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[MOD] Yet Another Build Order Tester (YABOT) - Page 33

Forum Index > SC2 Maps & Custom Games
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quarkle
Profile Joined October 2010
United Kingdom92 Posts
November 28 2010 18:21 GMT
#641
On November 29 2010 02:32 tpir wrote:

Still 1.1 on NA! C'mon guys you said you were going to publish the new ones like a month ago on battle.net. Doesn't it take a few clicks?!


you could always ask for a refund.
oh wait i just remembered yabot is totally free and the deveoper might have a life outside of starcraft 2
chocopan
Profile Joined April 2010
Japan986 Posts
Last Edited: 2010-11-29 22:54:17
November 28 2010 22:40 GMT
#642
If you are certain that NA multiplayer YABOT is still 1.1 (I haven't checked myself), PM xorpwnz and ask him to update the maps. Nicely. ; ) If he is busy or you don't get a response after a few days, let me know and I can probably upload the 1.2 maps from my NA account.
Dance those ultras
xorpwnz
Profile Joined May 2010
United States185 Posts
November 29 2010 20:53 GMT
#643
On November 29 2010 01:52 Atarxia wrote:
Probably a silly idea, but is it possible to add another mode where the game speed is adjusted beyond "Faster" option? If not, then will it work if you instead adjust all the building and units' production time, walking speed, attacking speed, and such?

Interesting idea! If you could get used to Faster+, then maybe Faster would feel like cake. I think this would be a lot of work though to actually manually speed everything up. Still an interesting idea that is worth looking into.


On November 29 2010 02:32 tpir wrote:
Show nested quote +
On November 26 2010 23:18 HuggyBear wrote:
I can't seem to find the newer versions on the SEA servers. (only Ood's 1.2 multi beta)

May I publish it? (I know its lazy but I find it a bit of a hassle to keep drag/drop then restarting to pick a race)

Still 1.1 on NA! C'mon guys you said you were going to publish the new ones like a month ago on battle.net. Doesn't it take a few clicks?!

The problem is that if I publish the single-player map as multiplayer, it gives a blank screen :p The multiplayer version is almost an entirely different map, which is annoying but necessary.

My plan is to finish up version 1.4 that I'm working on now and then integrate all of the new updates into the multiplayer versions of the maps. The reason I also want to wait until 1.4 is that I need to coordinate with several people to make sure they are up on all regions. That being said I am currently getting slammed with other work (including a programming contract with THQ... some cool games coming down the line ). I'm still dedicated to updating multiplayer though and hope to have it finished by the end of the year.

Version 1.4 will most likely be a "final" version of YABOT although I will keep it updated through patches and bug fixes.
chocopan
Profile Joined April 2010
Japan986 Posts
November 29 2010 22:57 GMT
#644
On November 30 2010 05:53 xorpwnz wrote:The reason I also want to wait until 1.4 is that I need to coordinate with several people to make sure they are up on all regions.


"Red Two standing by."

More soberly, thanks for all the hard work on YABOT. Much appreciated!
Dance those ultras
Atarxia
Profile Blog Joined October 2010
29 Posts
Last Edited: 2010-12-04 04:59:03
December 02 2010 03:45 GMT
#645
I think I will want to work on it, adjusting all the variables for artificially faster game speed and writing them down in a notebook. All I need to do is just simply decrease everything that is production time by 20%... not sure about attacking speed and walking speed. 20% increase too? Another issue is the mining speed... not sure if there is a way to decrease worker's time of harvesting.

P.S

I am pretty new to editor.

Edit:

link removed due to updated map below.

It actually doesn't take long to adjust. I just calculated all it off in my head. I have only made changes for protoss, though.

What I did change...

-modified all the units' walking speeds by increasing the value by 20% in movement tab.
-modified probe's acceleration by increasing the value by 20% in movement tab (for harvesting efficiency)
-modified mineral and gas harvesting time by decreasing the value of 20% in terrazine and mineral field's tabs
-modified all the probe's warping times for building by decreasing the value of 20% in each individual building's production time.
-modified all the units' attacking speeds by decreasing the value by 20% in weapon tabs
-modified the duration of chronoboost's effect from 20 seconds to 16 seconds.
-modified nexus' mana regeneration rate by increasing the value by 20%.
-modified nexus' probe production, from 17 seconds to 13.6 seconds.

What I haven't changed yet...

-shield regeneration rate (easily fixable)
-warp gate transformation animation (not sure how to make this faster)
-warping in units (probably easily fixable)
-upgrades' production time (easily fixable)
-some units' mana regenerations (easily fixable)
-most of the units' accelerations. (easily fixable)

I tried out some protoss openings at this speed, and I think the timing of build order (and timing attacks, etc) is still intact,

Edit 2:

here is the updated map.

http://sc2.nibbits.com/maps/view/135220/metalopolis-yabot

-made a lot of changes to terran and zerg... moving speed, energy regeneration, health regeneration, acceleration rate, turning rate, attacking speed, mana regeneration, etc etc etc, for ALL of the units and buildings.

-there are some problems... i still can't seem to figure out how to speed up warp gate transformation and warping in units for protoss. i can't find an option for speeding up the transformation from hatchery to lair/hive for zerg, either.

dkim
Profile Blog Joined November 2010
United States255 Posts
December 04 2010 03:52 GMT
#646
bumping for new patch. thanks in advance
PukinDog
Profile Joined September 2010
United States131 Posts
December 04 2010 18:56 GMT
#647
On November 18 2010 22:57 Nervosa wrote:
Hey guys. I got a little sick of having to edit the bank file to add builds, so I went ahead and made a little program. It's currently very untested and I can't find anyone that actually wants to try.

http://www.messy-mind.net/YabotEditor.rar
http://www.messy-mind.net/YabotEditorSource.rar

Here is the editor, and source code. It was written on a Windows 7 machine, and all I know is that it works on my Windows 7 machine. Just file, open, and select the YabotSettings.SC2Bank file in the Starcraft II/Banks section. Update changes one build order at a time (so if you press a build order, change it and click another without pressing update, it won't be updated.) Save will save it.

Let me know if it works, pass it along if it does.


Dude, love your app. I've been using it to clean up my bank files. It works great. Thanks for the effort.
You must macro like every SCV is bringing not minerals, but Pie.
PukinDog
Profile Joined September 2010
United States131 Posts
December 04 2010 18:56 GMT
#648
Wondering about a map for Jungle Basin?
You must macro like every SCV is bringing not minerals, but Pie.
dabom88
Profile Blog Joined July 2010
United States3483 Posts
Last Edited: 2010-12-05 00:05:33
December 04 2010 23:53 GMT
#649
Here's an idea for the next update: How about adding the Production Tab and the Unit Counting Tab to the maps. Knowing how far along our production is and how many units we have could really help develop some good builds.

Don't know if this map has a "Save Replay" option as well. That would be nice so we could watch it and see the timer timings for the builds.
You should not have to pay to watch the GSL, Proleague, or OSL at a reasonable time. That is not "fine" and it's BS to say otherwise. My sig since 2011. http://www.youtube.com/user/dabom88
BabyToss!
Profile Blog Joined October 2010
Czech Republic588 Posts
December 07 2010 10:50 GMT
#650
I haven't found new versions on EU... maybe if the author sent me the maps, I could upload them there? I do have US account, but I can't be bothered to log on US account just to train builds... o.O
Nowadays a Filthy Casual | Follow your dreams |
tealc
Profile Joined October 2010
109 Posts
Last Edited: 2010-12-08 19:46:48
December 08 2010 19:07 GMT
#651
On December 05 2010 08:53 dabom88 wrote:
Here's an idea for the next update: How about adding the Production Tab and the Unit Counting Tab to the maps. Knowing how far along our production is and how many units we have could really help develop some good builds.

Don't know if this map has a "Save Replay" option as well. That would be nice so we could watch it and see the timer timings for the builds.

Totally support this idea. It would help immensely training build orders when you can easily keep track of the amont of drones you have etc with units tab, even just the ability to view yabot replays would be good enough.
emkro
Profile Joined October 2010
41 Posts
December 16 2010 14:30 GMT
#652
Amazing work on this tool yabot guys!

I would really like to see the 15 step limit be removed. Would also be cool if yabot noticed when u shifted between none, reactor and tech-lab on buildings.
Selias
Profile Joined December 2010
16 Posts
December 21 2010 11:55 GMT
#653
One important question: Is there a chance to release the YABOT-format as some sort of documentation so that other authors can create YABOT-compatible outputs? I am thinking about the other great SC2-tool out there and that is CarbonTwelve's "scbuildorder" rollout-simulation.
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
December 21 2010 13:10 GMT
#654
Hey guys, If I want a friend to be able to load yabot on EU server and be able to select a build order that i made using yabot, how do I do that? Can someone please explain it in simple terms because im really fucking dumb
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
Ghost Reportin
Profile Joined September 2010
83 Posts
December 24 2010 01:20 GMT
#655
what about a little message telling u when uve stopped mining or what ur current apm is or how far timing wise u are in ur build like little warnings and if u mess up it restarts automatically till u get it right and if u do something at the wrong time have it warn u.
Vrtigo
Profile Joined October 2010
Australia31 Posts
January 11 2011 01:07 GMT
#656
Hey guys, I recently found YABOT (as in, yesterday) and am keen to formulate and practice some builds but it seems that since the recent patch YABOT no longer works. Does anyone know of any kind of fix / workaround until a new version is released?
Vrtigo
Profile Joined October 2010
Australia31 Posts
January 11 2011 10:52 GMT
#657
For those of you interested, it turns out that the multiplayer version still works, so if you want your YABOT fix simply go multiplayer and you are good to go.
xorpwnz
Profile Joined May 2010
United States185 Posts
January 12 2011 01:29 GMT
#658
Hey guys, YABOT single player is broken because Green Tea AI is broken again... waiting a couple of days for a fix. Otherwise, I'll release it temporarily without Green Tea.
rtsAlaran
Profile Blog Joined July 2010
Germany383 Posts
January 12 2011 10:54 GMT
#659
Any plans to release up-to-date MP maps on EU servers? They are only up as v1.1 at the moment
m0ck
Profile Blog Joined November 2010
4194 Posts
Last Edited: 2011-01-12 15:34:47
January 12 2011 15:31 GMT
#660
Is there a workaround to have the map work in the meantime? Thank you for your great work!

*at which point i noticed that the multiplayer version is still functioning. oh well.. =)
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