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You are stupid emylgoth. You are implying that Humanik bot is not real? LOL!
itsarabbit, thanks for commenting .First of all, to correct some minor assumptions from you, a zealot is not able to clear 4 zerglings by itself + when there's 2 roaches firing at it, that would be more of an issue (And how would you know that the roaches ain't micro manage to avoid your focus fire? That would be a waste of time trying to shoot it while at the meantime having your zealot getting killed). Anyhow, the simulation of such a situation is not done by me but by my other team members and I'm only giving you an easy example compared to a more complex one.
No one finding this ridiculous? Is only talking for 4 days now. And your video comments are pretty childish and what is funny is that you almost always wrong type your own AI name "Humanik" but "Strategy" not. Why you're not recording your voice when you're making those videos? Maybe, in that way, you will inspire more reliability to all viewers (or not? ). If you want to have a real support from people here, you should post your first release with at least one race (protoss, I guess) and if it will be liked, people will search for your next releases and comment about it. My advice: don't push to much with theoretical explanations before you have something out.P.S.And... when you're recording, please set the game speed to fastest from the beginning...
30 workers per base has almost no better income than 25 workers per base used in Strategy AI.
Quote from: gzxaaa on April 13, 2010, 11:00:31 AM30 workers per base has almost no better income than 25 workers per base used in Strategy AI.Actually(Now I did not watch the video), 30 workers per base is ideal. 3 workers per mineral patch and vespen geyser, though it is better to split up your workers between expansions by sending atleast 8 as soon as you get one.
As far as workers are concerned, the ideal number is 22-24. As a general rule, you build 2 workers for each crystal and 2-3 (based on distance) for every vespin gysir.Any more will just clutter your ressource field and drain ressources, and as a Terran, you should always have 1-2 workers less so that there is space for your mules.
Damn, the engine is way too medieval!
The engine provided by SC2 Beta for AI integration is limited and not flexible (yet). (Example: There is no function provided to us that enables us to do a custom placement of units, especially buildings based on the desired points) And since its a script, there's nothing much that we can do about it.It is crucial for us to know that advanced players will not just micro manage its army and economy but also take advantage of the terrain provided. The engine that is implemented within SC2 Beta has not emphasized terrain in mind. (The path blocking that you watch mostly in replays are not implementable because there is no function in the current engine which enables us to place buildings at our own discretion but instead based on pre-defined build flags) - and these predefined functions are a pain in the arse (e.g. it seems like for each pylon, the maximum building that it can accommodate is between 14 to 15, based on the original SC2 programmers) Other strategies that you watch in replays are implementable except the ones that utilizes on the placement of buildings (Path blocking, dummy, seperation of production facilities, bunker rush, photon cannon rush, and etc.).