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On February 24 2011 03:26 Kornholi0 wrote: Fatal Error: Maximum Execution time of 1 second exceeded in /home/vhosting/y/vhosting0038687/domains/sc2calc.org/htdocs/www/build_order/income.php on line XXX
What does this mean? Any help please thank you
Also, why doesn't it allow for constant unit production... I had 2 rax 1 with tech making stim, 1 with reactor Its like it cannot do stim and make marines at the same time... Maybe make it so the build order tells you which structure the units come out of SCV #1 Marine #2 Medivac #1 etc etc The maximum execution time error just means that it took too long to calculate. You can easily get that error by writing something silly like: 6 Overlord [666]
Post the build order that gave you that error, and I'll figure something out.
As for constant unit production: that's a matter of choosing the right priorities, and that's really the domain of build order optimizers. This isn't an optimizer. It just calculates the timing of a given build order. You can get the best results by writing it out, instead of using the [auto]-command.
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Siege tank build time seems to be calculated as 50. Liquipedia says 45.
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On March 21 2011 22:34 Ragwortshire wrote:Siege tank build time seems to be calculated as 50. Liquipedia says 45. Good point. Fixed that.
Also, I've updated the calculator to folow patch 1.3.0.
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Comments using the # tag are not working, it still reads them as commands.
Here is a possibly viable build i figured up: + Show Spoiler +# Startup mining delay = 2 seconds 9 pylon & scout 10 probe* 12 gateway 12 probe* 14 assimilator > put 3 on gas 15 pylon 15 probe* 17 Cybernetics core, then warpgate*** 17 zealot 19 assimilator > put 3 on gas 22 robotics facility, then immortal [2] 23 gateway 23 pylon 24 stalker 26 cancel probe 26 pylon 26 Zealot & Stalker* 30 Transform to Warpgate [1], then constant sentry 30 Transform to Warpgate [1], then constant stalker 34 pylon 34 pylon 48 cancel stalker 48 sentry* 50 cancel immortal 50 cancel sentry 50 nexus, then transfer 8 probes (10 seconds lost) #nat 50 pylon 50 Probe [auto] 8:00 checkpoint 51 sentry [auto] 53 stalker* [auto] 55 gateway @250 minerals robotics facility, then constant immortal* 55 probe 56 sentry* [2] 60 probe 61 zealot* [2] # Constant zealots, sentries, probes, immortals
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Spawning Pool completed at 1:55, but Extractor Trick into 1 Queens started at 1:41. Fix it. + Show Spoiler +8 Spawning Pool 9 Extractor Trick into Queen then constant Spawn Larvae
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On March 25 2011 22:31 57 Corvette wrote:Comments using the # tag are not working, it still reads them as commands. Here is a possibly viable build i figured up: + Show Spoiler +# Startup mining delay = 2 seconds 9 pylon & scout 10 probe* 12 gateway 12 probe* 14 assimilator > put 3 on gas 15 pylon 15 probe* 17 Cybernetics core, then warpgate*** 17 zealot 19 assimilator > put 3 on gas 22 robotics facility, then immortal [2] 23 gateway 23 pylon 24 stalker 26 cancel probe 26 pylon 26 Zealot & Stalker* 30 Transform to Warpgate [1], then constant sentry 30 Transform to Warpgate [1], then constant stalker 34 pylon 34 pylon 48 cancel stalker 48 sentry* 50 cancel immortal 50 cancel sentry 50 nexus, then transfer 8 probes (10 seconds lost) #nat 50 pylon 50 Probe [auto] 8:00 checkpoint 51 sentry [auto] 53 stalker* [auto] 55 gateway @250 minerals robotics facility, then constant immortal* 55 probe 56 sentry* [2] 60 probe 61 zealot* [2] # Constant zealots, sentries, probes, immortals
Yes. See. + Show Spoiler +# 4607 minerals and 433 gas at 7:02 10 Overlord
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On March 26 2011 21:07 SlyBeetle wrote:Show nested quote +On March 25 2011 22:31 57 Corvette wrote: Comments using the # tag are not working, it still reads them as commands.
Here is a possibly viable build i figured up:
Yes. See. + Show Spoiler +# 4607 minerals and 433 gas at 7:02 10 Overlord
Oh, nvm. Was messing up for me, idk why. Probably what i typed.
Anyways, i've tried to figure out a 3-immortal expand build that would possibly work against terran/protoss. I havn't tested it at all, but it should be able to keep stalkers/marauders away. + Show Spoiler +9 pylon 10 probe* 12 gateway 12 probe* 14 assimilator > put 3 on gas 14 probe* 15 pylon 17 cybernetics core 18 assimilator > put 3 on gas 19 zealot* 21 Robotics facility >immortal* 22 zealot* 24 pylon 26 Robotics Facility > immortal* 28 cancel probe 28 zealot 30 Pylon #build pylon at bottom of ramp 30 -3 off gas 30 Zealot 32 Immortal* 36 probe 37 Nexus 41 pylon 41 sentry* 47 Gateway [2] 47 Robotics Facility 47 put 3 on gas 7:30 Checkpoint
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This is really cool, nice job :D
Here are some suggestions for some things I would love to see added on to this nifty tool:
+ Show Spoiler +I would love to see an Army Composition table. Such as with the income table it says you have mined X minerals and Y gas at Z time. I would be cool if you added a little table that said something like:
Assuming no units were killed, at Z time your army was composed of: X Stalkers X Zealots X Sentries + Show Spoiler + I would also love to be able to compare two different builds side by side. Lets say you are trying to make a build to combat a 4gate. You could then enter your build order and a 4gate build order and you would get the same set of tables you do now but you get two sets of the those tables. One for your build and one for the 4gate. Then with these tables next to each other you can see things like "crap he gets his stalker out WAY before I do" then you can go back to your build order and tweak things.
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I like your tool but i found a bug.
9 Overlord 13 scout 15 Spawning Pool @150 minerals extractor 13 Hatchery
It's telling me I have too much supply to build the hatchery. I used to have the exact same thing with a 16 extractor and it worked a while back.
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On January 30 2011 19:17 Haploid wrote:Show nested quote +On January 23 2011 20:20 shingbi wrote:Still working on this? Is there a way to chronoboost an upgrade at a later stage? Suppose I start warpgate, then want to spend my next two chronoboosts on gateways, and afterwards chrono warpgate research. Also, a comment syntax would be great, so you could annotate but still have the build order be accepted by the tool. I haven't abandoned the project, just working a lot more slowly since I accepted a new slightly-more-than-fulltime job. Chronoboosts are scheduled in the order in which they appear in the build order. So what you're describing may or may not be possible in the current implementation, depending on whether it is possible to write the chronoboostees in the desired order. Maybe you could suggest a nice way of writing what you want in a build order, and I'll see what I can do.
What with Patch 1.3.3 making almost every protoss build obsolete, I hope this gets an update? Pretty please?
Syntax for the chronoboost thing could be to just put the "*" in front of whatever you want to chronoboost.
So:
27 Warpgate* will start warpgate on 27 and chronoboost it once.
And
27 *Warpgate will chronoboost Warpgate research (that has been started earlier) at 27.
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you could start the line with * if you just want to chronoboost something.
For example:
27 Warpgate* 28 Weapons 1* *27 Warpgate *28 Weapons 1 *27 Warpgate
or even
27 Warpgate* 28 Weapons 1* *Warpgate *Weapons 1 *Warpgate
Would be research warpgate and chrono, then research Weapons 1 and chrono, then chrono Warpgate, then Weapons 1, then Warpgate.
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It appears 1.3.3 is official, as it's launched on the SEA server. The new warp and sentry times are especially interesting.
Also, is there an option to return your scout to the mineral line?
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This is good however you might want to say or let it be known somewhere that scv production is assumed because this messes with some timings fr some builds.
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Just wanted to say Thanks, Haploid! I've been using your tools for months now with great success. I love testing build orders in it before committing them to a practice session.
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Oh my god this is awesome! Thank you ^^
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On May 02 2011 01:00 Duban wrote: I like your tool but i found a bug.
9 Overlord 13 scout 15 Spawning Pool @150 minerals extractor 13 Hatchery
It's telling me I have too much supply to build the hatchery. I used to have the exact same thing with a 16 extractor and it worked a while back. Okay... this is the problem.
15 - 1 drone for extractor = 14 14 > 13
Math fail on your part? :/
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On May 11 2011 10:30 noobinator wrote:Show nested quote +On May 02 2011 01:00 Duban wrote: I like your tool but i found a bug.
9 Overlord 13 scout 15 Spawning Pool @150 minerals extractor 13 Hatchery
It's telling me I have too much supply to build the hatchery. I used to have the exact same thing with a 16 extractor and it worked a while back. Okay... this is the problem. 15 - 1 drone for extractor = 14 14 > 13 Math fail on your part? :/
No, he wants to do 15 spawning pool 14 extractor (delayed until 150 minerals) 13 hatchery
His reason is delaying the extractor gives more minerals for the hatchery. He wrote that correctly, but it doesn't work yet. No math fail on his part.
He could do this though: 15 spawning pool 14 extractor 13 hatchery 12 +3 on gas
That spends the extractor drone early which also costs some mins but it should be close enough to what he would do ingame.
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haploid, thanks so much for putting this together
Any chance of updating to patch 1.3.3? The sentry build time has decreased to 37 and warp gate research has increased to 160.
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Thank you so much for this!
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