Staredit Network > Starcraft I Database > File: OVERLORDS HEROS

Sunken Treasure
(Reload)
OVERLORDS HEROS
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Filename: OVERLORDS HEROS.scx
Filesize: 112.59KB

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File Information
General
Uploaded on:Oct 1 2016, 5:27 pm
Uploaded by:zsnakezz
Author:Not Given.
Downloads:388

Map-Data
Tileset:Jungle
Dimension:128x128

Forces
OVERLORD P1-2
Human (Terran)
Human (Zerg)
OVERLORD P3-4
Human (Terran)
Human (Zerg)
~~~Elite V3 : By zSnakez~~~
Computer (Terran)
Computer (Zerg)
Force 4
(Protoss)
(Protoss)

Map-Statistics
Units:358
Triggers:522
Locations:104
Strings:279
File Description
Capture buildings to build spawn army. (Killing opp team +1min Dying -1)
Killing opposing teams buildings grants wealth and additional units.

10/1/06

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10/11/06
(Micro, Terrain, info, and Balance.)
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10/19/2016
OFFICIAL PUBLIC RELEASE!
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11/08/16

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3/1/2017

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10/29/2017
+ Added 3 new heros that randomize their position.
~ This adds a third layer of randomization to the map.
+ Heros added have unique unit spawns and rewards for each spawn cycle.
! Reminder, if your hero dies the other player gains the hero and its benefits.
~ This effect extends to some older units with similar systems.

+ Added a gas reward system within certain gameplay milestones.
+ Chose certain upgrades units and buildings from each race to cost gas.
~ Overall this adds more time for other players to counter a great opponent.
It adds a wall of time and accomplishment that is much needed to make this map balanced and fun.
~ This was due to some upgrades being extremely valuable in comparison to others, this gives players
time to investigate and make rational decisions.

+ You can now create transport units for all races at different costs.
~ Overlords are no longer the only thing that can be built to transport units, they are just the start.
~ Terran and protoss transports have more health and capacity but cost more to build.

+ Each beginning spawn group chosen by the player in the first round will now spawn builders for their respective race.
~ Zerg groups come with drones, terran groups come with scvs, etc etc.
+ Slight terrain modifications have been made to optimize dropping units in certain spaces.
+ Overlords now cost less and take less time to build.

^^^ Read This Panel for Latest Change Log ^^^

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Comments
zsnakezz wrote on Oct 11 2016, 8:08 am:
OVERLORDS Elite V2 is now complete. This update has some pretty big changes regarding terrain, players being defensive, building placement, and all around balancing. Many behaviors and ways of playing will change because of this update, but of course I only hope for the better.

zsnakezz wrote on Oct 7 2016, 6:14 am:
Took another stab at spawn in glitches. Please let me know if you encounter early game issues spawning in.

zsnakezz wrote on Oct 6 2016, 6:02 pm:
Fixed the same issue again. Sorry bottom players.

zsnakezz wrote on Oct 3 2016, 3:10 am:
Fixed issue where a player couldn't purchase overlords.

[12:16 pm]
Oh_Man -- inference vs backpropogation
[11:31 am]
Oh_Man -- No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
[11:11 am]
NudeRaider -- Oh_Man
Oh_Man shouted: Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
People keep mentioning it's a bot using reinforced self-learning (or w/e the correct term is) but I wonder, does it still actively learn now that it is deployed? How does that work? Or was it trained on like 100k games playing against itself and now training is finished and its capabilties are now static?
[09:53 am]
NimoStar -- ban the bot :))
[05:17 am]
Oh_Man -- Like it doesnt even bother to build a comsat unless it sees a lurker or dt, etc
[05:15 am]
Oh_Man -- Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
[05:14 am]
Oh_Man -- It's EMULATING the behaviour of a control group select and move without having the actual functionality to do that
[05:13 am]
Oh_Man -- Vrael
Vrael shouted: yeah but it looks like pluto's eAPM is still 6000 based on issuing all those orders
k the APM is inflated because it issues 12 identical orders individually. Its not 12 unique orders
[03:02 am]
Vrael -- which does reduce down to the same tradeoff I mentioned below, aka trading APM for time, but still interesting
[03:01 am]
Vrael -- and while the reaver was reloading it used that time to aggregate enough marine/tank to fend it off
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