Staredit Network > Forums > SC1 Map Production > Topic: CTF MechFort
CTF MechFort
Mar 9 2010, 9:55 pm
By: Gigins
Pages: < 1 2 3
 

Apr 9 2010, 5:40 pm ImagoDeo Post #41



Quote from Gigins
A few comments on the builds.

I'll need some kind of additional selection shop for beginner builds.
Quote
Build #2 (Cloak Shield)
-Power Core x1
-Cloak Shield x1
-Repair Matrix x3
AI: Build Cloak Shield, run Repair Matrix once -> Flag rush. Energy Scan VHP to check when Cloak Shield is low on shields, run repair matrix again if possible.
Only repair matrix lvl5 repairs the shields so the 3 points would be a waste since the system can't detect SCV's HP. Only possible use would be to run it as soon as the shield goes down and bot cant get it up right in the second. Out of logic that the shield went down because the bot is under heavy fire and when the repair matrix shoots it will actually save some HP. And the Energy Scan VHP is a joke. :P
Quote
Build #3 (Caster Shield)
-Power Core x2
-Caster Shield x1
-Repair Matrix x2
AI: Build Caster Shield, run Repair Matrix once -> Flag rush. Energy Scan VHP to check when Caster Shield is low on HP, run repair matrix again if possible. Possibly work in defensive matrix cast if Caster Shield is about to die and repair matrix can't be run. Keep in mind that hero units never cast spells, so if bot levelups are added this build should never upgrade Caster Shield to level 5, if at all. The repair matrix is intended to set the caster shield to full health before the bot sets out (and as an added precaution), as in the previous build.
Bots have close to nothing use for the caster shield because even if we could make the Sci vessel to cast the defensive matrix, it still can't cast spells on invincible units, which the SCV is while shield is up. And whatever AI action we will try to get out of the Sci vessel, it will be canceled by constant move order.

What I was thinking about would look like this.
Scheme#1 Flag runner #1
*Power core x2
*Metal shield x3
AI: build up 3 shields > rush

3x failures to pick up flag > Scheme#2

Scheme#2 Flag runner #1
*Power core x1
*Metal shield x4
AI: build up 4 shields > accumulate energy for additional shield > rush
Point: to have highest possible amount of HP upon rush without sacrificing power core. That is 4 +1, +1 additional shield if energy is gathered while the 5 shields are taking fire.(27 seconds)
Level up: +2 power core > +2 power core > +1 power storage +1 metal shield > cap as the bot has reached his maximum potential.

Scheme#2 Flag runner #2
*Power core x3
*Metal shield x2
AI: build up 2 shields > accumulate full energy > rush
Point: To have intermediate amount of HP upon rush while having good rebuild capabilities. With 2 +1, +1 additional shield as it takes less than 5.3 seconds to gather the 250 energy. And still capable to build 1 extra shield in 13.5 seconds.
Level up: +1 power core +1 metal shield; +1 power core + 1 power storage; +1 metal shield + 1 power storage; +1 metal shield + 1 power storage; +2 power storage > cap as the bot has reached his maximum potential.

Scheme#2 Flag runner #3
*Power core x4
*Metal shield x1
AI: build up 1 shield > accumulate full energy > rush
Point: Have minimum amount of HP upon rush while having maximum rebuild capability. With 1+1, +1 additional shield in 4.1 seconds. Being capable to restore shield every 10.8 seconds.
Level up: +1 power core + 1 metal shield; +2 power storage; +1 metal shield + 1 power storage; +1 metal shield + 1 power storage; +1 metal shield + 1 power storage > cap as the bot has reached his maximum potential.

5x failures to pick up flag > Scheme#1

Bots in scheme#2 would be decided in random order

Bots loose levels and experience upon death just like human players.

oop, my bad. :oops: I thought repair matrix repaired shields even at level 1. :><: And I didn't know you couldn't use defensive matrix on invincible units.

I agree, caster shields are useless for bots. :><:

What about giving flag runner bots an AI that tells them to build up a few levels before attacking or attempting to run the flag? I'm not certain how a flag runner 5-point build would get experience, but in the end it might look something like this:

Adv. Build Base-
-Power Core x1
-Terminator x2/Defender x2
-Metal Shield x2
AI: Build Terminators/Defenders and attack/defend until enough experience is gained for four additional levels:
-Metal Shield x3 (total x5)
-Power Core x1 (total x2)
Then run flag using some of the methods you outlined above.

What did you think of the various basic builds for newbs?

Post has been edited 1 time(s), last time on Apr 9 2010, 5:46 pm by ImagoDeo.



None.

Apr 9 2010, 5:58 pm Derqua Post #42






Are those unbuildable tiles really necessary, They just seem like a hassle to me.


I can block off the ramp to my flag because of:


The two marked areas.

You could solve that by moving those two highlighted squares to the side and widening the above highlighted area.



Those two terrain pieces are to restricting, and make your units bunch up.




None.

May 29 2010, 3:05 pm Gigins Post #43



Anyone still wants the map or everybody's playing SC2 now?



None.

May 29 2010, 4:11 pm JaFF Post #44



I'm not playing SC2. :P

Release it! At least for the sake of completing another project.



None.

May 29 2010, 4:39 pm ImagoDeo Post #45



Technically, there are still a few things to iron out, :jaff:.

First of all, I think we can solve the walling problem by creating a horizontal location as long as the map is wide and constantly centering it on the flagrunner bots when they're near the flag. If there is no vertical movement accomplished by the bot within a certain time period, teleport it over the wall. Or you could potentially use a horizontal location to detect the wall instead, but that would require cycling through all wallable units which isn't really possible without giving them away and back.

You still need to add the mineral patches behind the flag on both sides to prevent players from getting walled, at least.



None.

Jun 16 2010, 5:27 am m.0.n.3.y Post #46



release it already bro..
it has such great Ai with such a lowsey editor
gl



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[10:09 pm]
Ultraviolet -- let's fucking go on a madmen rage bruh
[10:01 pm]
Vrael -- Alright fucks its time for cake and violence
[2024-5-07. : 7:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
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