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backing up is hard to do

If you want to beat Steamhammer without really trying, I have a suggestion. All you have to do is maneuver your army to the other side of Steamhammer’s and put yourself on the path between Steamhammer and its base. You leave your base wide open, but you’ll probably win. It works versus ground units and versus air units.

At some point Steamhammer will want to retreat. Even when winning, it sometimes retreats for no apparent reason (I haven’t looked into why yet). It pays no attention to its surroundings when it decides to retreat, so if you are on the path between Steamhammer and its base, it will retreat through your army. And Steamhammer does not fight when it retreats—the units are on move command.

Here Steamhammer forced its way into Carsten Nielsen’s base, started in on the probes, then got scared for no good reason and left, giving the zealots free kills. If more zealots had been near the ramp, all the zerglings could have been caught.

Steamhammer loses zerglings

The next one is even more infuriating. Sometimes, Steamhammer retreats from a threat but does not retreat out of weapons range. It seems unpredictable when. It’s most glaring with mutalisks and goliaths: Mutalisks approach, take hits, retreat without firing, turn around before escaping goliath range and approach again, continue to take hits, retreat without firing... it doesn’t go on long, soon they’re all dead with nothing accomplished.

Here Steamhammer’s mutalisks are moving back and forth in goliath range, offering free lunch. The mutas did eventually escape, only to get caught again.

Steamhammer loses mutalisks

It also happens sometimes with mutalisks and bunkers, zerglings and bunkers, and zerglings and tanks. And probably other unit combinations. But it doesn’t happen every time, only sometimes.

I don’t have immediate plans to fix either of these weaknesses.

Later: I’ll have at least one more post about bugs and weaknesses in Steamhammer 0.2.

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krasi0 on :

This is something all of the UAB forks seem to suffer from. It's really painful to watch :(

AIL on :

One of the reasons for miscalculating and retreating when it shouldn't seems to have to do with stealthed units.
My own bot, also an UAB-fork, started acting like a complete idiot when a DT showed up... and that was dispite having an overlord accompanying the troops.

A simple attack-move would have killed it instantly but instead it lost like 30 lings.

Jay Scott on :

Ooh, an interesting clue. If you find the underlying cause, I’d be interested to know. Is it some simplification so that SparCraft doesn’t have to handle detection?

Ail on :

I'm pretty sure that the issue is within Sparcraft itself. But it's code is just confusing me. Cound't even find the place within it, that mentions the involved units.

Jay Scott on :

Yeah, SparCraft seems pretty confusing to read to me, too. I haven’t dug beyond the surface yet, and at some point I’ll have to.

AIL on :

I was thinking of doing a double-check ontop of the sparcraft-simulation, where I just check the prices of the units involved and when the enemy-army is much cheaper but sparcraft said regroup I could overrule it and keep attacking.

Jay Scott on :

I thought of that idea too, but I haven’t decided. I’m fairly sure that some SparCraft “mistakes” are actually correct answers that take into account the bot’s poor formation. Especially when the army gets larger and has been moving back and forth a lot, there tends to be a narrow tip toward the enemy and a bulbous tail. Not only is it awful formation that is guaranteed to cause unnecessary losses, some of the tail may even be out of range to be included in the combat sim. Well, I’ll look at it more closely when I get around to tactics.

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