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RequiemD version "Final battle" 01H RELEASED

Posted: Mon Jun 25, 2007 1:56 pm
by IskatuMesk
"The final battle has begun. Will you rise to the challenge, or crumble to ruin?"

In the wake of sc2, I figured it would be worth having actually "completed" a project. So, I took it upon myself to go around asking questions and making a complete and total revamp of RequiemD.

A number of interesting developments were made.

First off, this new AI is a complete and total rewrite of the old code. I wrote a lot of it using a program called Rep2AI by Lif3style, then went about heavily modifying the generated code to produce new build orders. This version of RequiemD passes the beta stage and enters final tuning stages with the following features -

- Improved stability and reliability.
- Faster, more aggressive gameplay.
- More reliable tech sequences.
- Functional Warlord and Muta God scripts for the Zerg.

Some other notes;

In this AI mod, the Zerg are by far the most functional of all 3 races, although all 3 boast at least 2 randomized build orders. However, the Mass Carriers and Mass Battlecruisers blocks for the protoss and terran have been giving me exceptional difficulty in getting them to work right. This mod would have been released 3 days earlier, but all of that time has gone into dicking with those build orders. I've gotten them to a level where they should work "ok", but they probably won't be as challenging as the others. There's nothing I can do about that, now. I'm at my limit.

Softlocking issues cannot be completely fixed. They are a part of Starcraft's hardcode. Despite all of these advancements, the AI will still softlock randomly and during final loop sequences. This cannot be avoided.

I encountered some extremely unusual issues when running the AI through an ums map. In all instances, the AI hardlocked immediately. I don't know why.

This version of RequiemD uses an altered version of bajadulce's "Zbath" zerg script for my Zerg Standard slot. I think you will find it deadly.

Although this version of RD is considered "final", I may make alterations to it in the future, specifically to the carriers/battlecruisers scripts that don't seem to want to work 100% correctly.

I may also make a version that has music/voices just for the heck of it. Such a version would be compatible with this version in multiplayer since such changes are client-side only.

www.staff.samods.org/iskatumesk/Requiem ... le001H.exe <-- download link, about 2mb in size.

Re: RequiemD version "Final battle" 01H RELEASED

Posted: Mon Jun 25, 2007 4:52 pm
by WB
Sweet, this is getting spread out to my friends asap.

Re: RequiemD version "Final battle" 01H RELEASED

Posted: Fri Jun 29, 2007 2:02 am
by chris
awesome! I can't wait to play this :D

Re: RequiemD version "Final battle" 01H RELEASED

Posted: Fri Jun 29, 2007 8:09 pm
by Whiplash!
zerg is easy as toss as long as you defend vs the first muta wave attack which is possible to defeat if you manage to get a few cannons/goon or 2 out. Its impossible for you to research storm before it unless you didn't expand early, which is stupid imo.

Re: RequiemD version "Final battle" 01H RELEASED

Posted: Sat Jun 30, 2007 8:53 am
by chris
yeah I tried playing it. i was zerg...the enemy was terran.....the first wave consisted of vultures and tanks and i was barely able to hold it back. however just as my base was beginnign to recuperate, I got hit by some 20 siege tanks and goliaths! OMG!

Re: RequiemD version "Final battle" 01H RELEASED

Posted: Wed Jul 04, 2007 4:32 pm
by IskatuMesk
Mantidz wrote:zerg is easy as toss as long as you defend vs the first muta wave attack which is possible to defeat if you manage to get a few cannons/goon or 2 out. Its impossible for you to research storm before it unless you didn't expand early, which is stupid imo.


Zerg have 4 different randomized build orders. If you shape your game around defending against an initial muta attack you are going to get raped.