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61
Builds & Guides / Re: Zerg Hex Science
« Last post by guguizg on October 31, 2021, 03:02:05 am »
Walls

In this post I would like to discuss a very underrated topic: walls. Walls are great, they can delay a zerg incoming attack, redirect zerg unit flow and even keep one side or your entire base safe (on one gas and high ground situations). Walls are crazy. But there are a lot of unanswered questions I would like to answer.

Construction Yard:

"Nearby structures take 40% less damage and regenerates slowly"

1. How slow is slowly?
5HP/s
To test this out, i used a few creepers to shoot at a wall inside yard range to see how many it took to start making the HP go down. When you have 5 creepers it's stable, 4 it regenerates and 6 it decreses HP. So, the regeneration rate is equal to the dps of 5 creepers * 60%, because of the 40% damage reduction.

4dmg/1,2seconds, but the wall starts with 2 armor so 2dmg/1,2seconds = 1.667
1.667 * 5 creepers = 8.333
6.667* 60% = 5HP/s

Note that this is a aproximation, the number might be slightly off.

Unified Armor:

"Walls share health with one another to protect the weakest areas"

This is a very interesting upgrade and it works in a misterious way for me. In this post I would like to uncover the mistery.

2. Is there a range for unified armor?
Yes.

To test the "range" of unified armor I used a slowling to attack a row of walls. The wall under attack broke before all of the other walls were with the same HP, so in a way the health is not shared, it works in a different way. When the wall under attack broke, the other ones had the following HP

55, 70, 95, 110, 175, 175, 175...

So in that aspect, the unified armor has a maximum range of 4 walls.

On the other hand, if instead of a low damage zergling you have a high damage unit like a infused roach or a brutalisk, the range can change. For instance, if a unit 1 shots the wall, unified armor does not apply. In a way, saying that the health is shared is false advertisement xD

3. So if the health is not shared, how does it work?
I don't know lol. I cant figure out, seems to work pretty inconsistently so i can't figure it out. I also can't understand the pattern from the last question which appeared (the same exact values) every time i tested it.

Defenders and SCVs:

4. When is it worth it to link the defender?

Defender link: "Transfer 40% of repair rate to nearby structures"

That means that each structure under attack gets 40% of the regen, meaning that its start being worth it when (number of structures * 40%)>100%, which happens at 2.5, so when 3 or more structures are under attack.

Also, if you have unified armor, it is definitely worth it to link the defender, because as discussed previously, the unified armor spreads the dmg to other walls which are going to be healed.

5. How much is the SCV repairing rate? Is it better than a defender?
Aproximately 8HP/sec. If that checks out, means that the SCV has 80% of the repairing rate of a defender.

6. Does SCV repairing rate stack with armor upgrades like the defenders?
Yes. To test this, I used tanklings (they deal true damage) and upgraded the armor a lot. Turns out SCVs started repairing faster with the upgrade. Hard to tell how much, because the game doesn't give numbers, but it is faster.

Other topics

7. How good is a anti-torra wall
8. Is it better to have a bigger wall and more surface area or less walls with less surface area?
9. How many armor upgrades do you need to survive on the high ground for each attack level?

To be continued...

Also, if you have other questions or if you have answers to the unanswered questions you can comment them :)
Questions 3 and 6 haven't been properly answered.
62
Builds & Guides / Re: Zerg Economy Simulator
« Last post by guguizg on October 30, 2021, 11:33:59 pm »
Simulator Update - a new perspective

I had an idea. Instead of doing it the trial and error method (which is the one I was talking about on the last post), what if I tried to teach my simulator some economy? Well, probably it would be better if I myself knew more economy, but I've applied some economy concepts on the simulator and it actually performed better in some circunstances. Problem is, its not better in any situation.

These are the concepts i included in my code:

1. Marginal increase

Marginal increase is how much the eco will increase if you added 1 more of something. So the marginal increase for a spawner is basically
(spawners +1) * extractors - spawners * extractors
This is important when comparing the impact of making a new eco structure, as it analyses the change of that unique structure you built.

2. Cost of Oportunity

Cost of oportunity is a pretty cool economy concept. The cost of oportunity for any action is the second best action. So basically, the cost of oportunity of making a spawner is making a extractor. If the spawner has a different building time compared to the extractor, when you build the spawner, it's cost of oportunity would be the time that the extractor would be up and running and generating minerals while the spawner is still building.

3. True cost

A slowling spawner costs 50 minerals. But that isn't actually it's true cost, as it also consumes other resources, like supply, drones and oportunity. The equation i did for the true cost for both the spawners and extractors was the following:

Spawner True Cost = Spawner Mineral Cost + Drone Cost + ( Spawner Supply Cost / 45) * Cost of the 45 supply+ Spawner Cost of Oportunity

4. Return of investment

The return of investment is basically what a investment gives divided by what it costs. In our case, we have those variables, which are the marginal increase / true cost.

Conclusion:

After implementing those, performance really improved, specially on the early and midgame. It's also very good at adapting to other spawners like the strikelings. The problem is that it is really terrible at the lategame and I still don't really know why. From what i've observed it seem to be building way more spawners than it should and it's not following "the ratio". That problem might be because all the concepts i introduced are linear aproximations, and on the lategame that doesn't work. Let me explain.

Linear aproximation:

When you have a function that is not linear (in this case the income funcion) you can aproximate the future values with a line. In the short term it works, because the values are very close, but the longer it goes, the worse the aproximation gets:

https://imgur.com/dB0t0TK

In my program, when i calculate the cost of oportunity, I consider that nothing else will change, which is a linear aproximation for my income function and on the lategame eco can change a lot from one second to the other. For the late game I might have to make the cost of oportunity calculations more complex.

Next steps:

I'll try to fix the lategame issue and run tests comparing my algorithm to human made builds by the hex pros to figure out if it can come out with the best eco possible or experienced players know a even better build order.

I'll attatch the new verson of the python script. This time in a .txt format because some of you cof cof Turbo complained that .rar is aparently "too old". Also if you are a noob in python, so am I lol. I use very simple and organized commands and explained the entire code basically after I tried to talk with Turbo about my code and it was too confusing to be understood by anyone else and even for me to understand 1 month after i did it lol
63
Balance Discussion / Re: ICEBear created a new version: Zerg Hex Plus
« Last post by Persephone on October 25, 2021, 01:13:53 am »
Here are the changes in Zerg Hex Plus:

Every spawner now spawns an extra unit.

Large spawners can now be upgraded to spawn an extra unit.

Seems pretty OP for zerg.
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Balance Discussion / Re: Community Version Balance Feedback
« Last post by Persephone on October 23, 2021, 04:16:03 am »
if this version on sc2? i didn't see it online when i searched.

Also, any word on the creator? Seriously open source the game, the balance needs lots of work.

Ink got mad because someone on here called him out for quitting games at 11, so he deleted Community Version.  ::)
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Balance Discussion / Re: ICEBear created a new version: Zerg Hex Plus
« Last post by Persephone on October 23, 2021, 04:14:44 am »
I like the iniciative and think that the ideas are pretty cool, but it needs some tweeking. Haven't player much, but in a clangame I've noticed that the early game is too strong for zerg. I don't think that a full capacity zerg army is holdable on the early game by the terran, no matter how good they are. To remedy that, maybe increase the starting generator energy production from 7 to 10, which would allow a extra unit for terran, and with good micro maybe it becomes holdable.

What are the changes in Zerg Hex Plus? It looks exactly the same to me.
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Balance Discussion / Re: ICEBear created a new version: Zerg Hex Plus
« Last post by guguizg on October 19, 2021, 04:37:52 pm »
I like the iniciative and think that the ideas are pretty cool, but it needs some tweeking. Haven't player much, but in a clangame I've noticed that the early game is too strong for zerg. I don't think that a full capacity zerg army is holdable on the early game by the terran, no matter how good they are. To remedy that, maybe increase the starting generator energy production from 7 to 10, which would allow a extra unit for terran, and with good micro maybe it becomes holdable.
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Builds & Guides / Re: Zerg Hex Science
« Last post by guguizg on October 19, 2021, 04:27:21 pm »
Spawner position optimization

Zerg's economy depends heavily on the spawner count. Therefore it's important to have all of them secured so the terran can't kill. On the other hand, the further away you place them, less efective they will be. All spawners have a max capacity, meaning that a slowling spawner, for exemple, can only have 2 slowlings on the map, and when there are 2 on the map already, it stops producing. That means that the general goal at optimizing a spawner is to have the unit killed as fast as possible, which means that it will be always producing.

There are a few ways to improve a spawner's efficiency:
- Capacity upgrade: can have more units on the map, but costs minerals (delaying eco)
- Positioning: getting the spawners closer to the terran makes units die faster, but increases risk too (terran can kill your eco)
- Speed: Speed upgrades make units go faster and therefore die faster, but also cost quite a lot of minerals
- Traffic: Depending on your spawner positioning, units can get stuck on a funnel or be forced to take a longer path, which makes it take longer to die

On this post I'll try to focus on positioning.
In the attatchment I got the game stats in Excel. Each unit has a different movement speed and creep boosts the speed in different values for each unit, so I can tell already that the results will not be uniform - each unit will have it's own conclusion.

Metodology:

Having the movement speed on and off creep, the max unit capacity and the spawning time, makes it quite easy to calculate where the unit should die compared to where the spawner is placed. It's spawning time * spawn capacity, which gives us the optimal death time, and spawning time * spawn capacity * movement speed for the optimal death distance. Now, just have to place on the map a spawner and calculate where the unit should die. Thankfully I already have the map in Excel, I'll attatch it again.

Slowling Spawner:

To test out if everything was right, I tested the method for slowling spawners and this is what came out.

https://imgur.com/qEHm6Db

This one is for normal slowlings spawners, the black tile with the number is where the unit has to die for it to be optimal.

https://imgur.com/LMfjwNS

This one is for capacity slowlings.

Problem:

This is a very mechanical process, I can't do this for each spawner, each speed value, with primal rapid respawn, packed mass, it's just too much work. As a follow up post, I'll try either choosing the most important ones or figure out a way to do it more efficiently

Note:

On the Excel attachment you can try yourself to get the optimal positions, It considers speed, capacity and the upgrades that matter: u put next to "Speed" the speed value (from 0 to 3) and for packed mass and rapid respawn put 1 for true and 0 for false. The result is in squares, so you can use the map to calculate (sucks to make pythagoras each time there is a not straight line).
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Balance Discussion / Re: ICEBear created a new version: Zerg Hex Plus
« Last post by Ecanos on October 17, 2021, 04:23:24 am »
well lets play :P (Plus Hex)

A special thank to Wmaster & Ink & Ecanos :D
did i send him the version of 4.9 or 3.4 Zerg Hex. or just at ink channel and he asked ink for map. not really know anymore.


a better zerg spawnrate maybe he did. i readed. [maybe start with red and not need upgrade (good option or maybe something cheaper].



[ /lobbylink  lets play a map of a mappool of ecanos :smile: [zerg hex CE *  ; Crazy Hex ; zerg Hex One Way ; Crazy 5 ]


zerg hex ce   [it Start with a Base and  the huge bonus is the yard+techlab + tank at start. +1200 mineral for Zerg + 100m50v for Terran]
Crazy Hex a complete base. Start with make cows. Play normal what you ever want than. (discount 10%)
OneWay Start with every Raffenery and yard (bonus outside possible). (Discount 10%)
Crazy 5 (public open in editor(if you want look in editor (crazy 5 not so much enddeveloped, but you know, just a small klicks to make some unit supply free and some parameter change and you could have a small map, map is ready for 8 player but zerg is just solo zerg able, because the different of nord south not work in crazy map pool. thats why that have 5 player maximum ]


so eben in den statistiken geguckt die version 3.31-3.33 von zerg hex war am erfolgreichsten. Was best 21k players vs now 8k players Amerika.
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Balance Discussion / Re: ICEBear created a new version: Zerg Hex Plus
« Last post by Persephone on October 17, 2021, 12:38:39 am »
ICEBear - what is changed in this version?
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Balance Discussion / ICEBear created a new version: Zerg Hex Plus
« Last post by Persephone on October 16, 2021, 09:36:18 pm »
I haven't played it yet but at this point I'll take anything.  Thank you ICEBear!
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