results in: Job @450 minerals 0 Barracks could not be scheduled. There is too much supply. The trigger supply count for this job is 0, but at this point in the build order the achieved supply count is already 15.
which is a bug. Thank you for your amazing utility!
10 Supply Depot 12 Barracks #1, then Marine 15 Orbital Command, then constant Calldown: MULE 16 Command Center, then Orbital Command, then constant Calldown: MULE 17 Supply Depot, then constant Marine from #1 21 Barracks #2, then constant Marine 23 Barracks #3, then constant Marine @75 minerals Refinery > put 3 SCVs on gas @75 minerals Refinery > put 3 SCVs on gas 23 Tech Lab on Barracks, then Stimpack @50 gas Engineering Bay, then Infantry Weapons Level 1 30 Supply Depot 30 Factory, then Reactor on Factory & Starport, then Swap Reactor on Factory to Starport > constant Medivac @25 gas constant Marauder
the issue: Job Medivac could not be scheduled. There is insufficient supply capacity. You may need to add some Overlords, Supply Depots or Pylons to accommodate it.
A few months ago, Destiny was promoting an "unbeatable" ZvZ build, (build order in the description).
Has anyone got a copy of this build entered into the calculator please, as I was having trouble with the "Pool 100% - 1 spine + Queen" and "Queen 3/4% Roach Warren" parts
In my typical usage I want to ensure first that macro is not sacrificed. For that, maximum production utilization is the first objective. The queue utilization table is a step in the right direction (can help identify that a gap exists, but when?) With (what I think would be) a simple addition, it could be significantly easier to macro optimize builds...
Feature request: Some way to identify production gaps. It is obviously possible to do this now by tracing through the timeline (when each unit is finished, does another unit start right away?), but it can be a bit tedious when you get to 2-3 or more buildings producing things, especially when they produce the same things. I can think of three approaches that would make this verification totally straightforward:
A table of queue idle times (which building, idle start, idle end)
A set of production queue-specific timelines to trace through what is happening in each queue
"Idle" tasks that show up in the master timeline, when and if a building/production queue has nothing else to. (e.g., "2:32 2:46 15/19 Barracks idle"). Just dreaming here but, preferably, these lines would be highlighted in some way.
Before running out of time today, I read through the first 10 pages of the thread to make sure this wasn't a duplicate request; if it is after all, I apologize.
I thought it would be interesting to see If you got an economic advantage by supply blocking yourself for a fast expand versus fast expanding after the first supply depot. Its nice to have a program that can tell you exactly what should happen. heres a build i found interesting, however it would not calculate for added entries beyond the last one. owell.
10 supply depot 15 command center 16 supply depot 19 command center 20 barracks, then marine, then orbital command [3], then constant Calldown: MULE, 22 refinery, then put 3 SCVs on gas (2 seconds) 24 refinery, then put 3 SCVs on gas (2 seconds) 27 factory 28 Tech Lab on Barracks 30 armory 33 factory and barracks 34 Tech Lab on Factory 37 refinery, then put 3 SCVs on gas (2 seconds) 37 refinery, then put 3 SCVs on gas (2 seconds) 38 Stimpack 41 supply depot 41 tech lab on factory 41 Vehicle Weapons Level 1 41 tech lab on barracks, then Combat Shield 44 supply depot [3]
I slapped the GPL3 license on it, which I think means that you can use it freely, even for commercial purposes. So you can fork this to set up your own site, or you can create commits that add HotS support and send me a pull request. I'll upload a good revision to http://sc2calc.org/, if you send a pull request.