Frontier Hunters online AI 1v1
From Online 1v1, choose Frontier Hunters, pick a faction or Random independently for each side, then watch two RobOS commanders play the match on robos-game-server. The battlefield is the existing 256×256 Frontier Hunters map. The ruleset is the current StarCraft II Legacy of the Void 1v1 balance in Blizzard’s 5.0.17 notes. Use the original Starfall Command names and assets in the game. Blizzard’s 5.0.17 live patch notes
What exists today
- Frontier Hunters has eight start sites, ten expansions, and twelve bridges. The online AI lobby uses finite 5.0.17 deposit stocks, twelve workers per side, and a Drift Sac in the Gnarl Brood opening. Skirmish picks two different starts and rolls each Random faction from the match seed.
- The ENet service hosts human matches and a Frontier Hunters AI lobby. The AI lobby supports two independent faction choices and one or two viewers. The server runs both commanders and relays their orders during the simulation tick when they were issued. The normal-speed Random/Random capture with seeded weapon timing used seed 3 and rolled Meridian Guard versus Gnarl Brood. Both rendered viewers on one Windows machine agreed with the server on Meridian’s elimination win at tick 16,033. The 4:23 recording includes stereo game audio. The separate-machine run is pending.
- Built-in commanders have separate simulated cameras. They must pan before inspecting or targeting a distant contact. Faction vision and detection still apply. A commander can send a scout toward unexplored terrain after moving its camera there, like a player clicking on the fogged map.
- The current roster includes examples such as Pioneer, Rifleman, Howitzer, Skitterling, Sporeburst, Sunblade, and Skirmisher. Several existing units combine roles or use different rules. For example, the Rampart is a transport, so its mapping to a Medivac requires checking healing, boost, and cargo rules separately. Campaign entries such as Triage Specialist and Captain Vale’s resistance are separate from the ladder roster.
- Gemini’s local
sc2_ladder_complete.jsonidentifies itself as build98310. Its bundled validator passed with zero errors across 96 unit and mode records, 64 structure and mode records, 150 abilities, and 89 upgrades. Those 399 records include modes and transient entities. The audit must also account for 61 weapon definitions. The validator checks the dump’s own assertions. Use Blizzard’s notes and reference gameplay to corroborate gameplay values before treating them as parity fixtures. The dump’s build identifier comes from its metadata. - The roster audit pins the dump hash and accounts for all 460 entries, including 61 weapon occurrences by source entity. The crosswalk fixture verifies 460 mapped references and their dependencies. Stats, behavior, art, and proof remain tracked per entry. Focused tests cover physical larvae and egg survival, all three rich extractor variants, the upgraded Mimic disguises, and the Spire Walker’s cliff movement and ground and air target masks.
- Ridge Scout is available from the ladder Muster Hall. Its fixture covers the paid 32-second queue, cliff jumps, bridge routes, timed healing, and the delayed Ridge Charge. The model uses Antigravity’s original geometry and five animations. The unit has original pistol and charge sounds and sixteen voice lines.
- The ladder fixture now verifies a flying Colony Hub, simultaneous elimination, and headquarters loss revealing remaining structures while terrain and mobile units stay under fog. The rebuild window is currently 30 seconds and still needs a 5.0.17 timing comparison. Blizzard’s invasion guide
- A three-seed baseline completed 36 of 36 ordered and Random matchups by elimination, including seeds 3 and 31 with their starting positions reversed. The later matrix with Gnarl tech gates and camera-gated defense completed 35 of 36 by elimination. The seed 17 Gnarl mirror reached the 20-minute test limit with both players active. Both runs logged early income, gas timing, tech completion, and route recovery.
- The Gnarl ladder tech path now requires a Hatchling Pool for Skitterlings and Brood Keepers, then a Bile Warren for Bile Crawlers. Both structures use Antigravity models and distinct construction cues. The paid construction fixture verifies the costs, build times, consumed Forager, and completed prerequisites.
- Brood Keeper now uses a two-hit ground attack and a longer single-hit air attack. The ladder Bile Crawler is ground-only. The Gnarl commander responds to observed air units with Keepers and Spore Watches.
- The defensive fixtures check that a returning aircraft receives a camera-gated interception order and that a paid ground raid leaves spare guards at home. The ground fixture also verifies that the defender can keep spending and mining, return to its post, and join a later attack.
- The Concord ladder path now uses the Concord Core to unlock Skirmishers, Aegis Wardens, and paid Transit research. A researched Waystone can switch modes and deploy those units and Sunblades into visible power fields. The fixture checks costs, transformation, fast and slow deployments, power loss, cooldowns, and the Heartstone’s production boost. Both structures use original Antigravity models. The deployment card shows unit portraits, field timing and cooldowns. Blizzard’s 5.0.17 live patch notes
- Two rendered viewers observed Concord deploy infantry in the seed 3 match against Gnarl. Both viewers and the dedicated server agreed on the Concord win by elimination at tick 45,624. A normal-speed rerun reproduced that result and produced a 12:06 recording with stereo game audio. The three-seed Concord versus Gnarl batch and the three Concord mirrors also finished by elimination with the initial Transit implementation.
- The Heartstone fixture verifies a shared 45-second Energy Recharge cooldown and a shared 130-second Defensive Recall cooldown. Recharge reaches eligible targets near a friendly expansion. Recall units are vulnerable while they channel for four seconds and briefly protected when they arrive. Energy Recharge changes, Defensive Recall cooldown
- After the Gnarl commander began using Bile Crawlers in late armies, seed 17 finished by elimination at 10:30. Seed 31 reached the 20-minute test limit with the losing side down to two workers. A rerun with a 30-minute test limit confirmed elimination at 22:33.
- The Twilight Array now researches Charge and Phase Step, and the Aegis Capacitor restores shields through manual targeting or autocast. The fixture verifies research costs, cooldowns, group Phase Step landings, and the Capacitor’s restoration rate and starting energy. Both structures use original Antigravity models. Two rendered viewers and the server agreed on the Gnarl win at tick 41,638 in the later support build. Blizzard’s 5.0.17 live patch notes, Shield Battery restoration rules
- The Prism Forge queues Concord ground weapons, ground armor, and shield armor. It also unlocks the ladder Aegis Relay, which detects and attacks ground and air units while powered. The Robotics Foundry now produces the Farsight Wisp and Lumen Carrier. Mobile Wisps cloak and can anchor for expanded surveillance. Lumen Carriers transport ground units and switch into a persistent fast deployment field. A dedicated online run of this build reproduced a Gnarl win by elimination at tick 47,140 on both rendered viewers. Blizzard’s Observer mode update
- The full three-seed matrix finished all 36 cases by elimination in both the Twilight Array build and the later Robotics Annex build. The longest Robotics Annex match was the seed 31 Gnarl mirror at 22:33 under a 30-minute test limit.
- The Robotics Annex adds the Spire Walker gate and three paid upgrades that change Wisp speed, Lumen speed, and Spire Walker range. The Foundry trains Bastion Walkers with a 100-point Barrier and Rift Engines that launch steerable Novas. The robotics fixture checks research, the first Barrier hit, manual and automatic use, the Nova fuse, steering, allied ground damage, and air and building immunity. The rendered demo shows Bastion Walkers against Breachers and a Rift Engine against Riflemen with stereo game audio. The two units use original Antigravity models with movement, attack or cast, and death clips. Blizzard’s Barrier first-hit update
- With the Robotics Annex, both rendered viewers saw Transit deployment and agreed with the server on a Concord win by elimination at tick 34,934. The run used the actual lobby, the same Windows host for both viewers, and a sixfold test clock.
- The Mirage Adept uses the Concord Core prerequisite, 30-second Waystone production, and 20-second Transit cooldown. Its steerable shade scouts for seven seconds while the Adept can still move and attack. The Adept transfers to the shade’s location unless either is ordered to cancel. The focused test checks target immunity, independent movement, fog reveal, transfer and cooldown, paid glaive research, and the damage bonus against light units. Blizzard’s 5.0.17 live patch notes
- The Adept and its shade use original Antigravity models. A normal-zoom combat capture shows the transfer and glaive attacks with stereo game audio. In the seed 3 headless match against Gnarl, the Concord commander trained its first Adept at 4:12 and used a shade at 5:20. Gnarl won by elimination at 14:06.
- The powered Canticle Archive unlocks Storm Scribes and paid Storm research. The focused test checks the build prerequisite, training and research cost, Feedback’s energy drain and damage, and a 110-damage Storm that affects air and allied ground units and leaves structures intact. Overlapping storms apply damage once per pulse. Both use original Antigravity models. The combat demo shows a Storm affecting infantry and a transport at normal zoom with stereo game audio. Blizzard’s 5.0.17 live patch notes, Blizzard’s Storm duration and damage hotfix
- The rendered seed 3 Concord versus Gnarl match agreed with the headless result at tick 54,148 after both viewers observed Transit deployment. The threefold test run and a normal-speed recording both reproduced the result on one Windows host. The recording is 14:20 with stereo game audio. A sixfold run disconnected mid-match, and the harness now logs the failing tick and transport error.
- The Veil Sanctum gates Duskblades and Shadow Stride. The fixture checks powered construction, the 125/125 Duskblade cost, permanent cloak, detector reveal, and Shadow Stride’s research cost, 14-second cooldown, and quarter-second attack delay. The Duskblade and Sanctum use original Antigravity models and were captured at normal zoom. Blizzard’s Shadow Stride attack-delay update
- Storm Scribes and Duskblades can walk together and fuse into a Lattice Archon. A move or stop order cancels the approach before fusion starts. The fixture checks the warp timer, supply, damage taken during the warp, and the completed Archon’s same-plane splash against ground and air. The original Antigravity Archon model was tested through the rendered fusion hotkey and in a normal-zoom combat capture with stereo game audio.
- Ladder Aegis Wardens use the Sentry’s anti-shield beam and Guardian Shield. The fixture checks that the bonus damage stays on shields and the moving field removes two damage from ranged hits without stacking. Phase Barrier uses the ladder range, radius, and lifetime, pushes ground occupants aside, and is crushed by Massive units. Hallucination supports nine existing unit types. The fixture verifies damage, supply, detector reveal, and timed expiry. The rendered command card can open the menu with C and summon two Sunblade copies with Z. Three air copies are pending their underlying units. Blizzard’s Sentry weapon update, Guardian Shield duration
- A Bile Crawler can pay to evolve into a Rupture Crawler through an immobile cocoon. Both forms use reproducible Antigravity models. The 2.5-second delayed barrage hits air, ground, structures, and allies. One impact destroys a Phase Barrier. The fixture also verifies that the commander casts only after its camera arrives. A 26-second capture shows the morph and both ground and air impacts at normal zoom with stereo game audio. Blizzard’s Ravager morph timing, Blizzard’s one-hit Force Field change
- When an unseen attacker damages a unit, the commander receives the location of its own unit. Two nearby hits can prompt a pan, and detection orders wait for the camera to arrive. The focused fixture checks the delayed response to a cloaked Duskblade without disclosing the attacker’s position.
- Brood Nests research a shared Burrow unlock for eight current ground units. The fixture verifies the paid queue, per-unit transition timing, concealment and detection, and orders issued during emergence. A buried Bile Crawler regenerates seven extra health per second. The commander buries wounded Crawlers and surfaces them after checking the current camera view. Blizzard’s Burrow and mover fixes
- Both rendered viewers and the dedicated server agreed on a Gnarl elimination win at tick 56,689 with Rupture Crawlers and at tick 54,210 after shared Burrow. These were threefold-clock runs of the actual lobby on one Windows host.
- The Brood Nest can evolve in place into a Lair and then a Hive. The existing Nest keeps spawning larvae and receiving workers’ cargo while evolution occupies its production lane. The Lair gates the Infestation Pit, Spine Den, Blight Spire, and two Bile Warren upgrades. Tunneling Claws lets buried Bile Crawlers move and Glial Reconstitution changes their speed. The combined underground creep speed uses the pinned dump’s multiplier and still needs a live reference check. Blizzard’s Zerg production guide, Blizzard’s Tunneling Claws update
- The Adaptation Chamber queues distinct melee, missile, and ground armor lines, with Lair and Hive gates for the second and third levels. Blight Hurlers now use ground and air needle volleys. The Spine Den researches their weapon range, speed, and Hive-gated Lunge. The fixture checks tier costs, FIFO timing, damage per upgrade, and Lunge’s point order, double-speed duration, and cooldown. Blizzard’s carapace prices, Blizzard’s Lunge update
- The Ambusher Den enables Blight Hurlers to morph into Spine Ambushers. They can burrow without faction-wide research and fire a ground-only line with an armored bonus. The fixture checks the cocoon, its refund, concealed fire, friendly and air filtering, and the two Hive-gated upgrades. The Ambusher, Den, and Adaptation Chamber use reproducible Antigravity models. A rendered combat demo verifies the R hotkey, the spine attack, and emergence, with original attack audio and voice lines.
- The Gnarl commander now starts a Spore Tap before the repeated supply and combat decisions that delayed its gas in rush games. A fixed-seed regression shows the first delivery at 1:19 against both Meridian and Concord, down from 10:18 and 10:56 in the preceding runs. All three Gnarl seed-3 matchups finished by elimination. The dedicated server and both rendered viewers also agreed on Concord’s win by elimination at tick 37,700 in the latest threefold-clock test on one Windows host.
- All 36 cases in the Gnarl ground-tech matrix finished by elimination within 12:23. A normal-speed Random/Random run rolled Meridian versus Gnarl, and both rendered viewers agreed with the dedicated server on Meridian’s elimination win at tick 15,215. The 4:10 recording includes the menus, gameplay, result and stereo audio. Both viewers and the server later agreed on Concord’s elimination win at tick 85,608. Both runs used one Windows host.
- The Carapace Cavern unlocks the ladder Bulwark from a larva, plus its paid armor and speed upgrades. The fixture verifies the hatch cost and time, health, armor, frontal cleave, and immunity to the current Concussive Shells slow. The Spore and Thorn Watches can uproot, walk, and root on living ground. The fixtures verify their target filters, damage, placement gates, timed movement and detector handoff. Blizzard’s Ultralisk changes, Blizzard’s Spore Crawler damage change
- Drift Sacs can evolve into eight-slot Haulers or Seers while retaining supply. Seers can hold a wider detection position, pause an enemy producer, and hatch temporary Mimics. The scout fixture verifies the paid morphs, boarding, creep generation while stationary, detection changes, paused and resumed production, and the disguise shown to an enemy observer. The current Mimic forms cover basic infantry, with the shield and wing variants open. Blizzard’s 5.0.17 Overlord speed, Blizzard’s Contaminate targeting fix
- The Spire researches flyer attacks and carapace, unlocks Corrosion Flyer hatching and evolves to its Hive-gated Greater form. Corrosion Flyers can channel a ramping structure attack. Greater Spire tech unlocks the Brood Siege Flyer, which launches two temporary ground Broodlings. The fixtures verify research tiers, upgraded bounce damage, the timed channel and cancellation, paid morphs and Broodling expiry. Blizzard’s Spire changes, Blizzard’s Brood Lord speed hotfix
- The Infestation Pit unlocks the unarmed Mireweaver and researches Microbial Shroud and Neural Tether. A fixture verifies hatching, mobile Burrow, Fungal Grasp’s delayed impact, slow, reveal and damage, Shroud’s ranged damage reduction, and temporary enemy control that ends on timeout, range break or caster death. The commander checks camera and fog for spells. Projectile speed and transport interactions during Neural Tether still need parity checks. Blizzard’s 5.0.17 patch notes
- Locust Brooders hatch from the Infestation Pit branch and launch pairs of Flying Locusts from either Burrow state. The fixture verifies the 43-second cooldown, 18-second lifetime, automatic and manual Swoop, and the ground weapon after landing. Swoop uses the six-tile range in Blizzard’s published patch. The tunnel fixture verifies paid visible-ground Worms, sequential loading and unloading, shared cargo, supply retention, and destruction of cargo when the last endpoint dies. Tunnel load and unload use the published 0.18 and 0.36 second values, while the Gemini dump lists 0.09 and 0.18. Blizzard’s Swoop range change, Blizzard’s tunnel timings
- The next 36-match air-tech matrix finished by elimination in every case within 22:18. A same-host dedicated replay with the Mireweaver and Locust code also reproduced Concord’s tick-85,608 win across both viewers and the server. The air-siege demo verifies the Antigravity models, Caustic Spray, the Brood Siege Flyer’s volleys and original game audio at normal zoom.
- The Hive unlocks the Siphon Wyrm. Its fixture verifies paid production, Siphon’s 7.5 HP floor and interruption, Grasp’s protection for Howitzers, the ground range limit from Blinding Cloud, and a non-stacking Parasitic Cloud that remains after its aircraft anchor dies. The Grasp rule follows the 5.0.17 patch notes for both Howitzer modes. Blizzard’s 5.0.17 patch notes
- Gnarl ground tech now includes Metabolic Boost, Hive-gated Adrenal Glands and Lair-gated Rolling Spores. Brood Keepers seed Growth Tumors and Transfuse on living ground. The Tumor fixture verifies energy cost, maturation, concealment, the spread charge, and the child link used by control groups. Living ground spreads and recedes on a 29-tick interval using the engine’s existing grid. Needlewings now turn before firing within a 45-degree weapon arc. Blizzard’s 5.0.17 patch notes
- Concord air production runs through powered Star Assemblies. The Fleet Spire gates higher air upgrades and heavy ships. Focused fixtures cover Dawn Interceptor lift, Prism Ray alignment, Horizon Lancer weapon masks and siege research, Fleet Carrier hangar accounting, Sunseer Revelation and Stasis, and the Heartstone’s unique 350 HP and 350 shield Crownspire. Crownspire volleys hit up to four targets and its three spells have independent cooldowns. Blizzard’s 5.0.14 patch notes, Blizzard’s 5.0.17 patch notes
- All 36 matches in the subsequent Concord air matrix ended by elimination. The longest was seed 17, case 4, at 25:12. The Fleet Carrier, Pursuit Fighter and Horizon Lancer have reproducible original Antigravity models.
- The Specter Academy and an attached Research Module unlock the Shade Agent. The fixture verifies cloak research, damage interrupting Steady Targeting, EMP against shields and cloaked targets, and the Academy’s single paid Tactical Charge. The Shade Agent and Academy have reproducible original Antigravity models. EMP projectile speed remains provisional. Blizzard’s 5.0.17 patch notes
- The Workshop trains Cinder Runners and Guards, Sentinel Mines, Vortex Rovers and Atlas Walkers. The fixture covers module and Armory prerequisites, line and cone flame attacks, the Sentinel Mine’s aim delay, launch and guided travel, friendly splash, reload concealment, mobile Lock On, and the Atlas’s four-hit airburst. The commander uses camera and faction vision for mode changes and targeted orders. Blizzard’s 5.0.14 patch notes, Blizzard’s 5.0.17 patch notes
- The Field Armory researches infantry weapons and armor. The Vehicle Armory gates the second and third infantry tiers and researches separate vehicle weapons, ship weapons and shared plating. The Meridian research fixture also covers Stim, Combat Shields, Concussive Shells, four-slot bunkers, salvage, air-only Sentry Turrets and burn-down below one-third health. All 36 cases in the preceding Workshop matrix ended in elimination. Blizzard’s Terran guide, Blizzard’s Stim recast fix
- The airframe fixture covers both Kestrel modes, Smart Servos, Rampart healing and sequential drops, Night Harrier cloak, and both Sky Sentry modes. The Sky Sentry grants ordinary vision inside its ground-fire zone. Rampart Reactor uses the 53.57 seconds in the live patch notes. The Gemini dump lists 50 seconds. Blizzard’s Rampart counterpart update, Blizzard’s Viking and Liberator updates
- The capital fixture covers Watchkeeper detection, timed Bastion Turrets, researched Systems Jammer, Armor Breaker’s shield and health armor effects, and the Dreadnought’s moving laser batteries, Siege Beam, and Tactical Jump. Watchkeeper missiles follow moving targets using acceleration and speed limits from the installed 5.0.17 data. Their flight paths use a planar approximation. Blizzard’s Watchkeeper counterpart update, Blizzard’s Tactical Jump update
- Ladder Research Modules have their own command cards and queues. A Workshop can train a vehicle while its Module researches. The attached building can lift when the research finishes or is canceled. The relocation fixture verifies that a rival Meridian Hangar can claim a detached module and use its own research options. Blizzard’s add-on guide, Blizzard’s lift restriction
- Standard ladder attacks use the pinned Faster-speed cooldown jitter and a separate seeded random stream. The fixture checks live shot intervals, replayable timing, wind-up cancellation when a target leaves the allowed range, and the Dreadnought’s fixed interval and sustained targeting. Blizzard’s deterministic simulation notes, Blizzard’s Battlecruiser changes
Tasks
Baseline and content inventory
- 01. Pin the balance data. Record the dump hash, patch, build metadata, source for each disputed value, and time and distance units. Run its validator during import. Cross-check patch-sensitive values first, including starting workers and resources, Reaper build time, Ghost stats, Warp Gate timings, and Zerg tech costs. Use real-time Faster values once when converting to RobOS ticks.
- 02. Map the entire ladder roster. Produce a checked-in crosswalk keyed by canonical ID for every unit, structure, mode, weapon, ability, and upgrade. Record the Starfall equivalent, dependencies, and whether stats, behavior, assets, and tests are complete. Give eggs, summons, temporary effects, and transformed variants their own entries where they differ mechanically. Audit the production and research graph for missing prerequisites and unreachable entries.
- 03. Apply one online ladder ruleset. Load the same normalized data and rules on the server and clients. Include their content and the map in the match compatibility check. Keep the campaign’s distinct rosters, scenario gates, and unit behavior covered by regression tests. The AI match uses the same hashed definitions and map on all peers. The campaign regression suite passes with the separate campaign definitions.
Frontier Hunters and shared simulation
- 04. Lock the Frontier Hunters battlefield. Keep its dimensions, bridges, crossings, expansions, and eight start locations. Check that every allowed pair of starts has a usable route, reachable minerals and gas, room for production and add-ons, viable expansion access, and comparable worker travel. Correct terrain or placement defects that create a one-sided or unreachable start. The geometry test covers 136 routes, 180 deposits, gas extractor placement, and all three town-hall footprints. The opening test covered every start, with the longest worker trips ranging from 8.27 to 8.55 world units and 20-second income from 290 to 310 crystal.
- 05. Install the 5.0.17 opening economy. The ladder fixtures verify 12 workers, 50 crystal, zero aether, faction opening supply and entities, and the 200 supply cap. Standard starts have four 1,800 and four 900 crystal fields and two 2,250 aether vents. The economy fixtures cover overlapping mineral workers, three-worker gas assignment, one protected worker inside the extractor at a time, rich deposits for all factions, depletion, transfer to a surviving expansion, and the Prospector’s larger trips. Blizzard’s resource guide
- 06. Match movement and vision. Check speed, acceleration, turning, collision, push priority, structure footprints, ramps, cliff jumping, flight, and group routing around water and blockers. Implement and test high-ground vision, detection, cloak, and burrow. Verify each rule against both unit movement and AI observations.
- 07. Match combat resolution. Verify HP, shields, energy, regeneration, armor, attributes, multi-hit damage, bonuses, minimum range, weapon arcs and target masks, wind-up, backswing, cooldown jitter, projectile travel, and splash/bounce/friendly fire. Cover shield-to-HP overflow, Barrier, Guardian Shield, Anti-Armor Missile, and Microbial Shroud with numeric fixtures. Keep randomness and the order of effects deterministic.
- 08. Match production and effects. Support costs, refunds, build and morph times, charges, prerequisites, upgrade levels, cooldown and channel interruptions, aura stacking, timed entities, transport cargo, and status immunities. Verify that abilities and upgrades change actual outcomes and that the HUD shows the applied rules.
- 09. Match victory and draw behavior. The opening fixture verifies lifted headquarters survival, the rebuild window and fog-safe structure reveal, simultaneous elimination, the 129-second warning and 258-second draw, and the five actions that reset the timer. Ward kills and partial building damage preserve the countdown. Dedicated runs verified the server result on both scorecards and an unchanged outcome when both observers left. Blizzard’s stalemate rules, Blizzard’s excluded targets
Complete all three factions
- 10. Meridian Guard ground roster and production. Audit Pioneer/SCV, Rifleman/Marine, Breacher/Marauder, and both Howitzer/Siege Tank modes. Fill confirmed gaps in the Reaper, Ghost, Hellion/Hellbat, Widow Mine, Cyclone, and Thor lines. Complete Barracks/Factory prerequisites, shared add-ons, add-on swapping, lift and land, lowerable depots, bunkers, repair, and burn-down.
- 11. Meridian Guard air, macro, and research. Complete Viking modes, Medivac, Liberator modes, Raven and Auto-Turret, Banshee, Battlecruiser, and the Ghost’s Tactical Nuke. Audit Kestrel and Rampart for the parts they already cover. Complete command structure morphs, MULE, scans, static defenses and detection, salvage, and all weapon, armor, and unit upgrades.
- 12. Gnarl Brood economy and ground roster. Verify Forager/Drone, Skitterling/Zergling, Sporeburst/Baneling, and the existing Brood Keeper and ground combat lines. Match worker-consuming construction, supply and scout morphs, larva and cocoons, Queen Inject, creep growth and movement bonuses, burrow variants, Hatchery/Lair/Hive prerequisites, and the Roach/Ravager, Hydralisk/Lurker, and Ultralisk lines.
- 13. Gnarl Brood air, casters, and research. Audit Needlewing against Mutalisk’s actual attack and bounce rules. Complete the Overlord transport and Overseer forms, Changelings, Infestor, Swarm Host and Locusts, Corruptor, Viper, Brood Lord and Broodlings. Complete Nydus endpoints, uproot/root defenses, tech structures, and all live upgrades including the Infestation Pit’s Microbial Shroud.
- 14. Aurelian Concord ground roster and power. Verify Mote/Probe, Sunblade/Zealot, Skirmisher/Stalker, and existing support units. Close the Sentry, Adept and Shade, High Templar, Dark Templar, Archon, Immortal, Colossus, and Disruptor/Nova gaps. Complete the required tech branches, power loss, fast and slow Warp Gate fields, Chrono Boost, Strategic Recall, Energy Recharge, and shield batteries.
- 15. Aurelian Concord robotics, air, and research. Audit existing detectors, transports, and capital ships by role. Complete Observer modes, Warp Prism modes, Phoenix, Void Ray, Oracle and Stasis Ward, Tempest, Carrier and Interceptors, and Mothership. Wire the Robotics and Stargate branches, static defenses, and all weapon, armor, shield, and unit upgrades.
- 16. Run Antigravity (
agy) on every missing or incomplete asset row. Use the existingcreate-rts-unitworkflow. For each applicable entity, deliver an original gameplay-readable 3D model and team colors, portrait and command icons, movement and idle animation, attack and cast timing, morph/flight/death effects, distinct SFX, and voice lines or creature cues. Reuse shared meshes for variants with readable mode changes. Integrate throughRTSModels,RTSWorld3D,RTSIcons,RTSAudio, and the existing generators. Review in-game at normal zoom and run a short combat or ability demo with game audio for each new playable unit.
Online lobby and AI controllers
- 17. Add the online match setup. On the existing ENet connection screen, expose Frontier Hunters and an AI vs AI option. Let the match creator set both faction slots independently. Start with one connected viewer and allow a second viewer to join the lobby before launch. Show the map, selected factions, connection state, and start status. Preserve the existing human 1v1 flow.
- 18. Resolve Random on the server. Accept Random for either slot, roll independently and uniformly over all three factions, and allow mirror matches. Keep faction RNG independent of start-position RNG. Send clients the chosen and resolved factions, seed, map and ruleset, and assigned starts. Verify same-seed reproduction and that all outcomes are reachable.
- 19. Run both existing RobOS commanders on the dedicated server. Configure two independent
RTSCommanderAIseats using the same difficulty and resources. DriveRTSSkirmishAIthrough paid, legal game orders. Apply AI orders at explicit simulation ticks and replicate them in the ENet command stream. Move any AI-only state changes that affect simulation into shared deterministic logic or the replicated command path. Clients observe and simulate the server’s stream with no local AI decisions or command authority. - 20. Teach both commanders the complete tech trees. Give each faction a legal opening, worker and supply management, gas timing, expansions, tech transitions, upgrades, and viable compositions through late game. Use unit modes, detectors, spellcasters, transports, and air and ground counters under the same limits as player commands. Reset all per-seat AI memory between matches.
- 21. Make the commanders fight across Hunters. Scout unoccupied and enemy start sites through fog, plan attacks over bridges, replan blocked routes, withdraw or expand when appropriate, and finish exposed bases. Respond to cliffs, choke points, air attacks, cloaked threats, and protected artillery using only information available to each faction. Exercise long and short starts so the bots don’t idle indefinitely or deadlock on a bridge.
- 22. Complete the online observer flow. Show both factions and their color, player-view fog, camera controls, match clock, and the final scorecard. Verify live frame delivery, deterministic digests, duplicate and late input handling, room reuse, and that joining or leaving the viewer does not surrender either bot. Keep the simulation running on the server’s clock while menus are open. The lifecycle run produced identical seed 3 results at tick 26,425 with two viewers and after both viewers left. The sequence fixture rejects replayed orders and frames and detects missing frame predecessors.
Proof that the match is ready
- 23. Verify every crosswalk row. Test legal production, costs and times, stats, abilities, upgrades, modes, and combat outcomes at applicable upgrade levels. Check assets at normal zoom. Use reference match timelines or short in-game captures for disputed interactions. Document remaining differences as failures on their task rows.
- 24. Run the complete matchup matrix. The seeded weapon timing build finished all 36 cases by elimination across nine ordered pairs, three Random combinations, and seeds 3, 17, and 31 with swapped starts. The longest match lasted 20:01. The headless fixture logs opening income, first gas, tech timing, route recovery, army production, and the result. A full matrix for the subsequent movement and missile changes remains unverified.
- 25. Play and record the online match through the actual menu. Start Random/Random on Frontier Hunters against the dedicated server. Watch on two rendered clients on separate machines over LAN or VPN. Let both AIs scout, build and fight to a legitimate server win or draw, using no forced result or state injection. Confirm both viewers agree on factions, start sites, commands, and final scorecard. Capture the fighting with game audio and keep server logs with the seed and final result.
Acceptance
The menu launches the match, each side can independently choose a faction or Random, both bots play through the RobOS AI engine, and every live ladder entity needed for the matchup has its verified mechanics and finished assets. The completion evidence is a full, recorded online match plus the roster and matchup test results. The expected comparison is against the reference rules and unit interactions. AI win rates help find regressions and do not by themselves establish ladder balance.