matuiss2 / jackbot Goto Github PK
View Code? Open in Web Editor NEWSc2 engine
License: MIT License
Sc2 engine
License: MIT License
Use the first overlord info
Usually we have enough minerals at this time. we should build a macrohatch in our main to have more larva in close scenarios, especially when we have a lot of ressources and our bases get killed.
Split it on smaller ones for readability
it can't decide between targets when there are buildings near
In any way
Suggestion:
Identify the freedom circle and move away drones, make spores be built when one is spotted, uproot spores so it repositions to target that. It will probably hard
For instance, if a zergling gets hit with a psionic storm it runs out of the storm. Then the zergling gets an attack command and runs in a straight line to its target. There's nothing to stop the line from going through the storm's area of effect so the zergling can get stuck in a loop of: dodge effect > attack > dodge effect > attack. This goes on until the effect wears off or the zergling dies.
Fix that by going air if that happens
So the only way to do this is sacrificing some units to free population for the mutas... Might be hard to implement
Queen keeps queueing creep spread, dislocation while enemies are close.
Better to make it attack, instead of just running to it
the problems vs walls and pathing still persists
I think it sends the scouting drone back to mining, this has to be fixed, or maybe this isn't even the problem
Sometimes workers from extractors gets transferred to the natural and doesn't get refilled, delaying a lot the zergling speed, which delays a lot the BO after #142
If our units get overwhelmed and are ordered to retreat, they sometimes run straight into the enemy army, killing themselves. They should probably try to avoid the enemy army when retreating instead of running straight through it.
Its building is situational, so sometimes is too late and the placement is just awful, improving it may become a priority when people realize its a big flaw from this bot
title
They very vulnerable to aoe damage so that very necessary
To improve the army micro we should reduce the amount of units getting actions.
To do so we can only check units within the range of enemy units. all others can be ignored since they dont need special micro and can just receive attack move orders.
That's just wasted resources, it gets killed again and again. The bot shouldn t rebuild close to enemy units
exposed by the game vs 5minbot also in test games vs the built-in AI, no idea what might be causing it
Right now idle units of the army force keep getting move commands every step.
We should just send them once and only send units not in range of the idle spot
Title
Remove it, find any assignment for it when idle
retreat fails when a creep is being built close(it doesn't happen when it finished or there is no creep)
On the rare cases where this is needed it doesn't do it
When attacked the units on the retreating point should defend, I tried to fix it on #92 but it caused even bigger problems(like not return when the enemy main base is destroyed and we were still being attacked)
We should only start attacking if our whole army is gathered.
Strategy:
An idea to do it is sending one melee unit to pop it and send the others back until we do.
If we have ranged units(on our case hydras) snipe then.
Now with this new heavy features optimization is a big concern
It gets overlapped by distribute_workers
It shouldn't do that.
If the place to build is next to a group of enemy units that can burst it should cancel the order to do that, or better, not even queue that order
The new refactoring didnt include #74
It loses badly vs undetectable units(that are not near the main army)
and very badly too, I want to extend that to most buildings and improve the existing one
Exposed by the game vs mindbot 16721 on the ladder
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