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SC2 Math! How Many Workers for Constant Prodcution - Page 2

Forum Index > SC2 General
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ThE.SparkZ
Profile Blog Joined August 2010
United States381 Posts
October 11 2010 05:00 GMT
#21
Holy hell thats amazing.. tons of great work here thanks. Really interesting to see the math behind the game ^^
A battle between gods is just so damn beautiful
Whiztard
Profile Blog Joined July 2009
United States227 Posts
Last Edited: 2010-10-11 05:07:00
October 11 2010 05:06 GMT
#22
On October 11 2010 13:59 SneakPeek wrote:
... i dont get it. so basically you are using math to figure out how many workers you need for sustaining the amount of units you are having. therefore this shows when to get expansions. how bout teching up? and what to do when you are harassed at the mineral line? >.<"


its used to find out how many miners you need to be able to support constant production of units. you're going to have to use separate equations for separate units. Each equation that you use accounts for a certain type of unit, and you're going to have to change the equation a little bit to account for what types of units you want.

the variable u represents the unit you want, and the amount produced per wave is already given by X(u).

for teching up, you're just going to increase your income or stop producing units. the equation that was proposed doesn't really account for this other than saying the amount of buildings you need to use to produce it.
when Bisu switches to SC2...... (2014 update: sighh)
AJMcSpiffy
Profile Blog Joined May 2010
United States1154 Posts
October 11 2010 05:06 GMT
#23
OP it is amazing to see how much work you put into this. I'm extremely impressed and I'm definitely gonna be trying to apply some of this soon!
If the quarter was in your right hand, that would've been micro
Kyhol
Profile Blog Joined October 2008
Canada2575 Posts
October 11 2010 05:08 GMT
#24
I'd like to see this math applied to starcraft 1, then compared in actual games to what the progamers are doing. I think there would be some interesting results.
Wishing you well.
afirlortwo
Profile Joined April 2010
United States161 Posts
October 11 2010 05:11 GMT
#25
Awesome job, this should prove to be very useful in finding useful timing windows/strategies.
Just a momentary diversion on the road to the grave
MrBitter
Profile Joined January 2008
United States2940 Posts
October 11 2010 05:13 GMT
#26
On October 11 2010 14:08 Khol wrote:
I'd like to see this math applied to starcraft 1, then compared in actual games to what the progamers are doing. I think there would be some interesting results.


This has actually already been done somewhere in this forum... No idea what the thread title is, though.
l90 Proof
Profile Joined July 2010
64 Posts
October 11 2010 05:20 GMT
#27
Great work, great info.

If you want to criticise OP, it is probably because you aren't good enough to use this information yet, so quiet down and go use up the rest of your bonus pool. This is information which is really useful for making builds, and for reverse-engineering your resource allocation/tolerance. IE how much can you support off of one saturated base, 2 bases, etc.

Good work OP.
PROJECTILE
Profile Joined April 2010
United States226 Posts
October 11 2010 05:33 GMT
#28
nice work.
SpiDaH
Profile Joined March 2010
France198 Posts
October 11 2010 05:36 GMT
#29
loving math I can say that...I came...

going to plus stuff everywhere to figure out how to prod ultra broods and banes on 4 hatcheries yay!
DarkSmurf
Profile Joined April 2010
Argentina11 Posts
October 11 2010 05:39 GMT
#30
This will make timing pushes A LOT stronger
Dale nene!
whomybuddy
Profile Joined August 2010
United States620 Posts
October 11 2010 06:08 GMT
#31
T.T It's so hard to understand the entire math function. I give up LOL. Just gonna stick with scouting.
Roaches all the way way way.
benjaminethanlim
Profile Joined September 2010
Singapore25 Posts
October 11 2010 06:14 GMT
#32
This is really cool, thanks for sitting down and spending the time to come up with this like this. although my maths suck big time and i will probably never be able to use ur equations, i know good math when i see it.
really cool.
when you're sad, stop being sad and be awesome instead
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
October 11 2010 06:24 GMT
#33
people who use this to make new all-in strats best share with us retards who dont know math >: [
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
October 11 2010 06:29 GMT
#34
Some of the comments here are astounding in their ignorance.

"Why do all this math, you learn by experience!"

No, you learn to implement strategies by experience, you use math to figure out what's feasible.

Especially for Zerg this is very important. Experience tells you how many fighting units you need to defend or attack at key timings. Math tells you what the optimal way to get those units is.

Notice builds where workers are pulled off gas once there's enough for upgrade or building X. Should they all come off the gas? Will pulling only one or two workers off gas give you the necessary boost in minerals, letting you get midgame upgrades/units sooner? How many spine crawlers can you make while maintaining unit production instead of pumping drones? For how long?

These things may not matter as much now but as the game matures builds will get tighter and pressure will get higher, so situations where you just turtle at will while pumping drones won't be as readily available.
whatsgrackalackin420
supersoft
Profile Joined April 2010
Germany3729 Posts
October 11 2010 06:33 GMT
#35
All of you who say its not useful probably dont understand this :-P
I thoght of making this myself for a while now, but I had no time.
This lets you find the perfect timingattacks...
But you have to use it the other way around, you have to look, what can I produce off for example two bases. I bet most of you don't know how many buildings you may support off even two bases...
I will definetly use this function on my Thor/Marauder/Marine timongpush against Zerg.
razed.dead
Profile Joined May 2010
Australia79 Posts
October 11 2010 06:39 GMT
#36
Oh shit. i failed Advanced maths and scraped through methods. But algebra was my strong point so ill give it a go. thx OP
~too little, too late~
kidcrash89
Profile Joined August 2010
198 Posts
Last Edited: 2010-10-11 06:53:31
October 11 2010 06:43 GMT
#37
Just made a spreadsheet which should make using the information nine thousand times easier. I might complicate it a little more to suggest how many expansions you should have and to compensate for worker saturation since all that's easier to implement in a program than a function. I'm debating whether or not I want to go through the work of making it cater to specific builds or not.

I'll try to generate a big table if I can figure out how to.
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
October 11 2010 06:45 GMT
#38
I am pretty sure I will use this in the near future. Simply, because It is nice to know if you can fully utilize your production buildings on a 2 base.
Some of us are mere humans and once setting up a third base it backfires into mass excess in minerals and a great amount of wasted clicks.
I had a good night of sleep.
kidcrash89
Profile Joined August 2010
198 Posts
October 11 2010 06:49 GMT
#39
On October 11 2010 15:45 Koshi wrote:
I am pretty sure I will use this in the near future. Simply, because It is nice to know if you can fully utilize your production buildings on a 2 base.


Pretty much the whole point I'm aiming for. I tend to make stupid amounts of drones.
Jaeger
Profile Joined December 2009
United States1150 Posts
October 11 2010 07:15 GMT
#40
Getting #DIV/0! in your spreadsheet (for protoss & terran) if any of the units I'm creating don't cost gas.

In fact it seems completely bonkers?

this data:
+ Show Spoiler +

Number of buildings producing 1st unit = 3
Mineral cost of 1st unit = 100
Gas cost of 1st unit = 1
Time to produce 1st unit = 28
Supply cost of 1st unit = 2

Number of buildings producing 2nd unit = 6
Mineral cost of 2nd unit = 50
Gas cost of 2nd unit = 150
Time to produce 2nd unit = 45
Supply cost of 2nd unit = 2

Number of buildings producing 3rd unit = 3
Mineral cost of 3rd unit = 100
Gas cost of 3rd unit = 1
Time to produce 3rd unit = 28
Supply cost of 3rd unit = 2


yields:


Workers to put on minerals = 55
Workers to put on gas = 1334

Total workers = 1389
https://www.dotabuff.com/players/8137911
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