Staredit Network > Forums > SC1 Map Production > Topic: Upcoming Tug of wars map
Upcoming Tug of wars map
Apr 13 2022, 12:45 pm
By: GGmano  

Apr 13 2022, 12:45 pm GGmano Post #1

Mr.Pete-Tong

i have this packet tug of wars maps on the upcoming.. not far from done with it.. its full power strategy for the top tier scbw players.. ofcourse all can enjoy this.. the system is keept simple but the variations are endless.

It has unlimited eco strategy system with many functions build into it, it has defence included with stack function and player controlled units to support the army. Ill be using all my knowledge on units AI which youll be able to see in the presence of computer armies fighting skills.

It can require high apm or benefit high apm, tho it can also be played at a lower level. For the units awaliable nearly all can be created including heroes.

Post has been edited 1 time(s), last time on Apr 13 2022, 1:10 pm by GGmano.



A Legendary Map Maker and Player
My maps are tweaked into perfection and maximum strategy added

Apr 20 2022, 7:25 pm GGmano Post #2

Mr.Pete-Tong

discovered how to create insane cpu ai, its possible to reproduce every game

i also made a new type of location grid, not sure if you guys aware of the shifting location grid, well my new type of location grid is dynamic.. more info for those who wanna know

heres the replay of the insane cpu unit ai, in the replay its given the queens but i tested it with defiler templars and other spell units too and it works.

with this ai i discovered and the location grid those two things combined will give me full control and making the best cpu ai ever seen on sc, feel free to ask what you need

Attachments:
insane ai on extendedunitl.rep
Hits: 2 Size: 99.1kb



A Legendary Map Maker and Player
My maps are tweaked into perfection and maximum strategy added

Apr 21 2022, 7:57 pm DarkenedFantasies Post #3

Roy's Secret Service

Can you elaborate on what you're talking about? Going by the replay that you've posted, all I can see that you've done is give marines high health, give spawn broodlings a low energy cost, and run the random suicide mission aiscript for the computer players to procure aggressive spellcasting from the queens. I don't see how this is a new discovery, or how it's even related to an "insane ai".




Apr 21 2022, 8:43 pm GGmano Post #4

Mr.Pete-Tong

Can you elaborate on what you're talking about? Going by the replay that you've posted, all I can see that you've done is give marines high health, give spawn broodlings a low energy cost, and run the random suicide mission aiscript for the computer players to procure aggressive spellcasting from the queens. I don't see how this is a new discovery, or how it's even related to an "insane ai".

the high marine health and the spell spawn brood cost is not the real point of result, the achivement is that spell units casting spells on enemy sight instead of first using spells when attacked, im not running random suacide missions script, but ill try it to see if it does the same let me just check and ill upload the replay of that

Ima need to test more seems that the random suacide mission does work same way to some extend tho it might be different on other units and vs buildings. if its that easy to improve unit ai why map makers not done this earlier? xd

Do you know if its run random suacide mission on loca or just run random suacide mission? in my testing theres no diff on the two loca or not loca.

and what else does running the random suacide mission do?

Post has been edited 3 time(s), last time on Apr 22 2022, 11:43 am by GGmano.



A Legendary Map Maker and Player
My maps are tweaked into perfection and maximum strategy added

Apr 21 2022, 11:55 pm DarkenedFantasies Post #5

Roy's Secret Service

Quote from GGmano
Ima need to test more seems that the random suacide mission does work same way to some extend tho it might be different on other units and vs buildings.
What did you do in your map to achieve your result?

Quote from GGmano
Do you know if its run random suacide mission on loca or just run random suacide mission? in my testing theres no diff on the two loca or not loca.

and what else does running the random suacide mission do?
Both strategic and random suicide mission scripts do not take a location as a parameter, so there's no difference.


Random suicide mission only makes all mobile units with weapons owned by the subject computer player to target the nearest enemy unit that is a valid target to them. If the unit doesn't have a weapon (e.g. medic, queen, lifted-off building), it's ordered to move to the nearest enemy unit to them (even if the enemy unit is invincible or invisible like a beacon, cloaked unit, or map revealer).

After a unit has killed their target (or moved to it if they don't have a weapon), most units seem to be stuck on running order ID 156 instead of returning to a normal guard/idle order. Spellcasters being more aggressive is probably a side-effect of that, as units under the control of the AI script through order 156 are more consistently given commands to cast spells by the computer player.




Apr 22 2022, 7:36 am GGmano Post #6

Mr.Pete-Tong

it's ordered to move to the nearest enemy unit to them (even if the enemy unit is invincible or invisible like a beacon, cloaked unit, or map revealer).

After a unit has killed their target (or moved to it if they don't have a weapon), most units seem to be stuck on running order ID 156 instead of returning to a normal guard/idle order. Spellcasters being more aggressive is probably a side-effect of that, as units under the control of the AI script through order 156 are more consistently given commands to cast spells by the computer player.

This is excaktly want i wanted to achive spells casting on sight casting spells more aggresively(this surely must be usefull for all map makers doin maps with cpus controlled units, like 3v5comps, rpgs, tug of wars maps and many more maps ive not seen it used so far by any map makers..) But ill surely be using this.

After testing abit more the running the random suacide mission surely does same thing as i achived,, i have more questions about the use of running a script, you say it effect all spell units on the entire map owned by the specific computer player? you said it does that units with weapons will target nearest enemy units this means marines would use stim and tank would instantly siege if enemy in range? i in the test runs i did where running this suacide mission scripts works good, im using a timer to fire the script but i run it multiple times like 1 time per 4 sec this dosent seem to ruin the script, but can i ask do i only need to run the script one time or when a new unit is created it needs to have the script runned to act differently.

The way i achive this is by reaching the sprite limit and have a high amount of sprites firing when the units i want to have this special ai is created and send into battle when they have attacked one time its activated for the rest of the game and i dont need to activate it again, each time a unit is created it will have this different or more aggresively unit ai casting spell better and attacking more agresively using stim etc, the pro about the founding i did is that you dont need run any scripts.

But if you can control it at an location with the run ai script location that surely be prefer 100% so that only control 1 unit and not the entire army.

It seems theres sligt difference on the two ways to achive this, after testing my conclusion is that:

the sprite way to get agresively unit ai does work for all the new created units in the rest of the game, theres several things that can disable the order156 mode, it can run other orders mean time having this order156 agresively state, it seems that the units ai are tiny bit better since they are created and using the order156 from the momemt they are created, if the state is deactivated initialy or in the gameplay it canot activated or reactivated(without the run ai script).

using the run ai script send units on random suacide missions needs to be run every time a new unit is created to activate the order156 state, it affects all units owned by the cpu player on the entire map changing the initial order the unit has, it takes a small movement for it to activate which result in bit lesser good ai (but still alot better than not using the order156 state)

What a nice finding here darkened fantasies, thanks for the info about using that ai script surely something that can be usefull in all maps using cpu ai enemies.

Post has been edited 1 time(s), last time on Apr 22 2022, 11:39 am by GGmano.



A Legendary Map Maker and Player
My maps are tweaked into perfection and maximum strategy added

Apr 22 2022, 8:07 pm DarkenedFantasies Post #7

Roy's Secret Service

Quote from GGmano
i have more questions about the use of running a script, you say it effect all spell units on the entire map owned by the specific computer player?
Yea it's a global effect for the computer player running the script.

Quote from GGmano
this means marines would use stim and tank would instantly siege if enemy in range?
Not sure, it's pretty much the same as giving units an attack order except for the small quirk with the idle behavior.

Quote from GGmano
[...] but can i ask do i only need to run the script one time or when a new unit is created it needs to have the script runned to act differently.
You have to run it again for newly created units, and repeat it for the sake of units that have killed everything near them.




Apr 24 2022, 8:28 pm GGmano Post #8

Mr.Pete-Tong

now done with the dynamic hybrid shifting grid system looks good

Heres a preview version of the map ive been building

Added replay where the scanner finally works flawless nice system i did there

Attachments:
location grid scanner.rep
Hits: 0 Size: 128.83kb

Post has been edited 18 time(s), last time on Yesterday, 9:38 pm by GGmano.



A Legendary Map Maker and Player
My maps are tweaked into perfection and maximum strategy added

Apr 28 2022, 7:22 am GGmano Post #9

Mr.Pete-Tong

Quote from GGmano
i have more questions about the use of running a script, you say it effect all spell units on the entire map owned by the specific computer player?
Yea it's a global effect for the computer player running the script.

Quote from GGmano
this means marines would use stim and tank would instantly siege if enemy in range?
Not sure, it's pretty much the same as giving units an attack order except for the small quirk with the idle behavior.

Quote from GGmano
[...] but can i ask do i only need to run the script one time or when a new unit is created it needs to have the script runned to act differently.
You have to run it again for newly created units, and repeat it for the sake of units that have killed everything near them.

Do you know any scripts that make vulture lay mines?

Ive seen a vulture ai lay one mine automatic in one game long time ago i could never reproduce it. i think the zerg terran and toss extream ai scripts was running



A Legendary Map Maker and Player
My maps are tweaked into perfection and maximum strategy added

Jun 11 2022, 10:06 am GGmano Post #10

Mr.Pete-Tong

I now made the system for the goon ai..

Heres a replay of a dragoon with default stats wins in a fight vs 1 zealot default stats something only humans can do with micro skills.. (normal if you patrole a zealot vs a dragoon the zealot will win by alot, but here the dragoon actually has alot of health power left) Nice achivement something for the pro mappers especialy the campaign mappers who dont use eud this can be very usefull.

Attachments:
Goon micro ai computer.rep
Hits: 0 Size: 107.99kb
10 goons nearly win 15 zea.rep
Hits: 1 Size: 109.21kb

Post has been edited 1 time(s), last time on Jun 11 2022, 10:40 am by GGmano.



A Legendary Map Maker and Player
My maps are tweaked into perfection and maximum strategy added

Jun 12 2022, 4:59 pm Andrea Rosa Post #11

Just a glitch in the Matrix

Quote
Do you know any scripts that make vulture lay mines?

Terran Campaign Difficult does actively use Spider Mines, but they will place them at unpredictable locations, as far as I know.



Level Design Workshop

''Go to hell'' is basic. ''I hope your favorite StarCraft character gets voiced by Pr0nogo'' is smart. It's possible. It's terrifying.

Jun 12 2022, 8:11 pm GGmano Post #12

Mr.Pete-Tong

Quote from Andrea Rosa
Quote
Do you know any scripts that make vulture lay mines?

Terran Campaign Difficult does actively use Spider Mines, but they will place them at unpredictable locations, as far as I know.

thanks andrea ill test it right away

i dont seem to be able to get it working i tryid a few other scripts too.. its prolly because some buildings needs to be there for the script to be working??

Post has been edited 1 time(s), last time on Jun 13 2022, 6:03 am by GGmano.



A Legendary Map Maker and Player
My maps are tweaked into perfection and maximum strategy added

Jun 14 2022, 5:56 pm IlyaSnopchenko Post #13

The Curious

Any town AI script (including Protoss and Zerg) will make the AI do a few things which include the vultures laying some mines around (if they have them that is; researching the tech is another matter), overlords and observers patrolling, nuke silos being loaded, some transports trained, etc.



Who am I, and why should I care?

Jun 16 2022, 2:54 pm GGmano Post #14

Mr.Pete-Tong

Wow is Scmdraft really limited on triggers?,, i really thought others made rpg maps with more triggers.. scm draft really starting to slow down now at columnn 25000 in trig edit? is that normal? it have crashed couple times too.. and i need more less the double amount of triggers in total.

what is the limitation of triggers in scmdraft any one knows? right now i only have simple triggers.. no sound files etc and no scripts running.. map size now 2300kb.. map size got abit big when jumping from 14000(750kb) triggers too 23000 triggers (2300kb)



A Legendary Map Maker and Player
My maps are tweaked into perfection and maximum strategy added

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[09:37 pm]
GGmano -- maybe its not about the size i guess since its now above 6000 and was saved
[09:05 pm]
GGmano -- just seems like 6000kb is an obstacle not sure
[09:05 pm]
GGmano -- idk it could also be about the map size its like above 6k kb map wont be saved,, 6000kb of triggers no sounds im aware sounds can go beyond that size
[08:51 pm]
GGmano -- heres link for the new release http://www.staredit.net/topic/18475/#1
[08:51 pm]
GGmano -- i now released it after deleting triggers 3 times sadly
[08:50 pm]
GGmano -- 100k i think
[03:39 pm]
Oh_Man -- how many trigs u got?
[09:34 am]
GGmano -- there must be a limit for one player on triggers but also a max trigger in total i think
[09:33 am]
GGmano -- after deleting alot og triggers i now have to reduce it even more
[09:33 am]
GGmano -- damn my file still too big but it doesnt crash only gives message that it cant save to disk,, freaking sad that i wanted to do more stuff but im limited here
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