Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: AI behaves strange: Units move forward and backward.
AI behaves strange: Units move forward and backward.
Sep 14 2023, 10:13 pm
By: peterfarge  

Sep 14 2023, 10:13 pm peterfarge Post #1



Hello Forum,

I'm working on a 256*256 map with 1 human vs 7 AI. The human is in the north-west corner and the AIs are at the bottom-east. I'm currently working on the path towards the human player. It's like a double S around three islands, before the AIs reach the human base. On the islands should the human player place Archons and additional attack units like Carrier+Arbiter combos. But now some enemy Zerglings behave strangely. They run forth and back. Can it be that Starcraft can't find a path to the human player anymore? I made the path extra wide, so that I could place a Terran command center on the way if I want. Is a bit more complicated path with some turns a problem?


Thanks

Peter



None.

Sep 15 2023, 1:45 pm Zoan Post #2

Math + Physics + StarCraft = Zoan

Could you share the map, it would be easier to say for sure.

One guess is that the ai starts trying to order the ground units to attack onto the islands, which are unreachable.

One attempt at a solution would be to try running the ai script again? Or run a different one and then the original one again.



\:rip\:ooooo\:wob\:ooooo \:angel\: ooooo\:wob\:ooooo\:rip\:

Sep 15 2023, 8:25 pm peterfarge Post #3



I uploaded the map:
http://pfarge.de/index.php/starcraft-classic-maps/icefortress

There are 2 versions in the ZIP file. One with a reduced S-shaped entrance (I removed one island) and a version with an additional direct entrance to the human base. In the version with the additional entrance, the AI attacks are hard and the way I want them. In the version without an additional entrance, it is much easier to withstand the first attacks. Only one Zerg is really attacking.

It seems to be due to the map layout? So don't make the paths too complicated, otherwise the AI will fail?



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
Please log in to shout.


Members Online: l)ark_ssj9kevin