Staredit Network > Forums > SC1 Map Showcase > Topic: Phantom Classic 1.00 Release
Phantom Classic 1.00 Release
Apr 27 2008, 6:58 pm
By: Viett  

Apr 27 2008, 6:58 pm Viett Post #1



This is my first non-beta release. Note this is a complete remake of Res~Sar's original, and is in no way related to OmniScourges's Phantom BGH 2.3B/2.4. I included a BGH and Hunters port, but these triggers can easily be ported to any map. At this time I am also releasing my documented source code, using Tuxedo-Templar's trigger language definition (Notepad++). Read about it here.

Changes since beta:

-Replaced sfx with official SC sfx and reduced filesize from 319KB to 91KB
-Small probability fix

Features:

-Zerg Mineral Hack Prevention
-Rather than free minerals, Phantom will have increased mineral/gas gain
-Map Max Protection
-Darkness Mode: Turn Allied Victory off at start (Need Majority)
-Working replays
-4 Upgrades
-Ban spectators (Unally, need majority)

Maps mirror and source code:
http://www.aviettran.com/phantom/

Staredit Links:
Phantom BGH Classic
Phantom Hunters Classic



None.

Apr 27 2008, 9:32 pm Wormer Post #2



Good job!
I've just played it. Does the harvesting rate double? It is quite hard to play as a phantom, you should think of trippleing or multiplying harvesting rate on higher coeffecient...



Some.

Apr 28 2008, 12:23 am Viett Post #3



The formula now is:

2P+8 min/chunk P-2 with Darkness mode

I'm thinking of changing it to:

3P+8 min/chunk P-2 with Darkness mode

This will increase gain from triple to quadruple at 8 players. Is this a good or bad idea?

Post has been edited 1 time(s), last time on Apr 28 2008, 12:31 am by Viett.



None.

Nov 28 2008, 12:41 am Viett Post #4



Version 1.02 has been released! Get it at the same location, including the source.

Changes:

Removed desync ban
Removed anti mineral hack
Removed anti auto unally hack



None.

Nov 28 2008, 12:43 am Viett Post #5



Quote from Viett
This is my first non-beta release. Note this is a complete remake of Res~Sar's original, and is in no way related to OmniScourges's Phantom BGH 2.3B/2.4. I included a BGH and Hunters port, but these triggers can easily be ported to any map. At this time I am also releasing my documented source code, using Tuxedo-Templar's trigger language definition (Notepad++). Read about it here.

Changes since beta:

-Replaced sfx with official SC sfx and reduced filesize from 319KB to 91KB
-Small probability fix

Features:

-(Removed, v1.02) Zerg Mineral Hack Prevention
-Rather than free minerals, Phantom will have increased mineral/gas gain
-Map Max Protection
-Darkness Mode: Turn Allied Victory off at start (Need Majority)
-Working replays
-4 Upgrades
-Ban spectators (Unally, need majority)

Maps mirror and source code:
http://www.aviettran.com/phantom/

Staredit Links:
Phantom BGH Classic
Phantom Hunters Classic




None.

Dec 5 2008, 4:48 am Biophysicist Post #6



How did you increase the rate of mining?



None.

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[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
[03:02 am]
Vrael -- which does reduce down to the same tradeoff I mentioned below, aka trading APM for time, but still interesting
[03:01 am]
Vrael -- and while the reaver was reloading it used that time to aggregate enough marine/tank to fend it off
[03:01 am]
Vrael -- like its micro vs one of the in-base reaver drops was pretty insane, basically it made the reaver spend 1 scarab per unit instead of 1 scarab for many workers/units
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