|
I did some worker saturation experiments with this, and I think there's something funny going on with the saturation algorithm.
Basically, the widget gave me 0.7 minerals per second per worker all the way up to 25 workers. So at 25 workers I was gathering 1050 minerals over 60 seconds. Then at 26 workers my income actually dropped to 882 and stayed there all the way up to 31 workers (which is as far as I checked).
Now, as I understand it the saturation routine should be basically linear up to 16 workers, then diminishing returns from 16-24, then basically no benefit for workers beyond 24. Even if that's not exactly right, I'm pretty sure that the results I described above aren't right. Am I missing something?
I can reproduce the build I used to test this if you like. It was just building SCVs and Supply Depots as needed, then using the Fast Forward flags to check gather rates at various levels of saturation.
|
Well I was going to re-work the entire algorithm anyway so don't think that will be necessary but thanks for the heads-up, appreciated. I have some priority work at the movement which is causing this to move back on my list, but I'll get it done eventually. ^^;;
|
Wow... I love it.
I *think* I found a bug, but I could also not be using it right. To reproduce: 1. New Build 2. Drag Barracks to the top of the list 3. Drag Factory over Barracks
It pops up an error, "You require a "Barracks" for that." Also, unless I misunderstood it, you have a typo for "pinned" builds.
Don't take any of that as criticism - I'm really impressed with what you've done; bug reports are my way of being supportive.
|
On April 11 2010 09:31 ojrac wrote: Wow... I love it.
I *think* I found a bug, but I could also not be using it right. To reproduce: 1. New Build 2. Drag Barracks to the top of the list 3. Drag Factory over Barracks
It pops up an error, "You require a "Barracks" for that." Also, unless I misunderstood it, you have a typo for "pinned" builds.
Don't take any of that as criticism - I'm really impressed with what you've done; bug reports are my way of being supportive. Add a "Complete last building" step, else it will try to send a scv to build a fax at the same time as you sent the first one building a rax. Also one of the most useful specials is "Next Step" which will advance to next thing that will be completed, as sometimes you don't want to jump to the "last building finished"-point
|
Ah, I get it. Thanks, Starfox. In that case, I'd like to switch that to a feature request. If a prerequisite isn't filled because it's still building, it'd be nice to automatically "wait" for it, or just tell people how to do that in the error message.
|
I really wana the OP could update this~
|
On April 08 2010 21:45 Starfox wrote:Firefox 3.6, I can't build a x-lab to my barracks, Those are the only options, as you see I also can't build a reactor on fax / starports Things that would be nice: Autoadd things through doubleclick. Is there a way to delete things steps? :o This...
Can't experiment with a banshee build because I can't build tech labs on barracks (no option) and factory (not yet completed).
|
I can build the tech labs no problem. But there is this bug where you have to manually flag attach them to Factories and Starports, whereas when I build a tech lab on a barracks it is attached automatically. E.g. to build a maruder you just need to do TechLab # Barracks and wait for it to finish. To build tanks or banshees you need to do TechLab # Factory/Starport, wait for it to finish, and then attach it.
|
On May 25 2010 04:29 imbecile wrote: I can build the tech labs no problem. But there is this bug where you have to manually flag attach them to Factories and Starports, whereas when I build a tech lab on a barracks it is attached automatically. E.g. to build a maruder you just need to do TechLab # Barracks and wait for it to finish. To build tanks or banshees you need to do TechLab # Factory/Starport, wait for it to finish, and then attach it. Ok, I'll try again, but I have no techlab at barracks, and the factory is not yet done, while you need the tech lab ready for the starport before you start it...
|
lucky terran theory crafters! Ive been using qxc's wonderful custom map to test my toss builds. Cant wait to use the toss version of this program... maybe get a lil bit of sc build crafting in at work with this? eek, cant wait! and thank you for your efforts sir
|
I've been thinking about writing a simulationcraftish type program to test sc2 builds. Basically I want to have it do a depth search of all the possible builds and then have it list out all of the possible builds with their timing. Obviously builds which are slower than a previous build will automatically be dropped.
Mostly I think timing the first 10 minutes of the game are important. After that, there are simply too many decisions like expanding, counter play, scans, harass, etc and is much more difficult to simulate.
So some huge list with all the builds being listed as follows
(this is an example of what i want to do.)
6:20 3 marines 3 maradurs 16 scvs 1 orb 1 refinary (link to build) 6:30 5 marines 1 maradurs 18 scvs 1 orb 1 refinary (link to build) 6:38 3 marines 5 maradurs 17 scvs 1 orb 2 refinary (link to build) 6:47 10 marines 2 maradurs 14 scvs 1 orb 1 refinary (link to build)
For my program, basically I think it would be useful if you input the minimum number of each different unit you want, any tech you want, optionally putting the minimum number of scvs, minumum number of certain buildings, etc and finally tell the program what to spend extra resources on if there are leftover minerals in the build. From that it will extrapolate a best build (assuming you can macro like a pro).
I cannot create my own thread, but I thought this was the most relevant and I would really like to talk with the OP about their implementation.
|
I got the following error:
You play zerg dipshit
honestly why do all these cool things (build order tester) come out for terran only? not cool with the racism, toss and zerg are people too you know?... well not really people but yeah. Is there any plans for this to incorperate other races yet?
|
I very much enjoy the concept. I believe I will be using it quite extensively upon the Protoss release.
|
A piece of feedback:
I really dislike the fact that my mouse has like only 2 pixels to work with when clicking things. Its all so tiny! I would very much appreciate at least bigger buttons because I feel as though I am focusing too hard on rudimentary things like minimizing the drop down menus or clicking the refactor button!
|
Anyway to update this calculator with many common builds, rather than just one demo build?
I'm a noob and I would find it very useful to see common builds.
-bb82
|
On May 30 2010 12:37 wanderer wrote: A piece of feedback:
I really dislike the fact that my mouse has like only 2 pixels to work with when clicking things. Its all so tiny! I would very much appreciate at least bigger buttons because I feel as though I am focusing too hard on rudimentary things like minimizing the drop down menus or clicking the refactor button!
You can just increase the font/text size on your browser to enlarge everything on the page accordingly.
Thanks for the awesome tool!
|
Been thinking of this in my head, but you put it into action, really awesome. Now you just need it to be able to search over all actions like a chess computer and figure out the fastest possible Mothership (or some useful unit or unit comp instead).
|
|
|
|
|
|