ITS PARTAY TIME! Want to test your latest mod or just join some casual games? Want to join up with partners against the AI, play teams vs. teams. or even some 1v1 practice? Our skills here range from beyond godlike to hyrdasnacks, so no matter how bad (or freakishly good) you are at playing starcraft, we want YOU to be a part of the ModBash Partay!
When and Where: We have been trying to play "mods" on Sundays and "AI" bashes on Wednesdays @ around 8:00 pm Pacific Standard Time on SFRealm hosted by the gracious ShadowFlare. Nothing is set in stone nor is guaranteed that said event will happen... or whether we can even wait that long! .
The BroodWarAIProject is a team of StarCraft artificial intelligence enthusiasts whose objective is to create a superior version of Brood War AI. The project's beginnings involved modifying AI scripts with Gold Dragon's SCAIEdit3. Racine refined his now legendary 3.0 "pro league" AI in this first generation of BWAI, while bajadulce's dedication to non-cheating scripts and converting popular Total Conversions such as Adam Casarra's Open Rebellion and Lord Agamemnon's Ad Astras, swept through the newly created forums attracting the casual SC gamer and modding hobbyist alike.
Physician's (aka Entropy and founder of the BWAIProject) commitment to the SC community and his extensive articles and writings helped promote BWAI as one of the most recognized and downloaded SCraft mods of all time. Last count was well over 600,000 world wide downloads over the project's 3 generations. The project is dedicated to Bob Fitch, creator of the original SCraft AI.
Heinermann teamed with Ahzz to experiment with AI Fusion. Ahzz, a distinguished ICCUP player, and Heinermann known for his dedication to UMS mapping theory made for a great team. The AI fusion project, while never materialized, kept the interest going here @ BWAI.com attracting the attention of the next generation of members.
One such member was poiuy_qwert who developed PyMS, a complete modding package written in python. PyAI expanded the capabilities of the traditional scripting; making writing scripts that much easier and is now the standard AI modding tool used for all BWAI.com scripting. Ashara and Archon_Wing are 2 veterans of this now perfected AI compiler that would keep the show going attracting new BWAI.com recruits such as Easy_Chat, IskatuMesk, Myk, Aof_s_t, Scourge_Splitter, JH24, Zelduck, Peppe, Avance, Panda, Equalizer, and a host of others too long to list individually.
Kovarex would turn the SC world upside down with his BWAPI, a C++ program that basically runs alongside SC inputting functions and "buttons" just as a human would, but with GODLY speed. The project eventually was turned over to Heinermann and lowerlogic, who were now in charge of the reigns. Heinermann being the reverse engineering guru and lowerlogic the C++ master programmer took the project to its eventual Beta release. Now the BWAPI and its members have grown exponentially and is currently being used in an AI competition spearheaded by the University of California Santa Cruz. This is the future of BWAI!
NEW !!! Resident tools developer poiuy_qwert has developed a new program called the BWAI Launcher. This program is everything we could hope for in a launcher and is most likely the final version of the BWAI series and successor to BWAI Gold. What makes this tool so useful is that everything we've done over the past half decade can be archived in this simple to use program as well as any future updates by our members. Most importantly, YOU the user have control as to what scripts you want to compile and play. Never before have we had this much freedom to archive, launch, and mix-match any script from our entire database! This is a must for your harddrive!
. Yeah! After nearly 2 years of working on and off, a short time "Beta" version of the mod is now available to anyone who might be curious. This release is intended to test the basic graphics and general workings of the mod. Much more is planned and in the works, but this stage of the mod seems like a good place to at least begin interaction with fellow modders.
NEW!!! PEAI (non-beta) is to be released shortly! The last of the Beta versions are being privately tested by a select few and it is only a matter of time before the last remaining kinks are worked out. In the meantime, you can read details about the upcoming official release here.
Overview: PEAI is a simple to learn dungeons and dragons mod designed so the casual gamer will be able to jump right in without being overwhelmed by complex tech trees or alienating interfaces. Unique to PEAI, all default spellcasters have been reserved for the cpu. This means you will be wrestling a computer with access to psi-storm, lockdown, stasis, scanner sweep, plague, spawn broodlings, disruption web, emp, mind control, and all the other nasty spells SCraft can throw at you. Fight magic with magic to succeed, as brute force alone won't always be as effective nor will direct confrontation with the enemy.
Once you master the AI and learn the ropes (won't take long), find a playing partner to experience all the sabotage and counters that only a player vs. player game can provide.
LATEST UPDATE: Beta v1.2
Download: removed pending official release * Updated Dec 7, 2009 * requires SCraft BWar v1.16.1 * Can be played on current Bnet! * 3 Difficulty AI levels to choose from. * English only at this time.
hello everyone im just new in bwai-creation and wanted to show you my wip ai (it surely needs some improvements) the idea of it is that zerg should gain a smart and total random ai currently it just spawns some zerglings randomly and does a random rush with them oh and ofc expansions (except the first) are placed randomly too (i attached a replay of the current version :-))
what needs to be done: -it needs to get alot faster (btw does anybody know how i could cancel buildings,so i could do the 10/9 food thingy???) -add the complete buildtree -add some real nasty tactics like lurkerdrop etc (if possible)
any feedback would be nice
Current BWAILauncher Version: Yunharlas_Z.txt (1.95K downloaded 39 times) v1.0 for Entropy AI
Mirage Coordinator 1.7-- Extreme Protoss and Terran Cheating AI
Anyhow, I came up with a silly little cheating AI to combat other extreme AIs, and edited a bit more tonight. The script is a terrible, terrible mess. It seems to have worked pretty well though, maybe even playable in a Xv1 challenge. It might be a useful ally against the other extreme ones. I don't really expect it to do very much as it'll be soon figured out, and it's likely it already has. And indeed it is quite retarded, but hey.
It's written completely from scratch, except some random crap I posted from my noncheating Toss AI. Updated Terran script to 1.2, crashing due to too much something... most likely nukes.
Note that this script isn't for 1v1, unless you really are that good. BWAIlauncher file here: Mirage Coordinator.zip (11.23K downloaded 67 times)
1.7-- Attempted to expand Also added a cheating terran AI--Miracle Invocation
Unzip directly to the BWAIlauncher folder. It will be under 04) extreme for the vs human version and 02) BWAIWar for the AI vs AI (as $ Archon_Wing P.txt The vs human version is slightly toned down and attacks very slowly.
ZAPOC 7.0 is a script derived from the ashes of ZONS. My most difficult and final effort to create a functional Extreme Zerg to end all Zergs.
Screenshots of the scrapped version when it was still functional.
I am employing the attack code proposed by Myk in one of his scripts that works in segmented spasms and with killable threads. It works moderately well. But the problem now is getting the AI to tech fast and upgrade, or even build evolution chambers reliably.
After about 8 hours of screwing around with the script I eventually rendered it completely broken and irrecoverable. So what I'm going to do tomorrow is this.
- Go back to 6.9f. - Fix lings. - Implement new attack code. - Remove expanding. - Test.
Once it works moderately well, I have the following goals to establish.
- Get the AI to upgrade fast, or at all. In one game they had 0/0 air upgrades 30 minutes in. Those big flocks of guardians could have been doing way more damage. - Get the AI to build an additional 20-30 hatcheries after it enters the final loop through an external start_town segment. - Add lurkers. Lurkers worked great in my initial tests. They're best for defense because they don't run around as much. They're good for offense because they tend to ignore advancing armies and just run straight into the enemy base and can cause quite a bit of damage if there's a lot of them. ... read more
AccelDefault T by Equalizer Scripting a better AI by making what was slow faster [Updated 31 December 2009]
Only the terran AI has been modified. -uses unit overloading -uses resource level to trigger construction/tech -counter zerg and protoss strategy -only has ground script; will not run on air map
The zip files contain, -a txt file of the script which can be used in the BWAILauncher -an exe that can be used to run Starcraft with the modified AI without the BWAILauncher
I've added some adjustments so that the terran fights differently if the opponent is protoss or zerg. It's funny how I tried to make a metal focused build against protoss but it always did worse than just running the counter zerg of 0.8x so in the end the counter protoss is very similar in strategy to the counter zerg. I can't say there's a huge improvement in counter zerg compared to 0.8x but it does seem to do slightly better.
As a side note since the script is all resource triggered it becomes a cheating script comparible to other Pro $ script with the addition of the give_money() loop. If anyone is interested I can include the powered-up version, for which the only difference would be five lines of script, but for now it's left out to prevent confusion.
What AccelDefault T is: A new scripting format for pretty much the same strategy as the default terran AI in an attempt to make it faster. Focuses on using many units and completing tech tree.
What AccelDefault T isn't: An AI that will beat a person or another AI designed to win 1v1. (Lastest versions do fairly well against other AIs now but still can't pressure a person enough due to the AIs inability to micro)
Intention of this version was stress testing the code format to see if it is stable when handling many unit and upgrade types as well as being able to keep trying after taking significant damage.
I've been experimenting with a number of unusual ideas to try and get the AI to maintain unit production better as this is still something that many of the AI's I've looked at have at least some trouble with.
This latest version uses an idea I've taken to calling "overloading". Essentially it is asking the AI to build a number of unit that can not possibly be achieved and as such it is given a very low priority. The result is it doesn't have the expected effect of preventing the AI from progressing but instead has the AI build units when it can do so without hindering other tasks.
The script uses a lot of resource-triggered jumps so that buildings and upgrades can be initiated based on the AI's resources.
I have used auto replace to comment out the debug messages used in testing.
Future version will begin to allow the AI to choose to make deviations form the default strategy that are favourable. (It starting with 0.7x it doesn't look much like the default anymore in the way it plays but I'll keep the name since originally the AI was based on the default Blizzard AI strategy)
There are many ways to obtain a greater micro skill. Perhaps the best way is to play around 20 games daily with a good opponent, and spend two to three hours with a training partner, specifically training micro. This is what Pro-Gamers do. But what about the rest of us who do not have the time or the passion?
I never gave micro much attention because I assumed it would gradually get better with every game I played. Guess what? It did! One problem: improvement is SLOW. Like everything in life, if you want to get good at something you have to practice it.
I met a gamer on BattleNet-East, Nip7, who tried to convince me that to improve your micro you must actually just do that. I saw him progress from newbie to decent player. The speed that his micro improved surprised as he does not spend too much time playing Starcraft. He now can recurrently beat me in part due to his quasi-gosu Micro skill. He introduced me into the world of MICRO UMS. In these games you do not build. Units are given to each opponent and they fight each other or a computer in different rounds. Different combinations of units are given so you essentially can practice a myriad of possible combination of melee troops. This was his secret for amazingly fast micro improvement. He made me a believer.
There are many, many such MICRO UMS and most are rather useless as they do not reflect reality. Weeding out a good one can be difficult, and now will offer you some that will improve your micro significantly just by playing them. This way at least you enjoy yourself while you train.
Finally before you have fun with these micro maps, check out x7-Chobo's thoughts of Micro versus Macro:
High Powered Mutants - An Insane AI for the Insane!
This is mostly posted to feature my cheating Zerg AI that uses some unorthodox scripting methods compared to other scripts around here. What I created was a very powerful and unfair AI that can easily take on two players on a Fastest type map. It has no concerns with being balanced, fair or realistic in any way.
I've also included a Protoss and Terran AI, but these are more for soaking up early rushes so you don't lose to the first pack of zerglings if you're playing alone.
Please feel free to modify, play and comment on it, if you've got the guts to play it, that is! High_Pow...ts_V1.00.zip (163.08K downloaded 628 times)
Thanks! -Myk
P.S. I'm posting the HPM Zerg script here in case anyone wants to check it out
I am making this file public, meaning, you can change it as long as you edit the current version text in the appropriate way and supply a change log.
CODE
[b][u]EX.[/u][/b] Made by: Derqua Edited by: Derqua - 2/1/2010 Edited by: XXpersonXX - 2/5/2010 Made the soldier stonger Edited by: O.oNotherPersono.O - 2/46/3450 Added Zerg heros
File - Current Supported Version - Derqua 2/2/2010 - Terran only: MOD.zip (156.35K downloaded 11 times)
Fixed some must do's.
How to first run Extreme AI mod: Unzip to your extreme AI folder BWAILauncher. Rename settings.txt to Originalsetting.txt. Rename Modsetting.txt to settings.txt. Run through BWAI Launcher.
How to play extreme AI's regularly: Rename settings.txt to Modsettings.txt. Rename Originalsetting.txt to settings.txt. Run through BWAI Launcher.
How to run Extreme AI mod: Rename settings.txt to Originalsetting.txt. Rename Modsetting.txt to settings.txt. Run through BWAI Launcher.
Small mod made because I'm new at this and want to release a good second mod, not like the first one where you play around to see how much it takes to make SC crash every time you load the mod .
Some screen shots: The new sniper, transports units along with having a long ranged attack. The outpost addon and rider. Out post researches the soldier weapon upgrade (not to be confused with infantry weapon upgrade) and defensive building defenses, for turret and bunker, and soon the outpost its self. The very beginning of the game, all ground units have a restricted sight range. And my favorite the battle ram. There is also the cheaper battering ram. High attack, but at a very short range.
And now the changes/ideas/in progress: Working on stat_txt.tbl file so that the coloring of label is different for every race. thinking of making a build which requires a tech that you can only access from the editor so that my campaign units can be build in the campaign I'm planning, but not be buildable in regular play. may need some balancing no AI support, but can play against protoss, don't play as protoss yourself.
Yes, that's right, Agamemnon is actually releasing something again.
...On to business. This is a hero-based mod that integrates a few concepts I've had floating around. In a nutshell, you choose a hero, capture neutral buildings, and train a very small army to fight your foes. Vision is tightly restricted, and you don't know who's on your side. Defenders are trying to defeat Cultists, and Cultists are trying to defeat Defenders. Watch your Sanity (gas): it drops when you kill people, lose allies, summon monsters, or get certain items, and bad things will start happening to you if it goes too low. For more information, read the included readme; "Mythos 101" will give you an intro to playing.
Here is the video media I released for AO, in order of chronological releases (from newest to oldest).
Release intro; I wish I could have done more with this but didn't have the time or means.
Beta gameplay video series;
A series I recorded during my final days of production. Doesn't include the Great Destroyer or the new protoss AI amongst other things, but shows off the ferocity of the AI when it wants to work.
Beta Update Preview; This shows some of the upper-end units in action.
T5-8 preview; An older video I recorded using my camcorder. Shows off some of the mid-range units.
T5-6 preview; My first demonstrational video that shows some of the key units in the mod.
Maplantis preview; My very first video series about the mod, showing the pre-alpha stages of development. My have we come a long way since then.
There will be no further video media produced for AO as it's finished.
How to install: 1. Extract En_Taro_Protoss.exe 2. Double click on it to run; 3. If it asks you to choose a program to run it, then choose your original StarCraft.exe
And Finally: Try not to train heroes, and survive!
Modding Part: Protoss can train heroes (It totally depends on you); Improved Artanis's weapon & he can regenerate hitpoints; +1 Gantrithor's armor; Raszagal (Corsair, Detector) is able to attack ground units; Add "ready sound" to the 9 heroes.
AI Part (Expansion): Replace the original Terran & Zerg AI with their corresponding Campaign Insane AI; Rewrite the Protoss AI, and it is a lot more stronger now (e.g. 1 V.3~4 T/Z allied computer players) The AI knows how to use the heroes it generated and/or trained; The AI can train Twilight Archon which you are not able to train; All AIs use cheats.
Special BWAI Exclusive Message: It just hit me that I could post this here. It's got an extremely simple, but lulzy computer AI along with it, so enjoy, folks.
Been a while since I made a functioning mod, so yesterday I decided to make one with a 20-minute time limit. Today when I wanted to test it, noone was on so I spent another 10 minutes creating a functional AI. Thusly said, this entire mod was made in a period of about 30 minutes (new record?).
CHANGES: Not overly much. Basically, you can build 3 units: probes, zealots and HT. Each is modded in it's own fantastic way (read: not modded very much at all). Kill the other players to win.
Gentlemen, I am planning an update for ITAS that will not only completely revamp the AI but also aim to finish the conversion.
Ordinarily I would have been content just to finish the AI and call it quits but HKS has shown me how to use 3ds max to create the new graphics I've wanted to create. So, therefore, it is in my power to completely redo the Xenon project graphics, add in the remaining Undead ones, and finish the third race, which shall be Kaloth Industries. Not only will I be using my own graphics for this, but I'll be acquiring graphics from SoaSE and possibly Eve as well.
Anyways, enough talk. This is from a few hours of screwing around.
Installation: Open up Part 0 and open Temptation.exe with WINMPQ. Drag each folder (parts 1 - 3 [or 6]) into WINMPQ. Run the file.*NOTE: You will experience an error on startup, but this is just a plugin warning. Just click OK and the game will start.
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This is a true challenge of strategy and sense. A huge source of energy has been detected and your supply of energy is dwindling. Its the only main source you'll have of energy, but be warned -- once you control this source of energy, your resource supply will be purged as it takes it in to supply you with pure power. If your resource amount hits zero, it rejects you and all units/buildings you made that are in direct connection with the energy source will be destroyed. Or, you can try to destroy this source of energy before someone else gets it. What will you choose to do?
A vast array of weapons, units, and upgrades will be made available to you, no matter which race you choose, but many require energy to be constructed. Expanding your space empire will serve you good since many of these weapons can destroy buildings in as little as two hits. Allying will be allowed ingame, even in melee -- so use this to your advantage when trying to take out the player that controls the energy source.