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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 16

Forum Index > SC2 General
Post a Reply
Prev 1 14 15 16 17 18 76 Next
neo_rtr
Profile Joined October 2010
Sweden70 Posts
November 18 2010 11:39 GMT
#301
There is iphone app http://itunes.apple.com/us/app/build-commander-for-starcraft/id388612625?mt=8
can someone confirm that the build order created here can be used on that app as well.
I did try to make something simple as a 4 gate but didnt get the times correctly
ccou
Profile Joined December 2008
United States681 Posts
November 18 2010 11:41 GMT
#302
carbontwelve, would it be possible or easy to implement maximums of a unit for the waypoints? I guess triple nexus is not very feasible for these super tight builds.
Wake up Mr. B!
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 18 2010 11:42 GMT
#303
On November 18 2010 20:19 Barook wrote:
I'm using Windows 7 (64-Bit) - has anybody else problems with v5.1? As soon as I click Start, I get an error message and it stops working. All other versions before worked like a charm.


Really? Damn. What's the error message?
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 18 2010 11:43 GMT
#304
On November 18 2010 20:35 phil.ipp wrote:
i get a crash with these exact settings

go to waypoint 1 tab

400 seconds time
4 stalker
4 zealots
Warp Gate Transform


Ok, thanks for that, I can replicate now, hopefully will have a fix shortly.
Marzipan
Profile Joined August 2010
Germany19 Posts
Last Edited: 2010-11-18 11:54:55
November 18 2010 11:46 GMT
#305
On November 18 2010 20:42 CarbonTwelve wrote:
Show nested quote +
On November 18 2010 20:19 Barook wrote:
I'm using Windows 7 (64-Bit) - has anybody else problems with v5.1? As soon as I click Start, I get an error message and it stops working. All other versions before worked like a charm.


Really? Damn. What's the error message?


When i press the start button, the program crashes. My error message is just "the program don't function anymore".

Edit: I tried different things and sometimes it crashes and sometimes not. I wanted just blink and it's runs smoothly, but if i want to have 4 warpgates and blink and 4 stalker, it crashes.
Barook
Profile Joined July 2010
Germany143 Posts
Last Edited: 2010-11-18 11:55:55
November 18 2010 11:54 GMT
#306
On November 18 2010 20:32 goldenwitch wrote:
wouldn't it be more efficient if you had it favor keeping a low resource count?

That's definitely part of how real players generate a fairly optimal build order in less games.

Actually, they're maximizing their income while keeping their recource count low.

Otherwise, you could keept your resources low by not building many workers.

Edit:
Just when i press the start button, the program crashes. My error message is just "the program don't function anymore".

Exactly the same problem here.
"Blink is pretty good, it helps your Stalkers to die quicker."
shadghost
Profile Joined November 2010
United States3 Posts
Last Edited: 2010-11-18 12:01:29
November 18 2010 11:55 GMT
#307
Edit::I would love to help working on a gpu alteration of it, and from what i understand opengl is easier to program in

also this works perfect in wine.... as i have no windows installed



/*orignal as i did not read every page

I was wondering one thing, have you ever thought about using opengl and running it on the GPU?

(i mean if we are getting 100k+ games on the cpu a seconds, i think we can get way more on the gpu due to able to multi thread it)

also this works perfect in wine.... as i have no windows installed
*/
"Void rays, How cute"
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 18 2010 11:59 GMT
#308
On November 18 2010 20:54 Barook wrote:
Exactly the same problem here.


The problem seems to be to do with warpgates. Working on it now...
shadghost
Profile Joined November 2010
United States3 Posts
Last Edited: 2010-11-18 12:35:50
November 18 2010 12:08 GMT
#309
See spoiler for the crash mentiond above by other people loged in wine, may help as it has rester dump and everyhing


looking in there i am thinking you are trying to use a null pointer for something

wine: Unhandled page fault on read access to 0x00000010 at address 0x404c30 (thread 0020), starting debugger...
First chance exception: page fault on read access to 0x00000010 in 32-bit code (0x00404c30).
Register dump:

0x00404c30: movl 0x10(%eax),%ecx

EAX:00000000
ECX:00000000

so getting memory at NULL to do something is what i am reading from that line, i need to get a windows vm to do a proper disassembly, but any where youa re using a pointer and dealing with warpgates i think i would be susspisus

(btw this happens with 10+ zelots, 4 stalker, or 4+ senturies with the warpgate upgrade (each one of thoeS)


+ Show Spoiler +
shadghost@weardass:~/Downloads$ wine SCBuildOrderGUI_v5.1.exe
fixme:heap:HeapSetInformation (nil) 1 (nil) 0
fixme:uxtheme:BufferedPaintInit Stub ()
fixme:uxtheme:BeginBufferedPaint Stub (0x27c 0x32e894 2 (nil) 0x32e7a0)
wine: Unhandled page fault on read access to 0x00000010 at address 0x404c30 (thread 0020), starting debugger...
First chance exception: page fault on read access to 0x00000010 in 32-bit code (0x00404c30).
Register dump:
CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
EIP:00404c30 ESP:00bce670 EBP:00bce690 EFLAGS:00010246( R- -- I Z- -P- )
EAX:00000000 EBX:00bce6d0 ECX:00000000 EDX:ffffffef
ESI:00bce708 EDI:00bce6fc
Stack dump:
0x00bce670: 00bce6b0 00000011 00bce901 00000000
0x00bce680: 00000014 00bce6b0 3e161ceb 407a2af3
0x00bce690: 00bce928 00414207 00000000 00e93dd0
0x00bce6a0: 0000008c 004579f0 0099fa78 d96cb65b
0x00bce6b0: 00000000 00000000 00000000 00000000
0x00bce6c0: 00000000 40390000 db6db6dc 40356db6
Backtrace:
=>0 0x00404c30 in scbuildordergui_v5.1 (+0x4c30) (0x00bce690)
1 0x00414207 in scbuildordergui_v5.1 (+0x14206) (0x00bce928)
2 0x00412e6d in scbuildordergui_v5.1 (+0x12e6c) (0x00bce9ec)
3 0x00413943 in scbuildordergui_v5.1 (+0x13942) (0x00bcea30)
4 0x004135fc in scbuildordergui_v5.1 (+0x135fb) (0x00bcea3c)
5 0x00414da6 in scbuildordergui_v5.1 (+0x14da5) (0x00bcea68)
6 0x7bc6f950 call_thread_func+0xb() in ntdll (0x00bcea78)
7 0x7bc6fb20 call_thread_entry_point+0x6f() in ntdll (0x00bceb48)
8 0x7bc78265 in ntdll (+0x68264) (0x00bcf398)
9 0xf75ebcb2 start_thread+0xd1() in libpthread.so.0 (0x00bcf498)
0x00404c30: movl 0x10(%eax),%ecx
Modules:
Module Address Debug info Name (69 modules)
PE 400000- 43b000 Export scbuildordergui_v5.1
PE 5d360000-5d36d000 Deferred mfc100enu
PE 78050000-780b9000 Deferred msvcp100
PE 785f0000-78a22000 Deferred mfc100u
PE 78aa0000-78b5e000 Deferred msvcr100
ELF 7b800000-7b971000 Deferred kernel32<elf>
\-PE 7b810000-7b971000 \ kernel32
ELF 7bc00000-7bcb7000 Export ntdll<elf>
\-PE 7bc10000-7bcb7000 \ ntdll
ELF 7bf00000-7bf04000 Deferred <wine-loader>
ELF 7e053000-7e0e4000 Deferred winmm<elf>
\-PE 7e060000-7e0e4000 \ winmm
ELF 7e0fa000-7e1e1000 Deferred oleaut32<elf>
\-PE 7e110000-7e1e1000 \ oleaut32
ELF 7e205000-7e278000 Deferred rpcrt4<elf>
\-PE 7e210000-7e278000 \ rpcrt4
ELF 7e278000-7e376000 Deferred ole32<elf>
\-PE 7e290000-7e376000 \ ole32
ELF 7e43d000-7e471000 Deferred uxtheme<elf>
\-PE 7e440000-7e471000 \ uxtheme
ELF 7e471000-7e47b000 Deferred libxcursor.so.1
ELF 7e47b000-7e481000 Deferred libxfixes.so.3
ELF 7e481000-7e485000 Deferred libxcomposite.so.1
ELF 7e485000-7e48d000 Deferred libxrandr.so.2
ELF 7e48d000-7e497000 Deferred libxrender.so.1
ELF 7e497000-7e49d000 Deferred libxxf86vm.so.1
ELF 7e49d000-7e4a1000 Deferred libxinerama.so.1
ELF 7e4a1000-7e4c2000 Deferred imm32<elf>
\-PE 7e4b0000-7e4c2000 \ imm32
ELF 7e4c2000-7e4c8000 Deferred libxdmcp.so.6
ELF 7e4c8000-7e4cc000 Deferred libxau.so.6
ELF 7e4cc000-7e4e6000 Deferred libxcb.so.1
ELF 7e4e6000-7e4eb000 Deferred libuuid.so.1
ELF 7e4eb000-7e608000 Deferred libx11.so.6
ELF 7e608000-7e618000 Deferred libxext.so.6
ELF 7e618000-7e631000 Deferred libice.so.6
ELF 7e631000-7e63a000 Deferred libsm.so.6
ELF 7e646000-7e65b000 Deferred dwmapi<elf>
\-PE 7e650000-7e65b000 \ dwmapi
ELF 7e65d000-7e6fe000 Deferred winex11<elf>
\-PE 7e670000-7e6fe000 \ winex11
ELF 7e73e000-7e765000 Deferred libexpat.so.1
ELF 7e765000-7e795000 Deferred libfontconfig.so.1
ELF 7e795000-7e7aa000 Deferred libz.so.1
ELF 7e7aa000-7e821000 Deferred libfreetype.so.6
ELF 7e844000-7ea21000 Deferred shell32<elf>
\-PE 7e850000-7ea21000 \ shell32
ELF 7ea21000-7eb0b000 Deferred comctl32<elf>
\-PE 7ea30000-7eb0b000 \ comctl32
ELF 7eb0b000-7eb6c000 Deferred shlwapi<elf>
\-PE 7eb20000-7eb6c000 \ shlwapi
ELF 7eb6c000-7ebc6000 Deferred advapi32<elf>
\-PE 7eb80000-7ebc6000 \ advapi32
ELF 7ebc6000-7ec51000 Deferred gdi32<elf>
\-PE 7ebd0000-7ec51000 \ gdi32
ELF 7ec51000-7ed81000 Deferred user32<elf>
\-PE 7ec60000-7ed81000 \ user32
ELF 7ef81000-7ef8d000 Deferred libnss_files.so.2
ELF 7ef8d000-7ef98000 Deferred libnss_nis.so.2
ELF 7ef98000-7efaf000 Deferred libnsl.so.1
ELF 7efaf000-7efb7000 Deferred libnss_compat.so.2
ELF 7efb7000-7efdd000 Deferred libm.so.6
ELF 7efe5000-7eff9000 Deferred msimg32<elf>
\-PE 7eff0000-7eff9000 \ msimg32
ELF f7487000-f748b000 Deferred libdl.so.2
ELF f748b000-f75e5000 Export libc.so.6
ELF f75e6000-f75ff000 Export libpthread.so.0
ELF f7622000-f7762000 Deferred libwine.so.1
ELF f7764000-f7782000 Deferred ld-linux.so.2
Threads:
process tid prio (all id:s are in hex)
00000008 (D) Z:\home\shadghost\Downloads\SCBuildOrderGUI_v5.1.exe
00000021 -1
00000020 -1
0000001f -1
0000001e -1
0000001d -1 <==
0000001c -1
0000001b -1
00000009 0
0000000e services.exe
00000014 0
00000010 0
0000000f 0
00000011 winedevice.exe
00000018 0
00000017 0
00000013 0
00000012 0
00000019 explorer.exe
0000001a 0
Backtrace:
=>0 0x00404c30 in scbuildordergui_v5.1 (+0x4c30) (0x00bce690)
1 0x00414207 in scbuildordergui_v5.1 (+0x14206) (0x00bce928)
2 0x00412e6d in scbuildordergui_v5.1 (+0x12e6c) (0x00bce9ec)
3 0x00413943 in scbuildordergui_v5.1 (+0x13942) (0x00bcea30)
4 0x004135fc in scbuildordergui_v5.1 (+0x135fb) (0x00bcea3c)
5 0x00414da6 in scbuildordergui_v5.1 (+0x14da5) (0x00bcea68)
6 0x7bc6f950 call_thread_func+0xb() in ntdll (0x00bcea78)
7 0x7bc6fb20 call_thread_entry_point+0x6f() in ntdll (0x00bceb48)
8 0x7bc78265 in ntdll (+0x68264) (0x00bcf398)
9 0xf75ebcb2 start_thread+0xd1() in libpthread.so.0 (0x00bcf498)

"Void rays, How cute"
trancey_
Profile Joined May 2010
Germany729 Posts
November 18 2010 12:15 GMT
#310
On November 18 2010 20:42 CarbonTwelve wrote:
Show nested quote +
On November 18 2010 20:19 Barook wrote:
I'm using Windows 7 (64-Bit) - has anybody else problems with v5.1? As soon as I click Start, I get an error message and it stops working. All other versions before worked like a charm.


Really? Damn. What's the error message?

I had the same error, but only at the 4th simulation done. Right after clicking start. No message except that the program stopped working (windows message box). Also 64bit Windows 7.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 18 2010 12:34 GMT
#311
Ok, I've just uploaded 5.2 with the fix for the gateway/warpgate crash. Please try it out and let me know of any further issues. Apologies again.
shadghost
Profile Joined November 2010
United States3 Posts
November 18 2010 12:38 GMT
#312
On November 18 2010 21:34 CarbonTwelve wrote:
Ok, I've just uploaded 5.2 with the fix for the gateway/warpgate crash. Please try it out and let me know of any further issues. Apologies again.


Thumbs up running it in wine, tried a few ways i got it to crash before
"Void rays, How cute"
trancey_
Profile Joined May 2010
Germany729 Posts
November 18 2010 12:43 GMT
#313
On November 18 2010 21:34 CarbonTwelve wrote:
Ok, I've just uploaded 5.2 with the fix for the gateway/warpgate crash. Please try it out and let me know of any further issues. Apologies again.

awesome! thanks for your work
Mongery
Profile Joined May 2009
892 Posts
November 18 2010 12:49 GMT
#314
I wonder really if SC2 is going to have the "add-on" possibility? If someone has heard something or knows something, pm me about it.
http://www.twitch.tv/mongery_tv https://www.esportsearnings.com/players/27699-mongery-
RussianInetSuxx
Profile Joined November 2010
1 Post
November 18 2010 13:05 GMT
#315
Some suggestions for this software
1. Sometimes it takes too long for the program to start generate valid build orders, especially when there are all waypoints set. I suggest to set valid build order at the very start. There's a simple way to do so: first, build all needed pylons, then all buildings (no more than one of each type), then start produce units and upgrades. This ensures we will have correct but very slow BO for all the waypoints set, thus saving computational time for first generations.
2. Nexus column should show additional nexuses to be built (setting 1 in a nexus column should mean we want expand, not to stay with our initial nexus)
3. If some building can research an upgrade (forge, cybernetics, council), there's no reason to allow building more than 3 forges, 4 cybernetics or 2 councils (more buildings than the number of upgrades, that can be researched in this type of building at the same time)
4. Maybe it will be good to set "build no more than" field. For example, I may want to build my army but don't want to take 3rd expansion. Or I may want to build all my army from no more than 2 gateways to trick my opponent.
5. Priority could be nice addition also. It allows to "specialize" on some units to train. For example I may want to concentrate primarily on high templars then allow training additional zealots if I have no gas and enough minerals, then allowing to build additional probes if all production buildings are busy. Without priorities we may have something like we built 20 zealots initially and 4 templars after, coming out with no energy for storm which is not good.
6. Distances can also be added. I may want to develop build order such as "Warping 4 dark templars" to enemy base. We may build Warp Prism initially, then send it to the enemy base and have Dark Shrine built and all Warpgates free right when our Prism reaches the enemy base.
7. Units' energy calculation can also be added. I may want to develop BO such as "I want 6 stalkers and my Sentries should have enough energy for 3 Guardian Shields"
8. Proxy buildings can also be added .It will be nice to develop builds such as "I want this army to come to enemy's natural expand, build pylon there, and warp in more units"
Thats all for now.
BTW, great work
phrame_
Profile Joined August 2010
United States23 Posts
November 18 2010 13:41 GMT
#316
Great work with the project so far.

A couple of anomalies that I've noticed so far:
1. Forge cost is listed as 200 instead of 150.
2. Dark Shrine is listed as 150/250 instead of 100/250.

Hope to see these fixed in the next release. : )
boberto
Profile Joined November 2010
7 Posts
November 18 2010 14:34 GMT
#317
Seeing some funny things with assimilator counts still. At first my build wanted 3 assimilators on 1 nexus. It cleared up after a some more games, but the waypoint count on assimilators is off a bit.

Here both assimilators at built at WP1, but the 2nd isn't counted until WP2. Doesn't seem to affect the build at all
+ Show Spoiler +

0:02.00: 50M 0G 0E 6/ 10S - Build Probe
0:19.00: 73M 0G 10E 7/ 10S - Build Probe
0:36.00: 106M 0G 19E 8/ 10S - Build Probe
0:44.10: 100M 0G 24E 9/ 10S - Build Pylon
0:54.19: 50M 0G 29E 9/ 10S - Build Probe
1:11.19: 107M 0G 39E 10/ 18S - Build Probe
1:11.19: 57M 0G 39E 11/ 18S - Chrono Nexus
1:22.52: 136M 0G 20E 11/ 18S - Build Probe
1:30.83: 150M 0G 25E 12/ 18S - Build Gateway
1:37.80: 50M 0G 29E 12/ 18S - Build Probe
1:46.79: 75M 0G 34E 13/ 18S - Build Assimilator
1:46.79: 0M 0G 34E 13/ 18S - Chrono Nexus
1:52.95: 50M 0G 12E 13/ 18S - Build Probe
2:04.28: 104M 0G 19E 14/ 18S - Build Probe
2:14.11: 150M 0G 24E 15/ 18S - Build Gateway
2:16.79: 25M 0G 26E 15/ 18S - Move Probe To Gas
2:20.03: 53M 2G 28E 15/ 18S - Build Probe
2:20.03: 3M 2G 28E 16/ 18S - Move Probe To Gas
2:20.03: 3M 2G 28E 16/ 18S - Move Probe To Gas
2:37.69: 150M 36G 38E 16/ 18S - Build Cybernetics Core
2:49.31: 100M 58G 44E 16/ 18S - Build Zealot
3:00.12: 100M 78G 50E 18/ 18S - Build Pylon
3:27.69: 248M 131G 66E 18/ 26S - Build Stalker
3:27.69: 123M 81G 66E 20/ 26S - Chrono Gateway
3:27.69: 123M 81G 41E 20/ 26S - Chrono Gateway
3:27.85: 125M 81G 16E 20/ 26S - Build Stalker
3:35.96: 75M 47G 20E 22/ 26S - Build Assimilator
3:41.65: 50M 57G 24E 22/ 26S - Build Probe
3:44.22: 24M 62G 25E 23/ 26S - Chrono Nexus
3:47.05: 50M 68G 2E 23/ 26S - Research Warp Gate Transformation
3:53.84: 63M 31G 5E 23/ 26S - Build Probe
3:53.84: 13M 31G 5E 24/ 26S - Move Probe To Gas

Waypoint 1 satisfied:
3:59.93: 68M 42G 9E 24/ 26S
Income: 555M 114G
Buildings: 1 Nexus 1 Assimilator 2 Pylon 2 Gateway 1 Cybernetics Core
Units: 17 Probe 1 Zealot 2 Stalker
Upgrades:

4:05.65: 121M 53G 12E 24/ 26S - Build Probe
4:05.65: 71M 53G 12E 25/ 26S - Move Probe To Gas
4:05.65: 71M 53G 12E 25/ 26S - Move Probe To Gas
4:05.65: 71M 53G 12E 25/ 26S - Move Probe To Gas
4:22.65: 203M 117G 22E 25/ 26S - Build Probe
4:28.33: 200M 139G 25E 26/ 26S - Build Forge
4:28.67: 3M 140G 25E 26/ 26S - Chrono Nexus
4:40.62: 100M 185G 7E 26/ 26S - Build Pylon
4:57.54: 150M 250G 16E 26/ 26S - Build Twilight Council
5:13.33: 140M 210G 25E 26/ 34S - Research Ground Weapons 1
5:14.46: 50M 114G 26E 26/ 34S - Build Probe
5:31.46: 157M 178G 35E 27/ 34S - Build Probe
5:31.46: 107M 178G 35E 28/ 34S - Build Pylon
5:41.62: 100M 217G 41E 28/ 34S - Build Zealot
5:56.38: 150M 273G 49E 30/ 34S - Build Dark Shrine
6:01.43: 50M 42G 52E 30/ 42S - Build Probe
6:07.05: 56M 64G 55E 31/ 42S - Convert Gateway To Warp Gate
6:19.62: 189M 111G 62E 31/ 42S - Convert Gateway To Warp Gate
6:19.62: 189M 111G 62E 31/ 42S - Build Pylon
6:20.74: 100M 116G 63E 31/ 42S - Build Zealot
6:25.48: 50M 134G 66E 33/ 42S - Build Probe
6:34.65: 100M 169G 71E 34/ 42S - Build Zealot
6:34.65: 0M 169G 71E 36/ 42S - Chrono Warp Gate
6:42.48: 88M 198G 50E 36/ 42S - Build Probe
6:50.00: 125M 227G 54E 37/ 50S - Build Stalker
7:00.62: 125M 217G 60E 39/ 50S - Build Stalker
7:00.62: 0M 167G 60E 41/ 50S - Chrono Warp Gate
7:04.71: 50M 183G 38E 41/ 50S - Build Probe
7:22.00: 213M 248G 47E 42/ 50S - Build Stalker
7:22.00: 88M 198G 47E 44/ 50S - Chrono Warp Gate
7:26.44: 145M 215G 25E 44/ 50S - Chrono Warp Gate
7:26.44: 145M 215G 0E 44/ 50S - Build Stalker
7:44.00: 246M 232G 10E 46/ 50S - Build Dark Templar
7:48.71: 182M 125G 13E 48/ 50S - Build Dark Templar
7:48.71: 57M 0G 13E 50/ 50S - Move Probe To Minerals

Waypoint 2 satisfied:
7:53.71: 124M 18G 15E 50/ 50S
Income: 808M 215G
Buildings: 1 Nexus 2 Assimilator 5 Pylon 2 Warp Gate 1 Forge 1 Cybernetics Core 1 Twilight Council 1 Dark Shrine
Units: 26 Probe 4 Zealot 6 Stalker 2 Dark Templar
Upgrades: Ground Weapons 1 Warp Gate Transformation


Would also be interested to see others 8 minute pushes. This is similar to a build I'd normally use early game against Z.
VorKosigan
Profile Joined November 2010
United States6 Posts
November 18 2010 14:55 GMT
#318
Dude, before you do anything else, you got to put in a simple output option like evolution chamber. The output here is just too hard to use when you actually try and perform it in a practice game, and it is a pain to summarize and clean it up every time.

Otherwise it is totally awesome, once again great job.
Treehead
Profile Blog Joined November 2010
999 Posts
November 18 2010 16:33 GMT
#319
On November 18 2010 23:34 boberto wrote:
Seeing some funny things with assimilator counts still. At first my build wanted 3 assimilators on 1 nexus. It cleared up after a some more games, but the waypoint count on assimilators is off a bit.

Here both assimilators at built at WP1, but the 2nd isn't counted until WP2. Doesn't seem to affect the build at all
+ Show Spoiler +

0:02.00: 50M 0G 0E 6/ 10S - Build Probe
0:19.00: 73M 0G 10E 7/ 10S - Build Probe
0:36.00: 106M 0G 19E 8/ 10S - Build Probe
0:44.10: 100M 0G 24E 9/ 10S - Build Pylon
0:54.19: 50M 0G 29E 9/ 10S - Build Probe
1:11.19: 107M 0G 39E 10/ 18S - Build Probe
1:11.19: 57M 0G 39E 11/ 18S - Chrono Nexus
1:22.52: 136M 0G 20E 11/ 18S - Build Probe
1:30.83: 150M 0G 25E 12/ 18S - Build Gateway
1:37.80: 50M 0G 29E 12/ 18S - Build Probe
1:46.79: 75M 0G 34E 13/ 18S - Build Assimilator
1:46.79: 0M 0G 34E 13/ 18S - Chrono Nexus
1:52.95: 50M 0G 12E 13/ 18S - Build Probe
2:04.28: 104M 0G 19E 14/ 18S - Build Probe
2:14.11: 150M 0G 24E 15/ 18S - Build Gateway
2:16.79: 25M 0G 26E 15/ 18S - Move Probe To Gas
2:20.03: 53M 2G 28E 15/ 18S - Build Probe
2:20.03: 3M 2G 28E 16/ 18S - Move Probe To Gas
2:20.03: 3M 2G 28E 16/ 18S - Move Probe To Gas
2:37.69: 150M 36G 38E 16/ 18S - Build Cybernetics Core
2:49.31: 100M 58G 44E 16/ 18S - Build Zealot
3:00.12: 100M 78G 50E 18/ 18S - Build Pylon
3:27.69: 248M 131G 66E 18/ 26S - Build Stalker
3:27.69: 123M 81G 66E 20/ 26S - Chrono Gateway
3:27.69: 123M 81G 41E 20/ 26S - Chrono Gateway
3:27.85: 125M 81G 16E 20/ 26S - Build Stalker
3:35.96: 75M 47G 20E 22/ 26S - Build Assimilator
3:41.65: 50M 57G 24E 22/ 26S - Build Probe
3:44.22: 24M 62G 25E 23/ 26S - Chrono Nexus
3:47.05: 50M 68G 2E 23/ 26S - Research Warp Gate Transformation
3:53.84: 63M 31G 5E 23/ 26S - Build Probe
3:53.84: 13M 31G 5E 24/ 26S - Move Probe To Gas

Waypoint 1 satisfied:
3:59.93: 68M 42G 9E 24/ 26S
Income: 555M 114G
Buildings: 1 Nexus 1 Assimilator 2 Pylon 2 Gateway 1 Cybernetics Core
Units: 17 Probe 1 Zealot 2 Stalker
Upgrades:

4:05.65: 121M 53G 12E 24/ 26S - Build Probe
4:05.65: 71M 53G 12E 25/ 26S - Move Probe To Gas
4:05.65: 71M 53G 12E 25/ 26S - Move Probe To Gas
4:05.65: 71M 53G 12E 25/ 26S - Move Probe To Gas
4:22.65: 203M 117G 22E 25/ 26S - Build Probe
4:28.33: 200M 139G 25E 26/ 26S - Build Forge
4:28.67: 3M 140G 25E 26/ 26S - Chrono Nexus
4:40.62: 100M 185G 7E 26/ 26S - Build Pylon
4:57.54: 150M 250G 16E 26/ 26S - Build Twilight Council
5:13.33: 140M 210G 25E 26/ 34S - Research Ground Weapons 1
5:14.46: 50M 114G 26E 26/ 34S - Build Probe
5:31.46: 157M 178G 35E 27/ 34S - Build Probe
5:31.46: 107M 178G 35E 28/ 34S - Build Pylon
5:41.62: 100M 217G 41E 28/ 34S - Build Zealot
5:56.38: 150M 273G 49E 30/ 34S - Build Dark Shrine
6:01.43: 50M 42G 52E 30/ 42S - Build Probe
6:07.05: 56M 64G 55E 31/ 42S - Convert Gateway To Warp Gate
6:19.62: 189M 111G 62E 31/ 42S - Convert Gateway To Warp Gate
6:19.62: 189M 111G 62E 31/ 42S - Build Pylon
6:20.74: 100M 116G 63E 31/ 42S - Build Zealot
6:25.48: 50M 134G 66E 33/ 42S - Build Probe
6:34.65: 100M 169G 71E 34/ 42S - Build Zealot
6:34.65: 0M 169G 71E 36/ 42S - Chrono Warp Gate
6:42.48: 88M 198G 50E 36/ 42S - Build Probe
6:50.00: 125M 227G 54E 37/ 50S - Build Stalker
7:00.62: 125M 217G 60E 39/ 50S - Build Stalker
7:00.62: 0M 167G 60E 41/ 50S - Chrono Warp Gate
7:04.71: 50M 183G 38E 41/ 50S - Build Probe
7:22.00: 213M 248G 47E 42/ 50S - Build Stalker
7:22.00: 88M 198G 47E 44/ 50S - Chrono Warp Gate
7:26.44: 145M 215G 25E 44/ 50S - Chrono Warp Gate
7:26.44: 145M 215G 0E 44/ 50S - Build Stalker
7:44.00: 246M 232G 10E 46/ 50S - Build Dark Templar
7:48.71: 182M 125G 13E 48/ 50S - Build Dark Templar
7:48.71: 57M 0G 13E 50/ 50S - Move Probe To Minerals

Waypoint 2 satisfied:
7:53.71: 124M 18G 15E 50/ 50S
Income: 808M 215G
Buildings: 1 Nexus 2 Assimilator 5 Pylon 2 Warp Gate 1 Forge 1 Cybernetics Core 1 Twilight Council 1 Dark Shrine
Units: 26 Probe 4 Zealot 6 Stalker 2 Dark Templar
Upgrades: Ground Weapons 1 Warp Gate Transformation


Would also be interested to see others 8 minute pushes. This is similar to a build I'd normally use early game against Z.


I came up with a 2-gate robo +1 attack timing push using this program which uses 6 zealots, 6 sentries and 4 Immortals. The basic build was 11 gas 14 gate 15 gas, cyber when gate finishes, and you have enough gas when cyber finishes to get a sentry, warpgate and start your robo. The builder finishes the push at 8:20, and I've gotten within 10 seconds of that in practice. Of course, I haven't played with it enough to know the relative timing of lair tech, so the push may have to come a good deal sooner than the 4th immortal in practice.

CtrlAltDefeat
Profile Joined November 2010
Israel106 Posts
November 18 2010 17:04 GMT
#320
I think I may have found an error with the constant probe production feature (if I understand it correctly):

First I inputted 3 DTs and Warpgate Research (with constant probes ticked) and left it running for around 20 minutes (I have a Core i5 CPU so I guess it should have found a pretty "evolved" build by then) and got a build with 28 probes, in exactly 6:00:38.

Then I tried 3 DTs, Warpgate, and 30 probes. Very quickly it found a build that completes almost exactly at 6:05.

Isn't the program as implemented supposed to prefer the latter build when I enter the former input (since it gets 2 more probes in 5s)?
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