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Title: AI Wars
Host: CZrankSpringiee43
Game version: Zero-K v1.3.11.3
Engine version: 100.0
Battle ID: 389455
Started: 8 years ago
Duration: 32 minutes
Players: 0
Bots: True
Mission: False
Rating: None
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8 years ago
ZKGBAI (south) vs Circuit (north)

Good look at the different playstyle of these two AIs.
+0 / -0

8 years ago
I think Circuit is the better one in this.
ZKGBAI won by pure eco, just throwing everything in recklessly.
+0 / -0


8 years ago
ZKGBAI has some very nice features - spamming defenders on perceived front lines, very aggressive reclaiming with mass cons, con units reassigned to repair when in proximity to a damaged unit and excellent use of small raiding parties (thanks to its ability to roughly gauge when it can overcome a LLT with a given unit).

It also made a better ratio of fleas, as my config needs work.
+0 / -0


8 years ago
quote:
ZKGBAI won by pure eco, just throwing everything in recklessly.

It's more complicated. Circuit's defensiveness and excellent use of grids, against ZKGBAI's attempts to use fleas as raiders (surely 10 fleas can take down one LLT?) gave Circuit an almost 2:1 economy superiority after early game and into midgame. Then, as the front became wider, this trend slowly reversed.

ZKGBAI might be brutally willing to sacrifice units to deal lasting damage, but it's not pure economical superiority that saved it here - rather, some of its blows succeeded at dealing the said lasting damage.

I was somewhat surprised by its transition to amphs instead of gunships - this is novel to version 0.5, all previous always transitioned to either more cloaky (v0.1) or to gunships with a 100% chance (0.2 to 0.4).

In this case, that actually gave it functional raider units and a bullshit skirmisher, which were super effective.
+0 / -0
quote:
against ZKGBAI's attempts to use fleas as raiders (surely 10 fleas can take down one LLT?)


They could take down one defender or stinger, you just need to give it seperate defintiions of scout and raider, and ensure it only pulls mass scout against appopriate targets :)
+0 / -0

8 years ago
Anti-suicide for raiders (and improved intelligence vs heavies) has been improved in dev-KGB, but development has been halted until I can fix threatmap drawing performance. :|
+0 / -0

8 years ago
ya, it might be more complicated. I only watched it in 5x speed.

+0 / -0