Postbots: Proxy Barracks Detection, Base Order Pathing, Weight System Design

@chad break down Botato’s new proxy barracks build that punishes early expansions, including how to reverse-engineer building start times from the API. The session wraps with a look at weight systems for army composition and why blind counter-unit logic isn’t always the answer.

:key: Key Takeaways

  • :magnifying_glass_tilted_left: Detect early expansions by calculating building start time from current game time, build progress, and total build duration.
  • :building_construction: Proxy barracks can punish greedy openings. If the opponent expands before ~70 seconds, a proxy rush can catch them off guard, especially against Protoss.
  • :world_map: Sort expansion locations using pathing distance from both your base and the enemy base. This avoids picking a “closer” third that’s actually exposed to the opponent.
  • :counterclockwise_arrows_button: Use a tactics tracking class to manage which strategies are active and gate decisions across multiple parts of your code.
  • :military_helmet: Queue Marines as a flexible money dump. If your proxy build is active, keep one Marine at the top of the priority queue to spend excess minerals.
  • :balance_scale: Weight systems beat static build orders. Layered proportion-based army composition adapts better than a fixed script.
  • :thinking: Counter-unit logic has tradeoffs. It can spiral into lopsided armies. Consider adjusting proportions instead of hard-swapping unit types.