We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Well title says it all. I have a terran attack fleet of 3 BCs, 6 wraiths, 3 valks and 1 Vessel attacking a protoss outpost.
When the terrans reach the center of the outpost I create an Arbiter that should stasis all of them.
What I'm doing is as soon as they are close to the center and have cleared all air nearby air opposition I order all terrans to one spot and create the Arbiter which is ordered beneath them. Then all that Arbiter has to do is cast stasis on those stacked air units.
Sometimes it works just fine. As soon as he's hit, he stasises them all and I'm happy. But sometimes he just runs away.
I made sure he has enough energy, the stasis is researched, and that he's attacked.
What else can I do to make him cast at least in 90% of the cases instead of like 50%?
Im not sure, but this map does it 100% of the time.
Attachments:
None.
Are you sure its not a HERO Arbiter?
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Are you sure its not a HERO Arbiter?
Yes.
But incase that matters, 2 of the BCs are heroes. No other heroes involved.
Based on what I've known in the past, AIs tend to do little to Hero units. Ensare and Plague frequently happen, but I've never gotten a Hero to get stasised. At least not frequently.
It would be nice if we could make computers plague, psi storm, ensnare, hallucinate etc like
we can recall, however, we can't. So we just have to make due utilizing computer AI.
A computer player will use stasis under many different circumstances, but most reliably under
these circumstances:
That an arbiter (with stasis researched and sufficient energy) will retaliate with stasis if it is
attacked by an enemy unit being cloaked by an enemy arbiter. We can use this knowledge
advantageously to stasis any unit (that can be in stasis, of course) we wish.
To do this, we need but recreate these circumstances and place the unit we desire to be in
stasis near the attacking unit.
For instance, say we wanted a zergling that went out of bounds of some area, to be put in
stasis and subsequently repositioned back in bounds. Quite simply we would
Move the zergling from out of bounds to a distant corner where an arbiter was waiting to
stasis.
Create an arbiter that is an enemy to this arbiter, nearby
Create an enemy computer, say, hunter killer near your zergling and under it's arbiter for the
purpose of attacking the arbiter waiting to stasis and thus provoke stasis.
This transaction usually takes about 22 trigger cycles (with hyper triggers) in my experience
After which we can move the zergling back to in bounds, replace the arbiter that uses stasis,
and remove extraneous units (enemy arbiter and hunter killer).
It may be useful to know that disabling invincibility will work on a unit in stasis, leaving it
attackable/killable and immobile.
Also stasis lasts about 40 seconds.
Yes, thanks Kaias.
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Im not sure, but this map does it 100% of the time.
Unfortunately not. Sometimes the Arbi just runs. Seems also to depend on how many Golis you attack with and how you micro them. But that could as well be coincidence. I still have to find consistent behavior.
I am doing this for a campaign map. So teleporting units around or creating Arbiters for an enemy of the Protoss in the midst of the battle is out of the question.
Post has been edited 1 time(s), last time on Dec 31 2008, 7:06 am by NudeRaider.
An artist's depiction of an Extended Unit Death
For two of my maps where I needed a force-stasis, I had the arbiter owned by the same player (or allied) as to the units I wanted to stasis. Then I spawned a marine at the area where the units I wanted to stasis were located (the marine was owned by a human player; that may matter). The marine automatically attacked the arbiter, and the arbiter in turn would stasis the marine and all units nearby in a matter of roughly two seconds. It seemed to work 100% of the time and I could control it to the point of having burrowed lurkers in stasis.
That was a lot of rambling... Lists are better.
- Have the arbiter owned by the same player as the fleet
- Create an enemy marine at the location of the stasis
- Do this in multiple areas or spawn multiple marines to stasis all units
But, alas, it's AI we're talking about. Anyways, here's my theory:
Arbiters tend to run away from large groups of units, especially when the arbiter is not cloaking and therefore protecting units. If the arbiter has cloaked units, it has more of a reason to stay, and I guess for some reason stasis regardless of where those cloaked units are... Second theory: Arbiters hate marines.
Edit: Oh, I didn't read that campaign statement. Damn. Well, if it is related to intimidation, you could give some of the units temporarily to player 9, and see if that improves your chances.
Post has been edited 3 time(s), last time on Dec 31 2008, 1:24 pm by Roy.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Yeah, that campaign boundary limits me pretty much. Storywise I cannot add anything else than Terran air, while toss may at least have any unit at their disposal. But no cross race setups.
Thanks anyways so far.
That arbiter protecting cloaked units theory is interesting. I will try to add Goons and/or Carriers at that stasis scene. Shouldn't be scouts, because I had the feeling the Arbiter is less willing to stasis if own units are inside the effective stasis radius.
With giving to P9 you certainly mean the terran fleet? But then it wouldn't attack the Arbiter, which almost nullifies its will to stasis...
I bet if the arbiter isn't being attacked directly (the fleet is attacking other nearby units) it will stasis without problem.
None.
An artist's depiction of an Extended Unit Death
With giving to P9 you certainly mean the terran fleet? But then it wouldn't attack the Arbiter, which almost nullifies its will to stasis...
Aye. Some of the fleet. Just a random thought, because, well, don't quote me on this, but I'd run like hell too if three battle cruisers started firing at me. The arbiter runs because it's under too much heavy fire, or at least that's what I'd imagine.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
With giving to P9 you certainly mean the terran fleet? But then it wouldn't attack the Arbiter, which almost nullifies its will to stasis...
Aye. Some of the fleet. Just a random thought, because, well, don't quote me on this, but I'd run like hell too if three battle cruisers started firing at me. The arbiter runs because it's under too much heavy fire, or at least that's what I'd imagine.
He's got stasis, who cares about firepower?
Besides, I have already tweaked it that way that the Arbi is only attacked by wraiths and valks.
I think I solved it for Nuderaider.
He sent me map and I added the AI-Script Protoss3 - Zerg Air base (if I remember right)
3 of 3 tests it always successfully stasised.
I tihnk nuderaider is going to test it some more but i think he will answer here if it worked all fine or not.
I tested one more and it still works fine (even after a SCBW restart [I dunno if a SCBW restart effect anything, just wnated to say])
Post has been edited 1 time(s), last time on Dec 31 2008, 2:41 pm by DeVouReR.
Please report errors in the Staredit.Network forum.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Besides, I have already tweaked it that way that the Arbi is only attacked by wraiths and valks.
Try cloaked wraiths
The wraiths are cloaked
Have dragoons there too, and make sure the arbiter is not being attacked, but is close enough to cloak the dragoons.
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
I think I solved it for Nuderaider.
Unfortunately not. It's become more reiliable, but still far from 90%. But I think I have an idea on how to improve it Thanks.
Have dragoons there too, and make sure the arbiter is not being attacked, but is close enough to cloak the dragoons.
Thanks, will try.
I think I solved it for Nuderaider.
Unfortunately not. It's become more reiliable, but still far from 90%. But I think I have an idea on how to improve it Thanks.
Have dragoons there too, and make sure the arbiter is not being attacked, but is close enough to cloak the dragoons.
Thanks, will try.
I jsut noticed something
I tested it 7 times, the first 6 times it went all right, but the last was different
A HT has stormed the fleet when arbiter arrived which seemd to cause the arbiter to NOT stasis.
I'll keep on testing
I tested 5 more times now and it worked fine all the time
Post has been edited 2 time(s), last time on Dec 31 2008, 4:57 pm by DeVouReR.
Please report errors in the Staredit.Network forum.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Alright that "Air base" script did it. With it the Arbiter casts 100% (10 tests so far) stasis if it is attacked by the Wraiths.
All I have to do is make sure that there's always a Wraith attacking the Arbiter, but I think I will manage that. Thanks for all your help.