more findings on the new SparCraft version
Most of my attention is going to bugs, but I’m still poking at the new SparCraft version too (I also ran a few tests). My latest conclusions:
1. I’m still worried whether it will be fast enough. It feels slow. I’ll have to try a test on the SSCAIT server to find out.
2. It’s lying when it claims to support scourge. The provided UnitTypeSupported()
call returns true
, but with scourge in the sim it throws and you don’t get a result. I modified UnitTypeSupported()
to exclude scourge, so that at least it’s honest about what it can do.
3. It also doesn’t support spore colonies correctly. I’ve seen it be startlingly accurate in predicting a small-scale fight of marines versus a sunken and a few zerglings (attacking with barely enough marines and scraping a win with 2 bleeding survivors), but in a fight of mutalisks versus spores it says “sure, 1 mutalisk can win, no problem.” This is the map to Suicide City; enter here and do not exit.
I decided to compensate with a crude adjustment. Don’t add enemy spore colonies to the combat sim. And for every enemy spore not added, drop 6 of our mutalisks (pro rated to the hitpoints of the spore colony). That’s about the number you need to beat a spore safely. In initial tests the adjustment seems not too silly. In reality 6 is too large a number, especially if there are separated spores, but I’m tired of the one-way trips to Suicide City.
Out of the huge range of unit combinations in the combat sim, I have hardly tested any. I expect to find more that SparCraft gets wrong.
Comments
Arrak on :
I was thinking it might be nice if we could extract the "final unit state" shown in debug display and examine the economic/unit loss separately, to get a better idea of by what margin the battle can be won or lost. Most units could afford to err on the side of caution...
Jay Scott on :
Jay Scott on :
krasi0 on :
MicroDK on :
Jay Scott on :