| 04-25-2007, 05:10 PM | #1 |
hi! i've made a couple orc strategies, based on usual stuff people do on bnet when playing orc. strategies are strictly 1vs1, and tend to be race-specific. each comes in three flavors - two are with favoured hero combos (against each race), while third one is free style, as i consider randomness as a good thing in wc3 my goal was to make orc a super-race in amai, and to achieve something like 80% win against other races. i didn't exactly succeded, and have also lost count and stopped to note the results due to lots of testing, but results are surely over 60%, in orc favor before making another tedious post, on to the files! attached are three files: 1. tft-newonly.zip is amai with only new strategies - this is for people who want to beta-test, if any :) 2. tft-all.zip is amai with both new and default strategies. new one still have lots of chance to show-up, due to their sheer number - this is for orc-hating people who want to play against them :) 3. xls.zip is excel tables i used to calculate the hero level breakpoints and my redesigned skill system in easy-to-debug form. this i include again, since 66% more people were interested in my excel tables, then in rest of my last post. for excel lovers, interested in my amazing excel skills (yet another smiley) have fun, and tell me what you think, even if it is about xls! |
| 04-25-2007, 07:23 PM | #2 |
Wow thats an amazing lot of work in excel u spreadsheet master. Its an interesting read especially all the work u did for calculating prorities of heroes. Its pretty complicated stuff. I noticed u multiplied the proirties of non elf race heros. That would make neutral heros even rarer than they are already. It be roughly 1/1000 chance its chosen for certain heroes. I tested out the strategies, but still some issues. The fast expansions are good but gives drawback of AMAI not having enough units to protect itself but you did keep them building units while upgrading so thats not all that much of a loss. Main problem was they wouldn't expand. They waited till they had no mine before expanding. This brought about its demise rather quickly. Also I noticed it doesn't like to build many either. I have decided though i might implement your skills system. I'll be making some small changes to the idea though for increased customizability. |
| 04-26-2007, 12:56 PM | #3 | ||||
Quote:
most boring part was suming-up all the heroes used in the wc3 season 4 finals. i did this to calculate chance of choosing tavern heroes, compared to racial ones (statistic on battle.net gives chances of individual tavern heroes to show up, as well as racial ones, but no clues how often individual race chooses tavern hero) i think amai chooses heroes in 1:1 ratio (racial vs tavern), which ineed is the case for the elves. i may have gotten this wrong. in season finals orcs used only once tavern hero (beastmaster), out of 70 heroes. this was the reason to change orc racial heroes ratio to 7:1. (count of heroes used in finals is at the bottom of sheet1) the complicated part is my try to calculate mathematically probability of hero being selected as 1st, 2nd or 3rd, based on average hero level given on battle.net. for instance demon hunter gets 4.0, which means he is choosen almost exclusively for the starting hero. heroes with average 3.0 are in most cases, used as the 3rd hero. i put alot of thought in this, and come up that it is pretty accurate Quote:
sadly, i', aware of this. all these are fast-tech strategies, designed to get to tier2 as fast as possible, and then use advantages against undead, or use lodge to cancel human advantages. main problem is i couldn't stop 3rd burrow from being built. normally, amai should tech after building 2 grunts, and build two more during tech (29 food altogether). it should build 3rd burrow just in time to make 2nd hero after teching, however it gets nervous and builds it earlier. this delays the production of 4th grunt, and causes weakness in number of units you noticed. i tried to use buildlock, but always get 'buildlock not received' error, and burrow was built anyway. this is weakness indeed, since both 4th grunt and the guard tower would serve better then premature 3rd burrow (4th burrow is also a bit premature) Quote:
there is a buildlock (this one is working), causing amai not to expand before teching. the idea was that, after teching, there are enough resources to either: 1. expand, then push opponent 2. push opponent, and expand Quote:
thanks. due to my lack of jass knowledge, i made very basic changes. surely, you could do better, maybe individual strategy can favor some skill build (like human with mass summons - i made this strategy, but there is still 10% chance of archmage choosing blizzard/aura build, and firelord choosing soulburn), or countering something (like ne countering gargoyles using panda). maybe heroes can even retrain, like archmage retrains to blizzard/aura, when against undead with destroyers? it may be simplified to something like "if there is merchant on map, loose 250 gold and retrain", instead of actually going to buy the tome. yes, it would be a cheat, but the small one anyway, i'm really looking forward to it. |
| 04-26-2007, 03:31 PM | #4 | |
Quote:
It will be getting towards something like that. At moment though the current skill system will have to be changed somewhat due to how the skills are calculated in the race.ai files instead of the common.ai files. Once thats done, it should be easy to change skills mid game as well as even change its decision of what hero it should build in real time. Also u had a lil bug in ur calculation code of skills, but luckily i noticed it. |
