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Active: 3426 users

Zerg Build Order optimizer. - Page 55

Forum Index > SC2 General
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Playguuu
Profile Joined April 2010
United States926 Posts
November 22 2010 21:50 GMT
#1081
This is nice for rush type builds, but weren't there plans to do more eco focused vs all in style builds? I know min pool supply parameter is a good start, but if I'm sitting at 33/34 for instance in a 7rr build, I think I'd like to drone up to 34 or at least start another overlord, even if it delays my rush by a few seconds.

Any word on that feature, or am I doing something wrong in waypoints?
I used to be just like you, then I took a sweetroll to the knee.
mulander
Profile Joined May 2010
Poland19 Posts
November 22 2010 21:58 GMT
#1082
On November 23 2010 06:50 Playguuu wrote:
This is nice for rush type builds, but weren't there plans to do more eco focused vs all in style builds? I know min pool supply parameter is a good start, but if I'm sitting at 33/34 for instance in a 7rr build, I think I'd like to drone up to 34 or at least start another overlord, even if it delays my rush by a few seconds.

Any word on that feature, or am I doing something wrong in waypoints?


Try the worker parity option if I recall correctly it basically tries to achieve the same amount of workers a protoss/terran player would get with constant worker production.
Playguuu
Profile Joined April 2010
United States926 Posts
November 22 2010 22:34 GMT
#1083
On November 23 2010 06:58 mulander wrote:
Show nested quote +
On November 23 2010 06:50 Playguuu wrote:
This is nice for rush type builds, but weren't there plans to do more eco focused vs all in style builds? I know min pool supply parameter is a good start, but if I'm sitting at 33/34 for instance in a 7rr build, I think I'd like to drone up to 34 or at least start another overlord, even if it delays my rush by a few seconds.

Any word on that feature, or am I doing something wrong in waypoints?


Try the worker parity option if I recall correctly it basically tries to achieve the same amount of workers a protoss/terran player would get with constant worker production.


Thanks bro, I'll give that a try when I get back.
I used to be just like you, then I took a sweetroll to the knee.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 23 2010 09:43 GMT
#1084
Hi all. I haven't posted here for a while as I created a new thread for the app I'm writing (http://www.teamliquid.net/forum/viewmessage.php?topic_id=168348 if you're interested), but I thought I'd post here to let you guys know I've updated my app to support Zerg as well (most of the Zerg code was already there, hence why I started on Zerg before Terran). I realise you guys have Lomilar's app you can use for Zerg, but if you're looking for another option / second opinion then please check it out: http://code.google.com/p/scbuildorder/

For those who haven't seen it yet, it's written in C++ to take advantage of strict memory control using memory pools, and as a result is able to achieve quite fast processing speeds (some people achieve 1 million+ games per second), and as such tends to find builds very quickly.

If you find any issues (there are actually a few atm with the Zerg code that I know about), please post in the thread to let me know, or create an issue on the Google Code page.

- Carbon
Succinct
Profile Blog Joined August 2010
United States15 Posts
Last Edited: 2010-11-24 06:25:17
November 24 2010 06:23 GMT
#1085
Edit: Realized you posted your own thread.
IzieBoy
Profile Blog Joined November 2010
United States865 Posts
Last Edited: 2010-12-03 22:41:19
December 03 2010 22:21 GMT
#1086
how do i get the java run-time environment to work... how do i execute the .jar file? lol... feel so stupid right now...the hell is the main class. so confused... lol @_@ sorta understand but would be nice if there is a step to step guide on executing jar files

Edit- Got it to work... but I'll leave my mark of frustration above because it is the truth. So there is a Sun version and an Oracle version. Seems like if you have 64 bit the Oracle version doesn't work. Anyways... found the javaw.exe uninstalled the IZarc which was causing me grief and voila...beautiful amazing gui appeared!
Let's Do This! Leeeeeeeeeeeeeroy Jenkins!
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
December 07 2010 07:25 GMT
#1087
theres 1337 votes for yes at the moment :D
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Lomilar
Profile Joined July 2010
United States130 Posts
December 15 2010 03:31 GMT
#1088
Version 0023 is out. It includes Korean and German versions of Evolution chamber, innumerable optimizations, and crazy amounts of work by Cyrik, Nafest.st, Korean translation by Kyungjoon Lee and others.

I have no idea how to tell the Korean community about it, but... if anyone has any ideas, please do drop them here!

Cheers.
falstag
Profile Joined November 2010
United States55 Posts
December 16 2010 15:45 GMT
#1089
new version is great includes scouting

but i noticed it doesnt tend to add queens unless you tell it to make queens.....
but anyway thou, good job on the program

When are the toss and terran versions coming out, you claim they are now in the advance stages, any ETA?
If he looks weird, its his placement match
mothergoose729
Profile Joined December 2010
United States666 Posts
Last Edited: 2010-12-17 23:01:41
December 17 2010 22:44 GMT
#1090
Great tool, so awesome. 8 roaches, two bases, two queens @ 5:53 seconds? Who would have that it was possible! My own buildorder took me 7 MINUTES.


There are few features I would like to see added. Transferring of drones and queens would be nice. It would be cool if I could force it to make drones or queens from specific hatcheries instead of whichever is quickest. Overall very nice.

EDIT: Another feature I would like, it would be nice if the build order it generated could tell you how much gas and minerals that build would generate at the time of completion. If you can adjust it to build x amount of queens, roaches, lings, and hatcheries with x mineral and gas income that would be awesome for planning out strong openers into macro orientated builds. As tool for generating both economy and early pressure/rush defense it is almost perfect.

Double Edit: An operation ceiling would be nice too. if you get more specific with the build, it starts instructing you to do like 8 things at once. If there was an operating per second ceiling that would make it more feasible to be executable by humans.
The Touch
Profile Joined September 2010
United Kingdom667 Posts
Last Edited: 2010-12-22 15:54:24
December 22 2010 14:44 GMT
#1091
On December 18 2010 07:44 mothergoose729 wrote:
EDIT: Another feature I would like, it would be nice if the build order it generated could tell you how much gas and minerals that build would generate at the time of completion. If you can adjust it to build x amount of queens, roaches, lings, and hatcheries with x mineral and gas income that would be awesome for planning out strong openers into macro orientated builds. As tool for generating both economy and early pressure/rush defense it is almost perfect.


If I'm reding this right, it already does that. Under 'Final Output' it will tell you how many minerals and how much gas you have at that point. If you have enough, you can go back and tell it to make that extra queen or tech building and it's likely you won't delay the build.
You Got The Touch
Shintuku
Profile Joined December 2010
Canada76 Posts
December 27 2010 01:18 GMT
#1092
Is there a way to give the program a starting build order so it attempts to be faster than the inputted BO?
Lomilar
Profile Joined July 2010
United States130 Posts
December 27 2010 01:21 GMT
#1093
On December 27 2010 10:18 Shintuku wrote:
Is there a way to give the program a starting build order so it attempts to be faster than the inputted BO?


Not yet. If you would like this, please report it on the website for the project.. That is where we take our cues from.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 27 2010 01:38 GMT
#1094
What about russian language?
kmh
Profile Joined November 2010
Finland351 Posts
December 27 2010 09:34 GMT
#1095
If you want to help with a russian translation, feel free to start on it
Vulcant
Profile Joined December 2010
United States53 Posts
December 28 2010 06:48 GMT
#1096
Can someone make a tutorial or video on how to use it please? My build never seems to work.
Don't tell people how to do things, tell them what to do and let them surprise you with their results. -George S. Patton
Shintuku
Profile Joined December 2010
Canada76 Posts
December 28 2010 15:11 GMT
#1097
Vulcant, what do you need to know? All you need to put is what units you want to have by a certain point in the game.

I've been playing around with it, but for some reason it doesn't manage to discover 6 pool as the fastest way to get 3 pairs of zerglings out
mike.angstadt
Profile Joined January 2011
United States1 Post
January 10 2011 00:14 GMT
#1098
Hello,

I'm one of the developers on Evolution Chamber.

Existor: We welcome any and all translations. Please see this post for instructions on how to get started: http://code.google.com/p/evolutionchamber/wiki/Translations?ts=1294618269&updated=Translations
ClawSoftware
Profile Joined January 2011
Germany2 Posts
January 27 2011 21:59 GMT
#1099
Good to see some competition I hope I can release Evolution Forge 2 this year
http://www.clawsoftware.com
Inorien
Profile Joined February 2011
3 Posts
February 20 2011 03:09 GMT
#1100
Is there any chance you can make the output compatible in some way with YABOT 1.3?
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