Staredit Network > Forums > SC1 Map Showcase > Topic: Pirates of the Caribbean
Pirates of the Caribbean
Nov 2 2009, 7:29 pm
By: newBorn  

Nov 2 2009, 7:29 pm newBorn Post #1





Pirates of the Caribbean Beta v.0.1

Players:

*England//France//Netherlands//Spain (Colonial Powers.)
*3 Pirates


Faction Features:

*Colonial Powers:
- Start off with a number of gateways (towns.), its pretty much balanced, since the countries that own less are situated on islands more then on mainland, therefore they re harder to take, and easier to wage war. All Colonial powers start allied, due diplomacy rules you can war anyone. They have 2 types of resources, Minerals which stand for wealth, and Gas which stands for Popular Moods in the colony.

Each Gateway can build:
*Zeolot - Rise Minerals, Lower Gas +20/-12
*Dragoon - Lower Minerals, Rise Gas +20/-12
*Dark Templar - Set Production in Gateway. (makes a flag near a gateway, ur units will pop there if u start building them in top left corner of the map.)

Zeolots n Goons build extremelly slow, which means some managment is needed to keep the balance in the right option, especially during war when u need alot of wealth to pop soldiers.

If your gas drops to 0, One of your cities will revolt, gas will move a little bit up to prevent chain revolting, but if u did really bad with managment, you can lose even 3 towns in a small period of time.

Victory to the First one taking over 70% of the towns.

*Pirates:

Each pirate start with his own ship, which is superior towards the ships owned by colonial powers, also it can be upgraded, while colonial ships cannot be (This is historic actually, Pirates would do numerous modifications to their ships, while Admirals had to ask for permissions to high command even if they wanted to move a barrel on the ship :P.)

If he lose it, He will also lose 100 minerals, and his ship will be respawned in main Pirate Bay.
Pirates can hide in 1 of 3 pirate bays around the map, if they are inside a pirate bay they cannot be hit by colonial pirate hunters.

Pirates have 3 types of resources: Gold (Minerals.), Supplies (Gas.) and Crew (Marines.)
A ship can hold 200 gas at a time, and have to buy supplies at main pirate bay whenever it goes to 0.

Pirate ships can use supplies to do Fatal attacks:
-Chain Hit (Spawns a Mutalisk for a short period of time.) Mutalisk seem weak vs ships but its amazing vs enemy on the ground.
-Penetrator (Spawns a scourge.)

Pirates gain Gold for destroying enemy ships. Supplies can be bought at the Pirate Bay, and crew can be Hired there as well.


Non Implemented Features:

Trade- 1 Trade ship at a time, trade ships will grant a mineral bonus if you visit a town of an ally with it, The greater the distance from the closest city of yours and desired location (allied town.) the greater the bonus for Trade. Fear thou, pirates hunt trade ships the most, since they grant the largest kill bonus for them.

Aboard- For Pirates, aboard can be used to take over an enemy ship if your Pirate Ship is close enough to the enemy vessel, it consumes crew members, the stronger is the enemy ship, the more crew it consumes to take it over. Also aboard can be used to raid towns, your crew is deployed once you aboard near a city, if you take over the city, the city becomes neutral and you receive a bonus for the town raid.

Those will be available in the full version of the map, coming about next weeks, if the bugs wont slow me down.
Also test the map out as much as u can and Post feedback, i need a list of bugs, and solutions would could be improved.

The gameplay is rather simple even thou my explanation was a little tricky, Have Fun.

Attachments:
Carribean.scx
Hits: 23 Size: 174.44kb



None.

Nov 2 2009, 10:16 pm OlimarandLouie Post #2



Sounds fun! I'll be sure to try it out and report any bugs I see.



None.

Nov 3 2009, 1:08 pm darksnow Post #3



wait, so how do the pirates win?



None.

Nov 3 2009, 1:18 pm newBorn Post #4



The win triggers arent implemented yet, to lenghten the game as much as possible, in normal circumstances pirates win either by collecting enough cash, (around 10k mins.), also take into account only 1 amongst 3 pirates can win, they can also win by being the richest pirate in the caribbean when some country hits 70% land mass, therefore there can be 2 victors (Country and a Pirate, or just victory to a Pirate.)



None.

Nov 3 2009, 9:32 pm Norm Post #5



The map looks good. Great job, man.



None.

Nov 7 2009, 7:45 am newBorn Post #6



Need feedback, a possible list of bugs. Anyone played it rather then looking at the screen? :P



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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