ZONS 3.3

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IskatuMesk
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ZONS 3.3

Postby IskatuMesk » Thu Aug 07, 2008 11:43 am

To those of you still playing StarCraft, here's a little something for you. I updated ZONS again in early July to produce this version.

RequiemC3.3

This essentially creates the most powerful Zerg AI script in the world. Most of the problems have been sorted out. The Terran and Protoss have seen some minor fixes as well.
Last edited by Hercanic on Mon Sep 15, 2008 10:22 am, edited 1 time in total.
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Re: ZONS 3.3

Postby Lavarinth » Thu Aug 07, 2008 11:56 am

Damn it man, can't you see I can't evne beat STANDARD Zerg?!
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Re: ZONS 3.3

Postby Rocco » Thu Aug 07, 2008 12:22 pm

This is nice, I was looking for a harder than insane computer AI for this campaign. Nice job Doack.
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Re: ZONS 3.3

Postby IskatuMesk » Thu Aug 07, 2008 3:46 pm

RCcola wrote:This is nice, I was looking for a harder than insane computer AI for this campaign. Nice job Doack.


If you use any of my AI's in your campaign please provide credit. That is all I ask.
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Re: ZONS 3.3

Postby Rocco » Thu Aug 07, 2008 5:45 pm

Will do, I couldn't make these. :D
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Re: ZONS 3.3

Postby Marine » Thu Aug 07, 2008 7:47 pm

I'm probably going to use that in a campaign, good job but its fucking hard. I feel like i'm playing Koreans.
[img]http://img143.imageshack.us/img143/3600/zergsig5smallff5.png[/img]

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Re: ZONS 3.3

Postby Rocco » Sat Aug 09, 2008 7:52 pm

I keep getting "Unable to locate target patch" what's wrong?
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Re: ZONS 3.3

Postby IskatuMesk » Sat Aug 09, 2008 11:30 pm

RCcola wrote:I keep getting "Unable to locate target patch" what's wrong?


If you moved your starcraft directory from where you installed it mpqdraft will not be able to find it.
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Re: ZONS 3.3

Postby Rocco » Sun Aug 10, 2008 7:26 am

I never moved my directory, but I took the cd out and it works now....
Wow, thats the first time I really got beat up by an AI.
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Re: ZONS 3.3

Postby omega20 » Sun Aug 10, 2008 8:23 am

Wow. This CAN'T be possible. I never imagined an AI SO powerful! After 5-10 minutes, the Zerg had at least 15 hatcheries. 15 HATCHERIES!! :o :o :o Then, I was overwhelmed by a huge wave of Zerg. It is hard. REALLY hard.

Good job, Doack. ;) I'm PROBABLY going to use that in a campaign. :D
Last edited by omega20 on Sun Aug 10, 2008 8:41 am, edited 1 time in total.
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Re: ZONS 3.3

Postby Milldawg » Sun Aug 10, 2008 8:50 am

guys mesk's ai is hard because it has infinite resources

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Re: ZONS 3.3

Postby IskatuMesk » Sun Aug 10, 2008 1:08 pm

It not only gets infinite resources it also uses them very efficiently. It ends up with 20 hatcheries pretty fast and uses a very strong uni-countering build. Also, it maintains a heavy air force which most zerg scripts can't do.

This script is virtual perfection for zerg. It would be extremely difficult to make it better, and even then the changes would only be slight and virtually unnoticeable. Once it gets in motion the AI is at a constant 200/200 supply.

I'll be surprised if 7 foreigners can defeat it without cheesing it.
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Re: ZONS 3.3

Postby Maglok » Mon Aug 11, 2008 4:38 am

So basically you gave the computer all the resources it ever needs. Sounds to me like it's cheating. :)
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Re: ZONS 3.3

Postby IskatuMesk » Mon Aug 11, 2008 12:20 pm

Well, if you consider how the AI works, it's cheating no matter what.

But yes, it's a cheating AI. If you go by BWAI classifications, there's two types of AI. "non-cheating" (Which still technically cheat if you account for map hacks and such), and "cheating" which basically means free money is used.

ZONS 3.3 is most certainly a cheating AI, and one that takes it to a level of complete and total absurdity. Such is necessary, though, as scripters cannot modify how the AI micros, handles spells, places buildings, ect ect. In order to bring out a true challenge, one must work with that he has.
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Re: ZONS 3.3

Postby Lavarinth » Mon Aug 11, 2008 5:52 pm

The AI is already given resources in the standard AI, I believe.
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