question it should look like this:
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Ok I have published a Publishing Guide on the Fyn AI Wiki. This guide should be able to show you all you need to know to publish maps with Fyn AI. If you have any input about how to make the guide clearer or any issues publishing let me know. Please read the Publishing Guidelines in the guide about how you should name maps so we don't get a bunch of clutter.
Have fun and publish away!
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seems fun. i think this will help me improve a lot
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nvm, got it.
published the first map on EU. i will add the popular ladder maps now.
these ais can be found on EU by searching for "fyn"
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On January 15 2011 18:09 Black Gun wrote: nvm, got it.
published the first map on EU. i will add the popular ladder maps now.
these ais can be found on EU by searching for "fyn"
I already uploaded Meto at least, was gonna do the rest but had to leave!
Anyway, really great AI. I'm glad I finally get to play it on EU , thanks a lot!
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On January 15 2011 18:38 dunc wrote:Show nested quote +On January 15 2011 18:09 Black Gun wrote: nvm, got it.
published the first map on EU. i will add the popular ladder maps now.
these ais can be found on EU by searching for "fyn" I already uploaded Meto at least, was gonna do the rest but had to leave! Anyway, really great AI. I'm glad I finally get to play it on EU , thanks a lot!
would u mind deleting it again so ppl dont get confused because there are 2 versions of metalopolis (fyn ai) on EU?
i now uploaded it for all 1v1 ladder maps plus crossfire. but im missing shakuras plateau atm as it is removed from the ladder and i cant find it nowhere in the editor->open menu.
anyway, they are up on EU now. u can find them by searching for "fyn".
on this url http://www.mediafire.com/?ca5dxk7qykoyywz u can find a zip folder with all these maps. if someone wants to publish them on other servers he can use these and only has to publish them.
btw could any1 send me a blank version of shakuras plateau plz so that i can add it? its kind of the best map atm, so its a pity if its missing.
edit: @fyndor: in the future, plz pm me whenever u update this AI so i can keep them updated.
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On January 15 2011 18:56 Black Gun wrote: im missing shakuras plateau atm as it is removed from the ladder and i cant find it nowhere in the editor->open menu.
Try the Shakuras in here, it should work. I had to use a version that was distributed from the start because it was already not showing up in the list. Even though its in the custom game list when you go in to the actual game....
edit: @fyndor: in the future, plz pm me whenever u update this AI so i can keep them updated.
Will do, thanks for posting them.
Edit: Btw, it just did this to me /facepalm
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On January 15 2011 18:56 Black Gun wrote:Show nested quote +On January 15 2011 18:38 dunc wrote:On January 15 2011 18:09 Black Gun wrote: nvm, got it.
published the first map on EU. i will add the popular ladder maps now.
these ais can be found on EU by searching for "fyn" I already uploaded Meto at least, was gonna do the rest but had to leave! Anyway, really great AI. I'm glad I finally get to play it on EU , thanks a lot! would u mind deleting it again so ppl dont get confused because there are 2 versions of metalopolis (fyn ai) on EU? i now uploaded it for all 1v1 ladder maps plus crossfire. but im missing shakuras plateau atm as it is removed from the ladder and i cant find it nowhere in the editor->open menu. anyway, they are up on EU now. u can find them by searching for "fyn". on this url http://www.mediafire.com/?jz3y089buvnmxfpu can find a zip folder with all these maps. if someone wants to publish them on other servers he can use these and only has to publish them. btw could any1 send me a blank version of shakuras plateau plz so that i can add it? its kind of the best map atm, so its a pity if its missing. edit: @fyndor: in the future, plz pm me whenever u update this AI so i can keep them updated.
Done!
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ok thanks, an updated folder with all the maps:
http://www.mediafire.com/?ca5dxk7qykoyywz
ill try to defeat the AI in a macro game on shakuras plateau now, starting with medium and then working my way up to insane.
although i doubt that its possible to beat the insane ai in a straight up macro game, having the increased income right from the start instead of ramping up over the first 10 minutes is just too much of an andvantage.
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On January 15 2011 20:16 Black Gun wrote: although i doubt that its possible to beat the insane ai in a straight up macro game, having the increased income right from the start instead of ramping up over the first 10 minutes is just too much of an andvantage.
Yea, good luck with that
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Any way to tell the AI to do a custom build and when finished select a random commander? Or getting rid of the resource bonus at higher levels of difficulty?
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On January 15 2011 21:02 slith wrote: Any way to tell the AI to do a custom build and when finished select a random commander? Or getting rid of the resource bonus at higher levels of difficulty?
Custom builds are a possibility down the line, but I don't want to do something with supply based triggers like many people think of builds in. Builds based on supply numbers can be tripped up easily. If you look at the sc2builds and yabot thing that is really meant to give instructions to a player in game on how to do a build, not instruct an AI, which I don't think would work too well. I am trying to think of how I could design it so that the average starcraft player could understand it and design their own build for the AI. I would probably have to have an offline graphical build designer which would let you export something in to starcraft. It could be done but that is not going to be high on my priorities for a while. What I can say is that in the near future I am going to be redesigning all the builds that this mod does, and I will likely increase the number of builds it has since I want it to take in to account race and map at the very least when choosing builds. When I do that I will be reaching out to you guys to figure out what builds need to be added.
Unless I have to patch a bug first instead, the next release will have a dialog that pops up at the beginning of a game and lets you customize difficulty settings. I could at that point let you choose which build your opponent will start with, but it would have to be one of the builds built in to the AI. Speaking of the dialog though that gets to your second question. Right now the only thing that makes Hard, Very Hard, and Insane different than Medium is the resource cheat. Without it you have medium difficulty. When I add the dialog you could set it up so you add back in the vision hack (which no difficulty uses currently) but take out the resource hack. You should get something that is more realistic to what a player could pull off and would be harder than medium. Beyond that there is not much to be done without just making the base AI smarter. Medium is not a dumbed down AI compared to the Hard and above, but rather it is the best that the AI can do without cheating. Ultimately I need to make the base AI (aka what you see with Medium right now) smarter to the point where you guys are telling me medium is getting too hard to be called medium. At that point I could add in "imperfections" to lower it back again and call that medium, and rename the base AI hard or very hard or w/e. If you find medium too easy it is possible that the vision hack is what you are looking for, or it may not. You may find really the AI just needs to be a little smarter about choosing builds, or scouting you and reacting better. That is all in the works.
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I'd like to come back and nuance my comment that "The Medium Ai is probably at the silver level."
When I first tried, I played TvP only (about 9 games.....3 per AI difficulty from VE to Medium).
I tried again playing TvZ and found the Medium AI much more difficult than in TvP. It actually beat me a few times.
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On January 16 2011 23:21 REM.ca wrote: I'd like to come back and nuance my comment that "The Medium Ai is probably at the silver level."
When I first tried, I played TvP only (about 9 games.....3 per AI difficulty from VE to Medium).
I tried again playing TvZ and found the Medium AI much more difficult than in TvP. It actually beat me a few times.
I may be wrong, but what you might be noticing is the better scouting Z does because it overlords become scouts when it gets speed and it tends to get better information than P and T. P is not using obs or hallucinated phoenix and T is not using scans because the AI I used as a starting point used a vision hack and never developed scouting code. I have tested adding observers to the scouting group, but scouting is handled by built in Blizzard scouting functionality and that code is more worried about finding new expansions than keeping tabs on enemy army composition. So I am going to have to write custom scouting code for observers and scans and the like.
Also, I am cannot remember if Protoss ever makes forward pylons, but it needs to do that more for sure. When balancing the races, Blizzard certainly considers the ability of Protoss to warp in close to the enemy and if the AI is not doing that they are effectively gimping themselves. Show me the Protoss pro that warps everything in at their base and runs it across the map
You may have also noticed Z loves to use burrow micro which noone at my level really micros with burrow, so that tends to throw me off a bit. You are probably going to find you need a raven at some point in the game with Z because I would think otherwise you are going to have to waste a lot of scans.
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Thanks Fyndor,
I downloaded the maps with the script imported but still I can't seem to choose the AI difficulty level?
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