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Steamhammer and stealing gas

Back in an early Steamhammer release, I tested stealing gas, concluded that it worked, and called it good. Since then I haven’t paid much attention.

Now I’m working through systematically to make sure that stealing gas always works when it should, and that it interacts correctly with scouting (which has grown more complicated since then). While I was looking away, the gas steal bitrotted as its surroundings changed and it did not keep up. For example, in testing with terran today I fixed a bug where the scout arrived at the enemy geyser, queued up a refinery on it... and then BuildingManager assigned a different worker to do the job, sending an SCV from the main. I even found and fixed a potential crashing bug, though it could only happen on very nonstandard maps.

Next: Steamhammer vs. PurpleWave games.

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Dang on :

Uh oh :D You'll likely see a funny integer overflow bug which causes my 4 pool detection to fire inappropriately and make PurpleWave pull a bunch of probes for no reason. It's the Jay rule in action, true as ever: New features drop Elo and bug fixes raise it.

Antiga / Iruian on :

I tried playing with the go gas steal command a few months back with SH, I found that it never seemed to work. Glad it is getting a second look! It is a cool feature!

Jay Scott on :

I guess it had already decayed by then. :-( I should make sure that Steamhammer actually steals gas sometimes. That can be my regression test.

Antiga / Iruian on :

If you have time test the protoss gas steal along with the zerg gas steal, both are great!

Jay Scott on :

Oh yes, I am getting all of them and making sure they work on different map sizes and with different scout commands and so on.

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