Build Order Tweaks, Wall-Off Fixes & Swarm Intelligence | Postbots

In this session, Drekken is joined by @chad and @mindme to debug build orders, defense logic, and map issues. They explore refining timings, handling rushes, wall-off strategies, and dive into swarm intelligence vs. squad-based control.

Key Takeaways:

  • :wrench: Fine-tune build orders frame by frame to reduce mineral floating and smooth timings.

  • :factory: Allow parallel production—avoid rigid queues that stall unit creation.

  • :shield: Add robust repair and bunker/tank logic to consistently survive early rushes.

  • :world_map: Test bots on every ladder map; odd resource placements can break assumptions.

  • :brick: Prioritize wall-off and sim city design to block rushes without trapping your own units.

  • :balance_scale: Cap worker counts (≈70–80) to balance economy with available army supply.

  • :brain: Experiment with philosophies: squad-based humanlike control vs. decentralized swarm intelligence.