Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Limit AI to land based attacks
Limit AI to land based attacks
Aug 2 2019, 1:25 pm
By: Pipanni  

Aug 2 2019, 1:25 pm Pipanni Post #1



Hi

I searched for this question here on the forums but could not find anything relevant.

I'm trying to create a Map where at least some of the AI's only attack with land units and don't build any air units at all. These are Zerg AI's, and I want them to do some massive (and constant) attacks using all sorts of land based units (hydras, zerglings, ultralisks, etc) but I don't want them to create any air units.

I've tried disabling the 'Spire' building but that only made the AI's stop attacking completely after a few land based attack waves. They're probably trying to follow a 'build order' and getting stuck or something.

Is there any way to achieve what I'm trying?

Thanks for reading this and please help if you can! :)

Cheers,
Pipanni



None.

Aug 2 2019, 2:51 pm DarkenedFantasies Post #2

Roy's Secret Service

If modding to write your own AI script isn't something you're willing to do, your closest bet is Brood War Protoss 5 - A and B. They send mostly ground units, but still have a few waves with air units. Since those scripts are nothing but attack preparations, I think you can disable the air units for those without risk of it hanging up (but I'm not 100% certain about that, should test), and you can run them multiple times to create larger or more frequent attacks. You can also run them alongside more typical town scripts if you want the AI to not be idle, but you'll still want one that won't get stuck on the units & tech you've disabled.




Aug 2 2019, 3:39 pm Nekron Post #3



Could go with P5A and B, every air attack will waste 180s but that's unavoidable if you disable units. Needs town management from something to do everything properly, Protoss 10 - Mini Towns Master could be used but it'll similarly wait 180s through some attacks that have mutas/guards in them. Since neither of those train units they won't get stuck, but some priority issues will pop up

Otherwise, looking over them, even the earliest zerg scripts use some mutas so yeah xd Protoss 9 - Ground Zerg attacks only with ground units but its pretty damn bad otherwise




Aug 2 2019, 8:08 pm MTiger156 Post #4

Veteran Mapper

If you have experience with advanced mapping software, I have an EUD trick in mind that can provide an easy solution.

Using EUD Editor (or other DatEdit software), you could modify all of the Mutalisk's properties to match that of a zergling. Therefore, when the AI tries to morph mutalisks, they appear and act as zerglings while the AI still thinks they are mutas.

This of course isn't limited to mutas; you can make any unit look/behave like any other unit in the game and the AI shouldn't be disrupted by it.




Aug 2 2019, 11:35 pm Pr0nogo Post #5



MTiger's solution could lead to other problems like the AI calling for mutalisks to defend against air units (sometimes over impassable terrain), but these defense calls vary from script to script.




Aug 3 2019, 7:40 am IlyaSnopchenko Post #6

The Curious

Just write a small attack script with low wait timer value between attacks, and be sure tell it to build a bunch of hatcheries (like 3-4). If done properly it may hit surprisingly hard. (I think Blizzard did something similar in Warcraft II: Beyond the Dark Portal where most of the time the green orc clan would be limited to tier 1 unit but use loads of them).

Fail that you can also consider the TB3A script (Brood Wars Terran 3 - Town A) but it only builds zerglings and ultralisks, not even hydralisks (and so is totally defenseless against air, which is the whole point as in that mission you are supposed to trash its base with wraiths). However using the stock campaign scripts is (most of the time) a ... less than stellar idea. :) Better than seeing the most standard Easy/Normal/Hard/Insane being used all over again as most campaigns do, for sure, but a lot of the vanilla/BW campaign scripts aren't very good at attacking (having huge waits between waves) or even defense.

There are a few gems among the BW scripts I would heartily recommend (and am/was using myself), though, so it's not all junk.

Post has been edited 4 time(s), last time on Aug 3 2019, 7:49 am by IlyaSnopchenko.



Trial and error... mostly error.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[07:46 am]
RIVE -- :wob:
[2024-4-22. : 6:48 pm]
Ultraviolet -- :wob:
[2024-4-21. : 1:32 pm]
Oh_Man -- I will
[2024-4-20. : 11:29 pm]
Zoan -- Oh_Man
Oh_Man shouted: yeah i'm tryin to go through all the greatest hits and get the runs up on youtube so my senile ass can appreciate them more readily
You should do my Delirus map too; it's a little cocky to say but I still think it's actually just a good game lol
[2024-4-20. : 8:20 pm]
Ultraviolet -- Goons were functioning like stalkers, I think a valk was made into a banshee, all sorts of cool shit
[2024-4-20. : 8:20 pm]
Ultraviolet -- Oh wait, no I saw something else. It was more melee style, and guys were doing warpgate shit and morphing lings into banelings (Infested terran graphics)
[2024-4-20. : 8:18 pm]
Ultraviolet -- Oh_Man
Oh_Man shouted: lol SC2 in SC1: https://youtu.be/pChWu_eRQZI
oh ya I saw that when Armo posted it on Discord, pretty crazy
[2024-4-20. : 8:09 pm]
Vrael -- thats less than half of what I thought I'd need, better figure out how to open SCMDraft on windows 11
[2024-4-20. : 8:09 pm]
Vrael -- woo baby talk about a time crunch
[2024-4-20. : 8:08 pm]
Vrael -- Oh_Man
Oh_Man shouted: yeah i'm tryin to go through all the greatest hits and get the runs up on youtube so my senile ass can appreciate them more readily
so that gives me approximately 27 more years to finish tenebrous before you get to it?
Please log in to shout.


Members Online: Ultraviolet, Roy