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Zerg Build Order optimizer. - Page 54

Forum Index > SC2 General
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Prev 1 52 53 54 55 56 58 Next
Airfan
Profile Joined September 2010
Germany73 Posts
November 13 2010 17:19 GMT
#1061
It would be nice if you could enable/disable extractor trick for each WP. It's telling me to do the trick on 25 and 28 which I'm certainly not going to do.
ccou
Profile Joined December 2008
United States681 Posts
November 14 2010 00:23 GMT
#1062
This program can really use maximum amount for each unit/building/upgrade so we don't see a divergence into 17 hatcheries.
Wake up Mr. B!
Damaskinos
Profile Joined September 2010
Germany139 Posts
November 14 2010 17:55 GMT
#1063
Hi Lomilar,

any hints when to expect the Terran version of you amazing Tool?

Kind regards and thanks for your work!
"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
Orange Goblin
Profile Joined May 2010
218 Posts
Last Edited: 2010-11-15 01:17:11
November 14 2010 22:14 GMT
#1064
What would you say is a good stagnation limit to call it quits (and/or last update time)?

Also, is there a bug in the "goals" output? I keep getting 1 gas extractor as a goal, even though I haven't set it as a goal.

Out of curiosity, will logical things like having a starting build of only 2 evolution chambers maximum when having a goal of researching only two avenues be implemented at some point, or will the program only use the current algorithms to find these kinds of things out on it's own be the norm forever? It's probably not going to save much time, but it probably saves some.

[EDIT: I've had this thing running for over two hours now (on four Phenom2 cores @ 3,4 GHz), and my final output is supposed to be 36 +2/+2 speedlings, and the thing still produces three evo chambers. Is it just me, or is that pretty damn weak?]
pampelmus
Profile Blog Joined May 2003
Switzerland215 Posts
Last Edited: 2010-11-15 16:39:04
November 15 2010 16:37 GMT
#1065
On November 14 2010 09:23 ccou wrote:
This program can really use maximum amount for each unit/building/upgrade so we don't see a divergence into 17 hatcheries.


This. Limiting things in general would be great. If I want only 1 Extractor, it does not have to calculate all the possibilities with 1+ extractors. If I put in a build with 70 Hydras, it calculates builds with a baneling nest (?). Stuff like that.
Traceback
Profile Joined October 2010
United States469 Posts
November 15 2010 17:54 GMT
#1066
On November 16 2010 01:37 pampelmus wrote:
If I put in a build with 70 Hydras, it calculates builds with a baneling nest (?). Stuff like that.

You realize that to get an optimal build you probably have to let it run for at minimum an hour right? If you only keep it on for 10 minutes, it doesn't have enough time to mutate out all of the inefficiencies.
calculator
Profile Joined November 2010
36 Posts
November 15 2010 21:47 GMT
#1067
Wow have I been under a rock or what? Found this last night and have been searching for the rumored "other versions" (read: terran) out there with no luck. I believe this type of calculator will soon be the most important thing in SC2. When P/T versions are released, it's only a matter of time until picture-perfect builds become established standards competitively and for the entire community. Then it's just who practices hardest and has the best micro...

Where can I find info about the alleged terran calculator that this team is working on, and where for info about the other teams and their terran calculators that are supposedly in the works?

I'm not a programmer but I've got a lot of free time and would love to contribute towards an ambitious terran calculator like this zerg one, and I bet plenty of other people would as well. I'm a strong advocate of letting end-uers and anyone contribute time, effort, and most importantly feedback and suggestions (something programmers have almost universally failed to focus on, for whatever reasons) toward improving things. So if you don't have intentions of copyrighting and selling this app then concerning your poll, an open source version I think would be the logical move to unleash the potential of this kind of application.

Suggestion: user input is king. Open a forum somewhere for everyone who has any input/feedback to combine our ideas for builds, improving on previous builds, and improving this application. I feel that forum would be incalculably trafficked in the near future when versions are released for all three races.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 15 2010 22:04 GMT
#1068
On November 16 2010 06:47 calculator wrote:
Wow have I been under a rock or what? Found this last night and have been searching for the rumored "other versions" (read: terran) out there with no luck. I believe this type of calculator will soon be the most important thing in SC2. When P/T versions are released, it's only a matter of time until picture-perfect builds become established standards competitively and for the entire community. Then it's just who practices hardest and has the best micro...

Where can I find info about the alleged terran calculator that this team is working on, and where for info about the other teams and their terran calculators that are supposedly in the works?


Not trying to steal users or anything, but I've already got a Protoss version that I wrote, and planning to implement Terran at some point too. It also runs quite a bit faster than EvolutionChamber due to being written in C++ and utilising strict memory management to avoid dynamic allocation. Check it out here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=168348
calculator
Profile Joined November 2010
36 Posts
November 15 2010 23:48 GMT
#1069
On November 16 2010 07:04 CarbonTwelve wrote:
Show nested quote +
On November 16 2010 06:47 calculator wrote:
Wow have I been under a rock or what? Found this last night and have been searching for the rumored "other versions" (read: terran) out there with no luck. I believe this type of calculator will soon be the most important thing in SC2. When P/T versions are released, it's only a matter of time until picture-perfect builds become established standards competitively and for the entire community. Then it's just who practices hardest and has the best micro...

Where can I find info about the alleged terran calculator that this team is working on, and where for info about the other teams and their terran calculators that are supposedly in the works?


Not trying to steal users or anything, but I've already got a Protoss version that I wrote, and planning to implement Terran at some point too. It also runs quite a bit faster than EvolutionChamber due to being written in C++ and utilising strict memory management to avoid dynamic allocation. Check it out here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=168348


I don't think you're stealing users and I doubt Lomilar sees that as a threat; he seems to be genuinely interested in helping and it doesn't look like he cares to monopolize all the attention. He even gave kudos to Incinerate for demonstrating the potential value of this app while everyone was trying to demonize Incinerate for "stealing the spotlight".

I did stumble upon your Protoss version as well and I feel like you guys are working on something bigger than people realize. Words like groundbreaking, unprecedented, underestimated come to mind. These calculators and the builds, strategies, balance fixes, discussions and community that will inevitably sprout up around them will I think play a key role in shaping the future of SC2, even and/or especially at the competitive level (and Blizzard is doing everything they can to promote and entrench competitive SC2). In other words: there is a HUGE immediate and long-term demand for these calculators. 7RR is only the beginning.

You and whomever you are working with should collaborate with Lomilar and his team on calculators for all 3 races, but equally important you guys need to be the first and the best, and asap get an official site with forums! Provide the official center for discussion of feedback/input and builds/strategies resulting from these calculators and the community that will gather there will surprise your socks off. I can't stress how important it is that you guys focus on accepting and implementing as much user input as possible, and that you open a forum where we can all gather and discuss!

Maybe people already realize how important these calculators are staged to become, but I'm just not getting that vibe. Heck, I just found this yesterday and I've been constantly looking for exactly this type of calculator. I have no clue in the world why there aren't programmers ALL OVER this shit. What a great opportunity to make a solid name for yourself AND help shape the community.
dangr
Profile Joined November 2010
Germany7 Posts
Last Edited: 2010-11-16 09:41:22
November 16 2010 08:37 GMT
#1070
I did stumble upon your Protoss version as well and I feel like you guys are working on something bigger than people realize. Words like groundbreaking, unprecedented, underestimated come to mind. These calculators and the builds, strategies, balance fixes, discussions and community that will inevitably sprout up around them will I think play a key role in shaping the future of SC2, even and/or especially at the competitive level (and Blizzard is doing everything they can to promote and entrench competitive SC2). In other words: there is a HUGE immediate and long-term demand for these calculators. 7RR is only the beginning.


Yep, thinking the same over here! I've been reading the TL forums for quiet a bit now - this thread finally gave me a reason to create an account and reply!

First of all I would like to thank you all for all the effort you put into this project - it's simply amazing!

If you are planning on setting up a website / community-page I would gladly offer my professional web-dev skills to your team. Send me a message if I can be of any help!
Zack1900
Profile Joined January 2010
United States211 Posts
Last Edited: 2010-11-16 18:05:23
November 16 2010 18:04 GMT
#1071
Noooooo! The version 20 update broke it for me.
[image loading]

Now I can't find the start button even after minimizing the start menu.
Ridiculisk
Profile Joined November 2010
Australia191 Posts
November 17 2010 04:05 GMT
#1072
Hey Lomilar,

Thnx for writing the program dude. Very helpful.

I have one question though?

Each time I try to use the program to make a new build order I recieve an eorror message that reads "Failed to meet waypoint" - (And then a unit name or building)

Not sure exactly what this means? I think it's probably just me entering the information incorrectly, but I can't seem to figure out if it's a bad thing or not?

Thnx
TAhackdZ.379 - Sc2sea.com Article Writer
Allomancer
Profile Joined November 2010
United States3 Posts
November 17 2010 06:31 GMT
#1073
This might be a really stupid question, but how do I actually run this program? I have java, and I downloaded the .jar file but whenever I try to run the file, it comes up with a command prompt window for just a split second, and then does nothing.
Blurb
Profile Joined November 2010
Denmark55 Posts
November 17 2010 21:31 GMT
#1074
Recently discovered a simple, yet rather annoying bug.
As you can see on provided image, the top row in the application is reduced to a thin sliver, making it a challenge in itself just to click play.

+ Show Spoiler +
[image loading]

If it is of any help to you, the screenshot is from a Lenovo L412 running 1366x768 with Windows 7.

Otherwise great job on this.
I have a signature.
jaunty
Profile Joined November 2010
5 Posts
November 19 2010 22:37 GMT
#1075
this program is awesome, thank you very much for creating it. upper limits or other things to help guide it would be sweet, but it's already bomb as is.

only problem i've noticed is the deadlines: it'll be nigh impossible to figure out the 4:45 roaches if you just plug in 7 roaches and 4:45 as the deadline. so if you wanted to use that as the first waypoint, you're going to have to fudge the numbers a bit. it'ld be cool if you could use an old result or a user defined state as a starting point, and/or if you could blank out the deadline(with just some internal upper limit to throw out the hairbrained hour long builds to get 2 lings up), so that it'll go right towards the next waypoint after the first one has been satisfied nicely. alternatively if the deadlines were just part of the goal and didn't give a build a score of 0 or however it works now, again with some internal upper limit.
mcbrite
Profile Joined April 2010
Germany229 Posts
November 20 2010 00:44 GMT
#1076
"very helpful" and "awesome" is understating it a bit...

This has stokes of genius! The skills it must take to program something like this! How many lines of code is it? and/or how long did it take to write?

Since I'm currently "between races"/undecided/Random I can't wait for a program that does this for all 3 races!

Thanks for building this! Can't have been easy...
Ulwithy
Profile Joined August 2010
Canada8 Posts
November 20 2010 19:11 GMT
#1077
On November 17 2010 03:04 Zack1900 wrote:
Noooooo! The version 20 update broke it for me.
[image loading]

Now I can't find the start button even after minimizing the start menu.

This can be fixed by deleting the etc folder that's in the same directory as the .jar file.
Oopsmurf
Profile Joined September 2010
Sweden2 Posts
Last Edited: 2010-11-21 14:18:19
November 21 2010 13:37 GMT
#1078
There's no etc-folder, so I still have no start/stop :-(
It gradually got thinner until the point where I cannot see it at all. Doesn't matter if I try to start it from another location or clean out java temp files.
Kabooom baby!
mulander
Profile Joined May 2010
Poland19 Posts
Last Edited: 2010-11-22 09:09:45
November 22 2010 09:09 GMT
#1079
v0022 is out
  • Added better Mac support
  • Added internationalization support for the GUI
  • Waypoints can be added/removed in the GUI
  • Increased games played per second by 40% using a caching mechanism
  • Fixed issue with waypoints ignoring bases and Goals not reporting bases
  • Added a History tab
  • Fixed an issue where parts of the window were cut off on smaller screen resolutions
Oopsmurf
Profile Joined September 2010
Sweden2 Posts
Last Edited: 2010-11-22 20:58:11
November 22 2010 20:56 GMT
#1080
Awesome!
(Just for the record, 1920x1080 isn't THAT small )

Update:

"Increased games played per second by 40% using a caching mechanism"
HOLY MOLY!
Kabooom baby!
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