Staredit Network > Forums > SC1 Map Showcase > Topic: Fallback (GE 2:5)
Fallback (GE 2:5)
Jan 21 2009, 12:43 am
By: GalacticEmpireSaga  

Jan 21 2009, 12:43 am GalacticEmpireSaga Post #1



Fallback v1.0

Galactic Empire 2:5

A multiplayer cooperative campaign scenario, part of the Galactic Empire Saga. 1- 4 players against 4 entrenched AIs. There are 5 selectable difficulty levels.

This scenario is the most difficult of the GE 2 series. It is recommended that you play 2.6Tribute00.scx to learn the style of the campaign before attempting this one.

The scenario begins with a single Dark Archon per player. You must take that Dark Archon to one of the 5 nearby beacons to select the difficulty level for the scenario. The difficulty levels are: 1 Master, 2 Skilled, 3 No Good, 4 Weak, 5 Pathetic. Master should challenge 4 master players while Skilled should challenge 3 master player or 4 skilled players. No Good is nearly a compstomp. Weak and Pathetic modes are training modes for those who can’t figure out how to get a favorable start.

Once you select the difficulty of the scenario you will be given 3 drones, 3 SCVs and 3 probes and 2000 minerals. You must choose what race or races you are going to play. You have no starting Hatchery, Command Center or Nexus. Your first action should be to build one.

You are also given a You, (Marine) if You dies, you lose.

You also have Ouruuk, (Overlord) he is your means for controlling the zerg. If you lose Ouruuk at any point, all of the Zerg units under your control will turn against you.

You also have Jana, (Ghost) and Kate (Medic). They are nonessential, but nice to have around.

This scenario pits you against 4 entrenched Zerg AI.

You will start in the center of the map with your player allies. After a couple minutes zerg will start streaming from the corners of the map. This will seem like a defense map. It is not. You will need to defend the center of the map, but only so that you can establish a new base on the nearby islands. Your base in the center will be overrun. By the time it is overrun you need to have a strong base on an island. The longer you defend the center the stronger base you can build on the island. There are four islands, on per player, visible when you start the scenario.

As with all the Galactic Empire scenarios both strategy and tactics are important. You may have to attempt this scenario several times to learn what strategies and tactics are most effective.

Enjoy!

-GalacticEmpireSaga

Post has been edited 1 time(s), last time on Feb 20 2009, 2:57 am by GalacticEmpireSaga.



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Jan 30 2009, 12:43 am GalacticEmpireSaga Post #2



I received some good suggestions for this one. Here is version 1.01

Post has been edited 1 time(s), last time on Feb 20 2009, 2:57 am by GalacticEmpireSaga.



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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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