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[G] Build order timing calculator - Page 14

Forum Index > StarCraft 2 Strategy
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Haploid
Profile Joined August 2010
Netherlands89 Posts
February 25 2011 18:52 GMT
#261
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.
Thank you Carl, you saved me from having to kill them all myself.
Ragwortshire
Profile Joined September 2008
Ireland12 Posts
March 21 2011 13:34 GMT
#262
(Wiki)Siege tank build time seems to be calculated as 50. Liquipedia says 45.
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
March 23 2011 20:09 GMT
#263
http://wiki.teamliquid.net/starcraft2/Siege_Tank?
Haploid
Profile Joined August 2010
Netherlands89 Posts
March 25 2011 12:32 GMT
#264
On March 21 2011 22:34 Ragwortshire wrote:
(Wiki)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.
Thank you Carl, you saved me from having to kill them all myself.
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
March 25 2011 13:31 GMT
#265
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
Survival is winning, everything else is bullshit.
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
Last Edited: 2011-03-25 17:10:21
March 25 2011 17:09 GMT
#266
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
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
Last Edited: 2011-03-26 12:08:07
March 26 2011 12:07 GMT
#267
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
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
Last Edited: 2011-03-27 16:38:41
March 27 2011 16:38 GMT
#268
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
Survival is winning, everything else is bullshit.
meutkill
Profile Joined March 2011
United States10 Posts
March 27 2011 20:20 GMT
#269
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.

Duban
Profile Joined July 2009
United States548 Posts
May 01 2011 16:00 GMT
#270
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.
An ignorant person makes a mistake. A stupid person makes it again.
shingbi
Profile Joined August 2010
58 Posts
May 09 2011 16:58 GMT
#271
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.
Kovaz
Profile Joined October 2010
Canada233 Posts
Last Edited: 2011-05-09 17:45:46
May 09 2011 17:44 GMT
#272
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.
King of Town
Profile Joined November 2010
Netherlands26 Posts
May 10 2011 14:25 GMT
#273
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?
djdoodoo
Profile Blog Joined August 2010
United Kingdom192 Posts
May 10 2011 14:46 GMT
#274
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.
SKaREO
Profile Joined September 2010
Canada58 Posts
May 10 2011 16:08 GMT
#275
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.
행운 게임을 즐길 수
ODKStevez
Profile Joined February 2011
Ireland1225 Posts
May 10 2011 16:11 GMT
#276
Oh my god this is awesome! Thank you ^^
Luppa <3
Antylamon
Profile Joined March 2011
United States1981 Posts
May 11 2011 01:30 GMT
#277
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? :/
King of Town
Profile Joined November 2010
Netherlands26 Posts
May 11 2011 12:17 GMT
#278
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.
friendo
Profile Joined December 2010
46 Posts
May 16 2011 08:28 GMT
#279
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.
Deadlyfish
Profile Joined August 2010
Denmark1980 Posts
May 16 2011 09:17 GMT
#280
Thank you so much for this!
If wishes were horses we'd be eating steak right now.
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