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Release 3.1

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@kant2002 kant2002 released this 04 Sep 06:09
· 4 commits to master since this release

Expansion order

  • Take bases in a better order. Reading the code that chooses the next expansion showed me a few gross bugs, which I fixed. I also adjusted values to be a little less wrong. It’s still none too smart; for example, it doesn’t understand that zerg base order versus terran should be much different than versus protoss. The worst remaining problem, though, is caused by a bug in the building manager: When workers repeatedly die before reaching the building site, the building manager may cancel the building without unreserving the tiles, so that the base can never be taken for the rest of the game. That’s bad, but I intentionally left it unfixed for now because some of the bug’s effects are good. If you repeatedly fail at taking a base, then, well, maybe you shouldn’t try to take that base. Steamhammer’s base-taking behavior becomes adaptive. I don’t want to fix the bug until I can provide that adaptivity on purpose rather than by mistake. Failing to expand to the same unsafe base over and over is not a winning plan.

  • I added a debug option to the configuration file, DrawExpoScores, which draws Steamhammer’s idea of the value of taking each base. It’s generally a positive number for bases near Steamhammer’s main and a negative number elsewhere on the map (which doesn’t matter, it simply picks the highest value). If the base cannot be taken, it draws the reason instead.

Micro

  • Ranged units give higher priority to targeting tanks. This was inspired by games in which Steamhammer’s hydralisks saw a factory with a tank on the other side, and decided to shoot at... the factory.

  • Bug fix: A worker that had just mined out a mineral block might go idle. When it happened, the worker not only wasted its life doing nothing for the rest of the game (not even watching cat videos), it also blocked the path that it had been given the task of clearing. Now that’s some powerful laziness!

Terran

The terran changes are related to repair of buildings and to lifting of buildings.

  • Bug fix: It understands that it can’t repair a building which is not completed. I believe the effect of this aboriginal bug in the code is that an SCV is assigned to repair, can’t start because the building is not repairable, and gets reassigned the next frame. I didn’t verify it, but it must slow down mining.

  • Mass-repair a bunker or turret. The response time is slow, so it doesn’t work as well as it should. A simplified calculation makes a rough guess at the right number of SCVs to assign (it does get the correct answer in the case of repairing a bunker under attack from dragoons).

  • It can repair multiple buildings at once. The original code, inherited from UAlbertaBot and little changed until now, could repair one building at a time. For buildings other than bunkers and turrets, it assigns one SCV each. Only a fixed proportion of the total SCV force is allowed to repair at a given time, so that mining is not impeded too much.

  • It repairs buildings other than bunkers and turrets only after they fall to half health. If it’s only a hurt a little, it’s not worth it. Mining is the priority.

  • In a build order, the command "go lift [terran building type]" lifts all buildings of that type which are able to lift. For example, "go lift engineering bay" lifts all engineering bays that can lift. If a building is producing a unit or researching, it is not able to lift and ignores the command.

I originally wrote up lifting while working on the scout boss. Since the scout boss is deferred, there is currently no code to tell the lifted building to do anything. It can’t land and it doesn’t move, it just floats in place. Lifting is limited, but it does free room in the base for other buildings.

  • The strategy manager automatically lifts any barracks and engineering bays when the opening is complete and the build calls for factory production only. So you should rarely need to use the lift command in a build.

Zerg

  • In build orders in the config file, some upgrades used to require the race name, like "zerg flyer attacks". That still works, but now if you prefer you can leave out the race and write only "flyer attacks". It was a missing case in the parser.

  • Build sunkens at outlying bases to provide some defense against vulture raids, sneaky dark templar, and small drops. If Steamhammer suspects that one of those specific things may be coming, it builds a single sunken colony at each base that it expects may be in danger—for drops, that means every base, while for ground raids it skips the sunken at main bases in the hope that a sunken at the natural will be enough. The aim is to add the minimum of static defense. ZvZ is not affected. I expect this to be most effective against terran vulture raids, reducing drone losses and giving the zerg main army time to react.

  • Against valkyries or corsairs, get air armor a little earlier. It will help for the rest of the game.

  • If we have gas-heavy hive tech, make extractors more freely. I keep telling Steamhammer, “Hey, this is late game already, what’s the holdup? Why haven’t you taken gas at every base?” Somehow I can never accelerate the late-game extractors enough.