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AI Scripts / Re: GreenTea AI 0.48 & Green Racer AI
« on: June 24, 2010, 08:29:32 AM »
The counter system might need a little more tweeking. I played the Darktea0.48b, as zerg against terran. The terran went mauruder/hellions. And while it was nice to see some early hellion harass, the hellions focus should be on the drones and not on the queen. And I went spire as counter, and normally most "human" terran players would scout the spire and be prepared. However the terran opp. first reacted when I got 6-7 mutas out, and then it was gg. If you could make it so that the terran would start countering when the spire is like 50% done, it would work better I think. Obivously this should only be against zerg, as zerg can save up larva and get a lot of mutas out very qucikly. Against other races I belive it is fine that the AI first tries to counter when the units have been produced.

AI Scripts / Re: GreenTea AI 0.47 for Protoss and Terran
« on: June 10, 2010, 07:10:20 PM »
There seems to be some kidn of bug when the terran AI tries to cloak his banshees. Cloack goes off immediately after having been activated.

AI Scripts / Re: GreenTea AI 0.47 for Protoss and Terran
« on: June 10, 2010, 11:24:37 AM »
Just played agaisnt a terran oppenent, and AI was really nice. It sat around my base looking to attack, but then retreated and got out of the creep, and waited for his army size to be stronger than mine. Really nice job there.
The reaper micro of the oppenent was pretty bad though. Good players shoots once with the reaper then go back with the reaper, and shoot again. The reapers of the AI never actually tried to shoot, they just ran without shooting and without jumping down the cliffs, until they got surrounded by my zerglings.

AI Scripts / Re: GreenTea AI 0.47 for Protoss and Terran
« on: June 09, 2010, 08:44:52 PM »
Thx i finally made it work.
I played my first game as zerg vs protoss. And while i throught the starting build order and the harass by the zealots against my FE was fine, there were some flaws. First it was to easy to distract his zealot with my 2 zerglings in stead of taking down my expansion. If  you could make it so that the zealot would focus down the hatch, and only try to attack the zerglings when they would come close to the hatch, and stop begin attacking the hatch again when the zerglings ran away it would be awesome.
Second, the protoss should have made some kind of wallin, as I just ran in with my speedlings through the whole game in his base and just made a lot of harass. The placement of the buildings against zerglings for protoss should almost always be so that the wall can be blocked of with 1 zealot. Since the AI uses maphack it should probably be able to detect wheter the protoss player gets speedlings or  roaches/hydras. If speedlings it should definately wall of with the zealot.
The lats "flaw" of the AI won me the game. I harassed with my mutas at his expo while running in with all my 40 speedlings in his base and basically killed everything he had in there. He tried to defend the muta harass, and did not even try split up his forces. Again if the AI would be able to detect that his ground forces was not able to defend against the mutalisk harassing and instead defeding the main against the speedlings it would be awesome as well.

AI Scripts / Re: GreenTea AI 0.47 for Protoss and Terran
« on: June 09, 2010, 09:38:58 AM »
Next time post on right thread.

There is some directory in GreanTea0.47.
1) delete some directory and try detect it again
2) modify with notepad c:\....\AllInOne\settings (ai = *write your AI path*)

Sorry I have no idea what to do.
What is "some" directory?
What should I detect? How do I detect?

AI Scripts / Re: GreenTea AI 0.47 for Protoss and Terran
« on: June 09, 2010, 07:41:36 AM »
Im still not sure how. As you can see I have placed it in the AI folder. But still can't click at anything?

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AI Scripts / Re: GreenTea AI 0.47 for Protoss and Terran
« on: June 08, 2010, 09:31:55 PM »
How do I make this work with Sc2 allin? I followed the instructions, however it is not possible for me to click on GreenTeai0.47, since there is no sc2mod file behind it. The only file I can actually click on the is the Triggerlib one, however that is not a sc2mod. file as well. How do I make this work?

AI Help Section / Re: How to I change AI?
« on: April 01, 2010, 04:19:23 PM »
So I downloaded a file and placed it there. However it still shows the starcrack 7.0 standard file over the change the AI folder. Am I doing something wrong?

AI Help Section / How to I change AI?
« on: March 31, 2010, 04:59:01 PM »
When I open the beta launcher it gives me some maps with AI included I can choose. And it uses Starcrack 7.0 as default. I have tried downloading some AIs, but I dont know where to place the file, and how can I see if I am succesfully using an AI?

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