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Build Order Tester - Page 3

Forum Index > SC2 General
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qxc
Profile Blog Joined May 2009
United States550 Posts
May 23 2010 11:54 GMT
#41
I never considered the fact that researches stay researched. I'm having a tough time figuring out how to have it keep track of what researches have completed thus far. The alternative would be to just set all techs to unresearched status upon reset but I feel like there's an easier way.

This feature will make it into the next version either when someone/I find a good way to do it or I decide to just create a manual reset that sets all techs to zero.
ProgamerDesigner of Aeon's End
baeracaed
Profile Blog Joined June 2009
United States604 Posts
May 23 2010 12:14 GMT
#42
Thanks for this man!
(☞゚ヮ゚)☞ Cookies! ☜(゚ヮ゚☜)
TzTz
Profile Blog Joined April 2010
Germany511 Posts
May 23 2010 12:17 GMT
#43
Hey i made something similar and put it on Kulas ravine as well as a testmap i made myself. Tech resets, but it's just the -1 to every tech on reset. German editor is missing some functions (they aren't labeled). So i guess those Tech things I was looking for were missing. Timer resets on respawn. Did you also create triggers to replace mined out minerals? I mean normally you shouldn't have such a long build order ^^. Rocks blocking paths also come to mind. But interesting to see someone else did nearly the same thing . Except i did it with typing "reset" and then pressing one of three buttons labeled Terran/Zerg/Protoss.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
May 23 2010 12:19 GMT
#44
Great, will make use of it.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
qxc
Profile Blog Joined May 2009
United States550 Posts
May 23 2010 12:20 GMT
#45
how do you do -1 to all tech on reset? Also I didn't bother to replace mined out minerals. At that point you're not doing a build order. You're running a marathon
ProgamerDesigner of Aeon's End
TzTz
Profile Blog Joined April 2010
Germany511 Posts
Last Edited: 2010-05-23 12:24:56
May 23 2010 12:21 GMT
#46
Ah there's one thing that came to my mind as well. When you run a map offline you can just hit the menu and there's a restart option. Does that take long? If not you could just use that and have the player spawn his desired race after startup.

Yes -1 on every single tech. I wanted to make a trigger that stores researched Tech into an Array upon research, but however, didn't find the function for that in German editor (It's translated weirdly as well... All the Tech functions would more sound like you're going shopping :-/ )

edit: oh i read your question wrong. Well i don't have my map here right now. The function is labeled as outdated, but it works.

edit2: I'll send you a PM
Jayson X
Profile Blog Joined November 2006
Switzerland2431 Posts
May 23 2010 12:25 GMT
#47
Thank you very much for this mate! I just spent 2 hours practicing builds and making notes. Very appreciated trust me. For the upgrades i just restart through the menu, no biggie.

Especially usefull since Wedropyou.net 2.0 is unplayable for me.
btlyger
Profile Blog Joined February 2010
United States470 Posts
May 23 2010 12:40 GMT
#48
Best thread title.

Ever.

Also, Great program, although I'm going to wait until a few weeks before release to use it as a lot will probably change to screw up my build!!
"Minerals being mined. Minerals being mined. Minerals being mined." Learn how to post: http://www.albinoblacksheep.com/flash/posting
humblegar
Profile Blog Joined October 2004
Norway883 Posts
Last Edited: 2010-05-23 12:50:11
May 23 2010 12:49 GMT
#49
With the EU version I get the "Param/Value" error so I guess it is not localized.

edit: it seems to work just fine otherwise, just the text does not display properly
Nokarot
Profile Blog Joined April 2010
United States1410 Posts
May 23 2010 12:52 GMT
#50
I dont know how easy it would be to trigger, but wouldnt it be awesome if, upon resetting, a computer "ghost" (ala mario kart or any other racer) did a build order at the same time as you? Would be able to see very very fine differences between build orders that way instead of just "elapsed time vs elapsed time".

Also, a suggestion to anyone using this, pull off a worker or whatever at regular time to scout. Not scouting can give you a few seconds advantage mineral wise, but may be slightly unrealistic.
beep beep boop
NeonGenesis
Profile Joined September 2005
Norway260 Posts
May 23 2010 12:54 GMT
#51
That's deffinitely the next step, making an opponent AI follow a preset BO.
This shit has potential!
It's all good. I just want rainbows, unicorns and machine guns. -Sundance DiGiovanni
TzTz
Profile Blog Joined April 2010
Germany511 Posts
May 23 2010 12:56 GMT
#52
just making a ghost for the buildings would not be that hard i guess. But for every single unit :-/ Sounds like a lot of work.
TzTz
Profile Blog Joined April 2010
Germany511 Posts
Last Edited: 2010-05-23 13:00:41
May 23 2010 12:57 GMT
#53
On May 23 2010 21:54 NeonGenesis wrote:
That's deffinitely the next step, making an opponent AI follow a preset BO.
This shit has potential!

Yes, and being able to "record" that AI to play against say a 10 pool or something. Then adding all those recordings to the map and make them available through pulldown menu ^^ But someone who has greater knowledge with the editor than me would be required

It would be quite easy to just give out textmessages of the timings in your last run however. I also considered displaying textmessages like "10 Pool would arrive now (6 Zergling)" or something like that. So you know how viable that would be against aggressive builds.
qxc
Profile Blog Joined May 2009
United States550 Posts
May 23 2010 13:03 GMT
#54
if anyone knows/has an idea of how to do 'ghost' build orders... that sounds pretty sick. I don't really have a clue how you would record all the actions and such. I suppose you could just keep track of when buildings are started and total minerals/gas mined + unit count. That probably wouldn't be too tough and then the info could be displayed in some kind of scoreboard ala the replay stuff already implemented.

Anyone wants to take a stab at this go for it. Not sure if I'll get around to it soon / at all tbh.
ProgamerDesigner of Aeon's End
TzTz
Profile Blog Joined April 2010
Germany511 Posts
May 23 2010 13:05 GMT
#55
i guess actually displaying the buildings in ther position would be too confusing after all. The "unitcountingstation" from the replays would be enough i guess.
crappen
Profile Joined April 2010
Norway1546 Posts
Last Edited: 2010-05-23 13:13:59
May 23 2010 13:09 GMT
#56

UPDATE: Apperently, the new version fixed this! Thank you


I get this error

ACCESS_VIOLATION (0xC0000005)
occurred at 001B:00B3CF0A. The memory at '0x00000000' could not be read.


I get it when I write "-reset t"
Anyone else get that?
qxc
Profile Blog Joined May 2009
United States550 Posts
May 23 2010 13:10 GMT
#57
Version 2.2 released

[url blocked]

changes include -
All tech reset when using the reset commands
Dunno? I might have changed something else but this is the most significant

original post edited as well
ProgamerDesigner of Aeon's End
DarQraven
Profile Joined January 2010
Netherlands553 Posts
Last Edited: 2010-05-23 13:11:11
May 23 2010 13:10 GMT
#58
The text messages would be an easy solution, I guess.
Still, against some BO's it's not very realistic. If someone sends a bunch of zerglings into my base early on, I'll be sure to lose some probes in the process of defeating them, and that is going to affect my build.
A simple text message would give you a good reference point for how fast your build is, but after that first rushing opportunity, the simulation becomes less and less accurate.

I admit I have very little experience in messing around with the editor, but I'd say the earlier suggested 'spawn reasonable army' method is ideal. You can perfect the build until you are confident it's fast and then test it very quickly against a couple of different rush builds. In addition, it doesn't only allow you to test builds but building placement as well.

Then again, until better AI is implemented this would be mostly useless. The current AI just runs their zerglings to their deaths instead of doing anything productive.
TzTz
Profile Blog Joined April 2010
Germany511 Posts
Last Edited: 2010-05-23 13:19:48
May 23 2010 13:19 GMT
#59
On May 23 2010 22:10 DarQraven wrote:
The text messages would be an easy solution, I guess.
Still, against some BO's it's not very realistic. If someone sends a bunch of zerglings into my base early on, I'll be sure to lose some probes in the process of defeating them, and that is going to affect my build.
A simple text message would give you a good reference point for how fast your build is, but after that first rushing opportunity, the simulation becomes less and less accurate.

I admit I have very little experience in messing around with the editor, but I'd say the earlier suggested 'spawn reasonable army' method is ideal. You can perfect the build until you are confident it's fast and then test it very quickly against a couple of different rush builds. In addition, it doesn't only allow you to test builds but building placement as well.

Then again, until better AI is implemented this would be mostly useless. The current AI just runs their zerglings to their deaths instead of doing anything productive.



Well that's beyond a buildorder tester in my opinion. Textmessage would just be so you have a clue how fast certain things would be there. At some point you would just have to take your BO and test it with some real opponents. But you can make your timings line up nicely (E.g. one Stimpack/combatshield 4 Medivac drop i once did. I was able to cut it down by nearly 1 minute due to rearrangement in the buildorder)
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
May 23 2010 13:21 GMT
#60
awesome! totally using this, although is there any way to make a hard AI to play against that micros, etc or would that be very advanced
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
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