archive by month
Skip to content

Steamhammer 1.3 release version

Steamhammer 1.3 is uploaded. This is the release version. I’ll try to put up the source code and documentation today, so that I can hurry on to opponent modeling.

I’m convinced that Steamhammer 1.3 is stronger overall than the last release, 1.2.3. Some new bugs and weaknesses were added, as always, but more than enough old ones were taken away. Most of the new weaknesses fall into two groups: One, new macro problems revealed by fixing the last round of macro problems. Two, mistuning and general klutziness in the strategy boss because it has more tech choices. Adding lurkers, guardians, and devourers meant that I had to replace the subsystem that chooses the unit mix and tech target, and there are rough edges.

The change list since the last test version:

• Drop SparCraft and use FAP for combat simulation. SparCraft was occasionally breaking the time limit per frame in long games, so it had to go. I can’t find any practical disadvantage to the change. FAP is faster, smaller, simpler, more comprehensive, and less buggy. The CombatSimulation class responsible for calling it became tiny. Its results seem a little more accurate even in simple cases like unupgraded zerglings versus unupgraded zealots, and of course they are much more accurate for units that SparCraft does not support, like bunkers. SparCraft has the advantage of a basic understanding of terrain, so theoretically it might do a better job in assaulting ramps. But both combat simulators ignore vision issues and allow simulated units to pass through each other, so terrain effects are not well simulated anyway—the biggest difficulties in assaulting up a ramp are that you can’t see the top, and that not many units fit on the ramp.

• Fix some potential production freezes related to subtle interactions between the strategy boss and the building manager.

• Fix a potential production freeze related to ordering an impossible extractor.

• A worker sent early to construct a building is no longer prematurely swept up as idle. In the final test version, this was sometimes causing buildings to start a little later than they should have. It’s a recurring bug, and luckily this iteration was not as severe as the last.

• Turrets are a higher targeting priority for melee units.

• In ZvZ, don’t ever make hydralisks, and only make lurkers after hive. Steamhammer was always intended to play this way, and now the rule is strictly enforced.

• In ZvZ, deliberately undercompensate for enemy static defenses and expansions.

• If we’re making hydras now and planning lurkers later, maybe get hydra upgrades if there’s time. Steamhammer prioritizes researching lurker aspect, and the priority was too strict.

• If all lair tech looks useless, go straight to hive. Earlier test versions brought up a lair tech, either mutas or lurkers, even if they judged that all lair tech was unhelpful. Sometimes it’s better to stay on hydra-ling until you can get hive tech.

• More adjustments to what-counters-what. In general, more ultralisks and fewer lurkers.

• Several new zerg openings added with low probability. There are now 3 different 1 hatch lurker builds, even though there is still no 2 hatch or 3 hatch lurker build (all things in due time).

Other changes since the last release, by test version number:

Trackbacks

No Trackbacks

Comments

Hannes Bredberg on :

Hey there! Just wanted to drop in to tell you that there was a bug in FAP for concussive damage (it dealt 100%/75%/50% damage in FAP instead of 100%/50%/25%).

While it shouldn't be that big of a deal, I thought I'd tell you that since I don't see you in the sscait twitch chat a lot.

Fix commit: https://github.com/N00byEdge/Neohuman/commit/16d97e7794684e4a28a66a39c88463d558c2f932

Joseph Huang on :

Someone reported on twitch chat that he had to manually remove link dependency on sparcraft lib.

Jay Scott on :

Thanks for the report. With a little poking, I was able to reproduce it and fix it. I’m not sure why the configuration was set up that way....

Arrak on :

Awesome! I've borrowed a bunch of the bugfixes and optimizations and swapped over to FAP as well. Lag has been a major concern, and Sparcraft made mass zerglings totally unusable. What were the production freeze bugs? I've had a few I can remember that I haven't fixed yet: one where it would get stuck trying to build a defiler's mound despite having lost the tech for it, and one where it would get stuck on building a zergling while supply blocked at 17/17 supply.

Add Comment

E-Mail addresses will not be displayed and will only be used for E-Mail notifications.

To prevent automated Bots from commentspamming, please enter the string you see in the image below in the appropriate input box. Your comment will only be submitted if the strings match. Please ensure that your browser supports and accepts cookies, or your comment cannot be verified correctly.
CAPTCHA

Form options

Submitted comments will be subject to moderation before being displayed.