Staredit Network > Forums > SC1 Map Showcase > Topic: The Industrial World
The Industrial World
Mar 7 2010, 5:35 am
By: rayNimagi  

Mar 7 2010, 5:35 am rayNimagi Post #1



The Industrial World

1783-1945

Current Version: 0.74


Screenshots!
http://s426.photobucket.com/albums/pp341/purplegorillacolonel/The%20Industrial%20World/?action=view&current=TIW10.jpg
http://s426.photobucket.com/albums/pp341/purplegorillacolonel/The%20Industrial%20World/?action=view&current=TIW7.jpg
http://s426.photobucket.com/albums/pp341/purplegorillacolonel/The%20Industrial%20World/?action=view&current=TIW5.jpg
http://s426.photobucket.com/albums/pp341/purplegorillacolonel/The%20Industrial%20World/?action=view&current=TIW4.jpg
http://s426.photobucket.com/albums/pp341/purplegorillacolonel/The%20Industrial%20World/?action=view&current=TIW2.jpg
http://s426.photobucket.com/albums/pp341/purplegorillacolonel/The%20Industrial%20World/?action=view&current=TIW1.jpg

For the RTS contest, I decided to create an industrial-era diplomacy map. It's like a combination of Civilization, Imperialism 3, and traditional diplomacy maps. I created everything by myself (except for about a dozen triggers, which had to be modified anyway). Within The Industrial World, there are eleven nations, a non-linear tech tree, a tutorial, nation-specific events, about sixty cities, almost a dozen "luxury commodities," uncountable structural "zones," multiple upgradeable unit types, and even nuclear missiles. Up to seven humans can play.

Playable Nations


Unit Types


Change Log


The first public release (v0.65) can be found here: v0.65

Newest version, released May 3rd, 2010:

Post has been edited 19 time(s), last time on May 3 2010, 5:08 pm by rayNimagi.



Win by luck, lose by skill.

Mar 8 2010, 2:54 am DavidJCobb Post #2



Some screenshots and a more detailed description of gameplay would be great.



None.

Mar 14 2010, 11:12 pm rayNimagi Post #3



Screenshots have been linked! It won't let me post them directly for some reason.

Also, if anyone has found any bugs, post them here.



Win by luck, lose by skill.

May 3 2010, 5:16 pm rayNimagi Post #4



Thanks to the file size limit on a single post, I've uploaded the new version to the DLDB.

The Industrial World v0.74



Win by luck, lose by skill.

May 4 2010, 12:55 am New-Guy Post #5



Have you balanced the late game stuff yet, or does that still need to be done?



None.

May 4 2010, 1:08 am rayNimagi Post #6



I changed unit prices and stats. Also, tech now costs more in the late-game (so your minerals won't stockpile).



Win by luck, lose by skill.

Dec 25 2011, 10:00 am Rye123 Post #7



Quote from rayNimagi
I changed unit prices and stats. Also, tech now costs more in the late-game (so your minerals won't stockpile).
i found a bug...when i havent researched 'Mobile Armor' and i create 2 of those goliaths(tank unit), they keep saying 'You must research Mobile Armour before buying the tank unit' and repititively give me cash. i get lots of cash for free. LOTS. please, fix it...



None.

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[01:16 pm]
NudeRaider -- but it would explain why that bot needs cheats to win
[01:05 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
oh but alphastar training was *very* cpu intensive.
[12:16 pm]
Oh_Man -- inference vs backpropogation
[11:31 am]
Oh_Man -- No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
[11:11 am]
NudeRaider -- Oh_Man
Oh_Man shouted: Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
People keep mentioning it's a bot using reinforced self-learning (or w/e the correct term is) but I wonder, does it still actively learn now that it is deployed? How does that work? Or was it trained on like 100k games playing against itself and now training is finished and its capabilties are now static?
[09:53 am]
NimoStar -- ban the bot :))
[05:17 am]
Oh_Man -- Like it doesnt even bother to build a comsat unless it sees a lurker or dt, etc
[05:15 am]
Oh_Man -- Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
[05:14 am]
Oh_Man -- It's EMULATING the behaviour of a control group select and move without having the actual functionality to do that
[05:13 am]
Oh_Man -- Vrael
Vrael shouted: yeah but it looks like pluto's eAPM is still 6000 based on issuing all those orders
k the APM is inflated because it issues 12 identical orders individually. Its not 12 unique orders
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