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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 22

Forum Index > SC2 General
Post a Reply
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CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 23 2010 22:17 GMT
#421
On November 24 2010 05:35 Durikkan wrote:
I just want to point out a small error for the Protoss side, this program thinks the forge costs 200 minerals when it actually costs 150 minerals.


Doh, thought I'd fixed that already. Will certainly be done for next version though :/
icezar
Profile Joined June 2010
Germany240 Posts
November 23 2010 22:38 GMT
#422
I found a bug. Glial Reconstitution does not require a lair first in your app
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 23 2010 23:23 GMT
#423
On November 24 2010 07:38 icezar wrote:
I found a bug. Glial Reconstitution does not require a lair first in your app


Yeah, there's an item for it, will be fixed in next version.
Ncinerate
Profile Joined October 2010
172 Posts
November 23 2010 23:27 GMT
#424
Woah, something is seriously screwy on the zerg version.

Ask it for 3 roaches and here's what it comes up with:

0:36.88: 200M 0G 3L 0E 6/ 10S - Build Spawning Pool
0:51.47: 50M 0G 3L 0E 5/ 10S - Build Drone
0:58.32: 25M 0G 2L 0E 6/ 10S - Build Extractor
1:28.32: 100M 0G 3L 0E 5/ 10S - Move Drone To Gas
1:28.32: 100M 0G 3L 0E 5/ 10S - Build Extractor
1:28.32: 75M 0G 3L 0E 4/ 10S - Move Drone To Gas
1:28.32: 75M 0G 3L 0E 4/ 10S - Move Drone To Gas
1:28.32: 75M 0G 3L 0E 4/ 10S - Extractor Trick Drone
1:30.07: 25M 3G 2L 0E 4/ 10S - Build Extractor
1:30.49: 25M 4G 2L 0E 4/ 10S - Build Extractor
1:41.88: 163M 26G 2L 0E 3/ 10S - Build Roach Warren
1:46.88: 84M 35G 3L 0E 2/ 10S - Build Extractor
1:46.88: 59M 35G 3L 0E 1/ 10S - Build Extractor
1:46.88: 34M 35G 3L 0E 0/ 10S - Build Extractor
1:46.88: 9M 35G 3L 0E -1/ 10S - Move Drone To Gas
1:46.88: 9M 35G 3L 0E -1/ 10S - Move Drone To Gas
1:46.88: 9M 35G 3L 0E -1/ 10S - Move Drone To Gas
1:46.88: 9M 35G 3L 0E -1/ 10S - Move Drone To Gas
2:36.88: 722M 204G 3L 0E -1/ 10S - Build Roach
2:36.88: 647M 179G 2L 0E 1/ 10S - Build Roach
2:36.88: 572M 154G 1L 0E 3/ 10S - Build Roach

Waypoint 1 satisfied:
3:03.88: 882M 231G 1L 0E 5/ 10S
Income: 856M 228G
Buildings: 1 Hatchery 7 Extractor 1 Spawning Pool 1 Roach Warren
Units: 4294967295 Drone 1 Overlord 3 Roach
Upgrades:


Somethings screwy with the system, it's not accounting for the actual loss of drone when you build a building (probably sending them back to mining), and thus you end up with a -1 drone situation with cash still flowing in.
icezar
Profile Joined June 2010
Germany240 Posts
November 23 2010 23:29 GMT
#425
On November 24 2010 06:56 CarbonTwelve wrote:

Yeah, I'd leave EC to run overnight before comparing the results. I know that EC gets a 7RR at 4:40, however I'd be interested to see what time it would get for the build order my app comes up with. I might speak to Lomilar about that so we can compare results. One problem is that EC uses a fixed time build order, so things are built on the second, and if you don't have enough minerals it might wait up to a full second before that unit/building gets built. I can imagine that over ~5 mins that can add up to a few seconds.


The longest i had EC run was around 3 Days for a total of over 1 milion K games.
I gave the same built to your app and after 100.000 K games it already found a better build (around 15 minutes on my pc)

WP1: 2 zergling at 4:00
Final: 48speedling 24 speed roach 40 Drones

EC:
---Final Output---
At time: 9:16
Minerals: 432 Gas: 122 Supply: 116/116 Larva: 4
Drones: 40
Overlords: 14
Queens: 2
Zerglings: 48
Roaches: 24
Hatcheries: 1
Lairs: 1
Gas Extractors: 2
Spawning Pools: 1
Roach Warrens: 1
Metabolic Boost
Glial Reconstitution

SCBuildOrder:

Waypoint 2 satisfied:
9:16.89: 620M 97G 11L 25E 124/124S
Income: 1548M 215G
Buildings: 1 Hatchery 2 Extractor 1 Spawning Pool 1 Roach Warren 1 Lair
Units: 44 Drone 15 Overlord 4 Queen 48 Zergling 24 Roach
Upgrades: Metabolic Boost Glial Reconstitution

I will let it run over the night and check if the BO is a valid one.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 23 2010 23:45 GMT
#426
On November 24 2010 08:27 Ncinerate wrote:
Somethings screwy with the system, it's not accounting for the actual loss of drone when you build a building (probably sending them back to mining), and thus you end up with a -1 drone situation with cash still flowing in.


Yeah, someone posted about that earlier, it's fixed for the next release. It's not that it's not account for the loss of the drone, it's just that there's a loophole where it consumes one drone and uses another for movement, then finds itself at -1 drones, which it considers is actually 4 billion drones, and hence has an income rate to match (well, up to the maximum income capable for the number of bases you've got).

On November 24 2010 08:29 icezar wrote:
I will let it run over the night and check if the BO is a valid one.


The 4 queens already tells me that it won't be It'll be using Spawn Larvae on the same hatchery twice. Currently there's nothing to prevent that - will fix it up for next version.
Yuffie
Profile Joined June 2010
132 Posts
November 24 2010 00:30 GMT
#427
mb add "Scouting Probe" , a worker that exists but don'T bring minerals
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 24 2010 00:36 GMT
#428
On November 24 2010 09:30 Urbanspaceman wrote:
mb add "Scouting Probe" , a worker that exists but don'T bring minerals


Already exists. In the settings tab you can specify a probe to go scout at a certain time, and either stay scouting, die, or return at a certain time as well. The scouting probe won't show up in the output though.

This isn't working for Zerg btw though (one of a number of features to be implemented in the Zerg code).
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 24 2010 01:05 GMT
#429
On November 23 2010 20:33 ChickenLips wrote:
You should PM one of the mods to change the thread title to (Z/P)


I was trying to work out how to do that myself for ages til I gave up figuring it couldn't be done. Then tried looking for a way to flag the thread, but I guess that's not possible either. Anyone know any mods I could ask to do it?
Crt
Profile Joined November 2009
247 Posts
November 24 2010 01:37 GMT
#430
Does anyone know if the koreans have these optimizers as well?
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 24 2010 02:15 GMT
#431
On November 24 2010 10:37 Crt wrote:
Does anyone know if the koreans have these optimizers as well?


No idea, but we were just talking about that in the #EvolutionChamber IRC channel
Bartlett
Profile Joined November 2010
12 Posts
Last Edited: 2010-11-24 03:49:32
November 24 2010 03:26 GMT
#432
Is it possible to change the text description in Protoss build for building of units vs warping units in?

ie Build Zealot vs Warp in Zealot.

Mainly because it doesn't always convert gateways into warp-gates all at the same time.
Ncinerate
Profile Joined October 2010
172 Posts
November 24 2010 03:41 GMT
#433
On November 24 2010 10:37 Crt wrote:
Does anyone know if the koreans have these optimizers as well?


I'd imagine the koreans are able to use -this- particular optimizer ;p.

Most I know can passably handle written english, and I'd bet almost every starcraft player in korea knows the basic translations seeing as they've been playing the game so long.


Oh, and btw OP, I apologize, I totally missed the other poster who mentioned the 3 roach bug .

Glad to hear it's getting patched up, everything looks amazing and I look forward to utilizing it in the fullest!
jabaes
Profile Joined November 2010
12 Posts
November 24 2010 04:30 GMT
#434

how about adding a nydus worm not just the nydus network building itself

great job man

hope to see terran soon!
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 24 2010 04:33 GMT
#435
On November 24 2010 13:30 jabaes wrote:
how about adding a nydus worm not just the nydus network building itself


Yeah, I was planning to do that, just kinda forgot about it Should have it either next version or the one after.

hope to see terran soon!


I'm kinda itching to get into coding the Terran stuff. Actually rather interested to see how well it can deal with swapping the addons around...
Succinct
Profile Blog Joined August 2010
United States15 Posts
November 24 2010 06:27 GMT
#436
Thanks for the post Carbon. I'll definitely be checking out the source code. You may want to document your statistics in the output, as I don't know what some of the columns of data represent. You would just need to add a header above each column.
NETRAT
Profile Joined July 2010
Belarus180 Posts
Last Edited: 2010-11-24 09:05:13
November 24 2010 09:04 GMT
#437
hi there, nice tool, have a problem with nexi
my aim is the protoss build with fast expand, I want 2nd nexi, constant probes and I want to get gateway and cyber core for fast stalkers to follow up, if I set nexi count to 2 tool cuts probes on 12 even though I set flag 'constant probes', if I set target as only 2 nexi, it cuts probes on 6 ...
Am I doing something wrong? Wanna play with FE builds against protoss, cuz PvP is giving me headache lately
+ Show Spoiler +
0:02.00: 50M 0G 0E 6/ 10S - Build Probe
1:25.30: 400M 0G 47E 7/ 10S - Build Nexus
1:36.93: 50M 0G 53E 7/ 10S - Build Probe
1:36.93: 0M 0G 53E 8/ 10S - Chrono Nexus
1:48.56: 50M 0G 35E 8/ 10S - Build Probe
1:56.93: 41M 0G 40E 9/ 10S - Chrono Nexus
1:59.89: 58M 0G 16E 9/ 10S - Build Probe
2:14.47: 100M 0G 25E 10/ 10S - Build Pylon
2:39.47: 170M 0G 39E 10/ 18S - Build Probe
2:39.47: 120M 0G 39E 11/ 18S - Chrono Nexus
2:50.81: 200M 0G 20E 11/ 18S - Build Probe

Waypoint 1 satisfied:
3:05.30: 263M 0G 28E 12/ 28S
Income: 477M 0G
Buildings: 2 Nexus 1 Pylon
Units: 12 Probe
Upgrades:

+ Show Spoiler +
0:02.00: 50M 0G 0E 6/ 10S - Build Probe
1:25.30: 400M 0G 47E 7/ 10S - Build Nexus
1:36.93: 50M 0G 53E 7/ 10S - Build Probe
1:36.93: 0M 0G 53E 8/ 10S - Chrono Nexus
1:48.56: 50M 0G 35E 8/ 10S - Build Probe
1:56.93: 41M 0G 40E 9/ 10S - Chrono Nexus
1:59.89: 58M 0G 16E 9/ 10S - Build Probe
2:14.47: 100M 0G 25E 10/ 10S - Build Pylon
2:39.47: 170M 0G 39E 10/ 18S - Build Probe
2:39.47: 120M 0G 39E 11/ 18S - Chrono Nexus
2:50.81: 200M 0G 20E 11/ 18S - Build Probe

Waypoint 1 satisfied:
3:05.30: 263M 0G 28E 12/ 28S
Income: 477M 0G
Buildings: 2 Nexus 1 Pylon
Units: 12 Probe
Upgrades:

also why does it send probes to gas after building assimilator even though i asked only assimilator and not a single unit that costs gas?
icezar
Profile Joined June 2010
Germany240 Posts
November 24 2010 09:31 GMT
#438
On November 24 2010 08:45 CarbonTwelve wrote:
[
The 4 queens already tells me that it won't be It'll be using Spawn Larvae on the same hatchery twice. Currently there's nothing to prevent that - will fix it up for next version.


Yes. After 1 night it came up with a 9:08 build that is not valid due to queens Spawn Larvae problem.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 24 2010 11:43 GMT
#439
Just made a small release - v6.1:

Changelog:
Small fixes for Zerg module
Forge & Dark Shrine costs fixed


Was hoping to have more done, but figured better something than nothing... Main fixes are that mass extractor trick bug, queens limited to one spawn larvae per 40s, and tried a fix to the benefit of extractor trick, however I'm not totally happy with it so expect it to change again for the next release. I think there are a couple of other fixes in there, kinda hard to keep track atm...
icezar
Profile Joined June 2010
Germany240 Posts
November 24 2010 12:31 GMT
#440
Running it now, let`s see if and how fast does it beat the 1 mil K builds of EC.
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