Steamhammer’s improved tactical skills
The development Steamhammer version still makes many facepalm-level mistakes—the guardians press forward into enemy corsairs while the devourers run away, that level. Even so, testing today shows that its tactical play has improved so much that it can win long difficult macro games against opponents that used to smash it every time in those games. The old blunders where Steamhammer might at any moment throw away its army by suddenly retreating through the enemy, or the like—those blunders are completely gone. In restructuring squads I introduced an all-new stockpile of different mistakes, and those mistakes I have cleaned up enough that they are minor by comparison. Defense squads especially needed a lot of attention.
Since late last year, Steamhammer has been able to play with strong macro. It has finally gained the ability to use the large number of units it can make without wasting too many. It can freely enter into situations that formerly I tuned its openings to avoid. The work took a tremendous amount of time, but the time was well spent.
I still have stuff to fix and features to add, and the time is wearing on. In AIIDE, I hope that Steamhammer can keep up with the field and finish about as high as it did last year. Progress has been blistering, and if I can keep up with it then I feel I’m doing great.
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Have you addressed indecision (dive-retreat-dive from Zerglings)?
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