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[G] TheCore - Advanced Keyboard Layout - Page 162

Forum Index > StarCraft 2 Strategy
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Crosswind
Profile Joined May 2010
United States279 Posts
March 28 2013 19:45 GMT
#3221
For us happy alpha-ers, wanna just post up a modified hotkey file too, so we don't have to do it manually again? =)

-Cross
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2013-03-28 20:23:22
March 28 2013 20:15 GMT
#3222
check the git hub:

https://github.com/jonnyhweiss/TheCoreConverter

PTR RRM etc is for protoss terran and random
PTR ZRM etc is for zerg

Working on Zerg now. RRM etc is set for alpha testing.
Commentatorhttps://www.youtube.com/JaKaTaKtv
fengshaun
Profile Joined April 2012
149 Posts
March 28 2013 21:40 GMT
#3223
On March 29 2013 03:22 sanddbox_sc2 wrote:
Show nested quote +
On March 29 2013 03:02 fengshaun wrote:
On March 29 2013 03:00 sanddbox_sc2 wrote:
I still can't see this as anything else than overthinking it. You don't need a formula to make overlords.


Maybe for you it's overthinking. For me, I need something to improve on. Saying "just make ovies when you need them" is like saying "just improve your macro". Nothing concrete there to improve on, and I don't like that! This, obviously, is not for everyone.


I think that using an equation to model it is only going to give you a false impression of what expert play looks like, though. You can still analyze your macro without using an equation. Supply is mainly about two principles - (1) make enough supply so that you don't get supply blocked, (2) make as little supply as possible while still satisfying (1). Although there's actually some cases where being supply blocked for a short time is most economically optimal.

Like I said earlier, though, I'm not opposed to using rules like "two overlords every inject" or something as long as it's understood that they're guidelines to improve upon.


I was going for something that would keep me on my toes until I get used to looking at my supply. This equation is not something that'll stick, but I think would be helpful in making a pattern of looking at supply.
furyofSkanks
Profile Joined March 2012
32 Posts
March 28 2013 23:03 GMT
#3224


I was going for something that would keep me on my toes until I get used to looking at my supply. This equation is not something that' stick, but I think would be helpful in making a pattern of looking at supply.


I think you really are over-thinking this.... below is the reason why. But in short, you only have to worry about making overlords for the first few minutes of the game, and then afterwards it does not matter. (Just over-produce them)


THE REASON FOR WHY:

I'm surprised about this overlord stuff... this is off topic from "THE CORE", but I believe if you never get supply capped until about 65 food you can just make 6 overlords at once and forget about being supply blocked until your trying to get into masters / GM. (The difference it will make to your economy is extremely small at this point) Maybe 80 food is a more correct number if you have to use some type of generalization ..... being supply capped when your droning really hurts you.... but getting supply capped afterwards will just delay you from from making army which isn't as crucial. (It's situational, this is why you will actually so a lot of masters making 8 overlords at a time etc....) It doesn't pay to try to be too perfect. (In general)

So you really only need to worry about being supply blocked in the first few minutes of the game... after that it's a very small issue if at all, and overproducing overlords will get you very very far until your in the highest leagues.


Ninjury_J
Profile Joined August 2012
Canada408 Posts
Last Edited: 2013-03-28 23:38:54
March 28 2013 23:14 GMT
#3225
@fury,

Maybe I am uncommon in this but as a Plat player, I definitely would prefer learning the right way and making more mistakes (losing more games) now, than adopting a short cut that I will need to unlearn later when the competition is fiercer and the game moves faster. Learning hard things is far easier than unlearning easy things IMO.
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
fengshaun
Profile Joined April 2012
149 Posts
March 28 2013 23:21 GMT
#3226
@fury,

I said it's semi-offtopic at the top of my original post. The reason I cross-posted it here is that many people who use the core also use the staircase, but not necessarily follow the thread as TheStaircase doesn't change as often as TheCore.

Also, what Ninjury said.
CursedFeanor
Profile Joined August 2010
Canada539 Posts
March 29 2013 00:05 GMT
#3227
On March 29 2013 05:15 JaKaTaK wrote:
check the git hub:

https://github.com/jonnyhweiss/TheCoreConverter

PTR RRM etc is for protoss terran and random
PTR ZRM etc is for zerg

Working on Zerg now. RRM etc is set for alpha testing.


All I see are 0.6.3 versions and no alpha files... Am I missing something?
Tinweasele
Profile Joined December 2010
22 Posts
March 29 2013 12:56 GMT
#3228
Long time lurker first time poster here. Thanks to JAK and the crew for all of their hard work.

I am a ZRM user and i am absolutely in love with the changes so far in 1.0. Specifically / on advanced build and cycling on the mouse. Additional thanks to the players who suggested upgrade buildings on corresponding CGs and using cycling to reach them. It has been an amazing time saver, so thanks.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
March 29 2013 18:41 GMT
#3229
The First Full Apha Build is ready for testing:

https://github.com/jonnyhweiss/TheCoreConverter

We'll be working on making sure the files map over correctly as well as campaign compatibility then we'll be bringing it into beta. Enjoy the alpha you brave brave folk.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Tinweasele
Profile Joined December 2010
22 Posts
March 29 2013 18:46 GMT
#3230
On March 30 2013 03:41 JaKaTaK wrote:
The First Full Apha Build is ready for testing:

https://github.com/jonnyhweiss/TheCoreConverter

We'll be working on making sure the files map over correctly as well as campaign compatibility then we'll be bringing it into beta. Enjoy the alpha you brave brave folk.


Thanks!

Is there a full spreadsheet for the new mappings or are we just going off of the archive at this point?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
March 29 2013 18:46 GMT
#3231
go off the archives for now. There will be a full spreadsheet update for the beta.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Fritti
Profile Joined July 2010
Netherlands52 Posts
March 29 2013 21:06 GMT
#3232
Hey JaKaTaK! Thanks for the 1.0 alpha files. Little bug to report: for RRM 1.0 Alpha, "select control group" has keys "1", "2", "3", and "4" for the first four groups. I suspect these should be "=", "-", "0", then "9" based on the other listed keys as Create Control Group and Add to Control group do have better keys.
fengshaun
Profile Joined April 2012
149 Posts
March 29 2013 21:11 GMT
#3233
Oh Jak, dvorak ZRM layout is *messed up*:

Roach is unbound.
Help menu is unbound (also unbound on 0.6.2 and 0.6.3, so I think that's intentional, but maybe bind it to something so I don't keep getting the "unbound error").
"Name Panel" for observer is unbound.

Ovies are bound to ;! ; is on the other side of the keyboard! should be "s", so maybe fix the script!
Evo chambers are bound to ;! should be "s". Looks like a bad bind in the script.
Maybe put extractors back to H? H is not bound to anything in build basic and it's more comfy than T. Then, maybe put Roach warren on T, which is easier to hit than 8.
morph baneling is on E, again, on ther other side of keyboard!
baneling "disable structure attack" is on ;! I'm sensing the script is changing / to ; while it should be changing it to z.
roach warren glial reconstitution is on G, should be H per spreadsheet.
pathogen glands on G, should be H per spreadsheet.
queen poop tumor is on C, but tumor's mitosis is on D, should be C.

and we're done! This was just the zerg portion!

The above letters are in dvorak, don't misread please!
ShaolinZorg
Profile Joined February 2013
Belgium47 Posts
March 29 2013 21:18 GMT
#3234
PRSM 1.0, french azerty :

next & prev subgroup are on lateral mouse button (supposed to be the case ? )
but control group 6&7 are also bound to them, where am I supposed to put CG 6&7 ?
Qui veut voyager loin ménage sa monture
Tinweasele
Profile Joined December 2010
22 Posts
Last Edited: 2013-03-29 21:50:33
March 29 2013 21:38 GMT
#3235
ALPHA 1.0 bugs
ZRM QWERTY
layered control group for queens is gone
select groups 1 2 3 and 4 all in original place
Cancel has been moved to ']'?
Subsequently lost ']' as a CG
all buttons that via the archives that were supposed to be on / are on Z
roach speed on G
pathogen glands on G
Morph baneling on E
fengshaun
Profile Joined April 2012
149 Posts
March 29 2013 21:51 GMT
#3236
This Core 1.0 things looks way more comfortable than 0.6.3 so far!
fengshaun
Profile Joined April 2012
149 Posts
Last Edited: 2013-03-29 23:45:16
March 29 2013 23:43 GMT
#3237
Control groups are also wayyy messed up! Just have a look!

Camera 8 on dvorak ZRM should be Ctrl+Shift+D/Ctrl+D, not H.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
March 29 2013 23:52 GMT
#3238
good to know, we'll be working on all of that. Its mostly due to the converter program that needs to be changed. Thanks for all of your reports
Commentatorhttps://www.youtube.com/JaKaTaKtv
Tinweasele
Profile Joined December 2010
22 Posts
March 30 2013 01:33 GMT
#3239
After fixing it i would have to say pretty definitively that 1.0 is much better than .6. its faster, makes more sense, and just FEELS better. Thanks for all your hard work!
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
March 30 2013 01:48 GMT
#3240
Glad you like it
Commentatorhttps://www.youtube.com/JaKaTaKtv
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