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[G] Build order timing calculator - Page 8

Forum Index > StarCraft 2 Strategy
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57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
Last Edited: 2010-11-05 23:35:38
November 05 2010 14:33 GMT
#141
On November 05 2010 23:30 Phrencys wrote:
Show nested quote +
On November 05 2010 22:43 57 Corvette wrote:
Wow, this is really useful. This actually may help me get my dark templar push running earlier than before (program says DTs warping in at 6:58, when usually I get them around 7:50. Shaving that extra minute off my time could really help with the standard terran 3rax.
Here is the what I wrote if you want to check it out:
+ Show Spoiler +
#Startup mining delay = 3 seconds
9 Pylon (send @75 minerals)
10 Probe*
12 Gateway & Scout
12 Probe*
14 Assimilator > +3
15 Pylon
16 Zealot*
18 Cybernetics Core > Warpgate***
19 Assimilator > +3
21 Stalker
23 Pylon
24 Gateway
24 Twilight Council
25 Pylon
25 Gateway
27 Dark Shrine
27 Transform to Warpgate[2]
29 Transform to Warpgate[1]
32 Dark Templar [3]
38 Nexus

You can save another 20sec by swapping the last gateway with the Dark Shrine and then making the DTs at 30 supply, FYI.

Thas true, but i have to remember that this is all theoretical, and requires perfect timing throughout the entire game.
It also leaves me pretty open to early marauder agression because I skip the sentry for faster DS

Edit: Anyways, thanks for this. I am going to plott out some of the other builds I know well and see how I can improve them.
Survival is winning, everything else is bullshit.
Phrencys
Profile Joined August 2010
Canada270 Posts
November 05 2010 15:18 GMT
#142
The error is that you're trying to transform a 3rd WG while you got only 2gateways.

Not sure why the app doesn't warn you though.
Lisky
Profile Joined October 2010
Switzerland3 Posts
November 05 2010 16:42 GMT
#143
I think your extractor tricks are not fully correct:

For the double extractor trick to work you need at least 150 minerals (2 x 50 for the drones and 2 x 25 for the extractors). Of course you get 2 x 19 minerals back after canceling the extractors, but none the less you need 150 minerals to start (and 2 larvas of course )

You will see with my build attached, that it doesn't check for the 150 minerals:

10 double extractor trick
0:45 checkpoint

shingbi
Profile Joined August 2010
58 Posts
November 05 2010 21:21 GMT
#144
I'm still getting "Call to undefined method IncomeSlots::mineralTiming()"...

Oh, and I'm a programmer... so if you need any help, I'd be happy to chip in.
LazyMacro
Profile Blog Joined August 2010
976 Posts
November 05 2010 21:31 GMT
#145
Fatal error: Call to undefined method IncomeSlots::mineralTiming() in /home/vhosting/o/vhost0009715/domains/haploid.nl/htdocs/www/sc2/build_order/update.php on line 182


wut

I keep getting this. -.-
Haploid
Profile Joined August 2010
Netherlands89 Posts
November 05 2010 23:14 GMT
#146
On November 05 2010 22:21 Phrencys wrote:
What I mean is that if you submit the above BO, the scheduler will stop making SCVs once the barracks starts, and until its done making the 5 marines, meaning that you have to manually stick SCVs in the BO to have them made while there is more than enough supply and minerals to make them, which is rather cumbersome considering they build every 17seconds.

I think what I'm trying to say is that there could be a way to make it consider queues as a separate/parallel branch or something that is merged with the main trunk as it progresses. That way you could make something like "12 Barracks > Marine[2] > Reactor on Barracks > Marine[20]" to be integrated into the main BO while you keep working on your refinery, scvs, orbital command, etc. The problem lies in merging all those branches correctly and I understand it could be quite tricky. Like I said: the better you tool becomes, the lazier I get.

Yeah, I get what you're saying. Still, we don't to get too lazy. The new version of the scheduler does consider multiple parallel paths, although it'll probably be a while until I get the prioritization of the paths right. I'm currently trying out different build orders to see if the order it picks seems like what a human would read into it.

I don't like that notation "12 Barracks > Marine[2] > Reactor on Barracks > Marine[20]" at all, because it is very difficult for a human to quickly see what it means and how it flows into the rest of the build order. Consider:
12 Barracks > Marine[2] > Reactor on Barracks > Marine[20]
14 Refinery > transfer 3 probes
18 Factory > Tech Lab on Factory
....
It's very hard for a human to see how many marines go before the Tech Lab on the Factory. I think a build order should be, as much as possible, written in the order in which you do things.
On November 05 2010 23:33 57 Corvette wrote:
Edit2: I don't know if it is just me, but when i try to make the thing use this code, it doesn't give me an error, but it doesn't create my build order.

It should, and it will in the next version.

On November 06 2010 01:42 Lisky wrote:
For the double extractor trick to work you need at least 150 minerals (2 x 50 for the drones and 2 x 25 for the extractors). Of course you get 2 x 19 minerals back after canceling the extractors, but none the less you need 150 minerals to start (and 2 larvas of course )

Got it, both problems will be fixed in the next version.


On November 06 2010 06:21 shingbi wrote:
I'm still getting "Call to undefined method IncomeSlots::mineralTiming()"...

Oh, and I'm a programmer... so if you need any help, I'd be happy to chip in.

Yeah, sorry, my IDE (Netbeans) gets confused when there are two versions of the same class in the same project, the development version and the live version. Sometimes I click something and it takes me to the wrong version, and I end up altering the live version by mistake. Thank god for subversion.

The mineralTiming() problem is fixed (again) now.
Thank you Carl, you saved me from having to kill them all myself.
Haploid
Profile Joined August 2010
Netherlands89 Posts
November 06 2010 12:04 GMT
#147
I've deployed the new version of the scheduler.

Version 0.4
New scheduler algorithm
Recurring jobs, e.g. 6 Drone [auto]
Results now show times larva are generated
Added MULE, Extra Supplies & Scanner Sweep abilities
Fixed: Spawn Larvae could be queued multiple times on the same hatchery (thanks to Tsabo)
Fixed: No error was displayed when trying to morph a Warpgate without having an unmorphed Gateway (thanks to Corvette)
Fixed: Double extractor trick cost was 75 minerals (thanks to Lisky)
Fixed: Extractor trick didn't refund minerals (thanks to Lisky)
Regression: Workers are not sent early when this is specified, e.g. 12 Gateway (send @120 minerals)
.. and probably some features I forgot to mention.
Thank you Carl, you saved me from having to kill them all myself.
KingKiron
Profile Joined July 2010
36 Posts
November 06 2010 21:36 GMT
#148
Spawn larvae is broken right now, its coming a lot later than when the queen spawns like minutes later

9 overlord
13 spawning pool
13 extractor > +3
13 drone
14 drone
15 drone
16 queen > spawn larvae
18 extractor trick
19 overlord
19 roach warren
20 overlord
20 roach[7]

has the queen out at 3:32 but spawn larvae doesn't start till 5:30
Haploid
Profile Joined August 2010
Netherlands89 Posts
November 06 2010 22:08 GMT
#149
On November 07 2010 06:36 KingKiron wrote:
Spawn larvae is broken right now, its coming a lot later than when the queen spawns like minutes later

Fixed that, thanks for reporting it.
Thank you Carl, you saved me from having to kill them all myself.
icezar
Profile Joined June 2010
Germany240 Posts
November 07 2010 15:35 GMT
#150
it is another bug now :-)
for Queen > spawn larvae > spawn larvae or Queen > spawn larvae [auto] i get

No spellcaster of type Queen has enough energy.
Haploid
Profile Joined August 2010
Netherlands89 Posts
November 07 2010 16:48 GMT
#151
On November 08 2010 00:35 icezar wrote:
it is another bug now :-)
for Queen > spawn larvae > spawn larvae or Queen > spawn larvae [auto] i get

No spellcaster of type Queen has enough energy.

You mean specifically:
6 Spawning Pool
6 Queen > Spawn larvae > Spawn larvae
Cause that works fine for me. I'd have to see the rest of the build order to get to the bottom of it.
Thank you Carl, you saved me from having to kill them all myself.
Intolerant
Profile Joined October 2010
5 Posts
November 07 2010 20:36 GMT
#152
Trying to research any tech that has a dash ( '-' ) in the name is getting the Unknown Command error. At least I assume it is any tech with a dash in the name - I have only tried with Hi-Sec Auto Tracking and Infernal Pre-Igniter.
Keysersoze
Profile Joined November 2010
Ireland1 Post
November 08 2010 00:22 GMT
#153
Great calculator, Thanks

I'm getting the "No spellcaster of type Queen has enough energy." error also .
The below 2 build orders replicate the issue .

9 Overlord
14 Spawning Pool
14 hatchery > +8 (10s)
14 Queen > Spawn larvae > Spawn larvae
16 Queen > Spawn larvae

9 Overlord
14 Spawning Pool
14 hatchery > +8 (10s)
14 Queen > Spawn larvae [auto]
16 Queen > Spawn larvae [auto]
Intolerant
Profile Joined October 2010
5 Posts
November 08 2010 02:25 GMT
#154
The @mineral function acts a bit strangely when using it in conjunction with the [#] option to produce multiple units/facilities. For example, the line:

@100 mineral marine [2]

produces the following following timings:

time supply name m g e
4:25 4:50 26 / 35 Marine 50 35 14
4:29 4:54 27 / 35 Marine 50 42 16

Essentially the calculator is waiting for 100 minerals to build the first marine, then waiting for 100 minerals again before building the second. I did find a workaround but I figured it was worth mentioning in case it was undesired behavior.

The workaround is to use the & option to build the additional units. For example:

@100 mineral marine & marine
Haploid
Profile Joined August 2010
Netherlands89 Posts
November 08 2010 12:30 GMT
#155
On November 08 2010 05:36 Intolerant wrote:
Trying to research any tech that has a dash ( '-' ) in the name is getting the Unknown Command error. At least I assume it is any tech with a dash in the name - I have only tried with Hi-Sec Auto Tracking and Infernal Pre-Igniter.

Aye, silliest thing. It should now parse commands with a dash correctly.
On November 08 2010 11:25 Intolerant wrote:
The @mineral function acts a bit strangely when using it in conjunction with the [#] option to produce multiple units/facilities.

Yeah, I think that qualifies as undesired behaviours, because no human would interpret the build order that way. I fixed it.
On November 08 2010 09:22 Keysersoze wrote:
I'm getting the "No spellcaster of type Queen has enough energy." error also .

Fixed that also. It was a rounding error, where the Queen would have 24.99999... energy in some cases and just over 25 in other cases.
Thank you Carl, you saved me from having to kill them all myself.
Intolerant
Profile Joined October 2010
5 Posts
November 08 2010 16:30 GMT
#156
Wow, that was fast! Thanks for the timely response, and I must say that holy crap this is a cool little app. I've wasted way too much time on it in the last two weeks - last week it almost interfered with me completing my midterms in time. Keep up the good work man, you are awesome.
Intolerant
Profile Joined October 2010
5 Posts
November 09 2010 22:34 GMT
#157
I'm loving the [auto] tag, but it's behavior is a little unpredictable. Would it be possible to add some sort of priority system? For example, if I use:

# marauder [auto:1]
# marine [auto:2]

Then marauders would be prioritized over marines. I don't know how hard this would be to implement at your end but it would be very cool.
Nolari
Profile Joined November 2010
Netherlands51 Posts
November 10 2010 15:14 GMT
#158
There currently is no way to build a Nydus Worm (100m 100g 20sec) from a Nydus Network (150m 200g 50sec), is there?
FaZ-
Profile Blog Joined April 2008
United States190 Posts
Last Edited: 2010-11-10 16:56:14
November 10 2010 16:54 GMT
#159
#Startup mining delay = 4 seconds
10 Supply Depot
12 Barracks
13 Refinery > put 3 on gas (2 seconds)
15 Orbital Command > Calldown: MULE [auto]
15 Barracks
15 Tech Lab on Barracks
15 Supply Depot
16 Marauder [auto]
19 Refinery > put 3 on gas (2 seconds)
20 Reactor on Barracks
23 Concussive Shells > Stimpack
23 Supply Depot
27 Marine [auto]
28 Marine [auto]
31 Supply Depot
35 Factory > Reactor on Factory
39 Supply Depot
43 Starport
47 Supply Depot
53 Swap Reactor on Factory to Starport
53 Medivac [auto]
55 Medivac [auto]


I don't think I'm using [auto] correctly... I want to constantly produce Marauders from the Tech Lab Barracks and Marines from the Reactor Barracks, but it isn't working in that fashion.

Also, a bug where somehow I don't have constant Mule usage from 6:06-6:22? Not sure how that could be the case. Also, I don't know how to cut SCV production, which this build does at 31.

Appreciate the tool, definitely a good start!
Eeryck
Profile Blog Joined September 2010
United States184 Posts
November 10 2010 21:59 GMT
#160
In this build the calldown mule command stops working after the second mule. If you put it back in manually at 35 supply it generates a lot of errors:

10 Supply Depot
12 Barracks
13 Refinery > +3
14 Refinery > +3
15 Orbital Command > Calldown: MULE [auto]
15 Marine [auto]
16 Supply Depot
@100 gas Factory
@100 gas Starport > Tech Lab on Starport > Cloaking Field
@100 gas Starport > Tech Lab on Starport
24 Supply Depot
29 Banshee [auto]
32 Supply Depot
32 Banshee [auto]
40 Supply Depot [2]
56 Supply Depot [2]
?
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