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Active: 1485 users

[MOD] Yet Another Build Order Tester (YABOT) - Page 10

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 8 9 10 11 12 43 Next All
xorpwnz
Profile Joined May 2010
United States185 Posts
June 16 2010 10:00 GMT
#181
On June 16 2010 18:26 Drazzzt wrote:
Show nested quote +
On June 16 2010 17:45 Looky wrote:
anyone else getting this "triggerdialogerror" when trying to use a imported custom build?


I got it when using an upgrade which was not yet encoded in yabot (like overlord speed). It will translate to a "-1" in your encoding. If yabots "sees" a -1 it will more or less crash (needs a bugfix).
Workaround: remove the -1 entry from your build in the bank file (and don't forget to reduce the number of steps by 1).

Well said. Also you can get the error when pasting into chat... I'm going to disable pasting into chat for the next version because it's causing a lot of problems. In the mean time, just edit your bank file manually. More instructions here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=130700
Full
Profile Joined April 2010
United Kingdom253 Posts
June 16 2010 15:16 GMT
#182
Was wondering what all the hype was about this ums...

I've been using it for about 2 hours straight, and it's just so much fun

Really well made, really helpful. Well done

And yeah i think i read someone that this may become the standard for sharing build order and i agree
Full
Profile Joined April 2010
United Kingdom253 Posts
Last Edited: 2010-06-16 15:20:26
June 16 2010 15:20 GMT
#183
By the way does anyone know the correct timing for when the 10 gate zealot push should come against zerg and how many?

Thanks


e: soz double post
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
June 16 2010 15:27 GMT
#184
Wow GJ Fantastic man thnx!
10%
jpaugh78
Profile Joined May 2010
United States179 Posts
June 16 2010 17:57 GMT
#185
I just wanted to note a bug I found in the most recent version (1.7 steppes of war).

For the Tank Terran build, when you make the 2nd tech lab (for the factory), it doesn't get checked off your list. I believe you coded the barracks tech lab into that build instead of the factory one. It's not a huge bug, but I just thought I'd point it out so that it could be fixed for the next build. I've only tested the Steppes of war map so far, so I don't know if the same error occurs on the other 3 maps.

But at any rate, I love what you've done so far. Good work! I can't wait to see where this goes in the future, as it can only get better.
TheBaron87
Profile Joined April 2010
United States4 Posts
June 16 2010 18:18 GMT
#186
Not sure if it has been said but I just watched your video and I noticed your target resources for the build orders are all 0, but the summary records the resources you had before subtracting the cost of the building. For example, at the end of the video your refinery is listed as 7 85 0. It would be much more useful for optimizing builds if the summary showed how many "extra" resources we had beyond the cost of the building. It would also make objectives like 10 0 0 make sense.
Criticism is a negative force meant to create positive effects.
Looky
Profile Joined April 2010
United States1608 Posts
June 16 2010 18:26 GMT
#187
On June 16 2010 19:00 xorpwnz wrote:
Show nested quote +
On June 16 2010 18:26 Drazzzt wrote:
On June 16 2010 17:45 Looky wrote:
anyone else getting this "triggerdialogerror" when trying to use a imported custom build?


I got it when using an upgrade which was not yet encoded in yabot (like overlord speed). It will translate to a "-1" in your encoding. If yabots "sees" a -1 it will more or less crash (needs a bugfix).
Workaround: remove the -1 entry from your build in the bank file (and don't forget to reduce the number of steps by 1).

Well said. Also you can get the error when pasting into chat... I'm going to disable pasting into chat for the next version because it's causing a lot of problems. In the mean time, just edit your bank file manually. More instructions here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=130700



thank you guys
vlovsky
Profile Joined June 2010
United States21 Posts
Last Edited: 2010-06-16 20:32:40
June 16 2010 20:28 GMT
#188
On June 17 2010 03:18 TheBaron87 wrote:
Not sure if it has been said but I just watched your video and I noticed your target resources for the build orders are all 0, but the summary records the resources you had before subtracting the cost of the building. For example, at the end of the video your refinery is listed as 7 85 0. It would be much more useful for optimizing builds if the summary showed how many "extra" resources we had beyond the cost of the building. It would also make objectives like 10 0 0 make sense.

Having an option to choose what to see either resources and food just before an action started or the same right after makes sense. However, I think all those 0's could have confused you. Those mean 'n/a' - not important. Comparison of those to the actual values in the summary screen is meaningless.Thoughts anyone?

- Vlad

P.S. Additionally those 0's imply constant building of peons without any time gaps whatsoever, so it becomes an ultimate measure of time in those builds.
qartar
Profile Joined June 2010
9 Posts
June 16 2010 21:26 GMT
#189
I still get the e_arrayIndexUnderflow as zerg freestyle. I had a similar problem in one of my own maps; I had two arrays declared but one would constantly generate Underflow/Overflow exceptions even though they were both being accessed by the same index variable. Putting the two arrays into a record solved the problem.
Synk
Profile Joined April 2010
United States297 Posts
June 17 2010 00:13 GMT
#190
This has proven very useful for me in refining the builds I already had in place, just want to say thanks a bunch for making this.
Don't argue with stupid people, they will drag you down to their level and beat you with experience.
xorpwnz
Profile Joined May 2010
United States185 Posts
Last Edited: 2010-06-17 01:55:10
June 17 2010 01:54 GMT
#191
On June 17 2010 06:26 qartar wrote:
I still get the e_arrayIndexUnderflow as zerg freestyle. I had a similar problem in one of my own maps; I had two arrays declared but one would constantly generate Underflow/Overflow exceptions even though they were both being accessed by the same index variable. Putting the two arrays into a record solved the problem.

If any of you are seeing the arrayIndexUnderflow error, it is most likely because you did something in your build order that YABOT doesn't recognize. When this happens, you will see a -1 in one of the build order steps when you look in your bank file. If you know what you did that caused this, please let me know so I can fix it. I think Zerg is the only race having problems and someone said it may be due to the overlord speed upgrade.
Wud
Profile Joined June 2010
10 Posts
June 17 2010 03:10 GMT
#192
I got that error tonight, and I didn't get overlord speed. I don't still have the build order,but I was going for roaches, and I think I got the roach tunneling claws and also burrow, so one of those may have done it.
jpaugh78
Profile Joined May 2010
United States179 Posts
Last Edited: 2010-06-17 04:01:40
June 17 2010 04:00 GMT
#193
I just tested all 3 upgrades for the Lair (one upgrade per game) and the only one that gave me the overflow error was burrow. Ventral Sacs and Overlord speed didn't give me the error.
xorpwnz
Profile Joined May 2010
United States185 Posts
June 17 2010 04:19 GMT
#194
On June 17 2010 13:00 jpaugh78 wrote:
I just tested all 3 upgrades for the Lair (one upgrade per game) and the only one that gave me the overflow error was burrow. Ventral Sacs and Overlord speed didn't give me the error.

Burrow... that's what's causing it. Thanks for your help... it will be fixed ASAP
qartar
Profile Joined June 2010
9 Posts
June 17 2010 05:10 GMT
#195
Looks like Creep Tumor is also not recognized.
mrproper
Profile Joined April 2010
Romania93 Posts
June 17 2010 12:53 GMT
#196
On June 17 2010 00:20 Full wrote:
By the way does anyone know the correct timing for when the 10 gate zealot push should come against zerg and how many?

Thanks


e: soz double post

You can actually do that build, and write down the time it took for the zealot to go to the closest map location, and use that time in your zerg build against protoss, by entering the wave composition and that time.
jpaugh78
Profile Joined May 2010
United States179 Posts
June 17 2010 13:26 GMT
#197
On June 17 2010 14:10 qartar wrote:
Looks like Creep Tumor is also not recognized.

Indeed.

I just tested a build where all I made was drones, queens and creep tumors, with no other upgrades or buildings, and got the overflow error again.

To be honest, I don't think creep tumors should be saved in a build anyways. All zerg players know you need to use them, but I don't think it would make or break a build if you didn't place the tumor at the right time.
Drazzzt
Profile Joined September 2002
Germany999 Posts
June 17 2010 13:40 GMT
#198
On June 17 2010 22:26 jpaugh78 wrote:
Show nested quote +
On June 17 2010 14:10 qartar wrote:
Looks like Creep Tumor is also not recognized.

Indeed.

I just tested a build where all I made was drones, queens and creep tumors, with no other upgrades or buildings, and got the overflow error again.

To be honest, I don't think creep tumors should be saved in a build anyways. All zerg players know you need to use them, but I don't think it would make or break a build if you didn't place the tumor at the right time.

IMO you're wrong here. Against Hellion harass placing the creep tumor at the right place and time is often absolutely crucial...
Be Nice, Be Fair, Be Mannered.
jhfrey89
Profile Joined June 2010
United States1 Post
June 17 2010 20:10 GMT
#199
This is a wonderful map. It's definitely taught me the value of making more units earlier on in a match. However, in ZvT, I'm having a difficult time holding off that second push of Marines/Marauders. So, in a shameless cry for help, if anyone would be willing to send me a PM (as to not spam/derail the thread) with suggestions, it'd be greatly appreciated.

In a semi-unrelated note, I have noticed that on custom build orders (that are on the lengthier side, at/around the objective cap) the complete list of orders do not show up in their entirety, nor does the objective list scroll or update in any way as objectives are completed. It could just be me, as I haven't seen anyone else mention this problem, but I wanted to make a note of it.

Thanks!
ganil
Profile Joined August 2009
253 Posts
Last Edited: 2010-06-17 20:16:55
June 17 2010 20:15 GMT
#200
There is an issue with the AI. It's obvious when you play against a protoss who mix stalkers with sthg else : stalkers come in my base way before the rest of his army. So the army should be grouped :/.

It would be good if we could play till the ~15 min mark too (with pushes till 13-14 minutes). 9 min isn't enough.

Other than that, it's a very good map^^.
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