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Author Topic:   The Art of War, Part 4: Divide and Conquer
Sirlin
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posted 11-05-2000 09:02 PM     Click Here to See the Profile for Sirlin   Click Here to Email Sirlin     Edit/Delete Message   Reply w/Quote
The Art of War, Part 4: Divide and Conquer

Over 2,500 years ago, Sun Tzu wrote a book called The Art of War, in which he told us to divide and conquer the enemy, and to concentrate our firepower. Over one year ago, Zileas wrote a webpage called The Zilean School of AssKicking, in which he told us to do basically the same thing.

Zileas was talking about Starcraft and Tzu was talking actual war, but since real-time strategy (RTS) games are (arguably) simulations of actual war, it’s not surprising that great minds have thought (thunk?) alike here. What’s interesting is that while Tzu wrote mostly about the large, macro scale, Zileas wrote about the very same concepts on the small, micro scale. Ironically, Zileas made his fame in the Starcraft world by developing and writing about his “new school” approach to the game where he focuses on dividing and conquering and concentrating firepower on the micro level, rather than the “old school” approach of concentrating on the macro level. In case you missed the irony, it’s that the old school that Zileas argued against was just another interpretation of the very same concepts his own school was based on, all straight from The Art of War.

On the most zoomed out level, Tzu tells us when to attack, based on the sheer size of the armies involved:

“It is the rule in war: If our forces are ten to the enemy’s one, to surround him; if five to one, to attack him; if twice as numerous, to divide our army into two, one to meet the enemy in front, and one to fall upon his rear; if he replies to the frontal attack. he may be crushed from behind; if to the rearward attack, he may be crushed in front.

“If equally matched, we can offer battle; if slightly inferior in numbers, we can avoid the enemy; if quite unequal in every way, we can flee from him. Though an obstinate fight may be made by a small force, in the end it must be captured by the larger force.”

On the most zoomed out level, Zileas tells us when (in Starcraft) we are losing:

“If your kill ratio multiplied by the ratio of your production to their production is less than 1, you are losing. If their economy is gaining speed, and yours is stationary, and this number is close to but over 1, you are still probably losing.

When I say kill ratio I do not mean units killed/units lost; I mean RESOURCES killed/RESOURCES lost both in terms of unit production, miscellaneous upkeep costs (scarabs) and building production/loss.”

The Art of War

One of Tzu’s main points is to attack an inferior force with a superior one. Even if both armies are of the same size and power, this can easily be done by looking at smaller pieces of the whole. If the enemy only defends one piece of his empire—and we know this—then the rest of his empire is wide open. We can send but a fraction of our troops to dismantle any number of his undefended spots. The more spots he defends, the weaker each spot becomes. If he defends all ten of his outposts equally and we concentrate the attack of but half our army at one spot, we outnumber him 5 to 1! We have concentrated our firepower, while the enemy’s has been divided and weakened.

All of this rests upon the shoulders of secrecy and reconnaissance. Without these, Tzu’s method of divide and conquer would not be possible.

“The spot where we intend to fight must not be made known, for then the enemy will have to prepare against a possible attack at several different points; and his forces being thus distributed in many directions, the numbers we shall have to face at any given point will be proportionately few.

“…Numerical weakness comes from having to prepare against possible attacks; numerical strength from compelling our adversary to make these preparations against us. Knowing the place and time of the coming battle, we may concentrate from the greatest distances in order to fight. But if neither time nor place be known, then the left wing will be impotent to succor the right, the right equally impotent to succor the left, the van unable to relieve the rear, or the rear to support the van.”

So Tzu tells us to keep our own positions and intentions secret. He tells us to discover the positions and intentions of the enemy. Through this we can concentrate our firepower on the enemy’s weakest points, even at the expense of our own defense; if our weak points are secret from the enemy, he will not know where to attack. And our intentions being secret force the enemy to divide his own force for us, in effect, conquering himself, since he cannot hope to defend with parts of an army against the whole concentration of attack from ours.

Starcraft: The “Old School”

Tzu’s ways are the ways of the best Starcraft players in what Zileas calls the “old school.” These players strive to build a strong economy to finance overwhelming hordes of units. When they outnumber the enemy 10 to 1, they attack; 5 to 1, they surround…you get the idea. Individual battles matter little to these players, since it’s more important to build a large mobile force capable of attacking the opponent’s weak spots.

Most of these players come from the days of Warcraft 2, Starcraft’s predecessor. Warcraft’s interface and units didn’t allow players to gain much benefit from micromanaging individual battles. Warcraft’s units were more…homogeneous…meaning you didn’t see kill ratios of 50:1 like Templars and Reavers are capable of in Starcraft. In short, macromanagement was the only way to go. Build a large army. Divide the enemy’s army. Concentrate the firepower of your army.

Starcraft: The “New School”

And then there was Zileas. He came along and pointed out the amazing effects micromanagement of individual battles can have in Starcraft, and he preached the revolutionary ideas of…divide and conquer and concentration of firepower…on the small scale, that is.

Lesson 1: Shift queue to concentrate firepower. When enemy forces engage, say 10 marines versus 10 marines, they will fire at each other in a mostly random distribution, so units will only start dying towards the end of the battle. The better player will select all his marines and concentrate their firepower on a single enemy marine, then (hold shift to) queue the next command to concentrate firepower on the second enemy marine, and so forth. All 10 of the first players marines will kill one of the enemy’s units right way, reducing his firepower. The 10 marines will then automatically (through shift queuing) concentrate their fire on the next enemy unit, then the next one, and so on. The enemy is dividing his own fire but the better player concentrates it.

Lesson 2: Use formation to concentrate firepower. When two enemy forces engage, say 10 marines versus 10 marines, formation can be everything. If one player marches his single file line of marines into a horizontal line of enemy marines, the horizontal line formation will be able to concentrate its fire on the first marine in the single file line, then the second, and so on. The last marines in the single file line won’t even be close enough to fire until all their friends are dead. Even better than a horizontal line is “shallow encirclement,” a crescent shaped formation that maximizes the firepower one can apply to a point.

Lesson 3: Use choke points (narrow passes) to divide the enemy’s units. When a large enemy force must pass through a narrow choke point (either naturally created by terrain or artificially by your buildings) he is dividing his own force for you. You can concentrate your firepower on each unit as it passes by.

There are more lessons, but his point is the concentration of firepower on the small scale of an individual battle. I cannot leave out Zileas’s most extreme and signature use of concentration of firepower: his “Doom Drop.”

Zileas is known for playing the Protoss race, the race smallest in numbers and most powerful in punch. Notice that they are already concentrated before he even got a hold of them. A so-called Doom Drop is when you fill 4 or 5 shuttles (flying transports that carry other units) full of amazingly powerful Protoss attack units such as Reavers, Templars, and Archons. (These shuttles are accompanied by Scouts, heavily armored air units.) This superabundance of force—this concentration of firepower—is enough to overwhelm nearly anything, so long as it is applied instantly at a single point. When 1 Archon, 3 Reavers, 4 Zealots, and 3 Templars suddenly appear in the middle of your base, the sheer force of it all applied to your surely badly positioned units is usually too much.

Even more devastating is what Zileas calls his “Extra Crispy with Slaw” version of the Doom Drop, where he uses hallucinated (illusionary) units to draw fire. Flying 4 shuttles into an enemy base is not an easy task, since they’ll probably be shot down easily whatever anti-air happens to be scattered about. 4 Shuttles accompanied by, say, 5 scouts is another matter. Now the anti-air fire has been divided among more targets. Better still if all these targets are accompanied by, say, 10 illusionary Scouts. The illusions can’t attack, but they draw fire enemy fire giving the real units more time to act. In effect, the illusions divide and conquer the enemy’s anti-air fire.

Micro and Macro

Why not apply Tzu’s teachings of divide and conquer and concentration of firepower on the large scale as well as the small? Must one choose one over the other? The answer in Starcraft, realistically, is yes. One only has so much attention which must be divided between micro Extra Crispy with Slaw Doom Drops and macro economy and horde-building. Zileas explains:

The Third Resource: Concentration

“Minerals and Gas are the resources that most players think in terms of. Although these are central to the game, you also need to think in terms of concentration. I define concentration as time that a player has to spend focusing on a task during the game. Expanding is a high concentration task, especially if you are Protoss. Attacking certainly has a high concentration level, and the more concentration you put into an attack, the higher the effect. Even scouting carries a high associated cost. One big difference between "Someone who is really good" and someone who is #1 is knowing when you need to watch a battle, and when you don’t, and recognizing that your opponent also has a finite amount of concentration to draw from. There are a number of techniques for minimizing concentration costs (i.e. hot-keying buildings, using magic spell hot keys, queuing attacks, etc.), but everything you do has some intangible concentration cost. I would argue that as you get better at Starcraft, you go into a match with a larger innate concentration income/second. :P It is very possible when doing multiple coordinated attacks at different locations to use your superior concentration reserve (if you have it) to decimate an enemy who is tied with you in terms of unit control and tangible resources. Although I'm sorry to say this, concentration is basically talent. Playing a lot of games slowly raises it, but its something some people have a lot of and some people don’t. It’s kinda like fast sprint ability in running: you can train up and become a great long distance runner, but for sprinting, there’s always that talent based barrier–you can slowly improve it, but everyone has a limit. I’m sure that someone will push me off #1 who has more innate talent, along with the same skills...

“The best way to train concentration, as Visage has reminded me just now over MIT chat, is to play 2 on 1s and 3 on 1s (multiple opponents vs. you). I can often pull 3 on 1s, and certainly 2 on 1s, and really the only reason I can do this is my ability to multitask. Also, team melee is an interesting game as it involves doubled concentration reserves on both sides... well almost doubled since its not one mind thinking at once and they have to communicate...”

Whether you, as a player, spend your concentration resources on the large scale or the small depends on which game is at hand and your personal style. In either case, the same principles are at work. On one level or another, thou shalt concentrate thy fire and divide and conquer thine enemy!

Postscript

In an odd footnote of history, I was a senior at MIT when Zileas, who apparently has a real name (Tom Cadwell), was a freshman. I never actually met him, though. Zileas leveraged his success as a Starcraft player to help form an independent game development company called Ethermoon. The release of his first title, an rts called Strifeshadow: Tournament Edition, is due for release shortly.

--Sirlin

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Dynamo
Junior Member
posted 12-21-2001 01:49 PM     Click Here to See the Profile for Dynamo   Click Here to Email Dynamo     Edit/Delete Message   Reply w/Quote
I guess i'll finally share my thoughts on this.

quote:
Zileas is known for playing the Protoss race, the race smallest in numbers and most powerful in punch

Most powerful, yes. Smallest, by no means are they. Have you seen a bijillion Zealots coming at you?

quote:
Starcraft: The “New School”

And then there was Zileas. He came along and pointed out the amazing effects micromanagement of individual battles can have in Starcraft, and he preached the revolutionary ideas of…divide and conquer and concentration of firepower…on the small scale, that is.


Whats so special about him? It makes him sound like some holy man or something. He didnt come up with anything new.


quote:
A so-called Doom Drop is when you fill 4 or 5 shuttles (flying transports that carry other units) full of amazingly powerful Protoss attack units such as Reavers, Templars, and Archons. (These shuttles are accompanied by Scouts, heavily armored air units.)

And when they drop someone will have EMP shockwave waiting for them. Easy kill

quote:
This superabundance of force—this concentration of firepower—is enough to overwhelm nearly anything, so long as it is applied instantly at a single point. When 1 Archon, 3 Reavers, 4 Zealots, and 3 Templars suddenly appear in the middle of your base, the sheer force of it all applied to your surely badly positioned units is usually too much.

When that many drop on you its so easy to kill them. Its nothing special. Hydralisks can take that out. Even in the middle of the base. If units aren't badly positioned then that "Doom Drop" won't even get in or nearly in.

quote:
A Doom Drop in Starcraft, Zileas style

Since i can't post the pic...its either 2 things: 1. He's hacking in a multiplayer game or 2.he's playing against a lame computer. In that case its EASY to get a "Doom Drop" on it.

quote:
Even more devastating is what Zileas calls his “Extra Crispy with Slaw” version of the Doom Drop, where he uses hallucinated (illusionary) units to draw fire. Flying 4 shuttles into an enemy base is not an easy task, since they’ll probably be shot down easily whatever anti-air happens to be scattered about. 4 Shuttles accompanied by, say, 5 scouts is another matter.

You have to factor in the time it takes to make the High Templars and get their MP up AND the time it takes to build Stargates AND make the Scouts! Thats a TON of gas!

quote:
Now the anti-air fire has been divided among more targets. Better still if all these targets are accompanied by, say, 10 illusionary Scouts. The illusions can’t attack, but they draw fire enemy fire giving the real units more time to act. In effect, the illusions divide and conquer the enemy’s anti-air fire.

The illusionary Scouts will die quickly. They may draw fire but not for very long. You may divide the anti-air fire but you haven't conquered it.

quote:
Preparations for a Doom Drop, Extra Crispy with Slaw

Again i can't show the pic but, you see how much stuff is in that PORTION of the pic?! That would take alot of gas AND minerals. Plus the time to build all that and develop the MP to Hallucinate!


quote:
I’m sure that someone will push me off #1 who has more innate talent, along with the same skills...

He was never #1! People have LONG surpassed him! Practically NOBODY has even most likely HEARD of him! He's nothing special.

quote:
I can often pull 3 on 1s, and certainly 2 on 1s, and really the only reason I can do this is my ability to multitask

Ok 2v1 I can EASILY see do-able, but 3 on 1!? 3 on 1 WHAT!? Computers!? THATS easy! 3-1 HUMANS!? Thats POSSIBLE, IF he's playing NEWBIES. GOOD players will stomp him flat. Nobody on earth can beat 3-1 against humans. Its IMPOSSIBLE!


In short, he's not special. He's not great. He hasn't done anything spectacular. His "Doom Drop" and "Extra Crispy With Slaw" is totally beatable and totally pretty much not do-able on a land map. On that island map i can see why it would work. But on a land map it wouldnt work at all unless his opponent is a turtler.

------------------
I'm the DragonBall GT Final Bout Master!

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Itsatrap
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posted 12-21-2001 02:41 PM     Click Here to See the Profile for Itsatrap   Click Here to Email Itsatrap     Edit/Delete Message   Reply w/Quote
Zileas' major contribution was demonstrating that microing a small number of units was as effective (if not more effective) than simply sending wave after wave of massed units, as was prevalent in War2 and Red Alert (tank/ogre mage rush).

The point wasn't that he was good (which he was), but that there was more than one way to play the game.

- Alan

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You're full of crap
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posted 12-21-2001 02:48 PM     Click Here to See the Profile for You're full of crap   Click Here to Email You're full of crap     Edit/Delete Message   Reply w/Quote
quote:
Zileas' major contribution was demonstrating that microing a small number of units was as effective (if not more effective) than simply sending wave after wave of massed units

You say it like the WHOLE WORLD benefitted from his experiences. Maybe he showed a couple of newbies how to play, but most everyone already knew this.
I'll post more on this later when I have more time.

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You're full of crap
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posted 12-21-2001 08:49 PM     Click Here to See the Profile for You're full of crap   Click Here to Email You're full of crap     Edit/Delete Message   Reply w/Quote
Alright, first off...
quote:
Over one year ago, Zileas wrote a webpage called The Zilean School of AssKicking, in which he told us to do basically the same thing

Who?
quote:
If your kill ratio multiplied by the ratio of your production to their production is less than 1, you are losing. If their economy is gaining speed, and yours is stationary, and this number is close to but over 1, you are still probably losing

Technicly, but you haven't nearly lost.
quote:
If the enemy only defends one piece of his empire—and we know this—then the rest of his empire is wide open. We can send but a fraction of our troops to dismantle any number of his undefended spots. The more spots he defends, the weaker each spot becomes. If he defends all ten of his outposts equally and we concentrate the attack of but half our army at one spot, we outnumber him 5 to 1! We have concentrated our firepower, while the enemy’s has been divided and weakened.

You say that like he can't move units from other places, they have to stay where they are. If you attack his expo, he's not gonna just use what he has at the expo, he'll send more units, or counter.
quote:
if our weak points are secret from the enemy, he will not know where to attack.

Usually the weak points are the cliffs, the back of the base, or a drop where you don't have any defense. You don't have to know he has them undefended, they usually are.
quote:
And then there was Zileas. He came along and pointed out the amazing effects micromanagement of individual battles can have in Starcraft, and he preached the revolutionary ideas of…divide and conquer and concentration of firepower…on the small scale, that is.

The good players already knew this. It's only big news to these really big fat newbs.
quote:
Lesson 1: Shift queue to concentrate firepower. When enemy forces engage, say 10 marines versus 10 marines, they will fire at each other in a mostly random distribution, so units will only start dying towards the end of the battle. The better player will select all his marines and concentrate their firepower on a single enemy marine, then (hold shift to) queue the next command to concentrate firepower on the second enemy marine, and so forth. All 10 of the first players marines will kill one of the enemy’s units right way, reducing his firepower. The 10 marines will then automatically (through shift queuing) concentrate their fire on the next enemy unit, then the next one, and so on. The enemy is dividing his own fire but the better player concentrates it.

Pretty much only in marine battles will this work... maybe hydras. If you try it with melee units, they'll run around trying to hit that single unit, while they're getting attacked. Try it with goons, concentrate fire on one, they move that single goon back, and you chase it, getting fired upon by the rest.
quote:
Zileas is known for playing the Protoss race, the race smallest in numbers and most powerful in punch. Notice that they are already concentrated before he even got a hold of them. A so-called Doom Drop is when you fill 4 or 5 shuttles (flying transports that carry other units) full of amazingly powerful Protoss attack units such as Reavers, Templars, and Archons. (These shuttles are accompanied by Scouts, heavily armored air units.) This superabundance of force—this concentration of firepower—is enough to overwhelm nearly anything, so long as it is applied instantly at a single point. When 1 Archon, 3 Reavers, 4 Zealots, and 3 Templars suddenly appear in the middle of your base, the sheer force of it all applied to your surely badly positioned units is usually too much.

I'm sorry, but that sounds like a newbie talking. Kinda like... "I can beat anything, alls i gotta do is get 24 carriers and some arbiters".
quote:
The illusions can’t attack, but they draw fire enemy fire giving the real units more time to act.

Actually, they can attack, they just don't do any damage.
quote:
I’m sure that someone will push me off #1 who has more innate talent, along with the same skills

Oh my god... You're not #1. Sorry pal.
You may have been #1 a long long time ago, when the competition wasn't as great. But now, the game's nearly perfected. Even the most mediocre of players would beat you.
And it's all about experience, there's little "talent" to it. You're not born with the ability to know when to expand in Starcraft, or what strat to use against other strats. That's just stupidity.
People get Talent and Skill mixed up. Talent is something you're born with, Skill is something obtained through training or experience. You can get as good with experience as you can if you have the talent to "play starcraft good". I guess that's what the talent would be.
quote:
I can often pull 3 on 1s, and certainly 2 on 1s, and really the only reason I can do this is my ability to multitask.

You playin on BGH against some newbs? 3on1's not possible otherwise. Lets see some replays, pal. I've beaten 2on1's, but you're not gonna beat 3on1's. And the 2on1's have to be pretty sorry, if not total newbs. If you beat 3on1's, those folks gotta be like mentally impared, or they're parapalegic, or they've never played the game in their life.

Hacking? Looks like it...

[This message has been edited by You're full of crap (edited 12-22-2001).]

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Myit
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posted 12-23-2001 05:55 PM     Click Here to See the Profile for Myit     Edit/Delete Message   Reply w/Quote
Obviously hacking, if you look at the mini map it is completely revealed. Unless you are a COMPLETE moron, you will realize this and also hopefully realize that he is a lame ass hacker. If anyone trys to defend him I am going to come to your house and kill you!!! Because that means you are a lame ass faggot and you deserve to die!

[This message has been edited by Myit (edited 12-23-2001).]

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Robyrt
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posted 01-07-2002 01:22 AM     Click Here to See the Profile for Robyrt   Click Here to Email Robyrt     Edit/Delete Message   Reply w/Quote
Completely aside from his relative SC sk1llz (which I'm not equipped to judge), I'm completely amazed that the idea of concentrating firepower had to be DEMONSTRATED. It's in the Total Annihilation manual (in fact, it's the only strategy mentioned by name)! Even when you factor in the longer range of most TA units compared fo SC, only the midrange fighters (like marines, or Slashers) can effectively concentrate firepower, but it's extremely powerful when done correctly. I had to unlearn this playing WC2, why is it so hard to use in SC? Or is Zileas simply a mediocre player as others have said?

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Itsatrap
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posted 01-07-2002 11:19 AM     Click Here to See the Profile for Itsatrap   Click Here to Email Itsatrap     Edit/Delete Message   Reply w/Quote
Sorry Sirlin, concentration of firepower isn't a unique tenet of new school gameplay. It's important as a general strategy, but even old school advocates use of concentration of firepower and formations.

Robyrt, Zileas is a good SC player because he uses all of the tools available to him, whereas most people ignore the spellcasters as a waste of time and resources. Plus he wins most of the games he plays, and that's hard to argue with.

Hey Myit, are you going to contribute or just insult people? Make up your mind.

Crapguy, you make some good points, but you don't need to sound so smug about it. It takes away from your credibility.

- Alan

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Dynamo
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posted 01-07-2002 09:15 PM     Click Here to See the Profile for Dynamo   Click Here to Email Dynamo     Edit/Delete Message   Reply w/Quote
quote:
Robyrt, Zileas is a good SC player because he uses all of the tools available to him, whereas most people ignore the spellcasters as a waste of time and resources. Plus he wins most of the games he plays, and that's hard to argue with.

I believe the term should be WAS a good SC player. I dont think he'd last long now. So much has changed since those times long ago.

Many ppl use spellcasters, if someone thinks they arent good then maybe thats why they lose alot.

Well technically he has no proof if he actually won most of the games he played.

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Itsatrap
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posted 01-08-2002 10:54 AM     Click Here to See the Profile for Itsatrap   Click Here to Email Itsatrap     Edit/Delete Message   Reply w/Quote
Zileas was the battle.net champion for several seasons, which I assume means he won a game or two along the way. You are correct, however, that SC has changed so much that those skills are not necessarily applicable any more.

Sure, people use spellcasters, but in the old days it was thought that quantity was the *only* way to win. This was back when people thought Zerg were unstoppable. Hmmm, now that I think about it, SC is a really old game (from 1998). Yikes!

- Alan

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You're full of crap
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posted 01-16-2002 12:15 AM     Click Here to See the Profile for You're full of crap   Click Here to Email You're full of crap     Edit/Delete Message   Reply w/Quote
Zelias was like the beta champion. Not the champion of all SC. He thought he was good later than that, but couldn't win against the better players, so he quit.
SC's older than 98'.

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Itsatrap
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posted 01-16-2002 01:10 PM     Click Here to See the Profile for Itsatrap   Click Here to Email Itsatrap     Edit/Delete Message   Reply w/Quote
Starcraft was released in 1998. Where are you getting *your* information from?
http://www.mobygames.com/game/sheet/gameId,378/

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You're full of crap
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posted 01-21-2002 09:27 PM     Click Here to See the Profile for You're full of crap   Click Here to Email You're full of crap     Edit/Delete Message   Reply w/Quote
You didn't say released in 98'. You just said "from". Cause I have screenshots of 96' starcraft. I know it was RELEASED in 98'.

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DJSystem
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posted 11-01-2002 08:26 AM     Click Here to See the Profile for DJSystem     Edit/Delete Message   Reply w/Quote
Well well well. What a nice friendly discussion. Bit old, but still I would like to comment.

1. Zileas WAS the number one player for quite a while.

2. Zileas now works for Blizzard, so I'd assume that he at least knows SOMETHING about strategy games.

3. Zileas was involved with a game called Strifeshadow which looked better (strategy and playability wise) than any other (other than starcraft, ofcourse) RTS around. Plus, it was damn cheap. I remember some game called 7th legion which was the cheapest crap game ever and it was like 60 bucks. The #*^$'s.

Anyway, those 2 morons in this thread clearly don't have a clue about Starcraft. Zileas didn't 'hack'. Zileas was good and won. Won a lot. The fact that you guys are badmouthing him shows all about your jealousy and incompetence.

How about War3 guys? Anyone of you want a beating? I'm sure you can't play for craps.

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DJSystem
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posted 11-01-2002 08:30 AM     Click Here to See the Profile for DJSystem     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by You're full of crap:
Zelias was like the beta champion. Not the champion of all SC. He thought he was good later than that, but couldn't win against the better players, so he quit.
SC's older than 98'.

Zelias. Hahaha!! You can't even spell a name right, foo!

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