Steamhammer 2.1.1 status
Posts take time, but I am also making progress on Steamhammer. The next version will have no big features, so I’ll call it version 2.1.1. Big stuff has to wait until next year, after the tournament season. I found a second serious bug in defiler control, and now defilers consistently move to where they are wanted. It helps them swarm and plague more actively, though they still don’t do as much work as I would like. So far, 2.1.1 development version keeps track of burrowed units accurately, recognizes enemy proxies better, wards off the enemy scout worker more reliably, and has some improved macro decisions and emergency reactions, a new opening (of course), and a variety of other fixes.
There are a bunch of debilitating bugs in squad control and micro. For upcoming work, I have my eyes on 2 bugs in particular that I think cause the most frequent setbacks (rather than the most glaring blunders), the suicide pokes and the stuck units. If I get those fixed in time, I have a priority list of more stuff. If I succeed, Steamhammer will play better in nearly every game, which should show in the SSCAIT round robin phase.
Comments
Dilyan on :
MicroDK on :
Marian on :
Atm it looks like that the zerg is the hardest race to automate as decision making is very difficult...
When to make drones or army?
When to expand or build macro hatchery?
When to switch composition of units?
Where to attack?
When to attack or to withdraw?
Other races may have similar problems but it seems to have less impact for them...
Tully Elliston on :
Main problem I see is that it's much harder to code Zerg surrounds, flanking, runbys and formations that maximize surface area - and to use fragile, fast melee units that must be used decisively- than it is to code the kiting terran blob.
Joseph Huang on :
Jay Scott on :