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RequiemDA07A Released!

Posted: Mon Feb 12, 2007 9:27 am
by IskatuMesk
The anticipated update to RequiemD, my Starcraft AI modification, is now released and ready for action.

A07A boasts a number of striking improvements over the 5E version that has remained dominant in the AI market for quite some time, including improved "hardlocking" stability, more efficient build orders, and a new, mysterious cracker named Bubba.

As with the previous version, however, there are still issues to be dealt with. Please consult the Readme for extended info.

You may access the file, here -

Re: RequiemDA07A Released!

Posted: Mon Feb 12, 2007 11:05 am
by Milldawg
I'll have to test it with my 7 comp FFA test map.  If I don't hear "nuclear launch detected" within 5 minutes, I am deleting my computer.

EDIT: Tested.  The Protoss hardly did anything and got worked easily by the Zerg.  The one Terran player did okay but then got worked.  It ended in a triple-zerg standoff with dudes sitting around touching themselves.

Re: RequiemDA07A Released!

Posted: Mon Feb 12, 2007 2:27 pm
by IskatuMesk
Which map?

Protoss are currently the most problematic although all of my tests including those done on small maps, ie BGH, indicate they do at least build stuff and attack dudes.

I believe the scripts being problematic right now are all the "standard" (All-round) scripts, oddly enough. Hydragod, lolcarriers, lolplanez, and other such build orders all seem to function perfectly fine.

I did make a change in 7B that might correct some of the late-game issues with zstandard. I need to test it, though.

After inspecting your map I can say the Terran probably ended up walling themselves in given the odd geometry of their locations. Protoss probably wouldn't better off.