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[G] Build order timing calculator - Page 11

Forum Index > StarCraft 2 Strategy
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Haploid
Profile Joined August 2010
Netherlands89 Posts
November 28 2010 15:31 GMT
#201
On November 27 2010 05:13 Presence wrote:
I've been using this for a while, and I post (and finally register) to show some more support for this great calculator!

One thing: Calldown: Extra Supplies doesn't actually grant you extra supplies.

Very much appreciated, both the support and the bug report! I fixed the extra supplies thing.
On November 28 2010 03:23 dakenho wrote:
I found a bug and another reason why the build order tester needs to keep track of unit numbers (which I know you are going to do just something to keep in mind). I wanted to test my build order against baneling bust so I did

Yeah, I know. It's on the todo-list, probably in the next build. Thanks for keeping me on my toes.
On November 28 2010 03:54 awang0830 wrote:
Job 23 Pylon could not be scheduled. There is insufficient supply.
The trigger supply count for this job is 23, but at this point in the build order the achieved supply count is only 25.

Lol, yeah. I changed it so it now says "there is too much supply".
On November 28 2010 08:05 icezar wrote:
I just discover yesterday that you can loose a larva when the larva from the queen pop. What i mean is you have larva at 4:00 so the next from hatch should be at 4:15, if your queen inject larva spawn pop at 4:14 you just lost a larva :-(((((((((((((
What is more frustrating is that this timing is off 40 sec for larvae pop with 15 sec larvae production so whatever you do you will delay either the pop larva or the hatch one :-(((((((((((((((

All the builds that i try are larvae caped at the beginning so losing 1 more larva is so frustrating

I hadn't thought of that. I'll see what I can do to allow you to delay a job for a bit to syncronize the Spawn Larvae with the natural larva production.
Thank you Carl, you saved me from having to kill them all myself.
Haploid
Profile Joined August 2010
Netherlands89 Posts
November 28 2010 23:02 GMT
#202
On November 29 2010 00:26 icezar wrote:
I think i broke it again :-(

Lol, no, that was me. And thanks for probably the oddest sentence in the changelog so far:
Fixed: Hatchery could be morphed into a Queen (thanks to icezar)
Thank you Carl, you saved me from having to kill them all myself.
Impervious
Profile Blog Joined March 2009
Canada4215 Posts
December 01 2010 00:56 GMT
#203
I just put in a build order for the first 35 supply of my standard opening into the tester. I get to 35 supply between 5:15 and 5:20. It's telling me that I can get to that point at 5:09..... Just gotta figure how to squeak an extra 5-10 seconds out of it..... Assuming that it's right.....
+ Show Spoiler +
http://sc2calc.org/build_order/?buildOrder=# Startup build delay = 1 seconds
# Startup mining delay = 6 seconds
6 SCV [4]
10 Supply Depot > scout
10 SCV [2]
12 Barracks
12 SCV
13 Refinery then put 3 on gas
13 SCV [2]
15 Orbital Command then constant Calldown: MULE
15 Marine
16 Supply Depot
16 Marine
17 SCV
18 Factory
18 SCV
19 Tech Lab on Barracks
19 SCV
20 Supply Depot
20 SCV
21 Marauder
23 Concussive Shells
23 SCV
24 Hellion
26 Supply Depot
26 SCV
27 Marauder
29 SCV
30 Hellion
32 SCV
33 Marauder

I like it! I'm definitely going to use it more often now!
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
icezar
Profile Joined June 2010
Germany240 Posts
December 01 2010 11:15 GMT
#204
On November 28 2010 08:05 icezar wrote:
Show nested quote +
On November 26 2010 23:17 CarbonTwelve wrote:

Not sure what icezar's reason was, but I can imagine that it's worth doing because you want to delay consuming the drone longer so you get more mining time out of it.



Short: i want to delay it so i can have just a few more minerals

Long:
I was testing something with 13pool 12 extractor but i noticed that spawn larva will make me lose a larva because it will pop just a few seconds before.
When i did 13ext 12pool i was just short a few minerals for the queen so it will delay my spawn larvae by too much.
A delay on the Extractor would make it perfect.

I just discover yesterday that you can loose a larva when the larva from the queen pop. What i mean is you have larva at 4:00 so the next from hatch should be at 4:15, if your queen inject larva spawn pop at 4:14 you just lost a larva :-(((((((((((((
What is more frustrating is that this timing is off 40 sec for larvae pop with 15 sec larvae production so whatever you do you will delay either the pop larva or the hatch one :-(((((((((((((((

All the builds that i try are larvae caped at the beginning so losing 1 more larva is so frustrating


HEY!!!!!!!!!! The above is not true!!!!!!
So, this is what i get in game:
0 larva
4:26 larva from hatch (1 larva)
4:41 larva from hatch (2 larva)
4:53 lava pops from inject (6 larva)
4:55 use all larva - due to pop animation you cannot build sooner (0 larva)
4:58 larva from hatch (1 larva) <- it seems that this is delayed just by the time you stay on more than 3 drone!!!

This means that if you use the larva from inject right away you only delay normal larva with 2 seconds each round.

Please fix the larva spawn on the BO, Thanks a lot!

p1cKLes
Profile Joined November 2010
United States342 Posts
December 01 2010 23:51 GMT
#205
Are these times actually right on? I'm not sure how much testing has gone into this, but from a preliminary standpoint, this has to be one of the coolest little apps I've seen for StarCraft2. You my friend are "DA MAN."

King of Town
Profile Joined November 2010
Netherlands26 Posts
December 03 2010 13:35 GMT
#206
Hey there,

the extractor trick and double extractor trick broke again. Resource-wise everything seems to be fine but the produced drones never start mining minerals...

Could you please take a look Haploid? Dexter is my favorite opener...
Haploid
Profile Joined August 2010
Netherlands89 Posts
December 04 2010 10:23 GMT
#207
On December 01 2010 09:56 Impervious wrote:
I just put in a build order for the first 35 supply of my standard opening into the tester. I get to 35 supply between 5:15 and 5:20. It's telling me that I can get to that point at 5:09..... Just gotta figure how to squeak an extra 5-10 seconds out of it..... Assuming that it's right.....

You can add a bit more realism to your build order by writing: 10 Supply Depot (send @60 minerals) and such. That should be another few seconds. Really, if you're that close to the calculated timing, that's really impressive.
On December 01 2010 20:15 icezar wrote:
So, this is what i get in game:
0 larva
4:26 larva from hatch (1 larva)
4:41 larva from hatch (2 larva)
4:53 lava pops from inject (6 larva)
4:55 use all larva - due to pop animation you cannot build sooner (0 larva)
4:58 larva from hatch (1 larva) <- it seems that this is delayed just by the time you stay on more than 3 drone!!!

That makes a lot of sense. I've finally got around to testing it myself, and it's exactly as you write it. While you're at 3+ larvae on a hatchery, normal larva generation on that hatchery is postponed, but the timing isn't reset. I changed the calculator to do that too.
On December 03 2010 22:35 King of Town wrote:
the extractor trick and double extractor trick broke again. Resource-wise everything seems to be fine but the produced drones never start mining minerals...

Could you please take a look Haploid? Dexter is my favorite opener...

I'm curious.... Dexter? What's that about?

I fixed the problem with the Extractor tricks.
Thank you Carl, you saved me from having to kill them all myself.
Fritti
Profile Joined July 2010
Netherlands52 Posts
December 04 2010 14:29 GMT
#208
Hey Haploid, thanks for the nice tool. A small bug report though, I tried testing the first example build '4 Gate' and it shows an error:

Job 10 Probe could not be scheduled. There is insufficient supply.
The trigger supply count for this job is 10, but at this point in the build order the achieved supply count is only 9.

Maybe the nexus supply is set to 9?
Haploid
Profile Joined August 2010
Netherlands89 Posts
December 04 2010 17:03 GMT
#209
On December 04 2010 23:29 Fritti wrote:
Job 10 Probe could not be scheduled. There is insufficient supply.
The trigger supply count for this job is 10, but at this point in the build order the achieved supply count is only 9.

I actually fixed that one already, but apparently I didn't upload it to the production server. Should work fine now.
Thank you Carl, you saved me from having to kill them all myself.
jacobman
Profile Joined December 2010
217 Posts
December 04 2010 20:22 GMT
#210
The mineral count is only marginally useful as it is. It would be more useful if it projected income to a certain time so that builds could be compared against one another. Right now it's just nifty to be able to see how much I've mined, but not too useful.
jacobman
Profile Joined December 2010
217 Posts
December 05 2010 00:50 GMT
#211
I got the error that there was no larva at a certain time. It said that it should not happen and to report it, so here is the build order.


9 Overlord
13 Spawning Pool
14 Queen, then constant spawn larvae
18 Hatchery
17 Drone
18 Overlord
20 Overlord
26 Queen

jacobman
Profile Joined December 2010
217 Posts
December 05 2010 11:00 GMT
#212
So it looks like the problem is with the spawn larvae commands. When I input each spawn larva command by hand instead of letting the program place them I don't get errors anymore. This is very time consuming though. Let me know when you have fixed that bug.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 06 2010 05:52 GMT
#213
Hi Haploid,

I'm just starting to implement the different output options for my app, and one issue I've run into is with the moving of workers to gas. With my app when it comes across a command to start mining gas it will see if there are any existing extractors/refineries/assimilators, and if not it will wait until they complete and then execute the command. Is there any way to implement this for your calculator? I can probably find a workaround to get my output to do it as a subsequent command of the building (ie, extractor > 2 on gas), but it'd be a big help if I didn't need to, plus I figured this might be a feature others would like as well (I think it's easier to work with if you know the exact order in which things will be done).

Here's an example BO as output from my app atm that gets the 'You don't have any geysers' error:

+ Show Spoiler +
# Startup mining delay = 2 seconds
# Startup build delay = 2 seconds
10 Pylon
10 Gateway
11 Assimilator
13 +1 on gas
13 +1 on gas
13 +1 on gas
13 Cybernetics Core
13 Gateway
14 Pylon
14 Stalker
16 Stalker
18 Stalker
20 Stalker
22 Stalker
Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-12-06 15:54:23
December 06 2010 15:19 GMT
#214
On December 06 2010 14:52 CarbonTwelve wrote:
I'm just starting to implement the different output options for my app, and one issue I've run into is with the moving of workers to gas. With my app when it comes across a command to start mining gas it will see if there are any existing extractors/refineries/assimilators, and if not it will wait until they complete and then execute the command. Is there any way to implement this for your calculator? I can probably find a workaround to get my output to do it as a subsequent command of the building (ie, extractor > 2 on gas), but it'd be a big help if I didn't need to, plus I figured this might be a feature others would like as well (I think it's easier to work with if you know the exact order in which things will be done).

Yeah, that makes sense. I changed the behaviour so that a job that transfers workers to a geyser is now delayed until a geyser is available that has fewer than 3 workers mining it. The latter restriction is needed or you'd run into trouble if there are two geysers, one that is completed and has 3 guys on it, the other is not yet completed. Obviously, the simulator has to delay sending workers until the second geyser is completed.

On December 05 2010 05:22 jacobman wrote:
The mineral count is only marginally useful as it is. It would be more useful if it projected income to a certain time so that builds could be compared against one another. Right now it's just nifty to be able to see how much I've mined, but not too useful.

You can query the amount of resources at a given time by writing something like:
10:00 checkpoint

On December 05 2010 09:50 jacobman wrote:
I got the error that there was no larva at a certain time. It said that it should not happen and to report it, so here is the build order.

Thanks. I just spent two hours trying to figure out why it reported that it was going to generate a larva at 4:12, yet it didn't. As usual, it turned out to be something really simple. The problem is fixed.
Thank you Carl, you saved me from having to kill them all myself.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 06 2010 22:35 GMT
#215
On December 07 2010 00:19 Haploid wrote:
Yeah, that makes sense. I changed the behaviour so that a job that transfers workers to a geyser is now delayed until a geyser is available that has fewer than 3 workers mining it. The latter restriction is needed or you'd run into trouble if there are two geysers, one that is completed and has 3 guys on it, the other is not yet completed. Obviously, the simulator has to delay sending workers until the second geyser is completed.


Perfect, thanks very much for that. I should have an output from my app that can be used as input to yours soon Except for chrono boost though, might have to think a bit more about that and will possibly PM you to discuss...
Intolerant
Profile Joined October 2010
5 Posts
December 07 2010 10:11 GMT
#216
I'm getting strange behavior when using reactors with the [auto] command and the production facility tag feature. Try out the following build order:

+ Show Spoiler +
10 supply depot
12 barracks #1
13 refinery > +3
15 reactor on barracks #1 > marine from #1 [auto]
15 supply depot
27 supply depot


The calculator pumps marines one at a time instead of the expected two at a time. You can force the barracks to produce 2 marines at once manually by saying something like:

+ Show Spoiler +
10 supply depot
12 barracks #1
13 refinery > +3
15 reactor on barracks #1 > marine from #1 [auto]
15 supply depot
18 marine [2]
27 supply depot


But something like this...

+ Show Spoiler +
10 supply depot
12 barracks #1
13 refinery > +3
15 reactor on barracks #1 > marine from #1 [auto]
15 supply depot
18 marine from #1 [2]
27 supply depot


... still behaves erratically. Really weird stuff going on here.

By the way I'm loving all the new features, Haploid. This project is starting to get really big, I bet wading through the code is becoming a nightmare. Thanks again for putting all the effort into this.
jacobman
Profile Joined December 2010
217 Posts
December 07 2010 15:05 GMT
#217
On December 07 2010 00:19 Haploid wrote:
Show nested quote +
On December 06 2010 14:52 CarbonTwelve wrote:
I'm just starting to implement the different output options for my app, and one issue I've run into is with the moving of workers to gas. With my app when it comes across a command to start mining gas it will see if there are any existing extractors/refineries/assimilators, and if not it will wait until they complete and then execute the command. Is there any way to implement this for your calculator? I can probably find a workaround to get my output to do it as a subsequent command of the building (ie, extractor > 2 on gas), but it'd be a big help if I didn't need to, plus I figured this might be a feature others would like as well (I think it's easier to work with if you know the exact order in which things will be done).

Yeah, that makes sense. I changed the behaviour so that a job that transfers workers to a geyser is now delayed until a geyser is available that has fewer than 3 workers mining it. The latter restriction is needed or you'd run into trouble if there are two geysers, one that is completed and has 3 guys on it, the other is not yet completed. Obviously, the simulator has to delay sending workers until the second geyser is completed.

Show nested quote +
On December 05 2010 05:22 jacobman wrote:
The mineral count is only marginally useful as it is. It would be more useful if it projected income to a certain time so that builds could be compared against one another. Right now it's just nifty to be able to see how much I've mined, but not too useful.

You can query the amount of resources at a given time by writing something like:
10:00 checkpoint

Show nested quote +
On December 05 2010 09:50 jacobman wrote:
I got the error that there was no larva at a certain time. It said that it should not happen and to report it, so here is the build order.

Thanks. I just spent two hours trying to figure out why it reported that it was going to generate a larva at 4:12, yet it didn't. As usual, it turned out to be something really simple. The problem is fixed.


Thanks on both accounts. That's very helpful.
itgl72
Profile Joined August 2010
United States13 Posts
December 07 2010 19:12 GMT
#218
Just an FYI, when I click the example 111 build the following lines display errors:

Notice: Trying to get property of non-object in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/job.php on line 504

Notice: Trying to get property of non-object in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/job.php on line 509

Notice: Trying to get property of non-object in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/job.php on line 515

Notice: Trying to get property of non-object in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/job.php on line 521

Notice: Trying to get property of non-object in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/job.php on line 504

Notice: Trying to get property of non-object in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/job.php on line 509

Notice: Trying to get property of non-object in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/job.php on line 515

Notice: Trying to get property of non-object in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/job.php on line 521
It is what it is.
Haploid
Profile Joined August 2010
Netherlands89 Posts
December 07 2010 22:21 GMT
#219
On December 07 2010 19:11 Intolerant wrote:
The calculator pumps marines one at a time instead of the expected two at a time.

Got it. Apparently, the Reactor wasn't inheriting the #1 tag from the Barracks as it should. It should work fine now.
On December 07 2010 19:11 Intolerant wrote:
By the way I'm loving all the new features, Haploid. This project is starting to get really big, I bet wading through the code is becoming a nightmare. Thanks again for putting all the effort into this.

I'm really good at structuring and documenting source code, meticulous even. So no, it's actually very easy to find almost anything (with the exception of anything to do with larva generation; that part has seen a few big overhauls recently). The only real problem at this point is that I have to be really careful that if I change something in A, I don't break something in B. I should probably add some unit tests.

On December 08 2010 04:12 itgl72 wrote:
Just an FYI, when I click the example 111 build the following lines display errors:

Notice: Trying to get property of non-object in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/job.php on line 504

Thanks, I fixed that one too.
Thank you Carl, you saved me from having to kill them all myself.
itgl72
Profile Joined August 2010
United States13 Posts
December 07 2010 23:25 GMT
#220
This tool is epic.
It is what it is.
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