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[G] Build order timing calculator

Forum Index > StarCraft 2 Strategy
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Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2011-05-20 15:28:56
October 11 2010 23:52 GMT
#1
Changes:
+ Show Spoiler +

0.6.4
Updated to follow Patch 1.3.3
Fixed: Building a Zerg structure with a resource trigger would sometimes cause an error (thanks to duban)
Fixed: Extractor trick did not check for prerequisites of whatever was built (thanks to Slybeetle)

0.6.3
Updated to follow Patch 1.3.0
Fixed: Incorrect build time of Siege Tank (thanks to Ragwortshire & Slybeetle)

0.6.2
Fixed: Comments with non-alphanumeric characters were not accepted (thanks to SlyBeetle)
Fixed: Incorrect cost of Air Armor (thanks to SlyBeetle)
Fixed: Incorrect build time of Ghost (thanks to SlyBeetle)
Added command to build something, then cancel it, e.g. 14 Fake Hatchery
Added command to kill a previously built unit, e.g. 22 Kill Zealot

0.6.1
Documented comment syntax (thanks to shingbi)
Fixed: Syntax was not always case-insensitive (thanks to Ragwortshire)
Fixed: Incorrect build time for Spore Crawler (thanks to Ragwortshire)
Fixed: Morph time was added to busy time of production queues (thanks to Ragwortshire)

0.6
Updated to follow Patch 1.2.0

Version 0.5.7
Fixed: Multitude of errors when using chronoboost (thanks to DFarce)
Fixed: Chronoboosts taking place after the last job would report wrong amount of energy remaining (thanks to anourkey)

Version 0.5.6
Fixed: Abilities could be used by spellcasters that were in production (thanks to Drae)
Fixed: Warning messages when swapping an addon (thanks to itgl72)
Fixed: Workers were rallied to bases that were still in production (thank to Darko)
Fixed: Rounding error caused some jobs to be postponed incorrectly (thank to Darko)

Version 0.5.5
Fixed: Could not transfer workers to a geyser that had been started, but not yet completed. The transfers are now delayed until the geyser is completed. (thanks to CarbonTwelve)
Fixed: Larva produced at the exact time a Spawn Larvae expires could not be used (thanks to jacobman)

Version 0.5.4
Fixed: Drones from extractor trick would not mine (thanks to King of Town)
Fixed: Larva generated was produced 15 seconds after dropping below 3 larvae. The correct behavior is to postpone larva generation while a hatchery has 3+ larvae, but not reset the timer (thanks to icezar)
Fixed: Explicitly building drones could cause calculator to warn about insufficient supply capacity
Fixed: Some transfer jobs were reported out-of-order (thanks to Arta)
Fixed: Chronoboost failed on jobs triggered by amount of resources (thanks to EntropyFails)

Version 0.5.3
More flexible syntax for extractor tricks, e.g. 10 Double Extractor trick into Roach
Fixed: Calldown: Extra Supplies did not increase supply capacity (thanks to Presence)
Fixed: Hatchery could be morphed into a Queen (thanks to icezar)

Version 0.5.2
Implemented Proxy structures, e.g. 10 Scout (30 seconds), then Proxy Gateway
Fixed: Error after workers were taken off gas and all gas was sent (thanks to icezar)
Fixed: Startup build delay was ignored (thanks to CarbonTwelve)
Fixed: Recurring jobs would fail if the first job on a line (thanks to koj)

Version 0.5.1
Rewritten the description of the syntax of build orders
Fixed: Error when transferring probes off gas (thanks to slith)
Fixed: Extractor trick would give an error (thanks to King of Town)
Fixed: Double extractor trick would consume 1 larva (thanks to King of Town)
Fixed: Larvae were only generated at 15 second interval (thanks to Hurkyl)

Version 0.5
New layout
Reimplemented sending workers early when building a structure, e.g. 12 Gateway (send @120 minerals)
Fixed: Error when chronoboosting (thanks to shingbi)

Version 0.4.5
You can now tag a spellcaster and refer back to the tagged spellcaster when using abilities, e.g.
14 Queen #bertha, 18 Spawn Larvae from #bertha
You can now tag a hatchery and refer back to the tagged hatchery when building Zerg units, e.g.
14 Hatchery #natural, 18 Roach from #natural
Recurring jobs can be canceled, e.g. 30 Cancel Drone

Version 0.4.4
You can now tag a production queue and refer back to the tagged queue when buildings units, upgrades or morphs, e.g. 12 Barracks #1, 16 Marine from #1
Fixed: Automatic MULE would still not be used as much as possible (thanks again to FaZ-)

Version 0.4.3
Fixed: No proper warning if supply capacity was insufficient (thanks to suckit987)
Fixed: In some cases, a warning would be shown that a production queue was not available, when in fact it was

Version 0.4.2
Fixed: Automatic MULE would not be used as much as possible (thanks to Eeryck & shingbi)
Fixed: Nydus Worm was missing (thanks to Nolari)
More descriptive error messages

Version 0.4.1
Fixed: Spawn Larvae would be delayed until end of timeline (thanks to KingKiron)
Fixed: Spawn Larvae on multiple Queens would cause an error (thanks to KeyserSoze & icezar)
Fixed: Repeated job with a resource trigger would require the same resource amount for each repeat (thanks to Intolerant)

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)

Version 0.3.10
Fixed: Scouting at a fixed supply count could cause negative mineral counts (thanks to icezar)
Fixed: In some cases, larvae would go unused (thanks to Phrencys)
Fixed: In some cases, an error would occur that no hatcheries were producing larvae (thanks to Bitters)
Extractor trick

Version 0.3.9
Fixed: Spawn Larvae could be cast on uncompleted Hatcheries (thanks to icezar)
Fixed: In some cases, an error would occur that no hatcheries were producing larvae (thanks to icezar)
Fixed: In some cases, Spawn Larvae would delay earlier larva generation (thanks to icezar)

Version 0.3.8
Worker can be sent early when building a structure, e.g. 12 Gateway (send @120 minerals)
Startup delay for mineral mining, e.g. #Startup mining delay = 3 seconds
Startup delay for worker production, e.g. #Startup build delay = 3 seconds

Version 0.3.7
Fixed: Prerequisites were not accepted if they appeared later in the build order (thanks to Bitters)
Zerg results now show available larvae
Worker transfer travel time can be specified

Version 0.3.6
Fixed: Spawn Larvae was not delayed until a Hatchery was available (thanks to kidcrash89)

Version 0.3.5
Results show supply capacity
Units are delayed until sufficient supply capacity exists
Fixed: Building a hatchery would delay drone production (thanks to Deathfairy)

Version 0.3.4
Fixed: Spawn Larvae build time was displayed as 2.5 seconds (its cooldown timer) (thanks to Sidus & ylmson)
Fixed: Spawn Larvae could be placed earlier in timeline (thanks to ylmson)

Version 0.3.3
Fixed: error on jobs with resource trigger (thanks to Sidus)
Jobs can be queued after Spawn Larvae completes (e.g. 14 Spawn Larvae & Zergling [4])

Version 0.3.2
Fixed: Starport build time incorrectly at 25 seconds (thanks to Sleight)
Fixed: Structures depending on Lair could not be built (thanks to QwiXXeR)
Results show evolution of income

Version 0.3.1
Fixed: Strict mode delays structures until a unit is completed (thanks to ylmson & Sidus)
Fixed: Initial Hatchery spawns with only 1 larva (thanks to Sidus)
Fixed: Zerg structures, upgrades and morphs use larvae (thanks to Sidus)
Fixed: Error on transferring workers (thanks to Zazaodh)

Version 0.3
Zerg support
Checkpoints show resources gathered at a given time
Results show energy surplus

Version 0.2.2
Results show production queue usage

Version 0.2.1
Tactical Nuke, Interceptor & Salvage Bunker
Strict Mode (read Limitations for details)
Better error messages for invalid add-ons

Version 0.2
Terran support
Show Chrono Boost & MULE in timing
Updated to follow Patch 1.1.2

Version 0.1
Protoss support

I've created a page for calculating the optimal timing of a given build order
http://sc2calc.org/build_order/

That means, you feed it a build order like:
9 Pylon
12 Gateway
13 Assimilator > put 3 on gas

and it'll tell you the time when these structures can be built, how much resources you have in surplus at that time,

The syntax for the commands in your build order follows mostly what is standard, and you can read the list of commands on the page under the headers How to use and Examples. I've also added an explanation of the most common errors you'll see at the bottom, so please check that before you give up.

One important limitation is that the calculator does not take into account the time it takes for a probe to go from the mineral line to the place where you build the structure. So unless you build all your structures in the mineral line, add second or two for every structure.

Please let me know if you find any bugs. I think I've been thorough, but turns out it's a rather complex little algorithm. There's bound to be bugs.
Thank you Carl, you saved me from having to kill them all myself.
mNtgomery
Profile Joined August 2010
Sweden25 Posts
October 12 2010 00:22 GMT
#2
cool little app. make it ipad/iphone ready and maybe make somewhat of a design and u can probably make some cash i like it although i play terran and zerg so
O.Golden_ne
Profile Joined August 2010
Australia204 Posts
October 12 2010 00:24 GMT
#3
very cool man. love it.
Like a baneling in a mineral line
Nobu
Profile Joined June 2010
Spain550 Posts
October 12 2010 00:30 GMT
#4
very very cool stuff goin on, if you make it for all races, i think you will get a lot of donations
"There's farmers and there's gamers, farmers get up early, gamers sleep in." Artosis
Marimokkori
Profile Blog Joined October 2009
United States306 Posts
Last Edited: 2010-10-12 00:35:26
October 12 2010 00:32 GMT
#5
Hrm... how does it know where you spend chronoboosts?

Only problem I see is the times will be off unless you can designate the race macro mechanics, chronoboost, larvae, mule.
A little nonsense now and then is relished by the wisest men
FakeDouble
Profile Blog Joined September 2010
Australia676 Posts
October 12 2010 00:35 GMT
#6
Very cool, haploid. Thanks! Also love your unit production stuff.

The travel time thing is not a big deal, people will lose mining time to scouting, chasing the other guy's worker out of the base etc, but these things can be compensated for by chronoboosting (which I assume you didn't take into account).

Its good to know roughly what the theoretical timings for these things are. Warpgate finishing at 5:13 sounds about right without chronoboosting (~4:45 with 3 CBs)
Formerly known as carbonaceous
storm44
Profile Blog Joined July 2010
1293 Posts
October 12 2010 00:38 GMT
#7
I always wondered how do you make programs like these? do you use java?
Haploid
Profile Joined August 2010
Netherlands89 Posts
October 12 2010 00:52 GMT
#8
I'm not in it for the money, just for the challenge. :p

About chrono boosts: you can use an asterisk (*) to indicate which jobs should be boosted. For example,
10 Probe* or,
20 Warpgate*** (that's 3 chronoboosts)
It'll use the chrono boost from whatever Nexus has the most energy, and it'll use the chrono boosts as early as possible. That's usually right when you start building that Probe or Warpgate.

MULEs are pretty easy, larvae will be a bit trickier. I'm mostly worried about how I'll do stuff like Terran addons and allow you to swap them to another building. For example, build a Barracks, build a Reactor, build a Factory, swap Reactor onto Factory. I'll figure something out.

Not Java, just straight up PHP and a dabble of Javascript. Maybe Python would've been a better choice, I'm just more acquainted with PHP.
Thank you Carl, you saved me from having to kill them all myself.
Lancette
Profile Joined April 2010
China120 Posts
October 12 2010 01:38 GMT
#9
One Suggestion, Allow for shorten input using something like BE to refer to Pylon or Gas referring to Assimilator, which will shorten input and save time finding the correct spelling(like,cybernetics core without an S)
Yo. Bro(toss)!
habermas
Profile Joined June 2010
United Kingdom304 Posts
October 12 2010 01:39 GMT
#10
This is awesome. You must have put a lot of effort into it. I wonder if it would be possible to calculate build order if you provide the desired amount of units/upgrades you aim for. E.g. a fastest way to get 2 colossi with range while constantly producing out of 2 gates.
Marimokkori
Profile Blog Joined October 2009
United States306 Posts
October 12 2010 01:43 GMT
#11
On October 12 2010 09:52 Haploid wrote:
I'm not in it for the money, just for the challenge. :p

About chrono boosts: you can use an asterisk (*) to indicate which jobs should be boosted. For example,
10 Probe* or,
20 Warpgate*** (that's 3 chronoboosts)
It'll use the chrono boost from whatever Nexus has the most energy, and it'll use the chrono boosts as early as possible. That's usually right when you start building that Probe or Warpgate.

MULEs are pretty easy, larvae will be a bit trickier. I'm mostly worried about how I'll do stuff like Terran addons and allow you to swap them to another building. For example, build a Barracks, build a Reactor, build a Factory, swap Reactor onto Factory. I'll figure something out.

Not Java, just straight up PHP and a dabble of Javascript. Maybe Python would've been a better choice, I'm just more acquainted with PHP.

Oh I see, I was wondering what the asterisks were for, I kept looking towards the bottom of the build / page to find notes haha.

And the base larvae have a set spawn time when the count is < three, would it possible to know how much larvae are available from which hatcheries at all times? I'd imagine it would be... though it would get very complicated once a second hatchery is finished.

Worrying about addon-swaps seems quite logical. That kind of thing requires knowledge of building placement, yeah? You could simply assume that the buildings are placed right next to each other? I'm not sure

Great job though
A little nonsense now and then is relished by the wisest men
Erzz
Profile Blog Joined August 2010
Canada184 Posts
October 12 2010 01:44 GMT
#12
What if you want it to not make probes? Does it account for that if you just type 6 Pylon 6 Gateway or something along those lines?
Haploid
Profile Joined August 2010
Netherlands89 Posts
October 12 2010 09:43 GMT
#13
On October 12 2010 10:38 Lancette wrote:
One Suggestion, Allow for shorten input using something like BE to refer to Pylon or Gas referring to Assimilator, which will shorten input and save time finding the correct spelling(like,cybernetics core without an S)

Yeah, I plan to add a piece of javascript that "spellchecks" your build order before you submit it, so that'll take care of the s in Cybernetics. Not sure about the abbreviations. I want the build orders to be human-readable, so you can easily copy them and post them on this forum.

On October 12 2010 10:43 Marimokkori wrote:
Worrying about addon-swaps seems quite logical. That kind of thing requires knowledge of building placement, yeah? You could simply assume that the buildings are placed right next to each other? I'm not sure

The tricky thing about addons is that it changes the number and the type of production queues. For example, if you swap a Reactor Barracks and a Techlab Factory, you go from:
2 marine-only Barracks queues + 1 complete Factory queue
to:
1 complete Barracks queue + 2 hellion-only Factory queues
Actually, it may not be as tricky as I thought, just very different from Protoss.
Thank you Carl, you saved me from having to kill them all myself.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
October 12 2010 10:08 GMT
#14
Isn't it extremely simple to just calculate them yourself, though? Like let's say you want to rush Void Rays, just note the time when you add your gateway and then add that time + core + stargate + void time(reduce 10sec for every chrono boost you decide to do). I do this all the time when calculating builds and it's really easy. This way you, for instance, can calculate when a Terran could at earliest have cloaked banshees(You get the factory starting time and then add factory + starport + add 5 seconds for an add-on swap + cloaking upgrade duration)
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-10-12 10:33:17
October 12 2010 10:32 GMT
#15
Well, yeah, but that's basically the easiest example, almost just a linear build:
Barracks > Factory > Starport > swap > (cloak & Banshee)
It's a beeline: every step depends only on the completion time of the previous step. Except you build the cloak and Banshee side-by-side; if you saved up gas, you can ignore the build time of the Banshee and focus on the cloak. Then it really is a simple beeline.

Beelines are easy; most builds aren't beelines. Just look at the 4-gate example and tell me you can calculate in your head what unix mix you can afford while teching up.

Also, chrono boosts reduce build time by 6.7 seconds, not 10 seconds.
Thank you Carl, you saved me from having to kill them all myself.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2010-10-12 10:45:19
October 12 2010 10:41 GMT
#16
On October 12 2010 19:32 Haploid wrote:
Well, yeah, but that's basically the easiest example, almost just a linear build:
Barracks > Factory > Starport > swap > (cloak & Banshee)
It's a beeline: every step depends only on the completion time of the previous step. Except you build the cloak and Banshee side-by-side; if you saved up gas, you can ignore the build time of the Banshee and focus on the cloak. Then it really is a simple beeline.

Beelines are easy; most builds aren't beelines. Just look at the 4-gate example and tell me you can calculate in your head what unix mix you can afford while teching up.

Also, chrono boosts reduce build time by 6.7 seconds, not 10 seconds.

I really hope you tested that before attempting to say that I'm wrong, because I just did it on a build order tester and without chrono boost, Zealot = 38sec. With Chrono boost, Zealot = 28 sec. Please test it yourself before you say I'm wrong. Thank you. (all times ingame of course, if you use real time well, that'll confuse a lot of people EDIT: Well even if it's real time it still is wrong)

for the 4-gate, you get the warpgate upgrade timing, reduce 20 seconds for 2 chronoboosts, add 15 seconds for warpgate morphs and the first warp-in, and you have the push timing. You won't get the amount of units he has, but with some logic we can say that the first gate gets 3-4 units(depends on if you make an early zealot or not, you calculate this like this: chrono boosted warpgate timing 120sec, gateway build time for zealots 38s, stalkers sentries 42s. You get 3 out in that time) out while the second gets only one before warpgate, and then you get 4 more immediately as the warpgate tech completes.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-10-12 10:56:43
October 12 2010 10:56 GMT
#17
On October 12 2010 19:41 Shikyo wrote:
I really hope you tested that before attempting to say that I'm wrong, because I just did it on a build order tester and without chrono boost, Zealot = 38sec. With Chrono boost, Zealot = 28 sec. Please test it yourself before you say I'm wrong. Thank you. (all times ingame of course, if you use real time well, that'll confuse a lot of people EDIT: Well even if it's real time it still is wrong)

You're right, I was thinking with my foot. 20 Seconds of 1.5x production speed == 10 seconds faster build. Notice that the calculator got it right, though.
Thank you Carl, you saved me from having to kill them all myself.
vohne
Profile Joined September 2010
Philippines197 Posts
October 12 2010 11:02 GMT
#18
Great tool. Will use this loads! thanks
pyjamads
Profile Joined May 2010
Denmark33 Posts
Last Edited: 2010-10-12 20:59:55
October 12 2010 20:54 GMT
#19
[QUOTE]On October 12 2010 09:52 Haploid wrote:

MULEs are pretty easy, larvae will be a bit trickier. I'm mostly worried about how I'll do stuff like Terran addons and allow you to swap them to another building. For example, build a Barracks, build a Reactor, build a Factory, swap Reactor onto Factory. I'll figure something out.


Just to note what someone else did during the beta:
[url=http://sc2tacop.site90.net/edition1/]http://sc2tacop.site90.net/edition1/[/url]

A suggestion might be to use AJAX and make the timings "spawn" besides the build order, so that people have a chance to see where they're at mineral and gas wise....

Kinda like this:
[url=http://imgur.com/lBh6a.png]http://imgur.com/lBh6a.png[/url]

Nice job though, keep up the fight


EDIT: damn I'm bad with this image upload thingy....
pyjamads
Profile Joined May 2010
Denmark33 Posts
October 12 2010 21:01 GMT
#20
Okay, so i fucked up all the links and quotes so here goes:

the site i'm referring to: http://sc2tacop.site90.net/edition1/

the image i'm referring to: http://imgur.com/lBh6a.png
ChThoniC
Profile Blog Joined April 2010
United States536 Posts
October 12 2010 21:06 GMT
#21
Really cool idea, I could see it eventually turn into something like you put in the unit comp you want, and it will reverse-engineer the fastest build order to get that army out
i c u
Rastre
Profile Joined September 2010
United States19 Posts
October 12 2010 23:16 GMT
#22
Wow, you've tackled a lot of trickey stuff i've been putting off doing myself (more in the context of build validation tho). I especially like your unit production calculators, since that'll help players like me who don't know how/when to expand and then produce properly.

If you are interested, PM me and perhaps I we can investigate ways to collaborate in our efforts. For example, i could implement a web service to let you post builds into my site - or vice versa. I'll definitely add a link to your site somewhere tho, since you've obviously done a lot of work (and were apparently inspired by the same daily ; )
rastre.net/StarCraft2 - beta testers welcome...
Haploid
Profile Joined August 2010
Netherlands89 Posts
October 13 2010 00:09 GMT
#23
On October 13 2010 05:54 pyjamads wrote:
Just to note what someone else did during the beta:
http://sc2tacop.site90.net/edition1/

A suggestion might be to use AJAX and make the timings "spawn" besides the build order, so that people have a chance to see where they're at mineral and gas wise....

Yeah, I saw that one and a few others around. That's definitely the most advanced one, and it's actually quite good calculation-wise, but I find it really hard to use, and it takes ages to get my build order set up in it.

I could do the AJAXy thing, except I think it'd require a lot more processing power serverside. Many small things you change in the build order require pretty much all the timings to be recalculated, or at least all the timings after the point where you made the change. If I make it so that it recalculates any time you make a change, that's an awful lot of extra recalculations. If I make it so you have to press a button to recalculate, well, that's basically what it is now.

I'll consider making it wider, so you can put the build order and the calculated timings side-by side. I don't want to make it too wide, but maybe we can fit it in.

On October 13 2010 06:06 ChThoniC wrote:
Really cool idea, I could see it eventually turn into something like you put in the unit comp you want, and it will reverse-engineer the fastest build order to get that army out

Whoa there, I get a headache just thinking about it, lol. That's really really really tough to make for all possible unit mixes. It's fairly easy to figure out for any one specific cocktail, but to make it work for every possibility, yikes.
Thank you Carl, you saved me from having to kill them all myself.
noD
Profile Blog Joined August 2010
2230 Posts
October 13 2010 00:23 GMT
#24
Hmmm
According to it for 3 rax + 2 vikings and siege tanks u must be in exactly 2 saturated bases, this means im idling pretty much all the time
btw very very nice tool, congratulations ...
Danglars
Profile Blog Joined August 2010
United States12133 Posts
October 13 2010 00:43 GMT
#25
Gonna be testing out some timings with this tool thanks!
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
thundertoss
Profile Joined March 2010
United States1166 Posts
October 13 2010 01:05 GMT
#26
major props. thanks for doing this. this is such an awesome tool for improving individually and for theory crafting.
Underneath David Kims banelings is another control group of banelings.
Lancette
Profile Joined April 2010
China120 Posts
October 13 2010 06:18 GMT
#27
some more suggestion on Nexus' chrono
show the energy left in nexus at a time
allow constant chrono selected unit producing structure
Yo. Bro(toss)!
ylmson
Profile Joined October 2010
United States9 Posts
October 14 2010 00:45 GMT
#28
I noticed it often rearranges the building order when supply counts are the same, or sometimes does not build things at the exact supply I gave it.

For example:
10 Nexus
10 Pylon

If you write these, the calculator will put the pylon down before the nexus. But if you do the following it puts down nexus after the pylon:
10 Nexus
10 Pylon
11 Probe*

Not quite understanding the logic here. Isn't it nicer to just try to follow the order of the lines and give errors when a specific order can't be accomplished? Also if you write the above, it will start building 10th probe before the pylon is finished.

Another example of the problem is that it never builds Assimilator when I want it to:
16 Assimilator builds it at 12 supply.
30 Assimilator builds it at 17 supply.

Other buildings suffer the same problem sometimes.

It might be useful to give a label to a building when you make it, so you can come back to refer to the building when you want to perform certain action. e.g. begin upgrade at two forges, then at a later time, select one of them to start chrono boost on.

Finally, where is Transform to Gateway so I can do the trick where you build 3 zealots in 58 seconds from one gate, without chronoboost?
Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-10-14 13:04:51
October 14 2010 13:01 GMT
#29
On October 14 2010 09:45 ylmson wrote:
I noticed it often rearranges the building order when supply counts are the same, or sometimes does not build things at the exact supply I gave it.

The calculator doesn't actually keep track of the order in which you put things. It looks at supply count, prerequisites, and user-defined dependencies (such as 10 Gateway > Zealot, which means start the Zealot when this Gateway has been completed).

I changed it, though. Now it keeps track of the order in which things appear in the build order, even if they have the same supply count. So 10 Nexus, 10 Pylon works as you'd expect now.

On October 14 2010 09:45 ylmson wrote:
Another example of the problem is that it never builds Assimilator when I want it to:
16 Assimilator builds it at 12 supply.
30 Assimilator builds it at 17 supply.

Yeah, it does that. I put an explanation of that in the limitations section. If you write 16 Assimilator, it'll start by building probes up to 16 supply. Then it looks for the earliest moment you could build the Assimilator. Turns out that's long before you reach 16 supply. If you really want to start the Assimilator after the 16th probe has started building, write: 15 Probe & Assimilator

I think the calculator is better off with this slight optimization technique in it, rather than taking it out.

On October 14 2010 09:45 ylmson wrote:
It might be useful to give a label to a building when you make it, so you can come back to refer to the building when you want to perform certain action. e.g. begin upgrade at two forges, then at a later time, select one of them to start chrono boost on.

I've really thought about this a long time, and I couldn't think of any situation where the two methods of notating chronoboost differ.

Your example would be:
16 Forge > Ground Weapons Level 1**
18 Forge > Ground Armor Level 1
Two chronoboosts on the first upgrade, none on the other. The chronoboosts are used as soon as they can be.

On October 14 2010 09:45 ylmson wrote:
Finally, where is Transform to Gateway so I can do the trick where you build 3 zealots in 58 seconds from one gate, without chronoboost?

I thought they fixed that trick in the beta. But yeah, I'll add it, for completeness.
Thank you Carl, you saved me from having to kill them all myself.
Phrencys
Profile Joined August 2010
Canada270 Posts
October 14 2010 13:52 GMT
#30
Cool stuff, I like the fact that there are several BO optimizers spawning out there.

I generated a Korean 4gates all-in:

10 Pylon
10 Probe*
10 Gateway
13 Assimilator > put 3 on gas
15 Cybernetics Core > Warpgate***
@50 gas take 3 off gas
18 Gateway [3] > Transform to Warpgate [4]
18 Pylon [3]

Some interesting facts, assuming numbers are correct:
- It gets Warpgates 40sec sooner than a standard 4gates (though I've seen faster 4gates than the one in your example).
- Not chrono boosting Nexus on 10 supply results in 886 extra minerals at the moment your warp gates morph, instead of 836 (so that boost is estimated at 50minerals?)
- You can actually make a 5gates all-in and be ready at the same time. Won't be able to support several full cycles, but your initial two waves will hit 20% harder.

I'm going to test this when I get home tonight.
Haploid
Profile Joined August 2010
Netherlands89 Posts
October 15 2010 09:32 GMT
#31
On October 14 2010 22:52 Phrencys wrote:
Some interesting facts, assuming numbers are correct:
- Not chrono boosting Nexus on 10 supply results in 886 extra minerals at the moment your warp gates morph, instead of 836 (so that boost is estimated at 50minerals?)

I think you mean the other way around: Chronoboosting Nexus results in 50 extra minerals when the warpgate morphs have completed. Good show on that build order. But I think the main reason it's faster than the example from Liquipedia is because it builds no units until after the warpgates, which can be... risky.

Update
Version 0.2:
- Terran support
- Show Chrono Boost & MULE in timing
- Updated to follow Patch 1.1.2
Thank you Carl, you saved me from having to kill them all myself.
ylmson
Profile Joined October 2010
United States9 Posts
October 15 2010 19:21 GMT
#32
Why can't I build a marine when I only have Barracks with Tech Lab?

11 Supply Depot
11 Barracks
11 Refinery > put 3 on gas
11 Tech Lab on Barracks
11 Marine

It says "No production queue of type Reactor attached to Barracks is available!" Only removing the tech lab will allow the marine to build.
Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-10-15 22:08:14
October 15 2010 22:04 GMT
#33
On October 16 2010 04:21 ylmson wrote:
Why can't I build a marine when I only have Barracks with Tech Lab?
...
It says "No production queue of type Reactor attached to Barracks is available!" Only removing the tech lab will allow the marine to build.

Oops, I forgot to add the "Barracks with Tech Lab attached" queue type to the Marine. Dito for Hellion, Viking and Medivac. Thanks for spotting this. It's fixed now.

Also, I updated the error message to correctly say:
No production queue of type Barracks, or Barracks with attached Reactor, or Reactor attached to Barracks, or Barracks with attached Tech Lab is available!
Thank you Carl, you saved me from having to kill them all myself.
JMC4
Profile Blog Joined August 2010
United States261 Posts
October 15 2010 22:11 GMT
#34
Wow this is really cool definatly fun to use and very useful in game now that Starcraft supports an ingame timer. I also second the thought that you should make it an Ipod/Iphone/Ipad app
Diamond Protoss ~
thesauceishot
Profile Joined July 2010
Canada333 Posts
October 15 2010 22:24 GMT
#35
For some reason it shifted my build order 1 supply. I have it typed in as 10 gate, 14 pylon, but it only makes 3 probes after the 10 gate so under timings it has it as a 13 pylon.
ylmson
Profile Joined October 2010
United States9 Posts
October 16 2010 05:39 GMT
#36
On October 16 2010 07:24 thesauceishot wrote:
For some reason it shifted my build order 1 supply. I have it typed in as 10 gate, 14 pylon, but it only makes 3 probes after the 10 gate so under timings it has it as a 13 pylon.


I believe that is because of the calculator optimizing the timing. Try "13 Probe & Pylon".

Now, quick Terran question: Where is Tactical Nuke
Haploid
Profile Joined August 2010
Netherlands89 Posts
October 16 2010 10:34 GMT
#37
On October 16 2010 07:24 thesauceishot wrote:
For some reason it shifted my build order 1 supply. I have it typed in as 10 gate, 14 pylon, but it only makes 3 probes after the 10 gate so under timings it has it as a 13 pylon.

What thesauceisshot said. I'm working on an option to make the calculator take the build order as literally as possible. It's actually harder not to optimize.

On October 16 2010 14:39 ylmson wrote:
Now, quick Terran question: Where is Tactical Nuke

Added it. It wasn't in the lists of Terran units, structures and upgrades on Liquipedia, so I kinda forgot about it. It's really a one-of-a-kind, the only expendable in the game.
Thank you Carl, you saved me from having to kill them all myself.
ylmson
Profile Joined October 2010
United States9 Posts
October 16 2010 17:14 GMT
#38
Thanks. Should Salvage Bunker be added as well? It obviously has an effect on economy, refunding 100 minerals at an arbitrary point. Terran truely has many mechanics.


Haploid
Profile Joined August 2010
Netherlands89 Posts
October 16 2010 18:07 GMT
#39
On October 17 2010 02:14 ylmson wrote:
Thanks. Should Salvage Bunker be added as well? It obviously has an effect on economy, refunding 100 minerals at an arbitrary point. Terran truely has many mechanics.

OMG, that's so cute. For a second there, I thought: oh, Salvage Bunker, that's easy, it's just a morph that transforms a bunker into nothing. And then I realized it actually has a negative mineral cost. I added it to the list, and I think it'll work fine, but I'm not quite sure if there isn't some part of the calculator that'll flip when it sees a negative cost.

@thesauceisshot
I've also added an option called Strict mode. In Strict mode, the calculator will never produce a building or unit before the indicated supply count is achieved. So it'll follow the supply count in your build order to the letter.
Thank you Carl, you saved me from having to kill them all myself.
ylmson
Profile Joined October 2010
United States9 Posts
Last Edited: 2010-10-17 21:38:42
October 17 2010 21:05 GMT
#40
It would be nice if the current maximum supply can be viewed alongside supply count (There is enough space anyways). I often forget to build supply early enough and the calculator keeps building units even when the maximum supply is exceeded.

Another feature I'm interested in:
Would it be possible to fast advance to a future given time and see the resources I would have at that moment, assuming not building anything in the duration? Then I can punch in the timing of an enemy push and estimate how much I can build to defend it. Since you already have @mineral and @gas build command, it may be nice to have an @time build command as well, which could then also function as the feature to look at available resource at a given time.

Right now, if I want to see how much minerals I have at 5:30, I would be trying @1000 mineral Pylon, @500 mineral Pylon until it gets me to 5:30, which is a bit inconvenient. Specifying the exact time for a command would also help manually factoring in the time of walking to build proxy barracks, etc.

Finally, I was trying out strict mode a bit, seems like when strict mode is on, 9 Pylon builds the pylon after the 9th probe comes out, I think it might be more useful if it makes the pylon after the 9th probe starts. Usually when I use strict mode I just want a strict order of building things, not waiting for the last supply unit to finish before making a building. It would especially matter if a unit takes a long time to build, since with strict mode you can't put down any building before the unit is finished.

Man, we can almost play the game on paper now. Props for such nice work!
ltortoise
Profile Joined August 2010
633 Posts
Last Edited: 2010-10-18 19:15:57
October 18 2010 19:09 GMT
#41
Great work so far!

Things I would like to see:

Another field for transferring to an expansion, where you can manually enter the transfer time.
Example:
15 Command Center > +8 7

transfers 8 workers, 7 second delay before they start generating income.
Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-10-18 23:24:13
October 18 2010 22:41 GMT
#42
On October 18 2010 06:05 ylmson wrote:
It would be nice if the current maximum supply can be viewed alongside supply count (There is enough space anyways). I often forget to build supply early enough and the calculator keeps building units even when the maximum supply is exceeded.

I'll add that in the next build. Quite easy. I purposely did not let the calculator throw an error if you exceed supply limit, because some builds presuppose that some units will die. But I'll change the supply column to say "10/18" or something instead of just "10".


On October 18 2010 06:05 ylmson wrote:
Would it be possible to fast advance to a future given time and see the resources I would have at that moment, assuming not building anything in the duration?

Done. Just write something like: 5:30 checkpoint and it'll add an entry in the results at 5:30, so you can see the status quo.

On October 18 2010 06:05 ylmson wrote:
Finally, I was trying out strict mode a bit, seems like when strict mode is on, 9 Pylon builds the pylon after the 9th probe comes out, I think it might be more useful if it makes the pylon after the 9th probe starts.

It shouldn't, and I don't get this problem. When I write just "9 Pylon", it queues a probe at 0:34 (completed at 0:51) and builds the pylon at 0:42. It really just tries to build the pylon after probe 9 has started, not completed.

Thanks for your awesome feedback. This really helps in making the calculator complete. I notice you registered on TL just to comment on this thread. Hope you're enjoying the rest of the boards.

On October 19 2010 04:09 ltortoise wrote:
Another field for transferring to an expansion, where you can manually enter the transfer time.
Example:
15 Command Center > +8 7

transfers 8 workers, 7 second delay before they start generating income.

Got it. It's something that's been on my todo-list since day zero. Just never got around to it. I can do probe transfer time for maynarding; that shouldn't be too hard.

Last but not least:
Zerg is now implemented, including the Queen's abilities
I still need to add a way of doing the Extractor trick (or any other structure trick, I suppose).

Also, the results now show the energy surplus of Queens and Nexi. I'll add Orbital Commands later; right now they just auto-MULE.
Thank you Carl, you saved me from having to kill them all myself.
tedd
Profile Joined October 2010
1 Post
October 18 2010 23:24 GMT
#43
This is incredible!

However, one thing that's driving me nuts:

If I do
9 Overlord
13 Spawning Pool
13 Extractor > put 3 on gas
15 Overlord
15 Queen

It tells me "no hatcheries are producing larvae" ? Why is this?
Zazaodh
Profile Joined July 2010
United Kingdom7 Posts
October 18 2010 23:39 GMT
#44
Would it be possible to add a 'force constant probe production' checkbox?

It is currently telling me that my Nexus Busy Percentage is only 73%, where ideally it should be 100% and the rest of the build timings should fit around the constant production of probes.
randplaty
Profile Joined September 2010
205 Posts
October 19 2010 00:03 GMT
#45
Cool tool! I'm trying to put Korean 4 Gate in. This is what I have:

10 Pylon
10 Gateway & scout
11 Probe*
12 Assimilator > put 3 on gas
@50 gas take 3 workers off gas
14 Cybernetics Core
15 Pylon
17 Warpgate****
18 Gateway
20 Gateway [2] > Transform to Warpgate [4]
22 pylon

It gives me this error message :

Line 5 : take 3 workers off gas is not a structure or unit.

What am I doing wrong?
Sidus
Profile Joined September 2010
Canada6 Posts
October 19 2010 00:08 GMT
#46
On October 19 2010 08:24 tedd wrote:
This is incredible!

However, one thing that's driving me nuts:

If I do
9 Overlord
13 Spawning Pool
13 Extractor > put 3 on gas
15 Overlord
15 Queen

It tells me "no hatcheries are producing larvae" ? Why is this?


Yes, bizarrely enough it seems that the calculator gives an error if no larvae are available when a queen is scheduled to start. This seems to be specific to the queen, if there is no larva avalable for another unit (I only tested zerglings) it will correctly just delay it

This appears to be due to the combination of 2 bugs.

1) the calculator thinks queens use a larva
2) In the special case of a queen, the calculator doesn't wait for a larva to be available, it just gives an error message

The calculator also seems to assume that you start with only one larva - production tends to be at 15s intervals because the calculator thinks you're restricted by larvae when actually you're restricted by minerals in the beginning.

But, this will be great if the bugs are fixed, thanks Haploid!
Haploid
Profile Joined August 2010
Netherlands89 Posts
October 19 2010 00:11 GMT
#47
On October 19 2010 08:24 tedd wrote:
It tells me "no hatcheries are producing larvae" ? Why is this?

Fixed. It was a problem with the Queen, which I'm sure I'd fixed earlier, but I guess I messed it up again. Queens don't cost larvae.
On October 19 2010 08:39 Zazaodh wrote:
Would it be possible to add a 'force constant probe production' checkbox?

Kind of tricky. It'd mean the calculator would be allowed to ignore the supply count of jobs in the build order. I'll think about it.
On October 19 2010 09:03 randplaty wrote:
Line 5 : take 3 workers off gas is not a structure or unit.

What am I doing wrong?

It's "take 3 off gas", not "take 3 workers off gas". I'll make it so that it ignores the words workers, probes, drones and SCVs in that line, so you can write it like that in the next build.
Thank you Carl, you saved me from having to kill them all myself.
Zazaodh
Profile Joined July 2010
United Kingdom7 Posts
October 19 2010 01:04 GMT
#48
Thank you for taking it in to consideration Haploid. Both this and the Unit Production calculator are amazingly good.

I've noticed some of the commands involving transfering workers to gas are not functioning. For example you say that

Transferring workers to a new Assimilator or Nexus can be done by writing:
13 Assimilator > transfer 3


However this gives the error

Notice: Undefined variable: dependencies in /home/vhosting/o/vhost0009715/domains/haploid.nl/htdocs/www/sc2/build_order/job.php on line 206

Line 1 : Transfer workers where?


Going through your list of gas related commands, the following do not appear to work for me;

Assimilator > transfer 3
Assimilator > +3 on gas
Assimilator > +3

The only one that is working is

Assimilator > put 3 on gas


Hope this helps!
ylmson
Profile Joined October 2010
United States9 Posts
October 19 2010 04:21 GMT
#49
On October 19 2010 07:41 Haploid wrote:
When I write just "9 Pylon", it queues a probe at 0:34 (completed at 0:51) and builds the pylon at 0:42. It really just tries to build the pylon after probe 9 has started, not completed.


I was referring to when you have "strict mode" checked. When I checked that, 9 Pylon will build the pylon at 0:51 not 0:42. (10 Pylon will build it at 1:08) But I don't want it to do that, even with strict mode on all I wished is preserving build order.

And you were right, I really registered just to comment on your thread. I had the idea about the same kind of tool a while ago and it is really nice to see someone actually make it. I'm sure when it gets matured will see many great strategic developments. So keep up the good work!
Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-10-19 08:34:46
October 19 2010 08:34 GMT
#50
On October 19 2010 10:04 Zazaodh wrote:
Show nested quote +
Notice: Undefined variable: dependencies in /home/vhosting/o/vhost0009715/domains/haploid.nl/htdocs/www/sc2/build_order/job.php on line 206

Line 1 : Transfer workers where?


Fixed. Sorry about that.

On October 19 2010 13:21 ylmson wrote:
I was referring to when you have "strict mode" checked. When I checked that, 9 Pylon will build the pylon at 0:51 not 0:42. (10 Pylon will build it at 1:08) But I don't want it to do that, even with strict mode on all I wished is preserving build order.

Good point. I have no idea why I did that, but it's also fixed now. Strict mode looks at the time when units are started, not when they've completed.
Thank you Carl, you saved me from having to kill them all myself.
QwiXXeR
Profile Joined July 2010
16 Posts
Last Edited: 2010-10-19 14:42:28
October 19 2010 13:13 GMT
#51
Problem below seems fixed by whatever u did

So adding it to spoilers

+ Show Spoiler +
Zerg build is very messed

Eg, soming as simple as

9 overlord
14 hatchery
@50 mineral drone
@200 mineral Spawning pool

Gives

8 1:30 1:47 13 Drone 90 0
9 1:52 3:32 14 Hatchery 0 0
10 3:32 3:49 13 Drone 860 0
11 3:32 4:37 14 Spawning Pool 660 0


So it appears to be waiting for that hatchery to finish before doing other things, and i tried jsut saying like 14 hatch 14 pool 14 gas etc, Same things happens


Thanx


On another Note,
1) How is Queen's Inject/Tumor used or managed ?
2) "Infestation Pit requires that you build Lair first" When ive quite clearly started the lair, even put other things in eg 50 overlord 50 infestation pit, Where i know from the times the lair is done
3) How to get zerg upgrades working eg "lair > Burrow" gives "Burrow requires that you build Lair first." and "Evolution chamber > Carapace" gives "Line 3 : Carapace is not a structure or unit."
Sleight
Profile Blog Joined May 2009
2471 Posts
October 19 2010 14:28 GMT
#52
The Starport build time is incorrect. Also, when you set up a series of commands using the ">" character the algorithm often artificially delays worker production. Seems like it is just stacking the commands incorrectly, but I can't troubleshoot it without seeing the source.

Great job. I am using this to test whether or not TvT builds can beat Hellion marine pushes or Banshee rushes. The only issue I am having is with expanding. I would love to see a detailed explanation of its expansion worker transfer algorithm, because I am worried it will give you artificially high income.
One Love
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
October 19 2010 14:40 GMT
#53
Protoss build order seems to be completely fluent in the calculator. The applet doesn't show a slight gap in production for probes at 9 supply while every protoss player knows this is the case. In practice there is about a 5 sec gap between 9 and 10 supply where the nexus is idle. This and other inaccuracies mean the build order calculator is about 20 secs faster then the real thing for many toss build orders.
Haploid
Profile Joined August 2010
Netherlands89 Posts
October 19 2010 16:27 GMT
#54
On October 19 2010 22:13 QwiXXeR wrote:
On another Note,
1) How is Queen's Inject/Tumor used or managed ?
2) "Infestation Pit requires that you build Lair first" When ive quite clearly started the lair, even put other things in eg 50 overlord 50 infestation pit, Where i know from the times the lair is done
3) How to get zerg upgrades working eg "lair > Burrow" gives "Burrow requires that you build Lair first." and "Evolution chamber > Carapace" gives "Line 3 : Carapace is not a structure or unit."

1) It keeps track of the energy for each Queen. Then when you add a Spawn Larvae job to the build order, it'll use whichever Queen has the most energy available. It doesn't keep track of how close the Queens are to your hatcheries, which that may be a big influence on the timing. Also, Spawn Larvae is always targetted at whichever hatchery:
- is not already spawning larvae;
- has the fewest larvae available;
- if equal, whichever has the longest delay until the next larva would be generated.

2) Sorry, fixed that. The calculator was complaining that you don't have the structure "Lair" in your build order; which is logical, because you have the morph "Lair". Different things. The morph "Lair" consumes a hatchery and produces the structure "Lair". I fixed it so that it also looks at which structures are produced by the morphs when determining if you have the prerequisites.

3. Same problem. Also, the carapace upgrade is called "Ground Carapace Level 1". It seems like the calculator should be able to guess that you mean that one, but I haven't programmed it to guess that yet.

Thanks for your feedback and spotting the Lair problem.

On October 19 2010 23:28 Sleight wrote:
The Starport build time is incorrect. Also, when you set up a series of commands using the ">" character the algorithm often artificially delays worker production. Seems like it is just stacking the commands incorrectly, but I can't troubleshoot it without seeing the source.

Great job. I am using this to test whether or not TvT builds can beat Hellion marine pushes or Banshee rushes. The only issue I am having is with expanding. I would love to see a detailed explanation of its expansion worker transfer algorithm, because I am worried it will give you artificially high income.

Thanks on the Starport build time, I missed that one. You get blinded after typing a few hundred numbers.

You'll have to give me an example of the worker production delay. In general, the calculator will attempt to do the jobs in the build order in the order in which they appear. It'll only produce workers when there are no other jobs available.

I'll add a table which shows the evolution of your income during the build order. This will illustrate how workers are transferred and what the effect is on your income, and hopefully answer your question. Expect this update something tomorrow.

On October 19 2010 23:40 Markwerf wrote:
Protoss build order seems to be completely fluent in the calculator. The applet doesn't show a slight gap in production for probes at 9 supply while every protoss player knows this is the case. In practice there is about a 5 sec gap between 9 and 10 supply where the nexus is idle. This and other inaccuracies mean the build order calculator is about 20 secs faster then the real thing for many toss build orders.

Yeah, I know that gap intimately. I've actually played a few games at very slow gamespeed and tried to be as quick as I could be to see how real the numbers are. I can't for the life of me get it down to less than 2 seconds. Part of the reason for the gap is that you have a few seconds delay as you send your initial workers off and queue the first probe. Especially at faster game speed, this can easily have a 4 or 5 second (game time) effect on the speed of your build.

Another aspect is the fact that your probe has to travel to make that first Pylon. Even a 3 second travel time (+3 seconds back) is good for a loss of another second delay on that 10th probe.

And finally, sending your initial probes in a 3/3 split (which is the best I can do) adds a tiny bit of additional travel time while your probes fan out. That's probably another half a second.

This calculator does not take travel time or startup delay in its calculation. Beyond that startup delay, I've been able to match the calculated timing fairly well when playing at very low game speed.
Thank you Carl, you saved me from having to kill them all myself.
QwiXXeR
Profile Joined July 2010
16 Posts
October 19 2010 16:40 GMT
#55

Awsome Thanks so much

/Runs off to test some more
ylmson
Profile Joined October 2010
United States9 Posts
Last Edited: 2010-10-20 12:33:42
October 20 2010 09:52 GMT
#56
I believe Spawn Larvae has some problems. Here is a build order:
9 Overlord
15 Spawning Pool
15 Overlord
16 Queen
25 Spawn Larvae
32 Overlord
6:00 checkpoint

First it takes 3 seconds in the table (from 3:42 to 3:45) to cast spawn larvae, I think there should be no cast time at all, and the whole duration should be changed to 40 seconds to reveal when the larvae will pop out. (i.e. from 3:42 to 4:22)

Spawn larvae has no casting delay if the queen is standing next to base. The progress bar starts as soon as you click the base instead of when the queen animation finishes playing. This can be verified by slowing down the game.


Second problem is at 4:25 (which is where the program thinks spawn larvae is finished), only 1 new larva got generated while there should have been four. The program makes a drone at 4:25, then 4:40, 4:55... in 15-second intervals. What should have happened is that 4 drones would be made simultaneously at 4:22 (assuming supply allows), then at 4:30 instead of 4:40 another larva will spawn (following regular hatchery larva interval, since the previous hatchery larva was 4:15).

I haven't actually tested if spawning larva will reset the timer for regular hatchery larva, but I don't feel it should.


Now, another truly strange problem is that, if I put "25 Overlord" after "25 Spawn Larvae", it will try to build the overlord at supply 28 (4:25), using the larva generated by Spawn Larvae. Even an optimization would have tried to build the overlord earlier, not later.

Even stranger, If I put "21 Overlord" before "25 Spawn Larvae", it will build the overlord at 24 supply (3:30), and somehow gives me 3 additional larvae before the overlord, at 3:14, 3:18, and 3:22. I have no idea where those larvae come from...
Haploid
Profile Joined August 2010
Netherlands89 Posts
October 20 2010 16:36 GMT
#57
On October 20 2010 18:52 ylmson wrote:
I believe Spawn Larvae has some problems.

Very much so, and I think I fixed all of them now. In the order in which you presented them:
- According to Liquipedia, Spawn Larvae has a cooldown of 2.5 seconds. I mistook this for meaning that it takes the Queen 2.5 seconds to execute it, but as you say, it is instantaneous. Regardless, this is rarely if ever an issue, so I changed the calculator to display the 40 second wait time instead of the cooldown time.
- The second problem is much more complex, and it has to do with at least three separate bugs which would take a while to explain. Suffice to say it's been fixed. As part of the solution, I've forced the calculator to always treat Spawn Larvae as if the calculator were in strict mode. So when you write: 25 Spawn Larvae, it will not optimize and push the SL job to the earliest time it is available.
- The strange Overlord problem you mentioned is an effect of the same confluence of bugs. The additional three larvae you mentioned were the result of the Spawn Larvae job being pushed back in time to the earliest time it could be executed. Since a SL job requires nothing except a Queen with 25 energy, the calculator was able to place it much earlier than the Overlord job. Again, this is fixed by ensuring that the calculator is strict about the time when a SL job is executed.
Thank you Carl, you saved me from having to kill them all myself.
Sleight
Profile Blog Joined May 2009
2471 Posts
October 20 2010 16:55 GMT
#58
I have worked on optimizing the SeLeCT BO and I found that, though the calculator suggests you can get a Depot out after a 2nd Barracks before you can possibly build a first SCV, it seems that there is at least a 5 second delay.

I think the current mineral intake might be a fraction too high or that it starts a few seconds too soon at the beginning of the game. I did the proposed BO without losing almost a second of mining time by grabbing the closest worker right on time and it wasn't even close. As a result, the rest of the BO plays out quite differently seeing as this discrepancy happens by around 16-17 food.
One Love
Skrag
Profile Joined May 2010
United States643 Posts
October 20 2010 20:18 GMT
#59
Some pretty significant problems with zerg.

Using this build order:

9 Overlord
14 Spawning Pool
15 Extractor

Gives these results:

0 0:00 0:17 6 Drone 0 0
1 0:11 0:28 7 Drone 0 0
2 0:22 0:39 8 Drone 0 0
3 0:41 1:06 9 Overlord 0 0
4 0:49 1:06 9 Drone 0 0
5 0:57 1:14 10 Drone 0 0
6 1:05 1:22 11 Drone 0 0
7 1:15 1:32 12 Drone 19 0
8 1:30 1:47 13 Drone 90 0
9 1:42 2:47 14 Spawning Pool 0 0
10 1:48 2:05 13 Drone 0 0
11 1:56 2:26 14 Extractor 50 0
12 2:00 2:17 13 Drone 31 0


Problem #1: Drones 11 and 12 (entries 5 and 6 in the list) both start before the overlord finishes.

Problem #2: It's building the extractor on 14, not 15, and then building a drone after. The order is backwards. Using the strict checkbox makes the order right, but it shouldn't be necessary in this case. The calculator is simply doing the wrong thing.

Also, there is something else a bit wonky right at the beginning. The 8th drone is *never* getting started a full 6 seconds before the 7th one finishes. In actual play, you generally start the 8th just barely before the 7th finishes, even with a perfect split. This is going to throw all other timings off.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Haploid
Profile Joined August 2010
Netherlands89 Posts
October 20 2010 21:41 GMT
#60
Alright, I've finally come around to including supply capacity. The calculator now checks for supply capacity when queueing units, and displays the capacity in the results.

Skrag, your second problem is covered by the strict mode option. In non-strict mode, the calculator takes some liberties and starts production of stuff as early as possible, which in this case means your Extractor can be built before Drone #15. You have the resources. I'll think about making strict mode the default, and I'll definitely find some better way of advertising what it does (maybe just rename it to "don't allow minor optimizations" or something).

And yes, these are the optimal conditions timings, which can never be obtained. You'll always have a 2 or 3 second delay at the very start, at least. I usually spend a full second just figuring out where my mouse cursor is, cause it's hidden on the load screen, and when the game commences, it's usually in some corner of the screen or something.
Thank you Carl, you saved me from having to kill them all myself.
Sleight
Profile Blog Joined May 2009
2471 Posts
October 20 2010 21:48 GMT
#61
On October 21 2010 06:41 Haploid wrote:
Alright, I've finally come around to including supply capacity. The calculator now checks for supply capacity when queueing units, and displays the capacity in the results.

Skrag, your second problem is covered by the strict mode option. In non-strict mode, the calculator takes some liberties and starts production of stuff as early as possible, which in this case means your Extractor can be built before Drone #15. You have the resources. I'll think about making strict mode the default, and I'll definitely find some better way of advertising what it does (maybe just rename it to "don't allow minor optimizations" or something).

And yes, these are the optimal conditions timings, which can never be obtained. You'll always have a 2 or 3 second delay at the very start, at least. I usually spend a full second just figuring out where my mouse cursor is, cause it's hidden on the load screen, and when the game commences, it's usually in some corner of the screen or something.


Can we implement a 3 second delay on starting mining and a 3 second loss of mining time for each structure getting built?

How about a scouting option where we remove a worker?
One Love
Deathfairy
Profile Joined August 2010
148 Posts
October 20 2010 21:56 GMT
#62
BO :
9 overlord
15 hatchery
15 Spawning Pool
17 overlord
18 Extractor > put 3 on gas

Output:

10 1:58 3:38 15 / 18 Hatchery 0 0
11 2:24 3:29 14 / 18 Spawning Pool 50 0
12 3:38 3:55 13 / 20 Drone 676 0
13 3:38 3:55 14 / 20 Drone 626 0

Am i missing something on how to write BO or this is messed up

a) why is there 50 minerals after i build spawning pool
b) why is first probe start 10 sec after pool finishes?
Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-10-20 22:16:10
October 20 2010 22:13 GMT
#63
Got it and fixed it. Thanks, Deathfairy (good nickname, btw).

On October 21 2010 06:48 Sleight wrote:
Can we implement a 3 second delay on starting mining and a 3 second loss of mining time for each structure getting built?

How about a scouting option where we remove a worker?

Yes, and yes on the first two questions. There's already a scouting option, just write: 12 Gateway & Scout
Thank you Carl, you saved me from having to kill them all myself.
Thrawn1324
Profile Blog Joined October 2010
United States66 Posts
October 20 2010 22:51 GMT
#64
Very cool! Posting to show my support.
"To our wives and our lovers, pray they never meet"
ylmson
Profile Joined October 2010
United States9 Posts
Last Edited: 2010-10-21 00:01:07
October 20 2010 23:55 GMT
#65
IMO all the little timing problem can be resolved by allowing an @time build command. (which I mentioned in a previous post)
e.g.
9 Probe
@1:30 take 1 off mineral
@1:45 Nexus

Something like that. The calculator can then check if building something at a given time can be accomplished, and simply throw an error if it can not. Fixed delays from theoretical timing is never perfect because timing varies by person. With such a command combined with ability to put workers on and off mineral like on gas, any arbitrary delay could be accounted for.

So if people want to override the mining start time, they can write something like: @0:03 put 6 on mineral. With @time command you can also tell a scouting worker to come back to mining at a specific time if he survives, which may also be nice for some BOs.

Another problem I see is that right now it's hard to specify if you want a scouting SCV to build something (e.g. proxy), or want to pull a worker off to do it. The latter option actually may affect the economy quite a bit for a proxy build. I don't have any suggestion on that yet, besides the labelling idea I originally had which I still kind of liked:

10 SCV [Henry] > scout with Henry
12 Barracks [Proxy] with Henry

Then maybe at a later time, "Tech Lab on Proxy" or "Reaper from Proxy" or something like that. So even if another barracks is available, calculator would know to wait and use the specified one. This could also affect when units come out, etc. Just thought it may be nice. :D
BoondockVeritas
Profile Joined August 2010
United States191 Posts
October 21 2010 02:16 GMT
#66
Instantly favorited.
NA server Veritas.414, KR server Bullet.382. 지지요!
Deathfairy
Profile Joined August 2010
148 Posts
Last Edited: 2010-10-21 18:34:39
October 21 2010 18:22 GMT
#67
One much needed adition is amount of larva avaliable at each point in time, would be greatly apreciated.


Doesnt look like hatches after spawn larve poped reset, trying to get second injection results into all hatches are still spawning larvae error
Skrag
Profile Joined May 2010
United States643 Posts
October 21 2010 18:51 GMT
#68
On October 21 2010 06:41 Haploid wrote:
Alright, I've finally come around to including supply capacity. The calculator now checks for supply capacity when queueing units, and displays the capacity in the results.

Skrag, your second problem is covered by the strict mode option. In non-strict mode, the calculator takes some liberties and starts production of stuff as early as possible, which in this case means your Extractor can be built before Drone #15. You have the resources. I'll think about making strict mode the default, and I'll definitely find some better way of advertising what it does (maybe just rename it to "don't allow minor optimizations" or something).

And yes, these are the optimal conditions timings, which can never be obtained. You'll always have a 2 or 3 second delay at the very start, at least. I usually spend a full second just figuring out where my mouse cursor is, cause it's hidden on the load screen, and when the game commences, it's usually in some corner of the screen or something.


Don't get me wrong, the work you've done is incredibly awesome, but this tool would be *ridiculously* useful if it took a little bit of reality into account.

Right now, you can't really use it to compare different things, because it gives results that are simply not possible even if you play absolutely perfectly. Even just getting that 8th worker 5 seconds sooner than you should can make a huge difference later in the build.

Any plans to make the timings something that matches reality rather than "theoretical optimal"?

Side note : Pretty sure you're using values that are too big for worker mining rates. You're using .7, and that's pretty close to max for close patches. Average is closer to .66.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Skrag
Profile Joined May 2010
United States643 Posts
October 21 2010 19:09 GMT
#69
Scratch that last note. I just looked back at my timings, and .7 is just about perfect, and I was mis-remembering. (.66 is the mining rate for far patches, but the income from close patches is enough better that it brings the average up to right about .7)
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Bitters
Profile Blog Joined August 2010
Canada303 Posts
October 21 2010 19:14 GMT
#70
does this force drone production?
for example:
9 Overlord
14 Hatchery & Scout
14 Spawning Pool
16 Overlord
18 Queen > Spawn Larvae
20 Extractor > transfer 3

yet my readout gives me a 19 queen and 21 extractor. it seems to not let me pool minerals (makes an extra drone while queen waits for spawnling pool to finish)
Skrag
Profile Joined May 2010
United States643 Posts
October 21 2010 19:16 GMT
#71
Er...

Any way to do extractor tricks as zerg in the calculator?
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Bitters
Profile Blog Joined August 2010
Canada303 Posts
Last Edited: 2010-10-21 19:32:38
October 21 2010 19:29 GMT
#72
also:

when doing a fast expand build (14p/15h) i want to make it so that as soon as the expansion hatch is complete, it produces a queen (given mineral constraintss)

logically it would make sense that
15 Hatchery > Queen
would be the command for that, however it seems the supply constraint is checking the CURRENT supply (at 15) instead when the hatchery is finished


and i also occasionally get "15 Overlord is no longer solvable. Required supply count was exceeded."
even though overlords require no supply
Haploid
Profile Joined August 2010
Netherlands89 Posts
October 21 2010 22:30 GMT
#73
On October 21 2010 08:55 ylmson wrote:
IMO all the little timing problem can be resolved by allowing an @time build command. (which I mentioned in a previous post)

I'm not sure about the @time trigger, except for a few cases. In general, I think that if you hardcode times in your build order, it makes it harder to change the build order later. If you want to pump out one more marine before some @time trigger, you'll have to go back and fiddle with the time until it pans out right again.

Here is what I'm leaning towards when it comes to startup delay, travel time, and proxying:

Startup delay. I think I'll add a command like:
-3 seconds mining

In a build order this would look like:
-3 seconds mining
9 Pylon
12 Gateway
...

Travel time. It's very hard to calculate the timing when enough minerals would be available for a Barracks, if the timing depends when you send the SCV, and vice versa. Circular dependency and all. I've not come up with a cheap calculation for that. I'm thinking an easy (and doable) way to notate it would be:
10 Barracks (send @120 mineral)
which translates into:
At 120 minerals, send the SCV, the build the Barracks right when you hit 150 minerals. This is much more in line with how you'll execute it anyway; you look at the resources.

Proxying. I'll add an option to let your scout construct a building, like:
10 Scout
13 Gateway (proxy)

Extractor trick is also on the todo-list.

Skrag, I'm fairly sure about the resource mining rate. I've tried and tested the calculations and I come up with numbers fairly close to the theory. The FAQ on my page details the calculations.

Bitters, please post your build order, so I can see what's up. 15 Hatchery > Queen is really the command you're looking for, and it should work as advertised. The error message you get on the 15 Overlord isn't about the supply cost of the Overlord, but about the supply trigger (the "15" part). Apparently your build already has more than 15 supply when it comes to building the Overlord.
Thank you Carl, you saved me from having to kill them all myself.
ylmson
Profile Joined October 2010
United States9 Posts
October 21 2010 22:44 GMT
#74
On October 22 2010 07:30 Haploid wrote:
I think that if you hardcode times in your build order, it makes it harder to change the build order later.


Good point, and I like your solution.

On a side note, right now it seemed the calculator wouldn't transform warpgate back to gateway before the cooldown is over, while it is possible in game to do so. So this may need to be fixed for correctness. Also as I just checked, the remaining cooldown would actually be remembered and restored when you transform it back to warpgate at any later time. So you're right, can't do the gate-flipping trick anymore. :S
Bitters
Profile Blog Joined August 2010
Canada303 Posts
Last Edited: 2010-10-22 03:03:45
October 22 2010 01:55 GMT
#75
hey again, the build order was like

9 Overlord
15 Hatchery>Queen
14 Spawning Pool
15 Overlord
18 Queen
20 Zergling

but the page isn't loading so i can't double check, will update post when i can

ya confirmed... using that hatchery>queen command has the code check current constraints instead of constraints after the hatch finishes

in the above example is says queen requires spawning pool, which would be complete by time hatch is done.
kidcrash89
Profile Joined August 2010
198 Posts
Last Edited: 2010-10-22 05:50:38
October 22 2010 05:01 GMT
#76
15 Hatch 14 Pool gets a Pool quicker than 14 Hatch 14 Pool, interesting

Another interesting quirk:
9 Overlord
15 Hatchery
15 Spawning Pool
14 Extractor > +3
17 Overlord
17 Zergling
18 Queen
20 Zergling[2]
@100 gas Metabolic Boost
25 Overlord
@100 gas Lair

Gives:+ Show Spoiler +
0 0:00 0:17 6 / 10 Drone 0 0
1 0:11 0:28 7 / 10 Drone 0 0
2 0:22 0:39 8 / 10 Drone 0 0
3 0:41 1:06 9 / 10 Overlord 0 0
4 0:49 1:06 9 / 10 Drone 0 0
5 1:06 1:23 10 / 18 Drone 58 0
6 1:06 1:23 11 / 18 Drone 8 0
7 1:12 1:29 12 / 18 Drone 0 0
8 1:19 1:36 13 / 18 Drone 0 0
9 1:26 1:43 14 / 18 Drone 0 0
10 1:56 3:36 15 / 18 Hatchery 0 0
11 2:01 2:18 14 / 18 Drone 0 0
12 2:21 3:26 15 / 18 Spawning Pool 0 0
13 2:24 2:54 14 / 18 Extractor 0 0
14 2:30 2:47 13 / 18 Drone 0 0
15 2:35 2:52 14 / 18 Drone 0 0
16 2:41 2:58 15 / 18 Drone 0 0
17 2:46 3:03 16 / 18 Drone 0 0
18 2:54 2:54 17 / 18 Transfer 3 workers to gas 80 0
19 2:56 3:21 17 / 18 Overlord 0 5
20 3:26 3:50 17 / 26 Zergling 239 61
21 3:26 4:16 18 / 26 Queen 89 61
22 3:26 3:50 20 / 26 Zergling 39 61
23 3:28 3:52 21 / 26 Zergling 0 63
24 3:43 4:00 22 / 28 Drone 100 92
25 3:47 5:37 23 / 28 Metabolic Boost 39 0
26 3:48 4:05 23 / 28 Drone 0 2
27 3:53 4:10 24 / 28 Drone 0 12
28 4:03 4:28 25 / 28 Overlord 0 31
29 4:40 6:00 25 / 36 Lair 281 0 38


While
9 Overlord
15 Hatchery
15 Spawning Pool
14 Extractor > +3
17 Overlord
17 Zergling
18 Queen
20 Zergling[2]
23 Metabolic Boost
25 Overlord
31 Lair

Gives:+ Show Spoiler +
0 0:00 0:17 6 / 10 Drone 0 0
1 0:11 0:28 7 / 10 Drone 0 0
2 0:22 0:39 8 / 10 Drone 0 0
3 0:41 1:06 9 / 10 Overlord 0 0
4 0:49 1:06 9 / 10 Drone 0 0
5 1:06 1:23 10 / 18 Drone 58 0
6 1:06 1:23 11 / 18 Drone 8 0
7 1:12 1:29 12 / 18 Drone 0 0
8 1:19 1:36 13 / 18 Drone 0 0
9 1:26 1:43 14 / 18 Drone 0 0
10 1:56 3:36 15 / 18 Hatchery 0 0
11 2:01 2:18 14 / 18 Drone 0 0
12 2:21 3:26 15 / 18 Spawning Pool 0 0
13 2:24 2:54 14 / 18 Extractor 0 0
14 2:30 2:47 13 / 18 Drone 0 0
15 2:35 2:52 14 / 18 Drone 0 0
16 2:41 2:58 15 / 18 Drone 0 0
17 2:46 3:03 16 / 18 Drone 0 0
18 2:54 2:54 17 / 18 Transfer 3 workers to gas 80 0
19 2:56 3:21 17 / 18 Overlord 0 5
20 3:26 3:50 17 / 26 Zergling 239 61
21 3:26 4:16 18 / 26 Queen 89 61
22 3:26 3:50 20 / 26 Zergling 39 61
23 3:28 3:52 21 / 26 Zergling 0 63
24 3:33 3:50 22 / 26 Drone 0 73
25 3:47 5:37 23 / 28 Metabolic Boost 39 0
26 3:48 4:05 23 / 28 Drone 0 2
27 3:53 4:10 24 / 28 Drone 0 11
28 4:02 4:27 25 / 28 Overlord 0 29
29 4:07 4:24 25 / 28 Drone 0 38
30 4:11 4:28 26 / 28 Drone 0 46
31 4:16 4:33 27 / 28 Drone 0 54
32 4:27 4:44 28 / 36 Drone 93 76 31
33 4:27 4:44 29 / 36 Drone 43 76 31
34 4:28 4:45 30 / 36 Drone 0 78 31
35 4:40 6:00 31 / 36 Lair 13 0 38


So one build gets 2 more drones out and starts the Lair at the same time. It seems that the @ commands don't continue to drone up? Is there any way to make Spawn Larvae automatically refresh? You should at the ability to do things at a specific time. For example, I want to drop a Spire immediately after my Lair finishes, or @6:00. Awesome app (your unit production one is cool too)

More:+ Show Spoiler +
9 Overlord
15 Hatchery
15 Spawning Pool
14 Extractor > +3
17 Overlord
17 Zergling
18 Queen > Spawn Larvae
20 Zergling[2]
23 Metabolic Boost
25 Overlord
31 Lair
31 Extractor > +3
31 Extractor > +3
6:00 Checkpoint
gives an error due to check point

More:+ Show Spoiler +
9 Overlord
15 Hatchery
15 Spawning Pool
14 Extractor > +3
17 Overlord
17 Zergling
18 Queen > Spawn Larvae
20 Zergling[2]
23 Metabolic Boost
25 Overlord
31 Lair
31 Extractor > +3
30 Extractor > +3
29 Extractor > +3
31 Spawn Larvae
32 Overlord
33 Queen
40 Spire
41 Overlord
leaves me with 25 energy @39 supply yet when I add "39 Spawn Larvae" I'm not allowed to cast it since "all hatcheries are currently spawning larva". Clearly, the larva has already popped after I make my drone. It doesn't seem to work on 40 either.
GrapeD
Profile Blog Joined August 2010
Canada679 Posts
October 22 2010 06:00 GMT
#77
Cool! this is actually really helpful, keep it up.
Some people hurt people. I defenestrate those people.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
October 22 2010 09:01 GMT
#78
Epic work! Can you add column for zergs, how many larvae we have for a moment?
Haploid
Profile Joined August 2010
Netherlands89 Posts
October 22 2010 09:04 GMT
#79
On October 22 2010 10:55 Bitters wrote:
9 Overlord
15 Hatchery>Queen
14 Spawning Pool
15 Overlord
18 Queen
20 Zergling

...
ya confirmed... using that hatchery>queen command has the code check current constraints instead of constraints after the hatch finishes
in the above example is says queen requires spawning pool, which would be complete by time hatch is done.

Yes, it picks up the jobs in the order in which they appear in the build. Even when you write 15 Hatchery>Queen, 14 Spawning Pool, it'll see the Queen first and throw an error. I've tried to make it so that "floating" jobs (jobs which don't depend on a specific supply count) such as ">Queen" can be moved to a later time to account for prerequisites. But it's not simple. It's actually an NP-complete problem, akin to the Travelling Salesman problem, which means that the computation becomes very expensive when a build has lots of floating jobs. It also means that the only way to figure out the correct order of floating jobs (and to figure out if there even exists such an order) is to just brute force try every possible order.

You'll have to write:
15 Hatchery
14 Spawning Pool > Queen
Or possibly delay the Queen even further until after the Overlord, whatever gets the smoothest timing.


On October 22 2010 14:01 kidcrash89 wrote:
6:00 Checkpoint gives an error due to check point

... leaves me with 25 energy @39 supply yet when I add "39 Spawn Larvae" I'm not allowed to cast it since "all hatcheries are currently spawning larva". Clearly, the larva has already popped after I make my drone. It doesn't seem to work on 40 either.

Fixed both. It now delays the Spawn Larvae until after a hatchery is available, instead of throwing an error. Thanks!
Thank you Carl, you saved me from having to kill them all myself.
Bitters
Profile Blog Joined August 2010
Canada303 Posts
October 22 2010 13:47 GMT
#80
right but under your example of
15 Hatchery
14 Pool > Queen

That doesn't time the second queen starting off the expansion's finish (since the build I posted already was building a queen after the SP was done
Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-10-22 23:23:30
October 22 2010 23:23 GMT
#81
On October 22 2010 18:01 Existor wrote:
Epic work! Can you add column for zergs, how many larvae we have for a moment?

My works have never been called epic before. o.O Added larvae to the results.

On October 22 2010 22:47 Bitters wrote:
right but under your example of
15 Hatchery
14 Pool > Queen

That doesn't time the second queen starting off the expansion's finish (since the build I posted already was building a queen after the SP was done

I changed the way in which prerequisites are checked. They are now checked as it executes the build order, instead of trying to tie everything up beforehand. As a result, your first notation will now work as you'd expect:
15 Hatchery > Queen
14 Spawning Pool
It'll build the Queen right when the second Hatchery completes.

And the third and final change of the day: you can now specify a travel time for transferring probes. The notation for this is (any of these will work):
15 Hatchery > transfer 8 drones (10 seconds lost)
15 Hatchery > transfer 8 (10 seconds)
15 Hatchery > +8 (10s)

My next stop will be allowing you to specify a startup delay. I'm not sure what would be the most flexible way to write this. It depends on whether you send your probes first, or queue your probe. Personally, I start with the probes, and I assume most people do (mining outranks building). So for me, there is a maybe 2 second delay on startup mining and a 3 second delay on building the first probe. Any suggestions on how to write this down in a build order?
Thank you Carl, you saved me from having to kill them all myself.
Skrag
Profile Joined May 2010
United States643 Posts
Last Edited: 2010-10-23 02:02:56
October 23 2010 01:36 GMT
#82
On October 22 2010 14:01 kidcrash89 wrote:
15 Hatch 14 Pool gets a Pool quicker than 14 Hatch 14 Pool, interesting


See, this is the problem with not trying to add a bit of reality in.

I'd bet you money that if you actually tested it in-game, that would not be true.

**Edit**
Er, I misread something somehow. 15hatch 14pool will get the pool faster than 14hatch 14pool. Not by much, but slightly faster.

I did test it in-game, though, and came up with about the same time on both, with 15hatch being slightly faster, as expected.

However, the actual time is 10 or 11 seconds after the "theoretical" time, and my early game timings are pretty crisp, so it would be really tough to improve on that. I can manage everything just fine when there's not very much to do.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Skrag
Profile Joined May 2010
United States643 Posts
October 23 2010 01:39 GMT
#83
On October 22 2010 18:04 Haploid wrote:
Show nested quote +
On October 22 2010 10:55 Bitters wrote:
9 Overlord
15 Hatchery>Queen
14 Spawning Pool
15 Overlord
18 Queen
20 Zergling

...
ya confirmed... using that hatchery>queen command has the code check current constraints instead of constraints after the hatch finishes
in the above example is says queen requires spawning pool, which would be complete by time hatch is done.

Yes, it picks up the jobs in the order in which they appear in the build. Even when you write 15 Hatchery>Queen, 14 Spawning Pool, it'll see the Queen first and throw an error. I've tried to make it so that "floating" jobs (jobs which don't depend on a specific supply count) such as ">Queen" can be moved to a later time to account for prerequisites. But it's not simple. It's actually an NP-complete problem, akin to the Travelling Salesman problem, which means that the computation becomes very expensive when a build has lots of floating jobs.


Seems like there's an easy solution here. Don't make it a "floating" job. Make it dependent on the thing that the > is after. So it doesn't do anything at all with the queen job until the hatchery is complete.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Skrag
Profile Joined May 2010
United States643 Posts
Last Edited: 2010-10-23 02:05:18
October 23 2010 01:44 GMT
#84
On October 23 2010 08:23 Haploid wrote:
My next stop will be allowing you to specify a startup delay. I'm not sure what would be the most flexible way to write this. It depends on whether you send your probes first, or queue your probe. Personally, I start with the probes, and I assume most people do (mining outranks building). So for me, there is a maybe 2 second delay on startup mining and a 3 second delay on building the first probe. Any suggestions on how to write this down in a build order?


Starting the worker first is typical and recommended by just about everybody, and I'm like 99% sure that's what all of the pros are doing, because a delay on the first worker isn't just a delay on the first worker.

I think you're severely underestimating your response time though. 3 seconds is a *long* time. You're probably quite a bit faster than that.

As for suggestions about how to write in delays, it could be as simple as

delay X > job

Especially if you change > jobs so they're dependent jobs, rather than floating ones.

Hmm. Except that would only work for things that you call out, and you don't call out workers mining.

Meh, I don't think the syntax matters that much though, as long as the instructions say what to do.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Sidus
Profile Joined September 2010
Canada6 Posts
October 23 2010 05:21 GMT
#85
On October 23 2010 10:44 Skrag wrote:

Starting the worker first is typical and recommended by just about everybody, and I'm like 99% sure that's what all of the pros are doing, because a delay on the first worker isn't just a delay on the first worker.


For zerg if you go 9 overlord then the the drones you build up to 12 supply are all mineral or supply limited (and if supply limited depend on the overlord timing which is in turn mineral limited) and in practice it's up to 13 supply even if the calculator claims it's larva limited at that point. So all those drones except the first are faster if you mine first, unless mining first delays the first drone 6 times more than it speeds up the mining.

Now, after that point, you will be ahead on larva if you built the worker first and might make up the mineral disadvantage, unless you hit 3 larva before making the 9 overlord. If you hit 3 larva before making the 9 overlord, the larva timer now depends on when that overlord was produced, and not when the first drone was produced. The calculator claims that the overlord will be produced with 4 seconds to spare, but this assumes perfect mining (each new drone going directly to an available patch and also without causing an existing worker returning to the patch from shifting to another, also the larva position relative to the minerals matters). In practice, looking at some replays of Idra (who builds the drone first) I see that he hits 3 larvae before making the overlord most of the time, although sometimes he does build the overlord before then. The delay is small enough that he would probably be making the overlord before the larvae count reached 3 if he mined first, so it's not 100% clearcut without actually doing math that he would be better off mining first, but for less good players like myself who can't direct each drone to the best mineral patch very well, and/or are less good at making that overlord immediately when 100 minerals is reached, the larva is probably going to reach 3 before the overlord anyway, so we should defininitely mine first.

tl;dr - if you are a pro zerg player making a drone first might or might not be a good idea (more research needed). If you are zerg and not pro then mine first (with a 9 overlord build).
Perscienter
Profile Joined June 2010
957 Posts
October 23 2010 05:27 GMT
#86
13 Assimilator > transfer 3
22 Nexus > transfer 8

Line 1 : transfer 3 is not a structure or unit.

Doesn't function, although it is stated this way in the 'How to use'. It only functions if you add the worker's name. It would be nice if you could update this.
Haploid
Profile Joined August 2010
Netherlands89 Posts
October 23 2010 08:44 GMT
#87
On October 23 2010 10:39 Skrag wrote:
Seems like there's an easy solution here. Don't make it a "floating" job. Make it dependent on the thing that the > is after. So it doesn't do anything at all with the queen job until the hatchery is complete.

Oh, it already is. When I say "floating" jobs, I mean that it is not pegged to some supply count or resource count. This means that the calculator can continue processing other jobs until this one becomes available. In some cases, this involves a choice.

Consider, for example, this snippet:
14 Drone > Spawning Pool
13 Hatchery
Clearly, the 14 Drone will finish very quickly, and the calculator will then have a choice:
a) Drone, Spawning Pool, then another Drone, then the Hatchery
b) Drone, Hatchery, then Spawning Pool
It'll always prefer to build the Hatchery first, because it has a given supply count that is already achieved. So in that sense, the Spawning Pool job is floated to a future time.

In the other example:
14 Spawning Pool > Queen
13 Hatchery
In this case, the choice will be:
a) Spawning Pool, then Queen, then Hatchery
b) Spawning Pool, then Hatchery, then Queen
Again, it will build the Hatchery first, because the given supply count for the Hatchery would be exceeded if it starts the Queen first. Again, the Queen job is "floated" until it can fit somewhere in the build order.

On October 23 2010 14:21 Sidus wrote:
tl;dr - if you are a pro zerg player making a drone first might or might not be a good idea (more research needed). If you are zerg and not pro then mine first (with a 9 overlord build).

Wow, very thorough analysis. I'm a Protoss player, and I know there's a gap right after I build my 9 Pylon where I have to wait a few seconds to start another Probe. So my thoughts are that if I start mining first, I can minimize that gap a bit.

On October 23 2010 14:27 Perscienter wrote:
Line 1 : transfer 3 is not a structure or unit.

Got it. Funny how two question marks in a regular expression can cancel each other out.
Thank you Carl, you saved me from having to kill them all myself.
Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-10-23 12:17:50
October 23 2010 11:02 GMT
#88
I've added some options to increase realism:

Worker can be sent early when building a structure, e.g. 12 Gateway (send @120 minerals)
Startup delay for mineral mining, e.g. #Startup mining delay = 3 seconds
Startup delay for worker production, e.g. #Startup build delay = 3 seconds

So a more realistic 10/10-gate would be something like:

#Startup mining delay = 2 seconds
#Startup build delay = 1 seconds
10 Pylon (send @80 minerals) > Gateway (send @120 minerals) [2]
12 Zealot* [3]
18 Pylon (send @80 minerals)
Which only delays the third Zealot by about 2 seconds, not too bad.

Note that if you switch the delays, you'll get that Zealot out one second sooner. Which would seem to indicate that it's better to send your workers first, then produce a new worker.
Thank you Carl, you saved me from having to kill them all myself.
XGDragon
Profile Joined September 2008
Netherlands61 Posts
October 23 2010 12:52 GMT
#89
Could you also implement the Extractor trick Zergs can do?
My current qq: TvT hellions are boring to watch :(
Sleight
Profile Blog Joined May 2009
2471 Posts
October 23 2010 13:45 GMT
#90
Halpoid has already instituted a 3 second delay on mining at the start and a 3 second loss of mining time every time you build a structure. That is very consistent with actual game timing. Now if you are a Terran or Toss walling, it might be 2-3 seconds more for the first few structures, but I think it is fine.

At least that is what I suggested and then he said, "Got it." or something to that effect.
One Love
kme
Profile Joined March 2010
Serbia176 Posts
Last Edited: 2010-10-23 14:40:52
October 23 2010 13:59 GMT
#91
This is very interesting. I'm curious would it be possible to give the option of setting a goal and then the program would determine the fastest way to do it. I can only hope .

If not, then it would be nice to add a command for constant worker or unit production. It would allow more abstract builds. Something like this:

10 supply depot
12 barracks & constant marine production; constant scv production
@100 mineral supply depot
@400 mineral Command center
@150 orbital command & stop scv production & stop marine production
@150 mineral barracks
@150 mineral barracks
@150 mineral barracks & constant scv production & constant marine production
@100 mineral supply depot
@75 mineral refinery > +2
@75 mineral refinery > +2

Edit: I am also curious about the supply triggers. I assume they trigger as soon as you hit the stated supply (if minerals are available). This would mean that if you want to state workers to be created at certain supply to emulate worker production, you would actually have one scv constantly queued as opposed to queuing it just before the previous worker finishes.

Edit2: OK it seems that constant production can be somewhat emulated by doing say barracks > marine [5] but it somehow messes with supply timings. It would be nice if it could show the result until the point where it requires more supply instead of showing only an error. Heh I suppose that it would be asking for too much if you could implement some sort of priority system for commands .
Perscienter
Profile Joined June 2010
957 Posts
Last Edited: 2010-10-23 15:22:11
October 23 2010 15:19 GMT
#92
Is something like this possible?

14 cybernetics core > warpgate AND stalker
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
October 23 2010 15:35 GMT
#93
Ok right i want to work out a Terran CC first build.
I put in: '10 Supply Depot' '15 Command Center'
This wasn't on strict mode also, and i only have 70-ish busy percentage on my CC.
How do i find out the way to do a CC first with constant worker production?
Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-10-23 17:55:11
October 23 2010 17:52 GMT
#94
On October 23 2010 21:52 XGDragon wrote:
Could you also implement the Extractor trick Zergs can do?

In the next version.
On October 23 2010 22:45 Sleight wrote:
Halpoid has already instituted a 3 second delay on mining at the start and a 3 second loss of mining time every time you build a structure. That is very consistent with actual game timing. Now if you are a Terran or Toss walling, it might be 2-3 seconds more for the first few structures, but I think it is fine.

At least that is what I suggested and then he said, "Got it." or something to that effect.

Well, not 3 seconds hard-coded. You can manually set the startup delay with the #Startup Mining Delay=3 seconds command, and you can send a worker early when building a structure by writing 12 Barracks (send @120 minerals).

And in actuality, the travel time to a walloff is often much bigger than 3 seconds. More like 6 seconds on Lost Temple.
On October 23 2010 22:59 kme wrote:
This is very interesting. I'm curious would it be possible to give the option of setting a goal and then the program would determine the fastest way to do it. I can only hope .

It's an entirely different problem, and I'm not sure how I'd approach it in a way that allows for the whole myriad of units, morphs, upgrades and various dependencies.
On October 23 2010 22:59 kme wrote:
Edit: I am also curious about the supply triggers. I assume they trigger as soon as you hit the stated supply (if minerals are available). This would mean that if you want to state workers to be created at certain supply to emulate worker production, you would actually have one scv constantly queued as opposed to queuing it just before the previous worker finishes.

When a unit, structure, upgrade or morph can be produced depends on when:
a) enough minerals are available;
b) enough gas is available;
c) larvae are available (for zerg units);
d) supply capacity is sufficient (for units);
e) production queue is available (for non-zerg units, upgrades and structure morphs);
f) spellcaster energy is available (for abilities);
g) prerequisite structures are completed;
h) job dependencies are completed (such as 12 Gateway > Zealot. The Zealot job depends on the completion of the 12 Gateway job.).
That's part of why an optimizer would be... complex.

I'll think about an option to let you build something constantly (Marines, SCVs); it's not an easy addition, though. Maybe a priority system, like you mentioned. For the mean time, you'll have to add those units to the build order yourself and fiddle with when you can build them.
Thank you Carl, you saved me from having to kill them all myself.
icezar
Profile Joined June 2010
Germany240 Posts
October 23 2010 18:08 GMT
#95
How do you take drones off gas?
icezar
Profile Joined June 2010
Germany240 Posts
October 23 2010 21:08 GMT
#96
something is wrong with inject larva, it does not build drones right after that.

Ex:
10 Overlord
10 Spawning Pool
16 Queen > Spawn Larvae
18 Hatchery > transfer 3 drones
18 Extractor > transfer 3 drones (2 seconds lost)
18 Overlord
20 Queen
22 Overlord
22 Spawn Larvae
24 Spawn Larvae
28 Lair
32 Overlord
35 Overlord
38 Spawn Larvae
48 Zergling
Haploid
Profile Joined August 2010
Netherlands89 Posts
October 24 2010 00:03 GMT
#97
On October 24 2010 00:19 Perscienter wrote:
14 cybernetics core > warpgate AND stalker

Yes, just write: 14 Cybernetics Core > Warpgate & Stalker
It'll start the Warpgate research first, then the Stalker without waiting for the research to complete.

On October 24 2010 03:08 icezar wrote:
How do you take drones off gas?

It's in one of the examples: @100 gas take 3 workers off gas

On October 24 2010 06:08 icezar wrote:
something is wrong with inject larva, it does not build drones right after that.

Lol, actually, it injected the larvae on the second Hatchery, the one which hadn't finished yet. Should be fixed now.
Thank you Carl, you saved me from having to kill them all myself.
icezar
Profile Joined June 2010
Germany240 Posts
October 24 2010 06:32 GMT
#98
Thanks. Got another one now.
9 Overlord
14 Hatchery
13 Spawning Pool
16 Overlord
19 Queen > Spawn Larvae
21 Extractor > transfer 3 drones
20 Queen > Spawn Larvae
26 Overlord
29 Overlord
@100 gas take 3 workers off gas
30 Lair
34 Spawn Larvae
40 Spawn Larvae
41 Overlord
48 Zergling

No hatcheries are producing larvae. ???
It is ok until 41 Overlord....
Haploid
Profile Joined August 2010
Netherlands89 Posts
October 24 2010 09:57 GMT
#99
On October 24 2010 15:32 icezar wrote:
No hatcheries are producing larvae. ???
It is ok until 41 Overlord....

That, too, should be fixed now. Thanks again.
Thank you Carl, you saved me from having to kill them all myself.
icezar
Profile Joined June 2010
Germany240 Posts
October 24 2010 12:09 GMT
#100
Thanks for the fast updates but i keep getting errors :-((
9 Overlord
14 Hatchery
14 Spawning Pool
17 Overlord
18 Extractor > transfer 3 drones
18 Queen
20 Queen > Spawn Larvae
26 Overlord
29 Overlord
@100 gas take 3 workers off gas
30 Lair
40 Spawn Larvae
40 Spawn Larvae
41 Overlord
48 Zergling

here:
22 3:33 4:23 20 / 28 0, 1 Queen 25 7
23 4:15 4:32 22 / 28 3, 2 Drone 401 85

why does it wait so long to build that drone?
and larva count i think it is wrong

Haploid
Profile Joined August 2010
Netherlands89 Posts
October 24 2010 16:10 GMT
#101
Well, the larva count looks about right. It's a 42 second gap, and that's long enough for your hatcheries to fill up again.

I'll see what I can do about that delay. In this situation, it doesn't make sense for the calculator to wait until the Queen has finished, since the Spawn Larvae job in no way interferes with the next scheduled job. I can fix this.

In the meantime, you could write:
20 Queen
24 Spawn Larvae
26 Overlord
That'll allow drone production to continue.

Wow, the other two races were so much simpler.
Thank you Carl, you saved me from having to kill them all myself.
icezar
Profile Joined June 2010
Germany240 Posts
Last Edited: 2010-10-24 21:19:45
October 24 2010 21:16 GMT
#102
Can we do extractor trick in this?

Sorry for all the noob questions, i know i am too lazy to carefully read your site but also your thread is too short :-D

Awesome site you have there!!!

It will be nice to see it integrate with http://www.teamliquid.net/forum/viewmessage.php?topic_id=160231 also.

This is what i do now try to find flows in computed BOs :-D
Logo2010
Profile Joined October 2010
509 Posts
October 25 2010 02:58 GMT
#103
Great site. Very useful and thank you for making it available.

One question, how to you tell it to for example make rax
eg. 12 Barracks > Marine
then continuously make marines until whatever.
Pitsot
Profile Joined October 2010
Russian Federation20 Posts
October 25 2010 07:48 GMT
#104
Thanks a lot! I've managed to create a good build using your calculator and I'm having success with it.
icezar
Profile Joined June 2010
Germany240 Posts
October 25 2010 07:59 GMT
#105
sorry, another bug,
For:
10 Spawning Pool (send @100 minerals)
10 Extractor
10 Overlord
10 Roach Warren
10 put 3 on gas
11 Overlord
@58 gas take 1 off gas
11 Roach [7]

9 2:10 3:05 10 / 18 3 Roach Warren 44 0
- not build soon enough there are 44 min left
11 2:11 2:28 9 / 18 2 Drone -2 2
-can i build on credit? :-)
Haploid
Profile Joined August 2010
Netherlands89 Posts
October 25 2010 09:59 GMT
#106
On October 25 2010 06:16 icezar wrote:
Can we do extractor trick in this?

It will be nice to see it integrate with http://www.teamliquid.net/forum/viewmessage.php?topic_id=160231 also.

Extractor trick is on the top of my todo-list, but I'm very busy with work today, so expect it probably tonight (European night).

I absolutely love that build optimizer; it's so much fun to watch it do its magic.
On October 25 2010 11:58 Logo2010 wrote:
One question, how to you tell it to for example make rax
eg. 12 Barracks > Marine
then continuously make marines until whatever.

It's not possible in the current syntax yet, but you can do something like that by throwing some marines around in your build order. Right now, it only uses SCV's to fill up any supply gaps in your build order, but maybe I could make it so that it could choose intelligently between building a Marine or an SCV, based on some priority. I'll think about it.
On October 25 2010 16:59 icezar wrote:
9 2:10 3:05 10 / 18 3 Roach Warren 44 0
- not build soon enough there are 44 min left
11 2:11 2:28 9 / 18 2 Drone -2 2
-can i build on credit? :-)

The Roach Warren is delayed because it is waiting for the Spawning Pool to finish, so that's correct. The negative minerals are due to rounding errors in the timing when it compiles the final report. It doesn't actually impact the timing, just the way it's reported. I will fix that.
Thank you Carl, you saved me from having to kill them all myself.
RickOrShay
Profile Joined August 2010
New Zealand132 Posts
October 25 2010 10:22 GMT
#107
pretty awesome, would use it once you get terran going.
Bitters
Profile Blog Joined August 2010
Canada303 Posts
Last Edited: 2010-10-25 15:21:04
October 25 2010 15:16 GMT
#108
9 Overlord
14 Hatchery > Queen > Spawn Larvae
14 Spawning Pool > Queen > Spawn Larvae
16 Overlord

It's saying it is no longer solvable since it exceeds the supply count (although changing to 15 Overlord works, yet my food is never over 17 then). Doesn't make sense that I can make an overlord at 15 only instead of 16.

Objective of above is to go 14h/14p, getting a queen at main when pool finishes and a queen at second hatch when its complete, having each queen spawn larvae immediately when they are finished.

Edit: Yea, it seems there are lots of issues with supply constraints still. And orders are getting messed up.
9 Overlord
15 Hatchery > Queen > Spawn Larvae
14 Spawning Pool > Queen > Spawn Larvae
15 Overlord
18 Extractor > +3

Yet what comes out is a 14 gas, it stops drone production waiting for pools to finish before making queens (instead of droning to 15 for overlord and making queens when ready)
icezar
Profile Joined June 2010
Germany240 Posts
October 25 2010 17:46 GMT
#109
Can you please color with red the resource causing the delay?

0 0:00 0:17 6 / 10 2 Drone 0 0
1 0:11 0:28 7 / 10 1 Drone 0 0
Skrag
Profile Joined May 2010
United States643 Posts
October 26 2010 01:27 GMT
#110
On October 23 2010 20:02 Haploid wrote:
I've added some options to increase realism:

Worker can be sent early when building a structure, e.g. 12 Gateway (send @120 minerals)
Startup delay for mineral mining, e.g. #Startup mining delay = 3 seconds
Startup delay for worker production, e.g. #Startup build delay = 3 seconds

So a more realistic 10/10-gate would be something like:

#Startup mining delay = 2 seconds
#Startup build delay = 1 seconds
10 Pylon (send @80 minerals) > Gateway (send @120 minerals) [2]
12 Zealot* [3]
18 Pylon (send @80 minerals)
Which only delays the third Zealot by about 2 seconds, not too bad.

Note that if you switch the delays, you'll get that Zealot out one second sooner. Which would seem to indicate that it's better to send your workers first, then produce a new worker.


If you have a full second's worth of delay between building and sending, then yes, that would be true.

But if you're that slow with the very first two actions you have to do in every game, you're spending thought trying to optimize when the fact of the matter is that you should just click faster.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
DFarce
Profile Joined July 2010
55 Posts
October 26 2010 14:11 GMT
#111
Fantastic work. It is fun to see what sort of wacky builds you can pull off with this. A few gripes though.

As said above, the negative minerals is a little odd. As well, whoever suggested that the limiting factor be highlighted in red is a genius, thats a great idea.

My only last thing is that the system is a little annoying to use with full word syntax, I find I am constantly going back to the examples to see what I am missing. I think you should make a shorthand syntax that is recognized as well to make constructing builds easier.

Thanks for the great tool!
Phrencys
Profile Joined August 2010
Canada270 Posts
Last Edited: 2010-10-26 14:43:28
October 26 2010 14:43 GMT
#112
I too think there's a problem with the spawn larva ability getting ignored.

Here are two examples of masslings BO that I sometimes use in teamgames. One is queen first, other one is 6lings first (vs Z+X, these lings will spawn at the 2:30 mark just in time to stop a 6pool)

10 Pool (Queen first)
---------------------
10 Spawning Pool
10 Overlord
10 Overlord
10 Queen > Spawn Larvae
12 Zergling [14]

10 Pool (3Zerglings first)
--------------------------
10 Spawning Pool
10 Overlord
10 Overlord
10 Zergling [3]
13 Queen > Spawn Larvae
15 Zergling [11]

While the Spawn Larvae does show up, adding or removing "> Spawn Larvae" doesn't change the timings whatsoever. I got 3 larvaes available, but the timer still waits as if there were only one.
icezar
Profile Joined June 2010
Germany240 Posts
October 26 2010 16:54 GMT
#113
Yes, there is a problem with queues. Until it is solved you can do it like:

10 Spawning Pool
10 Overlord
10 Overlord
10 Queen
12 Zergling [6]
18 Spawn Larvae
18 Zergling [8]
Phrencys
Profile Joined August 2010
Canada270 Posts
October 26 2010 17:42 GMT
#114
It's weird because the problem doesn't seem to be the queue itself; the larvae DO spawn, but are just not used.

But since spawning manually does work... guess that'll do for now. Thanks.
RationalGaze
Profile Joined October 2010
United Kingdom121 Posts
Last Edited: 2010-10-27 11:46:16
October 27 2010 11:44 GMT
#115
This is pretty cool, thanks for making this. I was just wondering if it's possible for you to make a similar tool which lets you just input your build order without specifying the supply count? So basically it is set to constantly produce probes and we can just input our build order and it will tell us at what time it would be possible to build that unit/structure.

Assuming a constant rate of worker production, we wouldn't need to specify when to build a depot/overlord/pylon since it could calculate for us that for example that at 10 supply, a Terran must build a supply depot so he doesn't get blocked since it takes 30secs to build one.

So in the builder I would just put:
Barracks
Refinery
Marine

...and the builder would say OK, well by the time you want to build the barracks, you will have had time to build 12 SCVs, so you will need to have built a depot at 10, so it will adjust the build order to:
Supply Depot (time or supply at which this is buildable)
Barracks (time or supply at which this is buildable)
Refinery (time or supply at which this is buildable)
Marine (time or supply at which this is buildable)

Then I could add a Factory to the build and it would just put the earliest time I could do that based on the current resource collection rate. This is probably a lot more complicated than I think...


но ни шагу назад
tidesonar02
Profile Joined October 2010
2 Posts
October 28 2010 08:34 GMT
#116
Awesome util

Sadly I have issues with almost all my zerg sample builds:

9 Overlord
11 Scout
14 Spawning Pool
16 Extractor > +3
15 Queen
17 Overlord

5 0:49 1:06 9 / 10 1 Drone -6 0
6 1:06 1:23 10 / 18 1 Drone 40 0
7 1:06 1:23 11 / 18 0 Drone -10 0
8 1:15 1:32 12 / 18 0 Drone -5 0
9 1:30 1:47 13 / 18 0 Drone 49 0
10 1:36 2:41 14 / 18 0 Spawning Pool -100 0
11 1:45 2:02 13 / 18 0 Drone -83 0

Obviously minerals shouldn't be negative

----

10 Spawning Pool > Zergling
9 Overlord
11 Drone
16 Extractor

8 2:08 2:32 11 / 18 2 Zergling 169 0
9 2:15 2:32 12 / 18 2 Drone 169 0
10 2:15 2:45 13 / 18 2 Extractor 150 0
11 2:30 2:47 12 / 18 2 Drone 200 0
12 2:45 3:02 13 / 18 2 Drone 264 0
13 3:00 3:17 14 / 18 2 Drone 339 0

More drones should be spawned

----

Nevertheless your work is greatly appreciated. Thanks.
pyjamads
Profile Joined May 2010
Denmark33 Posts
October 28 2010 08:54 GMT
#117
On October 28 2010 17:34 tidesonar02 wrote:
Awesome util

Sadly I have issues with almost all my zerg sample builds:
+ Show Spoiler +

9 Overlord
11 Scout
14 Spawning Pool
16 Extractor > +3
15 Queen
17 Overlord

5 0:49 1:06 9 / 10 1 Drone -6 0
6 1:06 1:23 10 / 18 1 Drone 40 0
7 1:06 1:23 11 / 18 0 Drone -10 0
8 1:15 1:32 12 / 18 0 Drone -5 0
9 1:30 1:47 13 / 18 0 Drone 49 0
10 1:36 2:41 14 / 18 0 Spawning Pool -100 0
11 1:45 2:02 13 / 18 0 Drone -83 0

Obviously minerals shouldn't be negative

----

10 Spawning Pool > Zergling
9 Overlord
11 Drone
16 Extractor

8 2:08 2:32 11 / 18 2 Zergling 169 0
9 2:15 2:32 12 / 18 2 Drone 169 0
10 2:15 2:45 13 / 18 2 Extractor 150 0
11 2:30 2:47 12 / 18 2 Drone 200 0
12 2:45 3:02 13 / 18 2 Drone 264 0
13 3:00 3:17 14 / 18 2 Drone 339 0

More drones should be spawned

----

Nevertheless your work is greatly appreciated. Thanks.


The reason in the last example is that you are not using Strict Mode, which uses your exact specification. But in "normal" mode, the Tool actually switches your stuff around, to optimize when you have enough minirals/gas to build someting higher up in your BO. This sometimes will give you an idea off how to optimize your build even more, but most of the time, it will actually slow it down, as you are saving up mins/gas for a reason.
tidesonar02
Profile Joined October 2010
2 Posts
October 28 2010 09:57 GMT
#118
On October 28 2010 17:54 pyjamads wrote:
Show nested quote +
On October 28 2010 17:34 tidesonar02 wrote:

10 Spawning Pool > Zergling
9 Overlord
11 Drone
16 Extractor

8 2:08 2:32 11 / 18 2 Zergling 169 0
9 2:15 2:32 12 / 18 2 Drone 169 0
10 2:15 2:45 13 / 18 2 Extractor 150 0
11 2:30 2:47 12 / 18 2 Drone 200 0
12 2:45 3:02 13 / 18 2 Drone 264 0
13 3:00 3:17 14 / 18 2 Drone 339 0

More drones should be spawned

----

Nevertheless your work is greatly appreciated. Thanks.


The reason in the last example is that you are not using Strict Mode, which uses your exact specification. But in "normal" mode, the Tool actually switches your stuff around, to optimize when you have enough minirals/gas to build someting higher up in your BO. This sometimes will give you an idea off how to optimize your build even more, but most of the time, it will actually slow it down, as you are saving up mins/gas for a reason.


Actually build order rearranging isn't bothering me at all. Problem is, there are minerals and larvaes available but Drones are not spawned. There should be lots of droning going on
Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-10-28 14:16:00
October 28 2010 13:57 GMT
#119
On October 26 2010 00:16 Bitters wrote:
Yet what comes out is a 14 gas, it stops drone production waiting for pools to finish before making queens (instead of droning to 15 for overlord and making queens when ready)

This one is a little tricky to explain, but bear with me. The calculator tries to pick up the jobs in the order in which they appear. In this case, that means it'll want to schedule the Queens before it starts to schedule the Overlord. And obviously, when both Queens are already scheduled, it can no longer meet the 15 supply count trigger for the Overlord.

This mechanism works great for jobs like scouting and probe transfers, which is what I intended the ">" operator to be used for. And it mostly works well for other stuff, but not always as you'd intend. I'll see what I can do to make the > operator more natural for building units, or if I can't think of a good way to schedule those jobs, I'll just disallow it and restrict the > operator to probe transfer jobs.


On October 26 2010 02:46 icezar wrote:
Can you please color with red the resource causing the delay?

It's not always a resource causing the delay, but for as far as it is, as a rule of thumb it's usually the resource that is 0. I'll see what I can do.

On October 26 2010 23:43 Phrencys wrote:
I too think there's a problem with the spawn larva ability getting ignored.

While the Spawn Larvae does show up, adding or removing "> Spawn Larvae" doesn't change the timings whatsoever. I got 3 larvaes available, but the timer still waits as if there were only one.

Ok, I fixed that. Good examples.

On October 27 2010 20:44 RationalGaze wrote:
This is pretty cool, thanks for making this. I was just wondering if it's possible for you to make a similar tool which lets you just input your build order without specifying the supply count? So basically it is set to constantly produce probes and we can just input our build order and it will tell us at what time it would be possible to build that unit/structure.

Then I could add a Factory to the build and it would just put the earliest time I could do that based on the current resource collection rate. This is probably a lot more complicated than I think...

It really is. Just one example I can throw at you is: as a Protoss, when you build a constant stream of Probes, and you want to build a Pylon at 9 supply, you'll have to delay probe production for a few seconds. Otherwise, you won't be able to build the Pylon at 10, and you'll have an even longer delay as you wait for the Pylon to finish.

People are going to want their Pylon at 9, so you'll need a way of saying: the Pylon has priority over constant Probe production, but not so much priority that it'll build the Pylon at 6 supply. It's tricky.

On October 28 2010 17:34 tidesonar02 wrote:
10 Spawning Pool > Zergling
9 Overlord
11 Drone
16 Extractor
More drones should be spawned

Good point. I'll figure out what's up with that.
Thank you Carl, you saved me from having to kill them all myself.
Bitters
Profile Blog Joined August 2010
Canada303 Posts
October 28 2010 17:14 GMT
#120
9 Overlord
15 Hatchery
14 Spawning Pool
15 Overlord
17 Queen> Spawn Larvae
19 Queen> Spawn Larvae
21 Overlord
30 Overlord
35 Spawn Larvae &Drone[5] & Overlord > Spawn Larvae
40 Drone [3]

producing hatcheries not spawning larvae error?
Haploid
Profile Joined August 2010
Netherlands89 Posts
October 28 2010 18:26 GMT
#121
On October 29 2010 02:14 Bitters wrote:
producing hatcheries not spawning larvae error?

Lazy hatcheries. The Queens were probably on strike. I sacked the scorpion thing that lives inside the hatchery and installed new management to remedy this situation.

New version includes commands for the extractor trick:
10 Extractor Trick
10 Double Extractor Trick
Thank you Carl, you saved me from having to kill them all myself.
Phrencys
Profile Joined August 2010
Canada270 Posts
Last Edited: 2010-10-28 18:59:02
October 28 2010 18:47 GMT
#122
Fantastic job Haploid, I've been wasting way too much time playing around with your app lately.

If I had only one request, it would be to be able to generate a BO that has errors at least up to the point at which it fails. For example, when it tells "Not enough supply for Probe" and doesn't generate any build order, it's hard to figure which line is in problem and where you need to add that pylon to fix it.

It's far from unmanageable, but it would be a nice to have.

Keep up the good work man!

Edit: Oh and a nice feature that was mentioned previously would be a way to tell a building to constantly build something until told otherwise.

Ex:

00 SCV++
00 Barracks > Tech Lab to Barracks > Marauder++
00 Barracks > Reactor on Barracks > Marine++

This way you could put buildings on autopilot and just plug in additional facilities / supplies where needed. That would make it much more easier to answer questions like "when can I make my Robotics Facility if I want to constantly build Stalkers from 1 gate?".
wardou
Profile Joined October 2010
France54 Posts
October 29 2010 12:31 GMT
#123
http://haploid.nl/sc2/build_order/ doesnt work " Error 404 "
HuK for the win.
icezar
Profile Joined June 2010
Germany240 Posts
October 30 2010 14:56 GMT
#124
thanks for all the fixes, the site is very useful. Can you please make a way so the queens will auto inject? currently i loose a lot of time trying to find when it should inject.
I did try
Queen > spawn larvae > spawn larvae > spawn larvae ....
but that does not work well at all :-(

Thanks!
Tsabo
Profile Joined September 2010
Russian Federation266 Posts
Last Edited: 2010-10-31 20:28:25
October 31 2010 18:15 GMT
#125
Hey, thanks for the great tool.



There seems to be several errors with the Inject logic.

1) A Hatch can be injected into several times at the same time, if the queens have enough energy resultin in huge larva boosts:

Here is a build order to replicate the bug:

9 Overlord
14 Spawning Pool
15 Overlord
15 Queen
17 Queen
19 Overlord
19 Overlord
19 Overlord
19 Overlord
19 Overlord
19 Overlord
20 Spawn Larvae
20 Spawn Larvae
20 Spawn Larvae
5:00 Checkpoint
5:30 Checkpoint

2) When on more then 1 base all the injects stack up on to one Hatchery, resulting in a small loss of larvae that whould come from the hatches automaticly.

Here is a build order to replicate the bug:

9 Overlord
14 Hatchery
14 Spawning Pool
15 Overlord
19 Queen
21 Queen
23 Spawn Larvae
23 Spawn Larvae
4:59 Checkpoint
5:00 Checkpoint
5:03 Checkpoint
5:04 Checkpoint
23 Spawn Larvae
23 Spawn Larvae
5:40 Checkpoint
5:45 Checkpoint
5:50 Checkpoint


P.S.
Queen > Spawn Larvae > Spawn Larvae > Spawn Larvae > Spawn Larvae > Spawn Larvae ...
Works on 1 and 2 base ( have not tested more) with the bugs I reporeted in my post.
kunnis
Profile Joined August 2010
Finland1 Post
Last Edited: 2010-10-31 20:42:34
October 31 2010 20:29 GMT
#126
Hi there!

Great calculator! I have couple questions/comments:
1. Would it be possible to add energy as trigger? for example @25 energy spawn larvae
2. Can you transfer queen from base to base? for example, 18 Queen > transfer queen
- it seems that second base will never get spawn larvas.
3. Would it be possible to add drone/worker count?

Many thanks for the current version!
Daelone
Profile Joined October 2010
United States14 Posts
October 31 2010 20:46 GMT
#127
This would be an awesome phone app!

We could test on the go, and share with the people around us, very cool man thanks for sharing!
Strike with chaos. One can know victory and yet not achieve it.
shingbi
Profile Joined August 2010
58 Posts
November 01 2010 13:25 GMT
#128
This is really awesome. Thanks!

Another vote for a way to constantly produce units from a structure. I'd prefer syntax like:

8 constant Probe
13 Gateway > constant Zealot

That would also allow you to skip some numbers. For instance if I write:

9 Pylon
10 constant Probe**
Gateway
Assimilator > +3
Cybernetics Core
Pylon

Given that I'm constantly producing Probes, it should be possible to calculate when the other buildings will/can go down.

Other features that would be cool:

Being able to save a build/timing and then input another build, so you can easily compare two builds.

Have a checkmark that will highlight whenever your Nexus is not producing probes in the timings table.

A little checkbox that (if enabled) will automatically adjust all following numbers if I change something at the start. For instance if I have this somewhere in my build:

18 Transform to Warpgate [4]
18 Stalker
20 Stalker
22 Zealot
24 Zealot

And I change the first Stalker to 19, it should automatically +1 all other units that follow.
Amadi
Profile Joined September 2010
Finland139 Posts
November 01 2010 22:27 GMT
#129
I believe that this thing should be able to do extractor tricks for things other than a Drone - Say roach. Also, adding a worker on gas that has been built already. Here's what I'm trying to accomplish.

10 Spawning Pool
10 Double Extractor Trick
12 Extractor > +2
11 Overlord
12 Roach Warren
11 Roach[3]
17 Extractor Trick for Roach, Move worker to already active extractor.
19 Overlord
19 Roach[3]
icezar
Profile Joined June 2010
Germany240 Posts
Last Edited: 2010-11-03 11:13:13
November 02 2010 09:00 GMT
#130
Hi,

This has improved so much that i got another error :-))

"Supply count has risen to greater than 99."

I do want to build more that 99 supply :-D


Also this strange one:
Fatal error: Maximum execution time of 1 second exceeded in /home/vhosting/o/vhost0009715/domains/haploid.nl/htdocs/www/sc2/build_order/income.php on line 50


Edit:
and a larva problem:
10 spawning Pool
10 Overlord
13 Extractor > put 3 on gas
12 Roach Warren
11 Overlord
11 Roach [6]
23 put 1 on minerals
23 Roach [1]

at
16 3:09 3:36 15 / 26 0 Roach 0 14
17 3:22 3:49 17 / 26 0 Roach 0 14
larva pops after only 13 sec. there is no queen no extra hatch in this build.

ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
November 03 2010 22:15 GMT
#131
The link provided in "Copy link to this build to share with friends." seems to toggle strict mode. Specially, &strictMode in the URL actually turns strict mode off and not on.
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
KingKiron
Profile Joined July 2010
36 Posts
November 04 2010 19:48 GMT
#132
It doesnt seem to be working right now

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
Phrencys
Profile Joined August 2010
Canada270 Posts
Last Edited: 2010-11-04 20:07:57
November 04 2010 20:07 GMT
#133
Hi again Haploid,

Your site is awesome, thanks again for sharing this! If there was only one aspect I could see improved, it's the queuing behavior.

I might be misinterpreting the scope of your application, but right now, I like to use it by giving it as broad parameters as possible hoping to have it sort stuff out for me, then I take the actual BO from the timers grid.

Here are examples of what I would like to be able to do:
1) 12 Barracks > Tech Lab on Barracks > Stimpack & Marine
Right now it queues the marine only after Stimpack is done (working from memory here, can't verify because the tool is currently not working). What I'd like it to do is instead of hanging the build until Stimpack is started or done, make it start the research and marine production as soon as resources permit.

2a) 12 Barracks > Tech Lab on Barracks > Marauder[+] > @100 min/100gas Stimpack
This could be the syntax used to queue a Tech Lab then a constant queue of Marauders from this barracks once it finishes. Also, it could research stims as soon as it has 100/100 available.

2b) 12 Barracks > Marine[+] > Factory > Reactor on Barracks > Swap Reactor on Barracks to Factory > Hellions[+]
This is getting more complicated, but I think you get the idea.

3) 16 Queen > Spawn Larvae[+]
This one could be a way to dedicate this queen to inject on cooldown when it spawns.

4) A way to toggle when you want the application to prioritize probes. Obviously mutually exclusive with the Strict Mode option. Would be cool to see it in a command line so you could specify an interval of supply where you want to make sure to not miss any probe. So if you make Probe[10-30] the application makes sure to manage supply / minerals to force making probes every 17sec until you reach 30 supply.

Those would certainly be nice to have, although it's not a big deal to manually time each doing trial and error. I guess having this kind of tool just make me even more lazy.

Thanks one more time for your work, and I hope you get the site working soon as I do have BOs to optimize!
hox
Profile Joined February 2010
United States59 Posts
November 04 2010 22:42 GMT
#134
Love the work! Can I ask what the backend of your site looks like? (I'm wondering if it's all in PHP =) )
The spice must flow.
jdelator
Profile Blog Joined September 2007
United States89 Posts
November 05 2010 07:21 GMT
#135
Are you updating the site? You may have forgetten to add a file. There's undefined function right now. IncomeSlots::mineralTiming()
Kampflebkuchen
Profile Joined November 2010
Germany1 Post
November 05 2010 08:21 GMT
#136
Yes, I agree with jdelator, I get the same error :
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


I have to say your Idea for this page is quite brilliant! Thanks!
Knusprig und angriffslustig
Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-11-05 09:20:59
November 05 2010 09:20 GMT
#137
On November 05 2010 17:21 Kampflebkuchen wrote:
Yes, I agree with jdelator, I get the same error :
Show nested quote +
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

Oops, I accidentally changed the live version, instead of the development version. Fixed that now, and the larva error message as well.

I'm working on a new version of the scheduler that is better at fitting in recurring jobs, such as 12 Barracks > Marine[7]. It shouldn't be more than a day or two until I've completed it, and another day or so to run some test build orders and figure out what I may have overlooked. I'll definitely try the build orders that you guys have posted so far, since a lot of them contain elements that are easy to overlook otherwise.

icezar, I'll test your build orders on the new scheduler, and I'll get back to you with the results.

On November 01 2010 03:15 Tsabo wrote:
There seems to be several errors with the Inject logic.

I know, and most of those have to do with the old scheduler, which would attempt to push jobs as far back in the past as they can be. I'll check in the new version if it does those things you reported right now.


On November 01 2010 05:29 kunnis wrote:
Hi there!

Great calculator! I have couple questions/comments:
1. Would it be possible to add energy as trigger? for example @25 energy spawn larvae
2. Can you transfer queen from base to base? for example, 18 Queen > transfer queen
- it seems that second base will never get spawn larvas.
3. Would it be possible to add drone/worker count?

Many thanks for the current version!

1. I'll think about it. This is actually very similar to just writing: 15 Queen > Spawn Larvae. That will actually schedule the Spawn Larvae job as soon as possible, which is right when you hit 25 energy.
2. As it is now (ignoring bugs), it will vomit on whichever Hatchery has no vomit on it already, and the calculator ignores travel times between Hatcheries for everything except a direct probe transfer. I'm not sure that I want to open this hornet's nest quite yet.
3. Yeah, I'm sure I can do that.


On November 01 2010 22:25 shingbi wrote:
Another vote for a way to constantly produce units from a structure. I'd prefer syntax like:
8 constant Probe
13 Gateway > constant Zealot

Being able to save a build/timing and then input another build, so you can easily compare two builds.

Have a checkmark that will highlight whenever your Nexus is not producing probes in the timings table.

A little checkbox that (if enabled) will automatically adjust all following numbers if I change something at the start. For instance if I have this somewhere in my build:

Constant unit production is part of the new scheduler, so just wait a bit for that. Saving build timings, I'm sure I can do that, but it's not high on the todo-list yet. Notification whenever a probe is not produced directly after the last probe, shouldn't be too hard.

And finally, some logic in javascript that updates the supply count automatically when you change the supply count of a preceeding job; I don't think I'll go there any time soon. The javascript would need to be able to parse the build order, and it requires quite a bit of code to do just that. Some sort of smart editor that does syntax highlighting, spellchecking, and such, is at the very bottom of my want-list, mostly because it is a LOT of work.

On November 02 2010 07:27 Amadi wrote:
I believe that this thing should be able to do extractor tricks for things other than a Drone - Say roach. Also, adding a worker on gas that has been built already. Here's what I'm trying to accomplish.

Good point, I'll add that to the todo-list.

On November 04 2010 07:15 ShadowDrgn wrote:
The link provided in "Copy link to this build to share with friends." seems to toggle strict mode. Specially, &strictMode in the URL actually turns strict mode off and not on.

Hehe, that's just silly. Strict mode is obsolete in the next version of the scheduler.

On November 05 2010 07:42 Ema wrote:
Love the work! Can I ask what the backend of your site looks like? (I'm wondering if it's all in PHP =) )

Yes, all in PHP5, and I like object-oriented programming, so the project consists almost entirely of classes.


On November 05 2010 05:07 Phrencys wrote:
Your site is awesome, thanks again for sharing this! If there was only one aspect I could see improved, it's the queuing behavior.

I might be misinterpreting the scope of your application, but right now, I like to use it by giving it as broad parameters as possible hoping to have it sort stuff out for me, then I take the actual BO from the timers grid.

I believe the new scheduler should handle all your examples in a manner that one would expect. It is not my intention to have the calculator find the optimal order of the jobs in a build order, merely to follow the order that the user has layed out. However, in some human-readable build orders, such as:
10 Supply Depot
12 Barracks > Marine [5]
14 Refinery
There are clearly choices to be made as to when it will schedule the Marines. Definitely not before the Refinery, because that can be started before the Barracks is even finished. The logic of where it should place the Marines in the build order is somewhat complex, and I'll post it when I've finished the new scheduler.

Thank you Carl, you saved me from having to kill them all myself.
Phrencys
Profile Joined August 2010
Canada270 Posts
Last Edited: 2010-11-05 13:26:13
November 05 2010 13:21 GMT
#138
On November 05 2010 18:20 Haploid wrote:
Show nested quote +
On November 05 2010 05:07 Phrencys wrote:
Your site is awesome, thanks again for sharing this! If there was only one aspect I could see improved, it's the queuing behavior.

I might be misinterpreting the scope of your application, but right now, I like to use it by giving it as broad parameters as possible hoping to have it sort stuff out for me, then I take the actual BO from the timers grid.

I believe the new scheduler should handle all your examples in a manner that one would expect. It is not my intention to have the calculator find the optimal order of the jobs in a build order, merely to follow the order that the user has layed out. However, in some human-readable build orders, such as:
10 Supply Depot
12 Barracks > Marine [5]
14 Refinery
There are clearly choices to be made as to when it will schedule the Marines. Definitely not before the Refinery, because that can be started before the Barracks is even finished. The logic of where it should place the Marines in the build order is somewhat complex, and I'll post it when I've finished the new scheduler.


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.

The intuition I get when I type 12 Barracks > Marine[5] is that it should continue making SCVs up to 14 Refinery, and then alternate SCVs/Marines once the Barracks is done as long as resources/supply allow it.

Basically, I would expect it to have a similar behavior to:
10 Supply Depot
12 Barracks
14 Refinery
15 Marine
16 Supply Depot
18 Marine
20 Marine
(etc)

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.
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
November 05 2010 13:43 GMT
#139
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:
#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
Survival is winning, everything else is bullshit.
Phrencys
Profile Joined August 2010
Canada270 Posts
November 05 2010 14:30 GMT
#140
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.
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 States187 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]
?
shingbi
Profile Joined August 2010
58 Posts
Last Edited: 2010-11-10 22:41:17
November 10 2010 22:40 GMT
#161
10 Supply Depot
12 Barracks > Marine[2] > Reactor on Barracks > Marine[auto]
13 Refinery > +3
16 Orbital Command > Calldown: MULE [auto]
16 Supply Depot
18 Refinery > +3
20 Barracks > Tech Lab on Barracks > Marauder[auto]
23 Factory
24 Supply Depot
26 Starport > Tech Lab on Starport > Raven > Banshee[2]
28 Supply Depot
36 Supply Depot
44 Supply Depot
53 Supply Depot
56 Supply Depot
62 Supply Depot

Same problem with the mule. Also, this will produce 3 marines at the same time, when there's only one reactor barracks that's supposed to be producing marines.
Haploid
Profile Joined August 2010
Netherlands89 Posts
November 11 2010 17:13 GMT
#162
I fixed the problem where the MULE wasn't scheduled as often as it could be. Thanks to a bunch of you for reporting this.
On November 11 2010 00:14 Nolari wrote:
There currently is no way to build a Nydus Worm (100m 100g 20sec) from a Nydus Network (150m 200g 50sec), is there?

There is now. I completely forgot about the worms.
On November 11 2010 01:54 FaZ- wrote:
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.

Yeah, no, that's not what I had in mind when I added the [auto] suffix. As it is now, it really just builds Marines from whichever structure will build them, not specifically the Barracks without the Tech Lab. I'll consider a good way to handle that.

There are a few options on the table:
1) Allow the user to tag a structure, and then refer back to that tag when building units. For example:
12 Barracks #1 > Marine [auto] from #1
It's not too hard to implement, and it reads reasonably inituitively. It gets much harder when you consider addons and swapping:
14 Barracks #2 > Tech Lab on Barracks #2
17 Factory > Reactor on Factory > Swap Reactor on Factory with Tech Lab on Barracks #2
Ugh.

2) Allow the user to prioritize [auto] jobs. For example:
12 Barracks > Marine [auto:2]
14 Barracks > Tech Lab on Barracks > Marauder [auto:1]
Where the :1 indicates a higher priority than :2. It's messy, and it doesn't read very easily. Not to mention, it doesn't allow you to build Marines only from the Barracks without the Reactor.

3) Scrap the [auto] suffix. Obviously, the easiest option to implement, and it has the bonus of forcing the user to write down what units to build when. I kind of prefer this anyway. This calculator isn't intended as an optimizer. It just tells you the time stuff gets built.

Those are my thoughts at the moment, anyway.



Thank you Carl, you saved me from having to kill them all myself.
Phrencys
Profile Joined August 2010
Canada270 Posts
Last Edited: 2010-11-11 19:58:44
November 11 2010 19:54 GMT
#163
I personally do appreciate the [auto] tag and would be sorry to see it go. I know you like to take the "reader's" perspective a lot, and you have to admit that "Make this barracks, add a tech lab then pump marauders from it as resources / supply permit" can be very helpful.

I have to confess that I DO probably use it in a way it's not exactly intended to:

step 1.... put the basic supply stuff (ex: supply depot @10,16,22,30,....)
step 2.... basic opening (ex: 12 barracks, 13 refinery > +3, 15 orbital command)
step 3.... check the mineral/gas column, and do my best to spend everything while going for a specific goal. (ex: fit in as many MM as I can for a stim timing push while constantly pumping scvs)

So if for example I do barracks>marine>marine>reactor>marine[auto] then hit the "Go" button, I know that my cc and barracks should more or less be at 100% uptime unless I messed up the supply timing, meaning that when I do get a 150 extra mineral I can go ahead and add another barracks.

Also, one thing for making zerg BOs is to have another tab containing a terran BO for only making SCVS up to X supply. Then I have something to rely on while trying to get a zerg army up without tanking my economy lacking too many drones.

So in this regard, I would certainly be ideal for me to be able to force units out of a specific building.
suckit987
Profile Joined November 2010
Iraq11 Posts
November 12 2010 06:20 GMT
#164
try plugging this in

9 Supply Depot
12 barracks > Supply Depot
14 supply depot
14 Refinery > put 3 on gas
15 Orbital Command > Calldown: MULE [auto]
15 Refinery > put 3 on gas
17 ghost academy > personal cloaking > tactical nuke
18 factory
20 Tech Lab on factory
@100 gas Siege Tech
@125 gas Siege Tank > Siege Tank
@125 minerals engineering bay
29 command center

now theres no need for that 14 supply depot because im changing things around
but try deleting it, gives u an error message
i don't know why, the thing adds supply depots for you when you need them

please don't waste post space by criticizing the build order, i know its horrible, its not finished yet

i just want to be able to make a build order without that 14 supply depot, and its not letting me

also, there seems to be no way to disable the automatic building of supply depots at certain numbers of supply (15 for example) it would be nice to disable this

has anyone here had experience with this program and overcome either of these problems?
suck it
suckit987
Profile Joined November 2010
Iraq11 Posts
November 12 2010 06:52 GMT
#165
this doesnt work either and the first 3 lines are taken from one of your examples
10 Supply Depot
12 Barracks
14 Refinery > put 3 on gas
15 Orbital Command > Calldown: MULE [auto]
15 Refinery > put 3 on gas
17 ghost academy > personal cloaking > tactical nuke
18 factory
20 Tech Lab on factory
@100 gas Siege Tech
@125 gas Siege Tank > Siege Tank
@125 minerals engineering bay
29 command center
suck it
Agh
Profile Blog Joined July 2010
United States899 Posts
November 12 2010 07:19 GMT
#166
Nice tool.

I believe if you had a little more functionality and better interface you could make a pretty good wave with this and maybe even get some donation money.


Along the lines of interface having clickable icons/buildings that will auto insert the text, working things like chronoboost to be a little less finicky, and having some form of updated resource count that is easily viewable after each addition(building/unit).
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
Lelden
Profile Joined August 2010
United States24 Posts
Last Edited: 2010-11-12 15:55:16
November 12 2010 15:54 GMT
#167
On November 12 2010 15:20 suckit987 wrote:
try plugging this in

9 Supply Depot
12 barracks > Supply Depot
14 supply depot
14 Refinery > put 3 on gas
15 Orbital Command > Calldown: MULE [auto]
15 Refinery > put 3 on gas
17 ghost academy > personal cloaking > tactical nuke
18 factory
20 Tech Lab on factory
@100 gas Siege Tech
@125 gas Siege Tank > Siege Tank
@125 minerals engineering bay
29 command center

now theres no need for that 14 supply depot because im changing things around
but try deleting it, gives u an error message
i don't know why, the thing adds supply depots for you when you need them

please don't waste post space by criticizing the build order, i know its horrible, its not finished yet

i just want to be able to make a build order without that 14 supply depot, and its not letting me

also, there seems to be no way to disable the automatic building of supply depots at certain numbers of supply (15 for example) it would be nice to disable this

has anyone here had experience with this program and overcome either of these problems?


f you only have 2 Supply Depot that gives you only 27 Supply so you need at least a second Supply Depot somewhere before you can get a CC on 29
Haploid
Profile Joined August 2010
Netherlands89 Posts
November 12 2010 17:27 GMT
#168
On November 12 2010 04:54 Phrencys wrote:
I personally do appreciate the [auto] tag and would be sorry to see it go. I know you like to take the "reader's" perspective a lot, and you have to admit that "Make this barracks, add a tech lab then pump marauders from it as resources / supply permit" can be very helpful.

I can see how that works for Terran. I'll try to implement the option to give buildings a tag, so you can refer back to them. Something like:
12 Barracks #1 > Reactor on Barracks #1 > Marine [auto] from #1
Not ideal, but we'll see where it goes.

On November 12 2010 15:20 suckit987 wrote:
now theres no need for that 14 supply depot because im changing things around
but try deleting it, gives u an error message
i don't know why, the thing adds supply depots for you when you need them

Like Lelden said, you do actually need that supply depot. I don't know why you think the calculator automatically adds supply depots to the build order, but it really doesn't. It adds nothing except workers.

On November 12 2010 16:19 Agh wrote:
I believe if you had a little more functionality and better interface you could make a pretty good wave with this and maybe even get some donation money.

Along the lines of interface having clickable icons/buildings that will auto insert the text, working things like chronoboost to be a little less finicky, and having some form of updated resource count that is easily viewable after each addition(building/unit).

The goal here is two-fold: 1) define a proper syntax for build orders, that can be easily understood by a player and that can be easily copy-pasted to share with friends or ask for opinions; 2) calculate the timing of a build order, so you can see where the gaps fall and how it'll (theoretically) look.

I'm not a big fan of graphical interfaces and I think build orders are pretty easy to type in. Probably easier than dragging/dropping/clicking through long lists of buildables.

And finally, I'm not in it for money, just for experience and fun. People have asked me if I'd consider making an iPhone app from it. I've done the math, and I don't think it'll be worth my effort to do this for financial gain. I'd much rather do it just to contribute something.

On November 13 2010 00:54 Lelden wrote:
f you only have 2 Supply Depot that gives you only 27 Supply so you need at least a second Supply Depot somewhere before you can get a CC on 29

Yeah, that was the why. But the calculator should've given that as an error, instead of simply timing out, so I fixed that.
Thank you Carl, you saved me from having to kill them all myself.
FaZ-
Profile Blog Joined April 2008
United States187 Posts
November 12 2010 22:32 GMT
#169
The mule bug still exists...

38 4:36 4:38 15.6 3.78 14 +2 mules 3, 3
39 4:38 4:50 12.7 3.78 14 +1 mules 3, 3
40 4:50 4:50 13.4 3.78 15 +1 mules 3, 3
41 4:50 5:07 12.7 3.78 14 +1 mules 3, 3
42 5:07 5:20 13.4 3.78 15 +1 mules 3, 3
43 5:20 5:23 14.1 3.78 16 +1 mules 3, 3
44 5:23 5:25 13.4 3.78 15 +1 mules 3, 3
45 5:25 5:44 14.1 3.78 16 +1 mules 3, 3
46 5:44 5:47 13.4 3.78 15 +1 mules 3, 3
47 5:47 6:05 14.1 3.78 16 +1 mules 3, 3
48 6:05 6:06 14.4 3.78 17 +1 mules 3, 3
49 6:06 6:14 11.5 3.78 17 3, 3
50 6:14 6:23 11.8 3.78 18 3, 3
51 6:23 6:23 12.1 3.78 19 3, 3
52 6:23 6:23 15 3.78 19 +1 mules 3, 3
53 6:23 6:37 14.7 3.78 18 +1 mules 3, 3
54 6:37 6:40 14.4 3.78 17 +1 mules 3, 3
55 6:40 6:57 14.7 3.78 18 +1 mules 3, 3
56 6:57 7:07 15 3.78 19 +1 mules 3, 3
57 7:07 7:13 15.3 3.78 20 +1 mules 3, 3
58 7:13 7:24 15.6 3.78 21 +1 mules 3, 3
59 7:24 7:53 15.9 3.78 22 +1 mules 3, 3
60 7:53 ... 13 3.78 22 3, 3
Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-11-15 19:40:39
November 13 2010 17:22 GMT
#170
On November 13 2010 07:32 FaZ- wrote:
The mule bug still exists...

Ah, different MULE bug, same symptoms. It's been squashed now.

I added the option to tag a production queue, so you can train units specifically from that production queue. For example:
12 Barracks #1
14 Reactor on Barracks #1
17 Marine from #1 [auto]
You get the picture. You can use any alphanumeric word to tag a production queue, so this will also work:
12 Barracks #bobette
14 Reactor on Barracks #bobette
17 Marine from #bobette [auto]

Also, if you put a recurring unit-training job on the same line after a structure that could build those units, the calculator will automatically dedicate that structure to building those units. For example:
12 Barracks > Reactor on Barracks > Marine [auto]
The Reactor will be built on that specific Barracks, and the Marines from that Barracks also.

Don't try to use tags when swapping addons yet, cause it doesn't do anything yet.

Update: tags do now work well with swapped addons. Basically, the structures keep the same tag after you swap addons.

Also, spellcasters can be tagged, and dito hatcheries can be tagged.
Thank you Carl, you saved me from having to kill them all myself.
Lelden
Profile Joined August 2010
United States24 Posts
November 15 2010 22:03 GMT
#171
One thing that would look great to me is to see what units and upgrades you have by the end of a build order. I generally know what I am trying to aim for but as I am working on a build order its nice to see at a glance what I squeezed out of it instead of having to look for each unit, and then subtract that supply to figure out how many probes I made. Not a programmer myself so I don't know how hard that would be to code . . .
bruteMax
Profile Joined October 2010
Canada339 Posts
November 17 2010 17:37 GMT
#172
This is such an awesome web tool. I second what Lelden mentioned above, it would be very useful to see the total # of each unit type that would be produced at the end of the build order (as well as upgrades).

Bravo on a fantastic utility!
I'm the benevolent dictator you've been looking for.
icezar
Profile Joined June 2010
Germany240 Posts
November 17 2010 20:13 GMT
#173
I would also like to have a total min gas mined by the end of the build.
That would help me compare some builds.

Another useful thing would be the army value.
bruteMax
Profile Joined October 2010
Canada339 Posts
November 18 2010 02:42 GMT
#174
Is there a way to add in a delay for build times for buildings (time it takes for worker to move to building location)? I only see delays that can be added for moving workers to gas and expansions.
I'm the benevolent dictator you've been looking for.
Damaskinos
Profile Joined September 2010
Germany139 Posts
November 18 2010 21:20 GMT
#175
Haploid, fantastic job man. Thank you very much for providing this!
"Give not that which is holy unto the dogs, neither cast ye your pearls before swine, lest they trample them under their feet, and turn again and rend you." Matthew 7:6
dakenho
Profile Joined October 2010
United States6 Posts
Last Edited: 2010-11-19 21:09:01
November 19 2010 20:00 GMT
#176
good job on this, I only have four requests
1. something like "@ 400 minerals > command center"
2. a complete lists of units and upgrades at build order end
3. a gas steal command, that allows you to factor in stealing gas with out screwing up actual gas gain in your own base
4. a gold mineral option ie, command center [gold] to factor in getting a gold mineral expansion
dakenho
Profile Joined October 2010
United States6 Posts
Last Edited: 2010-11-19 22:13:11
November 19 2010 21:27 GMT
#177
I think I may have found a bug, more then 3 orbital commands or more than 3 barracks (not sure if the reactors have something to do with it) produces an error

Fatal error: Maximum execution time of 1 second exceeded in /home/vhosting/o/vhost0009715/domains/haploid.nl/htdocs/www/sc2/build_order/spellcaster.php on line 171 for more than 2 oc
and
Fatal error: Maximum execution time of 1 second exceeded in /home/vhosting/o/vhost0009715/domains/haploid.nl/htdocs/www/sc2/build_order/income.php on line 162
for more than 2 rax

I know this is not really meant for such long or complex build orders but I saw a 3 fast expand build and wanted to see if i could incorporate it, there are also a few 4 or 5 fast rax builds that would be nice to see

also there appears to be a problem auto ing multiple structures ie

command center > orbital command > calldown:mule [auto] > scv [auto], autos the mule and scv production but the first command center wont make its own scv's

same problem with barracks
Snowfield
Profile Blog Joined April 2010
1289 Posts
November 20 2010 00:14 GMT
#178
Hmm, used it a little, the syntax is not very easy, but the concept is good, keep up the good work and it will probably be pretty damnd good :D
shingbi
Profile Joined August 2010
58 Posts
Last Edited: 2010-11-20 14:37:18
November 20 2010 14:36 GMT
#179
Hmm. Seems like a regression bug snuck its way in.

9 Pylon & scout
10 Probe*
12 Probe*
13 Gateway
14 Assimilator > +3
16 Pylon
17 Cybernetics Core > Warpgate**

This will chronoboost warpgate twice immediately.

I'm also getting:

Notice: Undefined property: Ability::$time in /home/vhosting/o/vhost0009715/domains/haploid.nl/htdocs/www/sc2/build_order/timeline.php on line 739
Haploid
Profile Joined August 2010
Netherlands89 Posts
Last Edited: 2010-11-22 15:29:30
November 22 2010 15:25 GMT
#180
On November 16 2010 07:03 Lelden wrote:
One thing that would look great to me is to see what units and upgrades you have by the end of a build order.

Sure, I can do that. Right now, it doesn't keep track of how many units or upgrades you build, except Queens. But it's easy enough to implement.
On November 18 2010 05:13 icezar wrote:
I would also like to have a total min gas mined by the end of the build.

Ok, done that.
On November 18 2010 11:42 bruteMax wrote:
Is there a way to add in a delay for build times for buildings (time it takes for worker to move to building location)? I only see delays that can be added for moving workers to gas and expansions.

Yeah, there is. It is listed in the single-line examples. You can just write something like:
12 Gateway (send @120 minerals)
On November 20 2010 05:00 dakenho wrote:
good job on this, I only have four requests
1. something like "@ 400 minerals > command center"
2. a complete lists of units and upgrades at build order end
3. a gas steal command, that allows you to factor in stealing gas with out screwing up actual gas gain in your own base
4. a gold mineral option ie, command center [gold] to factor in getting a gold mineral expansion

1) That's already possible, just write: @400 minerals Command Center
3) I'll add the gas steal command. Good one.
4) I'm doing some experiments to verify the assumptions about mining rates and distance to mineral patches. I'll add a gold base option when I've finished that.
On November 20 2010 06:27 dakenho wrote:
I think I may have found a bug, more then 3 orbital commands or more than 3 barracks (not sure if the reactors have something to do with it) produces an error

Fatal error: Maximum execution time of 1 second exceeded in

command center > orbital command > calldown:mule [auto] > scv [auto], autos the mule and scv production but the first command center wont make its own scv's

The first one is not really a bug, just a sort of protection against eating up too much processor time. One second is a fairly long time, and plenty to handle build orders of about 50 jobs. After that, it's not really a build order anymore, more like a game plan, so I figure it's an acceptable limit. If you post the specific build order, maybe I can tell you more or optimize the calculator a bit more.

The second problem is actually also not a bug. The thing is that when you write:
Calldown: MULE [auto] > SCV [auto]
This literally means: after the first MULE has completed, start building SCV's. You probably want to write:
Calldown: MULE [auto] & SCV [auto]
Which means: after the first MULE has started, start building SCV's.
On November 20 2010 09:14 Snowfield wrote:
Hmm, used it a little, the syntax is not very easy, but the concept is good, keep up the good work and it will probably be pretty damnd good :D

I know. I'm open to suggestions for making the syntax easier.
On November 20 2010 23:36 shingbi wrote:
This will chronoboost warpgate twice immediately.

I'm also getting:

Notice: Undefined property: Ability::$time in /home/vhosting/o/vhost0009715/domains/haploid.nl/htdocs/www/sc2/build_order/timeline.php on line 739

Thanks. They're both symptoms of the same thing. I fixed it.

Finally, big update. I've cleaned up the layout, added a banner and moved to a different domain:
http://sc2calc.org/
Thank you Carl, you saved me from having to kill them all myself.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 23 2010 05:22 GMT
#181
I finally tried this out, and it's great! (Obviously, hehe.)

Is there a built-in way to stop producing probes? I can't find any mention of that.
Comprehensive strategic intention: DNE
slith
Profile Joined October 2010
Germany165 Posts
Last Edited: 2010-11-24 13:44:10
November 24 2010 13:28 GMT
#182
Just noticed something odd. Maybe in your program, or in my logic.

10 Overlord
13 Extractor > put 3 on gas
13 Spawning Pool
15 Overlord
@100 gas put 3 on minerals
15 Zergling [2]
17 Queen
19 Metabolic Boost

Tells me: "You don't have any geysers!"

If I try to work around it by using:
10 Overlord
13 Extractor > put 3 on gas
13 Spawning Pool
15 Overlord
15 put 3 on minerals
15 Zergling [2]
17 Queen
19 Metabolic Boost

"Job 19 Metabolic Boost could not be scheduled. No gas is being mined."
("2:54 3:18 15 / 18 0 Zergling 176 131" Yeah, I clearly don't mine no 131 gas )

Can't get it to work. Can't get the Drones off gas @ 100 mined...

Also imo you should be able to type something like:
"13 Extractor > put 3 on gas > @100 gas put 3 on minerals"
Would be very happy if that could be implemented.

Also your program does not round up/down the amount of gas or minerals to multiples of 4/5. Minor concern though.

A very nice site you made there btw.
When in doubt, empty your magazine.
Hurkyl
Profile Joined October 2010
304 Posts
November 24 2010 14:18 GMT
#183
Some more Zerg problems. Consider the 12/10 pool build:
10 Double Extractor Trick
12 Spawning Pool
11 Overlord
11 Double Extractor Trick

The second trick builds two drones, when only one is intended. One could specify "11 Extractor Trick", but that wouldn't have the right cost.

The other problem is that Larvae production seems to always happen on the quarter minutes if there is not currently 3+ Larvae. This gives wrong results; if I have 3 larvae at 1:44 and build something, I should get my next larva at 1:59, not 1:45.
Phrencys
Profile Joined August 2010
Canada270 Posts
November 24 2010 14:30 GMT
#184
On November 23 2010 14:22 EatThePath wrote:
I finally tried this out, and it's great! (Obviously, hehe.)

Is there a built-in way to stop producing probes? I can't find any mention of that.

The only way is to manually fill up supplies with units.
King of Town
Profile Joined November 2010
Netherlands26 Posts
November 24 2010 14:51 GMT
#185
Kudo's! Very nice application, much appreciated!


Also, there seems to be two bugs when I try the

10 Double Extractor Trick

It gives an error (something with a variable).
I believe it also consumes 1 larva while it should consume 2. Although this kinda cancels out vs non-perfect timings during play, it's still incorrect.

Again, I love the tool. Very nice to try out ideas before spending hours playtesting.
Haploid
Profile Joined August 2010
Netherlands89 Posts
November 24 2010 22:11 GMT
#186
On November 23 2010 14:22 EatThePath wrote:
Is there a built-in way to stop producing probes? I can't find any mention of that.

Yeah, there is. The command you're looking for is:
18 Cancel Probe
It wasn't listed in the examples before, but it is documented on the new syntax page.

On November 24 2010 22:28 slith wrote:
... Tells me: "You don't have any geysers!"

Also your program does not round up/down the amount of gas or minerals to multiples of 4/5. Minor concern though.

Ok, fixed that bug. Thanks for helping me squash it.

The first draft version of the calculator actually kept track of the workers and when they would return minerals and such. After a little thinking, I figured that that level of detail is pretty much irrelevant, except in the extremely rare case that all your workers are moving in phase. They never move in phase for longer than one or two cycles anyway, since the mineral patches are at varying distances. For all intents and purposes, you can assume that minerals and gas come in as a steady stream, and you'll be off by a fraction of a second.

On November 24 2010 23:18 Hurkyl wrote:
Some more Zerg problems. Consider the 12/10 pool build:
10 Double Extractor Trick
12 Spawning Pool
11 Overlord
11 Double Extractor Trick

The second trick builds two drones, when only one is intended. One could specify "11 Extractor Trick", but that wouldn't have the right cost.

The other problem is that Larvae production seems to always happen on the quarter minutes if there is not currently 3+ Larvae. This gives wrong results; if I have 3 larvae at 1:44 and build something, I should get my next larva at 1:59, not 1:45.

I'll figure out some nice way of doing your second double extractor trick, and maybe allow extractor tricking of other units as well.

I've been meaning to do some experiments with regards to larva production. What you describe makes sense, I'll change that behaviour soon.
On November 24 2010 23:51 King of Town wrote:
Kudo's! Very nice application, much appreciated!


Also, there seems to be two bugs when I try the
10 Double Extractor Trick

It gives an error (something with a variable).
I believe it also consumes 1 larva while it should consume 2. Although this kinda cancels out vs non-perfect timings during play, it's still incorrect.

Again, I love the tool. Very nice to try out ideas before spending hours playtesting.

Fixed both problems. Extractor trick right up there as the most bug-prone part of the calculator, but I rather think I got it under control now.
Thank you Carl, you saved me from having to kill them all myself.
Damaskinos
Profile Joined September 2010
Germany139 Posts
November 25 2010 00:12 GMT
#187
Hello Haploid,

I tried to issue a command "10 Supply Depot (4s)" (SCV walks to ramp, to build Supply Depot there), but this doesnt work. Working it would add realism.

Thank you for reading and much more thank you for you fantastic tool!
"Give not that which is holy unto the dogs, neither cast ye your pearls before swine, lest they trample them under their feet, and turn again and rend you." Matthew 7:6
Haploid
Profile Joined August 2010
Netherlands89 Posts
November 25 2010 00:26 GMT
#188
On November 25 2010 09:12 Damaskinos wrote:
I tried to issue a command "10 Supply Depot (4s)" (SCV walks to ramp, to build Supply Depot there), but this doesnt work. Working it would add realism.

What you're looking for is: 10 Supply Depot (send @60 minerals) or some such number of minerals. The command where you give a number of seconds (4 seconds lost) is only for transferring workers, not for building stuff. I may add that as an option some time in the future, but it's one of the harder things to implement, so it's not high on the todo-list. I figure that being able to send a worker early at a given number of minerals or gas should be more inline with how a human would play it anyway.
Thank you Carl, you saved me from having to kill them all myself.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2010-11-25 01:19:12
November 25 2010 01:05 GMT
#189
Hi Haploid. Not sure if you've seen my app, but it's similar to Lomilar's Evolution Chamber: http://www.teamliquid.net/forum/viewmessage.php?topic_id=168348

I've been using your app a bit to test the timings of some build orders that my app comes up with, and the good news is that for the most part our results are in sync (one slight difference is in the gas income rates, but I think I'll be changing mine soon and then I think the incomes will match perfectly). Anyway, just thought I'd post to check that it's ok with you for me to create an output format for my app that can be used as input into yours, just so that people can validate their results with a second opinion I guess (I'd add a link to your site too).

Incidentally, one thing I've noticed is that my app uses a 2s starting delay before building / mining, but when I try and use the # Startup build delay for your calculator it doesn't seem to affect the first drone's production.

Also, I've noticed that your larva production times seem to be fixed on the 15s mark every time - I plan to do some testing for this, but do you know if that's the case, or if it's 15s after you use the third larva (which is what my app does)?

It might be of interest to see a 7RR build that my app comes up with (possibly worth adding to your examples list?):

+ Show Spoiler +
10 Extractor Trick
11 Overlord
12 Spawning Pool
15 Extractor
16 Queen
18 put 3 on gas
18 Overlord
18 Overlord
18 Roach Warren
17 Spawn Larvae
17 Roach [7]


Completes in 4:35.
slith
Profile Joined October 2010
Germany165 Posts
November 25 2010 17:03 GMT
#190
The updates you did the last few days (?) are really nice. Thanks for your work.
When in doubt, empty your magazine.
icezar
Profile Joined June 2010
Germany240 Posts
November 25 2010 18:58 GMT
#191
I have a little problem with a build:
What i want is a 13 Extractor build at 175 minerals
How can i do that? I try the below but it builds another probe before :-(

# Startup mining delay = 2 seconds
9 Overlord
12 drone
@175 minerals Extractor > +3
12 Spawning Pool
15 Queen > spawn larvae [auto]
17 Zergling
@100 gas take 3 off gas
18 Metabolic boost
icezar
Profile Joined June 2010
Germany240 Posts
November 25 2010 21:30 GMT
#192
Another error:

10 Extractor trick
11 Overlord
12 Spawning Pool
11 Extractor > +3
15 Queen > spawn larvae [auto]
17 Zergling
18 Extractor trick
@100 gas take 2 off gas
19 Metabolic boost
19 Overlord
21 Hatchery > transfer 6
22 +1 on gas
22 queen > spawn larvae [auto]
25 Overlord
25 zergling [4]
29 +1 on gas
29 Lair
29 take 2 off gas
35 Baneling Nest
34 Roach Warren
33 Overlord
33 take 1 off gas
33 drone

Job 33 Drone could not be scheduled. No gas is being mined.

???
Haploid
Profile Joined August 2010
Netherlands89 Posts
November 26 2010 11:59 GMT
#193
On November 25 2010 10:05 CarbonTwelve wrote:
Hi Haploid. Not sure if you've seen my app, but it's similar to Lomilar's Evolution Chamber: http://www.teamliquid.net/forum/viewmessage.php?topic_id=168348

I have both apps, and I'm really impressed at the results of both. It's great to see some theoretical computer science in action.

I tried to formalize the syntax of build orders that my calculator understands. You can read the description of the syntax here. The formal description in Extended Backus-Naur form is displayed in the brownish boxes. EBNF is a syntax for context-free grammars. If you're unfamiliar with it, just go to wikipedia. It's pretty easy to read.

The output of your app is pretty easy to convert to something my calculator will understand. The only thing we approach differently, as far as I can see, is how chronoboosts are written. I write chronoboosts as targetting the unit or upgrade being built, instead of the structure that is building it.

I'm open to suggestions for alterations of the syntax or how stuff like chronoboost is annotated. Consider my syntax page a suggestion for a standard, rather than something fixed in stone.

On November 25 2010 10:05 CarbonTwelve wrote:
Incidentally, one thing I've noticed is that my app uses a 2s starting delay before building / mining, but when I try and use the # Startup build delay for your calculator it doesn't seem to affect the first drone's production.

Got it and fixed it.

On November 25 2010 10:05 CarbonTwelve wrote:
Also, I've noticed that your larva production times seem to be fixed on the 15s mark every time - I plan to do some testing for this, but do you know if that's the case, or if it's 15s after you use the third larva (which is what my app does)?

Yeah, I changed that a few days ago. You're right, the next larva is generated 15 seconds after you drop below 3 larvae.

On November 26 2010 03:58 icezar wrote:
I have a little problem with a build:
What i want is a 13 Extractor build at 175 minerals
How can i do that? I try the below but it builds another probe before :-(

I hadn't thought of that, and I don't really know why you'd want to do that anyway. But I suppose you could write something like:
13 @175 minerals Extractor
My calculator doesn't understand that yet, and I'm not sure if a human reader would either. What's the benefit of delaying the Extractor in this case?

On November 26 2010 06:30 icezar wrote:
Job 33 Drone could not be scheduled. No gas is being mined.

Hehe, that's an odd message to get. What happened is that you took Drones off gas, spent all the gas and got stuck with -0.000000000000000000001 gas. Since a Drone requires 0 gas, and you are not mining gas, you'll never have enough gas for that Drone.

Fixed it, though.
Thank you Carl, you saved me from having to kill them all myself.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2010-11-26 14:18:35
November 26 2010 14:17 GMT
#194
On November 26 2010 20:59 Haploid wrote:
I have both apps, and I'm really impressed at the results of both. It's great to see some theoretical computer science in action.


Hehe, yeah, using advanced algorithms like this is what really motivates me with these projects

I tried to formalize the syntax of build orders that my calculator understands. You can read the description of the syntax here. The formal description in Extended Backus-Naur form is displayed in the brownish boxes. EBNF is a syntax for context-free grammars. If you're unfamiliar with it, just go to wikipedia. It's pretty easy to read.


Yep, I know EBNF. Reminds me of my comp sci days of playing around with flex & bison... I don't see any issues with converting the output of my app into yours - I was mainly just checking that you were ok with my app referencing your site

Yeah, I changed that a few days ago. You're right, the next larva is generated 15 seconds after you drop below 3 larvae.


Ok, cool, at least that's confirmation of it now - I sort of just guessed that it was and couldn't find any info online to confirm it. Tested it myself and it seemed like that was the case, but it's kinda annoying to test actually.

I hadn't thought of that, and I don't really know why you'd want to do that anyway. But I suppose you could write something like:
13 @175 minerals Extractor
My calculator doesn't understand that yet, and I'm not sure if a human reader would either. What's the benefit of delaying the Extractor in this case?


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.

Hehe, that's an odd message to get. What happened is that you took Drones off gas, spent all the gas and got stuck with -0.000000000000000000001 gas.


Gotta love them floating points
Haploid
Profile Joined August 2010
Netherlands89 Posts
November 26 2010 15:02 GMT
#195
On November 26 2010 23:17 CarbonTwelve wrote:
Yep, I know EBNF. Reminds me of my comp sci days of playing around with flex & bison... I don't see any issues with converting the output of my app into yours - I was mainly just checking that you were ok with my app referencing your site

Flex, bison, that brings back lots of semi-repressed memories.

I very much welcome the reference to my site. I'm working on a page with links to other projects, such as yours and Lolimar's. There's a lot of CS students in the SC2 community doing their thing, and teamliquid seems to be the community site of choice for them.

Please let me know if you run into things that cannot be expressed (but should be) in the proposed syntax.
Thank you Carl, you saved me from having to kill them all myself.
Presence
Profile Joined November 2010
1 Post
November 26 2010 20:13 GMT
#196
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.
dakenho
Profile Joined October 2010
United States6 Posts
November 27 2010 18:23 GMT
#197
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

10 overlord
13 spawning pool > queen > Spawn Larvae
14 extractor > transfer 3
15 overlord
16 zergling
17 zergling
18 zergling
22 baneling nest
22 overlord
23 zergling
24 zergling
25 zergling
26 zergling
27 zergling
28 Baneling
28 Baneling
28 Baneling
28 Baneling
28 Baneling
28 Baneling
28 Baneling
28 Baneling


as it turns out you can get more banelings that you can zerglings, in this example I morph 8 zerglings into banlings while only having 6 zerglings
awang0830
Profile Joined July 2010
83 Posts
November 27 2010 18:54 GMT
#198

8 pylon
9 probe*
12 gateway
13 probe*
15 assimilator > put 3 on gas
16 pylon
17 probe*
18 cybernetics core > warpgate
18 pylon
18 zealot
20 assimilator > put 3 on gas
20 pylon
20 stalker
23 robotics facility
23 stalker
23 pylon
25 stargate
25 zealot
26 immortal

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.
icezar
Profile Joined June 2010
Germany240 Posts
November 27 2010 23:05 GMT
#199
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
icezar
Profile Joined June 2010
Germany240 Posts
November 28 2010 15:26 GMT
#200
I think i broke it again :-(


# Startup mining delay = 2 seconds
10 Overlord
10 Extractor Trick
15 Extractor > +3
14 Spawning Pool
15 Overlord
16 Queen > Spawn Larvae [auto]
18 Zergling
@100 gas take 2 off gas
19 Metabolic boost
22 Hatchery
21 Overlord
23 zergling [4]
28 +2 on gas
29 Lair

Lair is delayed too much
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
Canada4198 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.
itgl72
Profile Joined August 2010
United States13 Posts
December 09 2010 23:42 GMT
#221
Hello, once again a great fun tool to play with. I've been experimenting with this tool. I'm looking for it to tel me how long a particular build takes, and then practice it to get as close to the time it says in the application you created as possible.

Here us one I've worked on. Please have a look and let me know if you feel the output is accurate as the syntax all seems to have gone through.

The strategy is: http://wiki.teamliquid.net/starcraft2/3_Barracks_(vs._Zerg)

The direct link in SC2Calc is: http://tinyurl.com/386jvdr
It is what it is.
gcoin
Profile Joined November 2010
United States89 Posts
December 10 2010 02:54 GMT
#222
nice job man
Terran for Life. Never compromise Not even in the face of Armageddon
darko
Profile Joined June 2010
Sweden10 Posts
December 10 2010 11:56 GMT
#223
Nice app!
I think I've found a few things which seems like bugs to me. They may be intentional though, I'm not sure.

1. When building a second hatchery, the first hatchery starts to rally workers to the mineral line of the second hatchery. Those workers doesn't give any income until second hatchery finishes. I would prefer if the rally point was changed when the hatchery finishes, rather than when it starts building.
http://tinyurl.com/2fh9hzt
Look at income in steps 11 through 17.

2. If you give the command constant Zerglings, it will produce a drone every other zerling.
http://tinyurl.com/32hpba7
Is there a way to stop the automatic drone production?

3. When scheduling something to be made at a certain amount of gas, no drones are made until the required gas has been harvested, thus piling up larvae and minerals.
http://tinyurl.com/3x2yl5b
itgl72
Profile Joined August 2010
United States13 Posts
December 10 2010 21:40 GMT
#224
Playing around to see what happens, heres an error:

Notice: Trying to get property of non-object in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/timeline.php on line 362

Notice: Trying to get property of non-object in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/timeline.php on line 362

http://tinyurl.com/2djr7of
It is what it is.
Drae
Profile Joined December 2010
70 Posts
Last Edited: 2010-12-11 10:16:47
December 11 2010 09:51 GMT
#225
There appears to be a bug for the Queen spawn larvae ability when there are multiple queens;

Build Order

There is a bug in the completion time for the second queen which is listed as having a 60 second production time, when it should be 50.

The second queens first larvae spit is listed as 10 seconds before the completion time, which is actually on time for when it would be done.
Haploid
Profile Joined August 2010
Netherlands89 Posts
December 12 2010 12:22 GMT
#226
On December 10 2010 08:42 itgl72 wrote:
Here us one I've worked on. Please have a look and let me know if you feel the output is accurate as the syntax all seems to have gone through.

Looks alright. For a bit of extra realism, you could add: 10 Supply Depot (send @60 minerals) and such. That puts on an additional few seconds; it's not possible to build all that in your mineral line.
On December 10 2010 20:56 darko wrote:
Nice app!
1. When building a second hatchery, the first hatchery starts to rally workers to the mineral line of the second hatchery. Those workers doesn't give any income until second hatchery finishes. I would prefer if the rally point was changed when the hatchery finishes, rather than when it starts building.
http://tinyurl.com/2fh9hzt
Look at income in steps 11 through 17.

2. If you give the command constant Zerglings, it will produce a drone every other zerling.
http://tinyurl.com/32hpba7
Is there a way to stop the automatic drone production?

3. When scheduling something to be made at a certain amount of gas, no drones are made until the required gas has been harvested, thus piling up larvae and minerals.
http://tinyurl.com/3x2yl5b

1. Fixed that. It now sends workers only to completed hatcheries. Surprisingly, it really doesn't make much economical difference. About 80 minerals; I'd have thought the mining time lost would be more impactful.
2. Yes, you can write 18 Cancel Drone and it will do just that.
3. Fixed that too. It was a simple rounding error.
On December 11 2010 06:40 itgl72 wrote:
Notice: Trying to get property of non-object in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/timeline.php on line 362

Fixed that also, didn't have any impact on the timings though.
On December 11 2010 18:51 Drae wrote:
There is a bug in the completion time for the second queen which is listed as having a 60 second production time, when it should be 50.

The second queens first larvae spit is listed as 10 seconds before the completion time, which is actually on time for when it would be done.

I see 50 seconds build time for both Queens. However, it did start using the second Queen for her abilities 10 seconds before it completed, and that's definitely a bug. I fixed that.
Thank you Carl, you saved me from having to kill them all myself.
dakenho
Profile Joined October 2010
United States6 Posts
December 13 2010 19:21 GMT
#227
request:

comma delimited XML dump.

It would be nice to have a link that spits out the build order as an xml document

request:

^^^ above should be split into two sheets if possible, sheet 1 should build order, sheet 2 should be timings, money, ext
Kirushi
Profile Joined December 2010
United States3 Posts
December 15 2010 00:31 GMT
#228
I've been using this as terran lately and I feel like I've just run into a fundamental discrepancy with the mining math. By doing nothing but building scvs to 11, sending the workers, and then having checkpoints at 0:30, 1:00, 1:30, and 2:00, i'm coming up a full 60 minerals shy if what your calculator suggests. I tested this on multiple speeds including slowest and still find this difference. As you might imagine a difference of 60 minerals cascades down through the build order, delaying various things in various ways making it rather unreliable since the purpose of the tool is very precise timings.

Additionally, does this take into account an SCV losing mining time while building a building? I realize this may have been overlooked as it was originally a protoss tool.

Thanks for your work regardless, its awesome!
bruteMax
Profile Joined October 2010
Canada339 Posts
December 15 2010 01:15 GMT
#229
On December 15 2010 09:31 Kirushi wrote:
I've been using this as terran lately and I feel like I've just run into a fundamental discrepancy with the mining math. By doing nothing but building scvs to 11, sending the workers, and then having checkpoints at 0:30, 1:00, 1:30, and 2:00, i'm coming up a full 60 minerals shy if what your calculator suggests. I tested this on multiple speeds including slowest and still find this difference. As you might imagine a difference of 60 minerals cascades down through the build order, delaying various things in various ways making it rather unreliable since the purpose of the tool is very precise timings.

Additionally, does this take into account an SCV losing mining time while building a building? I realize this may have been overlooked as it was originally a protoss tool.

Thanks for your work regardless, its awesome!



Do you add these two lines to the top of your build order? Probably will go some way to addressing the discrepancy you've noticed.

# Startup build delay = 3 seconds Nothing is built in the first three seconds.
# Startup mining delay = 3 seconds


First line means you don't build anything for 3 seconds, including workers.
The second line means it takes 3 seconds to split and rally your initial 6 workers to the mineral line.

This pretty much accurately reflects what we do in the first few seconds of every game - rally all workers to a mineral patch, split some to another patch, then queue a worker.
I'm the benevolent dictator you've been looking for.
Kirushi
Profile Joined December 2010
United States3 Posts
December 16 2010 04:16 GMT
#230
On December 15 2010 10:15 bruteMax wrote:

Do you add these two lines to the top of your build order? Probably will go some way to addressing the discrepancy you've noticed.

Show nested quote +
# Startup build delay = 3 seconds Nothing is built in the first three seconds.
# Startup mining delay = 3 seconds


First line means you don't build anything for 3 seconds, including workers.
The second line means it takes 3 seconds to split and rally your initial 6 workers to the mineral line.

This pretty much accurately reflects what we do in the first few seconds of every game - rally all workers to a mineral patch, split some to another patch, then queue a worker.


I did in fact add those lines, i even upped the time to 5 seconds each even though playing on slowest both queuing the scv and sending the works happens within the first second easily, still a large difference (~40 minerals instead of 60 at 5 seconds)
Haploid
Profile Joined August 2010
Netherlands89 Posts
December 19 2010 10:35 GMT
#231
On December 14 2010 04:21 dakenho wrote:
comma delimited XML dump.

Firstly, not to be nitpicking, but comma-delimited (CSV) and XML are two entirely different things. You would use either one, but not some freakish hybrid.

If you just want to copy the data into a spreadsheet, that's really easy. Almost every spreadsheet editor (Excel, OpenOffice, Google Docs) will allow you to paste a HTML table into a spreadsheet. Just select the table, copy it and voila. Then save it as any file format you like.

If you want to create a tool for common use that uses my calculator programmatically, we can discuss that further.
On December 15 2010 09:31 Kirushi wrote:
I've been using this as terran lately and I feel like I've just run into a fundamental discrepancy with the mining math. By doing nothing but building scvs to 11, sending the workers, and then having checkpoints at 0:30, 1:00, 1:30, and 2:00, i'm coming up a full 60 minerals shy if what your calculator suggests. I tested this on multiple speeds including slowest and still find this difference. As you might imagine a difference of 60 minerals cascades down through the build order, delaying various things in various ways making it rather unreliable since the purpose of the tool is very precise timings.

Additionally, does this take into account an SCV losing mining time while building a building? I realize this may have been overlooked as it was originally a protoss tool.

Thanks for your work regardless, its awesome!

60 minerals is about ... 7 seconds off. Yeah, that's not good. I'll run a few games, see what's wrong with this picture. Like bruteMax said, part of it is the initial delays; that'll take 3 seconds off the discrepancy.

If you look at the income table, you'll see that SCV's are taken off minerals when you build something, and they return when it's done. So yeah, I took that into account.
Thank you Carl, you saved me from having to kill them all myself.
DFarce
Profile Joined July 2010
55 Posts
Last Edited: 2011-01-03 01:25:07
January 03 2011 01:05 GMT
#232
I have been getting very odd output in your tool for the past week or so. I am using the chrome browser, and any build I enter gives erroneous output before the actual build order (even when there are no errors).

+ Show Spoiler +
Warning: Missing argument 3 for Spellcasters::expend(), called in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/timeline.php on line 783 and defined in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/spellcaster.php on line 255

Notice: Undefined variable: time in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/spellcaster.php on line 257

Warning: Missing argument 3 for Spellcasters::expend(), called in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/timeline.php on line 783 and defined in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/spellcaster.php on line 255

Notice: Undefined variable: time in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/spellcaster.php on line 257

Warning: Missing argument 3 for Spellcasters::expend(), called in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/timeline.php on line 783 and defined in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/spellcaster.php on line 255

Notice: Undefined variable: time in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/spellcaster.php on line 257

Warning: Missing argument 3 for Spellcasters::expend(), called in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/timeline.php on line 783 and defined in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/spellcaster.php on line 255

Notice: Undefined variable: time in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/spellcaster.php on line 257

Warning: Missing argument 3 for Spellcasters::expend(), called in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/timeline.php on line 783 and defined in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/spellcaster.php on line 255

Notice: Undefined variable: time in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/spellcaster.php on line 257

Warning: Missing argument 3 for Spellcasters::expend(), called in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/timeline.php on line 783 and defined in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/spellcaster.php on line 255

Notice: Undefined variable: time in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/spellcaster.php on line 257

Warning: Missing argument 3 for Spellcasters::expend(), called in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/timeline.php on line 783 and defined in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/spellcaster.php on line 255

Notice: Undefined variable: time in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/spellcaster.php on line 257

And as a side note, I also am getting an error that reads as follows:

No spellcaster of type Nexus has enough energy.
This error message should not occur. Please report this message with your build order on the thread linked at bottom of the page.

And so here i am reporting. The build order is as follows.
+ Show Spoiler +
9 pylon
11 gateway & scout
11 probe*
13 probe*
15 probe*
16 Nexus
16 zealot > constant zealot
18 pylon
18 assimilator >+3
18 cybernetics core >warpgate****

Putting the realistic startup delay stops the odd message though (nexus error).

All in all, a fantastic tool, as it greatly cuts down theorycrafting time. Keep it up

EDIT: Is there some sort of comment notation that can be used for your calculator? It would be much appreciated to put in timing or other personal notes, etc.

EDIT2: I just found another, different bug, I'll spoiler it to keep this post short.
+ Show Spoiler +

When using the @50 gas syntax, the calculator is placing the priority of it oddly. For instance, When placed higher up on the list (I am using an extension of the previous build, however removing the constant zealot production), such as
18 cybernetics core >warpgate****
18 zealot
@50 gas +3 probes on minerals
20 probe
22 zealot


The calculator will place probes on gas, and then will not perform the following actions while waiting for the gas to mine. This ends up with there being >200 unspent minerals when the BOC removes the probes.

The opposite is true for a code such as
18 cybernetics core >warpgate****
18 zealot
20 probe
22 zealot
@50 gas +3 probes on minerals


The BOC will wait until the zealot has begun production to remove the probes from gas, meaning that a total of 60 gas has been mined when they are removed, which is not the desired effect.

Thanks again
Haploid
Profile Joined August 2010
Netherlands89 Posts
January 03 2011 10:32 GMT
#233
On January 03 2011 10:05 DFarce wrote:
I have been getting very odd output in your tool for the past week or so. I am using the chrome browser, and any build I enter gives erroneous output before the actual build order (even when there are no errors).

Got it. All those errors were caused by a single missing comma in my source code and have been fixed now.

On January 03 2011 10:05 DFarce wrote:
EDIT: Is there some sort of comment notation that can be used for your calculator? It would be much appreciated to put in timing or other personal notes, etc.

Yeah, you can use the hash symbol (#) to add comments, like:
10 Pylon
# don't forget to send the probe back
12 Gateway

The other problem you mentioned, I'll have to dig a little deeper for it. Constant unit production should not be halted while waiting for a given amount of resources, unless building that unit uses up the resource in question.
Thank you Carl, you saved me from having to kill them all myself.
DFarce
Profile Joined July 2010
55 Posts
January 04 2011 00:18 GMT
#234
Thanks, the BOC is much more useable now, and it is good to know that you are working on the other bug.

I copied a build made using the BOC into YABOT and tried doing it to see what the difference with theoretical and actual times is, and the results are impressive.
+ Show Spoiler +
[image loading]
*Shrunk in size as to not break thread

The BOC code I used was
+ Show Spoiler +
# Startup build delay = 3 seconds
# Startup mining delay = 3 seconds
9 pylon (Send @65 minerals)
10 probe*
12 gateway (Send @125 minerals)
12 scout
12 probe*
14 assimilator>+3
14 probe*
15 pylon
16 cybernetics core>warpgate***&gateway [2]
16 probe*
@100 gas +3 on minerals
18 Nexus > transfer 6 probes (8 seconds lost)
18 Stalker*
22 gateway
24 Zealot
26 +3 on gas
26 assimilator>+3

I did a good probe split however, and still came up a few seconds short with the first two commands, which I think cascaded through the times. Because of this, I think that a 5 second startup and mining delay would be more realistic. As well, I sent my scout back to the minerals (at 12 after gateway) when I shouldn't have, so my results are a little closer than they would be otherwise. Either way, it is incredible that your tool can so accurately predict times within 10 seconds up to 5 game minutes. An export to YABOT button may be in order

Awesome stuff Haploid
anourkey
Profile Joined January 2011
1 Post
January 05 2011 08:53 GMT
#235
Great work so far! There does seem to be a small bug where Chronoboost-ing warpgate tech does not reduce the available energy from the Nexus. Even after 3 chronoboosts, the nexus has 100 energy left.

http://sc2calc.org/build_order/?buildOrder=9 Pylon
9 Gateway
10 Probe*
12 Assimilator > +3
13 Cybernetics Core
@50 gas Warpgate***


Thanks!
Haploid
Profile Joined August 2010
Netherlands89 Posts
January 06 2011 11:27 GMT
#236
On January 03 2011 10:05 DFarce wrote:
When using the @50 gas syntax, the calculator is placing the priority of it oddly. For instance, When placed higher up on the list (I am using an extension of the previous build, however removing the constant zealot production), such as
18 cybernetics core >warpgate****
18 zealot
@50 gas +3 probes on minerals
20 probe
22 zealot


The calculator will place probes on gas, and then will not perform the following actions while waiting for the gas to mine. This ends up with there being >200 unspent minerals when the BOC removes the probes.

This is actually correct, not a bug. The calculator picks up the fixed jobs (first job on each line) in the order in which they appear. Therefore it will execute the @50 gas job before the 20 probe job. And since you specified 20 as the supply count for that probe job, there is no room to squeeze in any constant unit production. You'll just need to change the order of the jobs:
18 zealot
20 probe
@50 gas +3 probes on minerals
22 zealot

On January 03 2011 10:05 DFarce wrote:
The opposite is true for a code such as
18 cybernetics core >warpgate****
18 zealot
20 probe
22 zealot
@50 gas +3 probes on minerals


The BOC will wait until the zealot has begun production to remove the probes from gas, meaning that a total of 60 gas has been mined when they are removed, which is not the desired effect.
[/spoiler]
Also here, the fixed jobs are picked up in the order in which they appear. The correct order here would be:
18 zealot
20 probe
@50 gas +3 probes on minerals
22 zealot


On January 05 2011 17:53 anourkey wrote:
Great work so far! There does seem to be a small bug where Chronoboost-ing warpgate tech does not reduce the available energy from the Nexus. Even after 3 chronoboosts, the nexus has 100 energy left.

Thanks, I fixed it. This bug caused the energy remaining to be misreported for chronoboosts that occur at the end of the timeline. It only misreported the remaining energy, but it has no effect on the timings.
Thank you Carl, you saved me from having to kill them all myself.
Imalengrat
Profile Blog Joined November 2010
Australia365 Posts
January 06 2011 15:20 GMT
#237
wow this is pretty awesome and don't pay any attention to the word "pretty" ^^
Mass Motherships Counters Almost everything
shingbi
Profile Joined August 2010
58 Posts
January 23 2011 11:20 GMT
#238
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.
Ragwortshire
Profile Joined September 2008
Ireland12 Posts
January 27 2011 12:02 GMT
#239
Couple of bugs:

- "Put 3 on gas" gives an error (where "put 3 on gas" is fine). It seems like it reads "Put" as "take" for some reason.
- The calculator says it takes 50 seconds to build a spore crawler; liquipedia says 30.
- The efficiency calculations (which are really cool btw) are rather misleading because they include time spent morphing (eg to an Orbital Command) as "busy" time... but not as time in which the structure actually existed. So you get efficiencies of 200% or whatever from time to time. (e.g., you build a CC and morph it to an OC 5s after it finishes.)

Also some feature requests:

- A command to kill units you own would be good. Say for example you want to 8 pool and then transition into something else. At some point it would be nice to be able to assume that your initial lings are dead and so you have supply free to do other stuff. This could be as simple as "Free 3 Supply" or something like that.

- Also for team play a command for giving resources to allies or receiving from them would be nice.

Thanks!
Haploid
Profile Joined August 2010
Netherlands89 Posts
January 30 2011 10:17 GMT
#240
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.

Comment syntax is now documented. It was there already (any line that starts with a # is ignored), but undocumented.
On January 27 2011 21:02 Ragwortshire wrote:
- "Put 3 on gas" gives an error (where "put 3 on gas" is fine). It seems like it reads "Put" as "take" for some reason.
- The calculator says it takes 50 seconds to build a spore crawler; liquipedia says 30.
- The efficiency calculations (which are really cool btw) are rather misleading because they include time spent morphing (eg to an Orbital Command) as "busy" time... but not as time in which the structure actually existed. So you get efficiencies of 200% or whatever from time to time. (e.g., you build a CC and morph it to an OC 5s after it finishes.)

Fixed all three of them.

On January 27 2011 21:02 Ragwortshire wrote:
A command to kill units you own would be good. Say for example you want to 8 pool and then transition into something else. At some point it would be nice to be able to assume that your initial lings are dead and so you have supply free to do other stuff. This could be as simple as "Free 3 Supply" or something like that.

- Also for team play a command for giving resources to allies or receiving from them would be nice.

I'll add a kill-command ("18 kill 3 marines, then marauder"). Not so sure about the team interplay stuff. I don't think you can view a team build order as two separate build orders with just resources being exchanged. It's a very different beast.
Thank you Carl, you saved me from having to kill them all myself.
friendo
Profile Joined December 2010
46 Posts
February 07 2011 13:22 GMT
#241
I LOVE this tool, its so useful and fun.

Could you add an option to FORCE worker production? The computer treats workers as filler, so commands like:

Barracks, then Tech Lab on Barracks, then Marauder[5]

often cut workers, rather than working the TL and Marauder builds into constant worker production.
Sleight
Profile Blog Joined May 2009
2471 Posts
February 07 2011 15:52 GMT
#242
There is a problem when you want to allocate CB's to the same item but non-consecutively. If I want to CB Warpgate once, then a Stalker a bit later, then another on Warpgate, there is no mechanism for that that I can find.

Also, was the 3-5 second automatic mining loss per structure ever implemented?
One Love
m4tt3w
Profile Joined January 2011
Canada6 Posts
February 08 2011 20:20 GMT
#243
Great work!

Is it possible to cancel a building while it's getting built. I'm trying to see how it impacts my game to cancel my expansion as Zerg but I don't see any ways to cancel it while it's building.

Thanks for your great work!
SFGhoax
Profile Joined January 2011
United States21 Posts
February 08 2011 20:37 GMT
#244
very good build order calculator, well done ^^ thanks a bunch IM gonna try to put it to some use right aways
Dont forget to #manner!
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
February 22 2011 09:10 GMT
#245
Ghost Build Time: 40 or 50?
http://sc2armory.com/game/terran/units/ghost
http://sc2pod.com/wiki/Ghost
http://starcraft.wikia.com/wiki/Ghost_(StarCraft_II)
Fix it.
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
Last Edited: 2011-02-23 11:48:22
February 23 2011 11:45 GMT
#246
Air Armor Level 1
Minerals 150
Gas 150
http://starcraft.wikia.com/wiki/Air_Armor
http://sc2pod.com/wiki/Air_Armor
http://wiki.teamliquid.net/starcraft2/Air_Armor
http://wiki.sc2tv.ru/index.php/Cybernetics_Core_SC2
Fix it.
Joe_Black
Profile Joined February 2011
21 Posts
February 23 2011 12:01 GMT
#247
i wont let me type anything :S
"Now that's an ass whoopin'!"
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
Last Edited: 2011-02-23 16:23:15
February 23 2011 13:51 GMT
#248
Where is Archon?
SelectStaR
Profile Joined January 2011
United Kingdom129 Posts
February 23 2011 14:04 GMT
#249
How can I access this page to use the build calculator?
Lead By Example
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
Last Edited: 2011-02-23 14:45:12
February 23 2011 14:43 GMT
#250
%0A6%3A03+checkpoint]http://sc2calc.org/build_order/?buildOrder=8+Cancel+Probe%0A%40100+minerals+Pylon%0A%40150+minerals+Gateway%0A%4075+minerals+Assimilator+%3E+%2B3+on+gas%0A%4050+minerals+Probe*%0A%4050+minerals+Probe%0A%40150+minerals+Cybernetics+Core%0A%4075+minerals+Assimilator+%3E+%2B3+on+gas%0A%40150+minerals+Twilight+Council%0A%4050+minerals+Warpgate%0A%4050+minerals+Probe*%0A%40250+gas+Dark+Shrine%0A%400+gas+take+6+off+gas%0A%4050+minerals+Probe*%0A%40150+minerals+Gateway%0A%400+minerals+%2B6+on+gas%0A%400+minerals+Transform+to+Warpgate%0A%400+minerals+Transform+to+Warpgate%0A%40250+minerals+Dark+Templar*+[2]%0A6%3A03+checkpoint

Dark Templar - 5 sec!!! WTF?!!

+ Show Spoiler +
8 Cancel Probe
@100 minerals Pylon
@150 minerals Gateway
@75 minerals Assimilator > +3 on gas
@50 minerals Probe*
@50 minerals Probe
@150 minerals Cybernetics Core
@75 minerals Assimilator > +3 on gas
@150 minerals Twilight Council
@50 minerals Warpgate
@50 minerals Probe*
@250 gas Dark Shrine
@0 gas take 6 off gas
@50 minerals Probe*
@150 minerals Gateway
@0 minerals +6 on gas
@0 minerals Transform to Warpgate
@0 minerals Transform to Warpgate
@250 minerals Dark Templar* [2]
6:03 checkpoint
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
February 23 2011 14:46 GMT
#251
Function "Copy link to this build to share with friends." only for short build orders. tt
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
Last Edited: 2011-02-23 14:49:33
February 23 2011 14:47 GMT
#252
On February 23 2011 23:04 SelectStaR wrote:
How can I access this page to use the build calculator?


http://sc2calc.org/build_order/
http://sc2calc.org/build_order/syntax.php
http://sc2calc.org/build_order/list.php
Ragwortshire
Profile Joined September 2008
Ireland12 Posts
February 23 2011 15:18 GMT
#253
@SlyBeetle: Yes, warpgates take 5 seconds to build units (including DTs). They also spend time cooling down before they can be used again.

(Wiki)Warpgate
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
Last Edited: 2011-02-23 16:22:55
February 23 2011 16:22 GMT
#254
On January 30 2011 19:17 Haploid wrote:
I'll add a kill-command ("18 kill 3 marines, then marauder"). Not so sure about the team interplay stuff. I don't think you can view a team build order as two separate build orders with just resources being exchanged. It's a very different beast.

Where is kill-command?
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
February 23 2011 17:30 GMT
#255
LOL?
+ Show Spoiler +
9 Cancel Probe
@100 minerals Pylon
@150 minerals Gateway
@75 minerals Assimilator > +3 on gas
@50 minerals Probe*
@50 minerals Probe*
@50 minerals Probe
@150 minerals Cybernetics Core
@75 minerals Assimilator > +3 on gas
@50 minerals Probe*
@50 minerals Probe
@150 gas Stargate
@300 minerals Fleet Beacon
@100 minerals Pylon
@400 gas Mothership******
7:24 checkpoint
8:24 checkpoint
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
February 23 2011 17:37 GMT
#256
Zerg have the slowest Tech in the game, tt.
Ultralisk - 8:13
Brood Lord - 8:38
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
Last Edited: 2011-02-23 18:09:08
February 23 2011 18:08 GMT
#257
On January 03 2011 19:32 Haploid wrote:
Yeah, you can use the hash symbol (#) to add comments, like:
10 Pylon
# don't forget to send the probe back
12 Gateway

Build order calculator:
Line 2 : Unknown command # don't forget to send the probe back
For a complete list of units, structures, upgrades, morphs and abilities, please refer to this list. If you are trying to do something other than building, please check the single line examples for the syntax of the other commands. The syntax is not case-sensitive, but it is very specific in the spelling.


WTF?
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
February 23 2011 18:10 GMT
#258
it seems to think that stalkers cost 50 minerals O_O
get rich or die mining
TL+ Member
Kornholi0
Profile Joined November 2010
Canada634 Posts
Last Edited: 2011-02-23 19:32:01
February 23 2011 18:26 GMT
#259
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
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
Haploid
Profile Joined August 2010
Netherlands89 Posts
February 25 2011 18:45 GMT
#260
On February 07 2011 22:22 friendo wrote:
Could you add an option to FORCE worker production? The computer treats workers as filler, so commands like:
Barracks, then Tech Lab on Barracks, then Marauder[5]
often cut workers, rather than working the TL and Marauder builds into constant worker production.

The best way to force worker production is to write out your build order in more detail. I just want to add that the calculator is designed to calculate the timing for a given build order, not to find the optimal order in which to build stuff or to figure out how much you can get away with. Back to your question, a better example would be:
12 Barracks, then Tech Lab on Barracks
...
18 Marauder
22 Marauder
...
etc.
On February 09 2011 05:20 m4tt3w wrote:
Is it possible to cancel a building while it's getting built. I'm trying to see how it impacts my game to cancel my expansion as Zerg but I don't see any ways to cancel it while it's building.

Er... let me think about that one. Ok, done thinking. I added a command for building and immediatelly cancelling a building. Feel free to suggest a different syntax, this is just what occurred to me:
9 Overlord
13 Spawning Pool
13 Fake Hatchery (<--- that builds and cancels the hatchery, refunding some minerals in the process)
On February 22 2011 18:10 SlyBeetle wrote:
Ghost Build Time: 40 or 50?
Air Armor Level 1 / Minerals 150 / Gas 150
Line 2 : Unknown command # don't forget to send the probe back

Got it. Fixed all three of those. And I added the kill-command. To kill off some Marines, just write:
22 Kill Marine [4]
It doesn't actually check whether you have built them Marines, so feel free to kill as many as you like.
On February 24 2011 03:10 Alejandrisha wrote:
it seems to think that stalkers cost 50 minerals O_O

I have absolutely no idea why you would say that. I checked and rechecked, and building a Stalker subtracts 125 minerals.

Thanks for the feedback, guys. I haven't been able to get around coding much lately, but I have not abandoned the project.
Thank you Carl, you saved me from having to kill them all myself.
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.
La1
Profile Joined November 2010
United Kingdom659 Posts
May 16 2011 13:22 GMT
#281
Finding this very useful and its actually alot easier to use than other build order calculators!
pff
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
Last Edited: 2011-05-18 07:37:06
May 16 2011 15:00 GMT
#282
Great Tool !
EDIT: deleted
21 is half the truth
Haploid
Profile Joined August 2010
Netherlands89 Posts
May 18 2011 21:42 GMT
#283
On May 16 2011 17:28 friendo wrote:
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.

Of course. It's been updated.

On May 11 2011 21:17 King of Town wrote:
Show nested quote +
On May 11 2011 10:30 noobinator wrote:
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.

Math fail on the part of my calculator. It assumed that it could squeeze in another drone while the extractor is building, for which of course there is no supply room. I fixed it.

On May 10 2011 01:58 shingbi wrote:
Syntax for the chronoboost thing could be to just put the "*" in front of whatever you want to chronoboost.

The hard part is that the calculator isn't designed to go back on jobs that are already scheduled and change their timing. Not yet, at least. I'll do this, because I like the syntax, but it'll take a while.

Thanks for the appreciation, guys. Development has slowed since I got a new job, but I appreciate
the support.

Check out Invariant's build order visualizer which uses this calculator:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=219161
Thank you Carl, you saved me from having to kill them all myself.
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
May 18 2011 22:31 GMT
#284
Hello, Haploid!!! How are you?
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
May 19 2011 06:53 GMT
#285
Bug:
+ Show Spoiler +
8 Spawning Pool
9 Extractor Trick into Queen then constant Spawn Larvae
Terkill
Profile Joined March 2011
Denmark38 Posts
May 19 2011 07:42 GMT
#286
Spine crawler counts as a unit = it takes up supply instead of removing it.
You're pro or you're noob. That's life
eNIKa
Profile Joined April 2011
Poland29 Posts
Last Edited: 2011-05-19 08:17:09
May 19 2011 07:54 GMT
#287
It's My first post on TL.

Hello TeamLiquid :D

I must say, this calculator is Awsome!!

Good Work!

eNIKa
Haploid
Profile Joined August 2010
Netherlands89 Posts
May 19 2011 22:33 GMT
#288
On May 19 2011 15:53 SlyBeetle wrote:
Bug:
+ Show Spoiler +
8 Spawning Pool
9 Extractor Trick into Queen then constant Spawn Larvae

I don't see the bug. It seems to work like I'd expect it:
0 0:00 0:17 6 / 10 2 Drone 0 0
1 0:11 0:28 7 / 10 1 Drone 0 0
2 0:50 1:55 8 / 10 3 Spawning Pool 0 0
3 1:00 1:17 7 / 10 2 Drone 0 0
4 1:10 1:27 8 / 10 1 Drone 0 0
5 1:41 2:31 9 / 10 3 Extractor Trick into 1 Queens 18 0
6 2:31 3:11 11 / 10 3 Spawn Larvae 333 0

On May 19 2011 16:42 Terkill wrote:
Spine crawler counts as a unit = it takes up supply instead of removing it.

Er... are you sure? Spine crawlers look like structures, and I seem to remember that supply goes down when you build one. I don't see any mention in liquipedia that sprine crawlers take up supply:
http://wiki.teamliquid.net/starcraft2/Spine_crawler

And thanks, enika!
Thank you Carl, you saved me from having to kill them all myself.
Felo
Profile Blog Joined October 2010
Germany392 Posts
May 19 2011 22:39 GMT
#289
On May 20 2011 07:33 Haploid wrote:
Er... are you sure? Spine crawlers look like structures, and I seem to remember that supply goes down when you build one. I don't see any mention in liquipedia that sprine crawlers take up supply:
http://wiki.teamliquid.net/starcraft2/Spine_crawler


Thats correct, they don't take up supply.
EU GML P | Check my Stream (with commentary!) -> www.twitch.tv/xFelo
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
May 20 2011 06:53 GMT
#290
I see bug:
+ Show Spoiler +
I don't see the bug. It seems to work like I'd expect it:
0 0:00 0:17 6 / 10 2 Drone 0 0
1 0:11 0:28 7 / 10 1 Drone 0 0
2 0:50 1:55 8 / 10 3 Spawning Pool 0 0
3 1:00 1:17 7 / 10 2 Drone 0 0
4 1:10 1:27 8 / 10 1 Drone 0 0
5 1:41 2:31 9 / 10 3 Extractor Trick into 1 Queens 18 0
6 2:31 3:11 11 / 10 3 Spawn Larvae 333 0

2:31 - 1:41 = 50 http://wiki.teamliquid.net/starcraft2/Queen
BakedNTired
Profile Joined May 2011
4 Posts
May 20 2011 07:21 GMT
#291
is there a way for ur queens to keep doing larva barf without telling it to or does it already take that into account?
Haploid
Profile Joined August 2010
Netherlands89 Posts
May 20 2011 15:30 GMT
#292
On May 20 2011 15:53 SlyBeetle wrote:
I see bug:
+ Show Spoiler +
I don't see the bug. It seems to work like I'd expect it:
0 0:00 0:17 6 / 10 2 Drone 0 0
1 0:11 0:28 7 / 10 1 Drone 0 0
2 0:50 1:55 8 / 10 3 Spawning Pool 0 0
3 1:00 1:17 7 / 10 2 Drone 0 0
4 1:10 1:27 8 / 10 1 Drone 0 0
5 1:41 2:31 9 / 10 3 Extractor Trick into 1 Queens 18 0
6 2:31 3:11 11 / 10 3 Spawn Larvae 333 0

2:31 - 1:41 = 50 http://wiki.teamliquid.net/starcraft2/Queen

Ok, got it. It didn't check for prerequisites on whatever you build out of an extractor trick, so you could've even built an ultralisk. Fixed it now.

On May 20 2011 16:21 BakedNTired wrote:
is there a way for ur queens to keep doing larva barf without telling it to or does it already take that into account?

Yeah, just write something like:
6 Spawning Pool
5 Queen > constant Spawn Larvae
Thank you Carl, you saved me from having to kill them all myself.
xmikeyy17x
Profile Joined April 2011
United States92 Posts
May 20 2011 22:10 GMT
#293
this is amazing!!
quillian
Profile Joined April 2010
United States318 Posts
June 04 2011 22:19 GMT
#294
Cannot generate larvae in the past.
This error message should not occur. Please report this message with your build order on the thread linked at bottom of the page.

10 extractor trick
11 overlord
11 spawning pool
13 extractor > transfer 3
15 queen > spawn larvae [auto]
17 overlord
18 roach warren
19 overlord
20 roach [7]
5:00 checkpoint
quillian
Profile Joined April 2010
United States318 Posts
June 26 2011 15:57 GMT
#295
Hi haploid!

Love your app, I use it constantly to hone builds. I think it's one of the most useful sc2 programs out there.

I do have a feature request. I don't think it would be too hard to implement

I do a lot of team games, and want to be able to map out resource sharing builds.

If there was a command to add or subtract resources manually (+100 gas, -250 minerals, etc) it would allow me to simulate resource trading and design team builds in parallel. I think this would be a super valuable tool.

Let me know if you think this is possible.

Cheers, and thanks for the great work!

EternitysEnd
Profile Joined January 2011
United States30 Posts
June 29 2011 05:06 GMT
#296
Hey there, awesome build order calculator you have here. have used it many, many times. just one question:

I saw above that you limited the calculator to 1 second of processor time. is there anyway to change that? I know beyond that point it really ceases to be a "build order" and becomes more of a game plan, but I would like to play with some mid and late game strats to see what works in an ideal situation. I understand it's hit or miss with how the game actually plays out, but knowing a good time financially to grab the third or get double upgrades would be awesome. Not sure what this would involve (if it's going to cause other problems).

Just so you know, this is in reference to the error:

Fatal error: Maximum execution time of 1 second exceeded in /home/vhosting/y/vhost0038687/domains/sc2calc.org/htdocs/www/build_order/income.php on line 150


Thanks for everything so far, it's amazing.

EE
Never
ke_ivan
Profile Joined February 2011
Singapore374 Posts
July 05 2011 03:15 GMT
#297
This is great! I was just wondering if you will be developing the syntax into late game (there's a time cap) if there's anyway we can help with the programming let us know!
Ainvar
Profile Joined January 2011
United States68 Posts
July 17 2011 22:06 GMT
#298
Hey I was testing out a speedling expand using 11 overpool instead of 14/14 and got the "cannot generate larvae in the past" error message. The instructions said to post this here, so I did. Here's the BO. Thanks for a great tool.
+ Show Spoiler +
10 Extractor Trick
11 Overlord
11 Spawning Pool
14 Extractor > +3
13 Queen > Spawn Larvae [auto]
15 Zergling [3]
18 Overlord
18 Extractor Trick
@100 gas take 3 drones off gas
@100 gas Metabolic Boost
20 hatchery
19 drone
24 overlord
30 overlord
30 drone [auto]
5:30 checkpoint
whoopingchow
Profile Joined June 2011
United States293 Posts
July 18 2011 00:14 GMT
#299
This is incredible. Was this an Excel macro? Fantastic tool!
jmols
Profile Joined October 2010
New Zealand41 Posts
July 18 2011 00:37 GMT
#300
THIS my friend, is amazing.
Very impressed, and very useful.
Thanks Haploid
Thloid.
see you space cowboy...
Kirushi
Profile Joined December 2010
United States3 Posts
July 29 2011 04:31 GMT
#301
This build
+ Show Spoiler +
10 Supply Depot
12 Barracks
13 Refinery > +2
15 Orbital Command > constant calldown: MULE
@450 minerals Barracks [3]


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!
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
Last Edited: 2011-08-19 17:20:41
August 10 2011 15:51 GMT
#302
+ Show Spoiler +

6 Spawning Pool
5 Zergling [3]


Why is real zergling rush ready only in 2:11-2:14?
SheffiTB
Profile Blog Joined July 2011
Canada223 Posts
August 10 2011 16:50 GMT
#303
um what am I doing wrong? The build:
+ Show Spoiler +

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.
Gold level player who watches day9 and loves helping other low level players.
DrPirate134
Profile Joined August 2011
1 Post
August 22 2011 13:09 GMT
#304
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
Dice T
Profile Joined September 2010
United States5 Posts
August 22 2011 23:24 GMT
#305
Awesome tool, many thanks for building it.

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.

Thanks again!
Ready to roll out
quillian
Profile Joined April 2010
United States318 Posts
September 11 2011 03:54 GMT
#306
Bug report:
Brood lords not costing additional supply. remain at 2 instead of going up to 4 (supply count stays the same while building them)
Dice T
Profile Joined September 2010
United States5 Posts
September 27 2011 05:52 GMT
#307
Request: could you please update this tool for the version 1.4 balance changes?
Ready to roll out
gmiller2
Profile Joined April 2012
1 Post
April 10 2012 13:55 GMT
#308
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]

3 CC, Racks, Thor
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
May 24 2012 05:49 GMT
#309
http://wiki.teamliquid.net/starcraft2/Patch_1.4.3
EngrishTeacher
Profile Blog Joined March 2012
Canada1109 Posts
May 24 2012 07:36 GMT
#310
First try yielded 10 minutes of errors for a simple 2 rax marauder BO.

So I fired up a replay and got timings down to the exact digit.

Still no luck, error after error.
corfro
Profile Joined May 2012
United States1 Post
May 25 2012 12:44 GMT
#311
Haploid I sent you a PM.
da0ud
Profile Joined April 2011
Hong Kong252 Posts
March 04 2013 11:47 GMT
#312
Has anyone taken over the project or is this build order calculator website gonna die like this ?

I have always felt it was the best one to write down and print out.

Would be worth it to update it for HOTS.
quillian
Profile Joined April 2010
United States318 Posts
March 06 2013 19:33 GMT
#313
+1 for HOTS update, please!! It's a great tool, I use it constantly.
Haploid
Profile Joined August 2010
Netherlands89 Posts
March 24 2013 09:50 GMT
#314
I don't really get around to keeping this tool updated, so I uploaded the source code to github:
https://github.com/jasperavisser/sc2calc.org

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.

Probably most changes are required in this file:
https://github.com/jasperavisser/sc2calc.org/blob/master/build_order/product.php
Thank you Carl, you saved me from having to kill them all myself.
Gobbex
Profile Joined March 2013
Norway4 Posts
March 25 2013 09:34 GMT
#315
SWEET, you deserve a medal for this shit!
Pupsilein
Profile Joined March 2010
Germany17 Posts
April 24 2013 21:19 GMT
#316
Did anyone got around implementing the HOTS changes to this great tool? My PHP knowledge is too bad for this.
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