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Automation tools

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9 years ago
I'm curious about two questions.

1) What tools do you use to automate things in Zero-K? I remember there was a widget which sent idle workers to assist and reclaim stuff which I used briefly but don't any more.

2) What level of automation do you think is appropriate for competitive play?
+0 / -0
9 years ago
1)none
2)if you program the automation yourself, you can use it
+0 / -0

9 years ago
I use global build command.
+0 / -0
9 years ago
Patrol works nicely for certain units. For constructors, it'll cause them to repair/help/reclaim.

The problem with most automation is it's overly predictable when playing against a human player.
+0 / -0

9 years ago
I wonder at which point automation starts hurting the game. I'm not sure whether that point has already been reached or whether the game will ever reach it.

I personally am a big opponent of too much automation. I like to play the game (and know that my opponent is doing the same) instead of merely guiding a bunch of fancy widgets into doing all the playing for us.
+4 / -1

9 years ago
The auto skirmish gets a bit much when you have 15 vs 15 roko/rogue facing off. That is when it breaks for me.
+1 / -0

9 years ago
quote:
guiding a bunch of fancy widgets into doing all the playing for us.


I'd personally be fascinated by this.

I think the limit still is communicating the decisions you make to the game though.
Even when only thinking about glaive battles, we currently have line move to do that more or less directly, but still it's mainly used to communicate "close the distance", "back off", "focus here", "spread out" etc.
+4 / -0
Skasi
9 years ago
quote:
I think the limit still is communicating the decisions you make to the game though.

This so much. Often the limit seems to be not the number of decisions a player can make, but rather the rate and accuracy at which these can be forwarded to the program.

Personally I'm waiting for mind controlling the game. I heard it's a planned feature for Spring 101.
+4 / -0

9 years ago
quote:
I heard it's a planned feature for Spring 101

No comment.
+3 / -0
Skasi
9 years ago
You just contradicted yourself though. :<
+1 / -0
I pretty much agree with what EErank[ISP]Lauri said.

I think ultimately the factor that should decide whether a process should be automated or not is if it is boring or not. For instance, having to constantly inject larvae and build supply depots in SC2 is a boring repetition. On the other hand, microing units is not a boring process and should not be automated, which is why I've never been particularly fond of autoskirm in ZK.
+0 / -0

9 years ago
quote:

I heard it's a planned feature for Spring 101.


This is your brain on SIGSEGV
+0 / -0

9 years ago
Certain things need automation IMO. Other things are grey areas, or definitely don't.

If something has a low skill cap that is unfun, it should be automated. Starcraft macro mechanics IMO should be automated, but they were introduced for a very specific reason (getting the BW crowd to transition into SCII, IMO it's mindless traditionalism/hierarchical maintenance, but blizzard gotta shift product). If these things are not automated, then the UI should support doing them painlessly.

Stuff like auto-micro? Well, I don't take issue with it in ZK since optimisation requires micromanagement. It brings up the effective skill level of those at the bottom of the ladder, allowing them to experience some semblance of what the game's about. Sidenote, I think it'd be interesting to see how well players compare only using attack move, how ahead are the top 10 in ZK when the micro playing field is leveled?

I can't think of any automation unit-wise that feels as good or superior to microing the same unit, which feels like a bit of a Goldilocks zone. It's always a trade-off between efficiency and attention for other things.
+1 / -0


9 years ago
People have implementeded basically complete economy AI to lay off the macro work several times, independently.

I'm disappoint to not see those things pooled and proliferated.
+2 / -0

9 years ago
DErankXivender wrote an eraser+roach script to automatically launch roaches and refill fast. and a commander screening script to protect his cloaked trollcom by a circle of jethros. sad he never shared.
+0 / -0
9 years ago
quote:
Xivender wrote an eraser+roach script to automatically launch roaches and refill fast. and a commander screening script to protect his cloaked trollcom by a circle of jethros. sad he never shared.

I can see a policy on widget sharing being necessary if steam brings more widget makers.
+0 / -0

9 years ago
quote:
I can see a policy on widget sharing being necessary if steam brings more widget makers.

I can see one will have troubles enforcing that.
Even GPL policy states you are not obligated to release privately used code: http://www.gnu.org/licenses/gpl-faq.en.html#GPLRequireSourcePostedPublic
+2 / -0
9 years ago
That wouldn't prevent you adding it the the CoC or something, right? Enforcement would be just about impossible anyway because it is so hard to know what widgets a user has active.
+0 / -0
I am super duper pro automation

If a simple script can do something as well as me, I'd rather have the script than have more work to do - I want to make decisions, not click loads.

I'm also totally cool with people trying to get an edge with their own widgets - its super cool, and there is no other game with such a meta :D
+2 / -0
9 years ago
Agree with these tools, I honestly prefer to let the computer do the redundant work and I just have to think on the rest.
+3 / -0
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