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  • What is going on?

  • Everybody and welcome apart six of the Starcraft two.

  • Aye, aye, Siri's in Python.

  • What we've been doing up to this point is defeating the easy in the media.

  • May I, which both were easy and medium, I would say, is not medium.

  • We could not defeat the hardy I, but given how simply we defeated the easy immediately I just by simply creating some fighting units, I think defeating the hard eyes prime Not gonna be too difficult.

  • Let's get into it.

  • But before we do quick shoutout to my most recent sponsors group bought deep pox Amir Florian, Joe Wow, Tyler Durden and Faust and Nick Bender.

  • Thank you guys very much for your support.

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  • Thanks again, you all for your support and let's get into it.

  • So at least looking at this there's a few major things that we that we have going wrong.

  • So first of all, this pot has no notion of time like how much time has elapsed in the game.

  • So, for example, when the game immediately.

  • Starts are bought has a goal of creating three nexus is or command centers whatever you wanna call him.

  • Uh, you know that that might be a worthy objective to have just immediately.

  • But do you really want a bill?

  • Is that are those three nexus is gonna be your primary objective, right?

  • Are you gonna build three?

  • Nexus is before you build a single military unit.

  • Maybe, but unless that's your goal, you need to focus on that.

  • Also the same thing here.

  • Do we want to build three gateways right away?

  • Or do we just want one gateway and then take those resource is because the gateways are our version of offense or defense for a base, as opposed to, say, resource collection.

  • Do we want three immediately, or should we take some of those resources and start building an army?

  • Also, three's pretty good for the first few minutes.

  • But what if the match, for whatever reason, gets us toe?

  • Say 11 12 13 14 15 minutes.

  • Three gateways.

  • Is that gonna be enough?

  • Probably not.

  • Our enemies probably got many Maur, you know, unit producing buildings on, and eventually it's just they're just going to suffocate us, so a fixed number doesn't make any sense.

  • This needs to be a variable and probably depended on how much time has elapsed.

  • So that's another thing.

  • Or you could make it a variable based on how many resource is you have.

  • But this fluctuates so much you could maybe do like a resource rate or a variable, based on how many workers and gay or how many workers and nexus is.

  • You have something I'm going to do time next.

  • Same thing here.

  • How many units is it gonna take for us to attack?

  • Initially, 15 units is a lot to send to an enemy base or if an enemy was the send 15 units to you.

  • But later on in the game, especially 15 of these little based stalkers.

  • No, that's not enough.

  • So So we need to figure that one out on.

  • And then finally, the other major issue is that as we produce new units, they kind of run towards the enemy.

  • And at least in this case, with even three, you have a scenario where one's maybe dying.

  • One's on its way, ones also on its way, and we just continually just send new units up one by one, though they're not clustered, they need to come together before they go.

  • That's another issue.

  • Not really gonna solve that issue here, but just know that is an issue.

  • So what we're going to do first is give this bought a notion of time.

  • So coming up here, basically, you see, on this on step there is an iteration.

  • We can use that adoration to our advantage.

  • Now, we could just arbitrarily say, if thean aeration is greater than X or whatever, Um, then that would give us some sort of, uh, way to make rules around this.

  • But I think at least for me, I want to think in terms of minutes.

  • So at least for what?

  • Hi checked in federation, there's about 1 65 iterations per minute.

  • Um, I have again no idea what innit?

  • Aeration is.

  • If that's like a game tick.

  • Or if that is just how quick your processors are, I really don't know, so you'll want to check that for yourself.

  • But that's what I found.

  • I found it to be 165 or very close to 165 Didn't.

  • There's no empirical testing that went on there.

  • So, um, what we're gonna do is we're gonna define an initialization method here on basically yourself.

  • All we want to dio is define a constant here for generations per minute.

  • Just so basically, you want your bought to always be in portable.

  • Okay, So and I'll show you why.

  • Hopefully at the end here, if this video doesn't make it to, like, 6000 hours long, will probably end up copy pasta in a little bit off of the text based tutorial just so I can get through everything because never mind.

  • Anyways, let's go.

  • So what we need to do is self dot It orations her minutes 165 Now we can reference self doubt iterations per minute everywhere.

  • What?

  • Everywhere in our script.

  • So now what we're gonna do is on step.

  • We also want to track.

  • Where's the current?

  • Where are we currently?

  • So self dot federation it oration equals it, Horatio.

  • Just so we can access this everywhere in all of these methods.

  • And then we can start building things with that in mind.

  • So the first thing that I want to do is like building a simulators like pylons and assimilate er's we just if we don't have the supply builds and pylons, right?

  • Pretty simple stuff and actually are pylons.

  • That was another area of major issue.

  • Our pilot should be much more intelligently built.

  • Uh, anyway, so really and expand.

  • I'm gonna leave that the way it is.

  • Um, hopefully I'll explain later to a little more or I'll show you guys.

  • But at the end of the day, this logic, despite not being like fully logical before we can afford a nexus, we can afford other things.

  • So it's only at the point where we have full accused basis or something's already being built, that we expand to a noon like to a new nexus.

  • So it just kind of works out.

  • Uh, you probably want to put some logic in there, but it just doesn't matter because of the cost of things.

  • But anyway, um, so the first thing we want to focus on is offensive force buildings because while we only need one, theoretically, probably a good idea to have, like, two cybernetic scores.

  • Maybe because then if you just have one and someone destroys it, you're in trouble.

  • But anyways mostly want to focus on the gateway.

  • So if the land of gateways is less than three I proposed we'd like to have one gateway per minute.

  • So at the nine minute mark would be nice to have nine gateways, right?

  • And continuing on.

  • So, about once a minute, I'd like to have a new gateway.

  • So rather than being less than three, let's just say I want to know it.

  • Is that less than self dot It oration derision, divided by self dot It orations per minute.

  • So if, um and this is just this is super, um approximate.

  • Okay, it's not gonna be perfect.

  • But from all the games that I've watched, it seems to be about 165 Seems to it does what I hope it to do.

  • Basically.

  • So, um, what's the first thing that we're gonna we're gonna add there.

  • The next issue that we have or if games go long enough, is build workers.

  • So in this case is long as that, but we have a nexus that has no que we're building workers, and initially that's no big deal.

  • But eventually that's kind of a big deal, because we're going to like generally, it's our military units that get destroyed first, our military units are more expensive, and so eventually we end up having too many workers.

  • And they kind of suffocate out the ability for us to have military units.

  • So what we need to do is have some limitation on this.

  • So I propose just we have, like, a max workers.

  • So self dot lips, self dot max underscore workers equals.

  • And for now, I'm gonna say 50.

  • Um, I saw a comment.

  • Someone said, Like usually if games last long enough, it's more like 80.

  • We could go somewhere in between.

  • Um, I personally have tested mostly 50 but we could go 70.

  • Chances are most of the time, the games, at least versus the's.

  • A eyes will end long before you get to those numbers.

  • But we can do so Let's do it.

  • What's your 70?

  • I'll go.

  • I'll go 70 for now.

  • So now or if we really wanted to be right in between 65 Okay.

  • I know everybody was really worried.

  • You found that.

  • So now what we're gonna do for build workers is rather than if we have so so not only do we wanna have a max workers.

  • But we also kind of want to have, like, a maximum mental workers per nexus.

  • So what I'm gonna do is I'm going to say this will be a long one.

  • So for nexus in units, Um, really, we're just gonna add a big line on top of that.

  • So I was gonna say, if the len of self doubt units if lens self units nexus nexus times, where is a 16 is, um, if that number is greater than Len, the Len of self die units, if that's greater than our probes, right then were fairly content.

  • And I'm trying to decide if I really, really I'd like to put this all in one line, but I know sublime hlynur.

  • It's gonna be like, it's too long of a line, man.

  • So we'll go down here, um, and and you can either throw in the end or satisfy pep pay whatever you want to do.

  • If if, um Len, So really, now we just want to ask Is that less than self dot max workers?

  • If both of those are the case now, we're going to build the workers.

  • Otherwise, let's not do that.

  • We don't want to run out of workers.

  • Next, Um, I think for expansions.

  • Um, we we could modify this again.

  • It shouldn't be an issue, But in the later game, you may want to make that expansion.

  • And, um, the way that we could do that This one, I am gonna copy Pace because this one isn't as essential.

  • But again, it's very similar to what we've seen before.

  • So if it's less than how many minutes, so one per minute, if we can afford one, let's go ahead and make that expansion eventually.

  • It's kind of silly to have, like, nine expansions.

  • Really, you probably don't want to do any more than three.

  • I think that might be a mistake.

  • Then the next thing is offensive force buildings.

  • So, like I was saying before, um, you wanna have more than what we have.

  • But the other thing, too, is if the game goes long enough and really offensive force.

  • But buildings has to be reference first.

  • If the game goes long enough, we don't want to continue using our stalker's.

  • Well, we'd like a better unit.

  • Now you can upgrade your stalker with a thing called Blink, and that makes the stalker's much, much better.

  • I have no idea how to control that blink capability with pious e to I haven't tried to figure it out.

  • I just knew that I don't know how to do that.

  • I'm sure there's a way to do it.

  • I just don't know how, but but don't take that as you can't do it.

  • If you want to add that capability to the stalker, uh, and and see how you do with that upgrade, go for it.

  • Otherwise I'm going to add in the void Ray as one of our other units.

  • So we got Stocker and to build a void, Ray, we're going to need a star Gate and then, um, you can build a void, right?