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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 25

Forum Index > SC2 General
Post a Reply
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Artalyx
Profile Joined November 2010
England2 Posts
November 26 2010 09:44 GMT
#481
Just a few small things I've come across that I don't think have been mentioned.

Centrifugal Hooks and Tunneling Claws don't seem to require a lair. Also much more minor, but it seems to have trouble getting Adrenal Glands (it never seems to try teching to a hive unless you tell it to) whereas with any other upgrades requiring higher tech it has no problem.

This is while running version 6.2 (and while checking the version, your about dialogue says "Version 1.0").
slith
Profile Joined October 2010
Germany165 Posts
Last Edited: 2010-11-26 12:20:36
November 26 2010 12:18 GMT
#482
"Centrifugal Hooks and Tunneling Claws don't seem to require a lair." exactly. Very annoying. Was a bit suspicious having +1/+1 and centrifugal hooks after just 6 minutes
When in doubt, empty your magazine.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 26 2010 14:00 GMT
#483
Sorry about that, will have those issues fixed up for the next release.
qtrScorp
Profile Joined November 2010
Qatar13 Posts
November 26 2010 15:06 GMT
#484
wow thanks, looks interesting
Don't Haunt What You Can't Kill
GeForceFX
Profile Joined June 2010
Lithuania101 Posts
November 26 2010 16:54 GMT
#485
Constant probes.. Wow, this feature is THE most important one. Really nice work.
I got a request though, would it be possible to make it chrono boost nexus on 11/12 and 15? Since I always get 10-11 gate no matter what [out of the app], yet I really love getting every single probe possible.
"My biggest rival is myself" - Nada
The Touch
Profile Joined September 2010
United Kingdom667 Posts
Last Edited: 2010-11-26 18:37:21
November 26 2010 18:28 GMT
#486
I'm going to make the same suggestion I made for EvolutionChamber. Is it possible/reasonable to code in a feature where the user requires something to have finished before something else even starts? I'd like to be able to get a pair of lings out to kill scouts before they see what I'm planning. I want to make sure my tech path stays hidden.

Current waypoint implementation doesn't allow this. With, say, Waypoint 1 set as 2 lings by 3:00 and then Target set as 6 roaches and a queen by 6:00, the roach warren starts building about 5-10 seconds before the lings pop out, which means your opponent can see your tech path. And if I wanted 15 drones as well, then the warren started about 20-30 seconds too early to deny scouting.

Adding a condition to the roach warren, that it requires 2 lings be finished before it can start building - or say a stalker finished before your twilight council starts - would, I believe, make the program more useful. I think it would result in less risky builds.

I don't know how complex this would be though, and most builds that the program comes up with can be easily delayed by a few seconds.
You Got The Touch
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 26 2010 23:53 GMT
#487
What I'm planning to do is have a maximum count for each thing as well, so basically you'd set waypoint 1 as a maximum of 0 roach warrens. Probably will be a couple of versions away though, sorry :/
The Touch
Profile Joined September 2010
United Kingdom667 Posts
November 27 2010 09:13 GMT
#488
Don't be sorry about anything. You (and lomilar) have put this up to the community for free, spending your free time working on it. We should be grateful for whatever you choose to give us.
You Got The Touch
Neo.NEt
Profile Joined August 2010
United States785 Posts
November 27 2010 18:21 GMT
#489
Sorry if I've missed this but is there a database (or a thread) or anything with builds or are we keeping these to ourselves?
Apologize.
Meldryn
Profile Joined September 2010
United States7 Posts
Last Edited: 2010-11-27 22:36:29
November 27 2010 22:33 GMT
#490
Feel free to post any ladder or tournament tested builds here:

http://wiki.teamliquid.net/starcraft2/Protoss_Strategy
http://wiki.teamliquid.net/starcraft2/Zerg_Strategy
icezar
Profile Joined June 2010
Germany240 Posts
November 30 2010 01:28 GMT
#491
How long until Terran is out?
I want to see a 2base 8Orbitals BCs build :-))))
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2010-11-30 22:33:12
November 30 2010 22:23 GMT
#492
On November 30 2010 10:28 icezar wrote:
How long until Terran is out?
I want to see a 2base 8Orbitals BCs build :-))))


It's on the way I promise It's looking like Terran is going to be the most complicated of the three to code, but it should end up with the fastest games / sec (although I suspect that it will take longer in general to get the optimal build orders).

As a teaser, here's a 6 marauder build it comes up with atm:

+ Show Spoiler +
0:02.00: 50M 0G 0E 6/ 10S - Build SCV
0:19.00: 73M 0G 0E 7/ 10S - Build SCV
0:36.00: 106M 0G 0E 8/ 10S - Build SCV
0:44.10: 100M 0G 0E 9/ 10S - Build Supply Depot
0:54.86: 50M 0G 0E 9/ 10S - Build SCV
1:14.10: 108M 0G 0E 10/ 18S - Build SCV
1:31.10: 175M 0G 0E 11/ 18S - Build SCV
1:48.10: 257M 0G 0E 12/ 18S - Build SCV
1:48.10: 207M 0G 0E 13/ 18S - Build Refinery
1:50.81: 150M 0G 0E 13/ 18S - Build Barracks (Naked)
2:05.10: 98M 0G 0E 13/ 18S - Build SCV
2:18.32: 150M 0G 0E 14/ 18S - Build Barracks (Naked)
2:18.32: 0M 0G 0E 14/ 18S - Move SCV To Gas
2:18.32: 0M 0G 0E 14/ 18S - Move SCV To Gas
2:18.32: 0M 0G 0E 14/ 18S - Move SCV To Gas
2:50.81: 198M 62G 0E 14/ 18S - Build Barracks Tech Lab
2:51.19: 150M 37G 0E 14/ 18S - Build Barracks (Naked)
3:15.81: 150M 84G 0E 14/ 18S - Build Marauder
3:23.70: 100M 74G 0E 16/ 18S - Build Supply Depot
3:23.70: 0M 74G 0E 16/ 18S - Move SCV To Minerals
3:31.27: 50M 84G 0E 16/ 18S - Build Barracks Tech Lab
3:55.81: 174M 90G 0E 16/ 26S - Build Marauder
3:59.10: 100M 69G 0E 18/ 26S - Build Marauder
4:04.91: 50M 51G 0E 20/ 26S - Build Barracks Tech Lab
4:29.91: 215M 58G 0E 20/ 26S - Build Marauder
4:29.91: 115M 33G 0E 22/ 26S - Move SCV To Gas
4:35.81: 161M 44G 0E 22/ 26S - Build Marauder
4:35.81: 61M 19G 0E 24/ 26S - Move SCV To Minerals
4:40.31: 100M 25G 0E 24/ 26S - Build Marauder
4:40.31: 0M 0G 0E 26/ 26S - Move SCV To Gas

Waypoint 1 satisfied:
5:20.31: 314M 76G 0E 26/ 26S
Income: 471M 114G
Buildings: 1 Command Center 1 Refinery 3 Barracks
Units: 14 SCV 6 Marauder


Edit: Updated with a slightly faster build it found.
ssnseawolf
Profile Joined May 2010
32 Posts
November 30 2010 23:01 GMT
#493
On December 01 2010 07:23 CarbonTwelve wrote:
Show nested quote +
On November 30 2010 10:28 icezar wrote:
How long until Terran is out?
I want to see a 2base 8Orbitals BCs build :-))))


It's on the way I promise It's looking like Terran is going to be the most complicated of the three to code, but it should end up with the fastest games / sec (although I suspect that it will take longer in general to get the optimal build orders).


Why is Terran the most complicated? To me, it seems to me, a layman, that calling down mules is pretty simple. Where does the complexity lie?
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 30 2010 23:11 GMT
#494
On December 01 2010 08:01 ssnseawolf wrote:
Why is Terran the most complicated? To me, it seems to me, a layman, that calling down mules is pretty simple. Where does the complexity lie?


The complexity lies in the addons. For my code, I need to track 3 versions of each main building (naked, tech lab, reactor), I need to have separate commands for placing each building (build naked, build on tech lab / reactor), you need to have lift commands for all 3, land commands for all 3, etc.

Here's the list of commands that I've got that result from the addons:

+ Show Spoiler +
, eTerranCommandBuildBarracksNaked
, eTerranCommandBuildBarracksOnTechLab
, eTerranCommandBuildBarracksOnReactor
, eTerranCommandBuildFactoryNaked
, eTerranCommandBuildFactoryOnTechLab
, eTerranCommandBuildFactoryOnReactor
, eTerranCommandBuildStarportNaked
, eTerranCommandBuildStarportOnTechLab
, eTerranCommandBuildStarportOnReactor
, eTerranCommandBuildBarracksTechLab
, eTerranCommandBuildBarracksReactor
, eTerranCommandBuildFactoryTechLab
, eTerranCommandBuildFactoryReactor
, eTerranCommandBuildStarportTechLab
, eTerranCommandBuildStarportReactor
, eTerranCommandLiftBarracksTechLab
, eTerranCommandLiftBarracksReactor
, eTerranCommandLiftBarracksNaked
, eTerranCommandLiftFactoryTechLab
, eTerranCommandLiftFactoryReactor
, eTerranCommandLiftFactoryNaked
, eTerranCommandLiftStarportTechLab
, eTerranCommandLiftStarportReactor
, eTerranCommandLiftStarportNaked
, eTerranCommandLandBarracksTechLab
, eTerranCommandLandBarracksReactor
, eTerranCommandLandBarracksNaked
, eTerranCommandLandFactoryTechLab
, eTerranCommandLandFactoryReactor
, eTerranCommandLandFactoryNaked
, eTerranCommandLandStarportTechLab
, eTerranCommandLandStarportReactor
, eTerranCommandLandStarportNaked


Each of these commands takes 5-10 mins to implement, the first of each longer (once you've got the first of each type then it's mostly copy paste).
calculator
Profile Joined November 2010
36 Posts
Last Edited: 2010-12-01 00:32:21
December 01 2010 00:31 GMT
#495
Hey CarbonTwelve check out this new optimizer SC2BOF that does all 3 races, I found it yesterday. Maybe you can collaborate....

Started a thread about it here.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 01 2010 00:47 GMT
#496
On December 01 2010 09:31 calculator wrote:
Hey CarbonTwelve check out this new optimizer SC2BOF that does all 3 races, I found it yesterday. Maybe you can collaborate....

Started a thread about it here.


Very interesting. I'd love the chance to talk to the author of it and possibly collaborate.
TheRageKage12
Profile Joined November 2010
United States161 Posts
December 01 2010 21:16 GMT
#497
Feature Suggestion:

Put the summary at the top of the output rather than at the bottom.
i.e. this part


Waypoint 1 satisfied:
9:41.01: 471M 0G 1E 140/140S
Income: 1616M 0G
Buildings: 2 Nexus 15 Pylon 8 Gateway
Units: 40 Probe 50 Zealot
Upgrades:


That way, you can view the current best solution as the simulation is running and not have to continuously scroll to the bottom every time the build changes slightly.
TheRageKage12
Profile Joined November 2010
United States161 Posts
Last Edited: 2010-12-01 21:29:08
December 01 2010 21:27 GMT
#498
EDIT: accidental double post
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
December 01 2010 22:21 GMT
#499
On December 02 2010 06:16 TheRageKage12 wrote:
Feature Suggestion:

Put the summary at the top of the output rather than at the bottom.
i.e. this part

Show nested quote +

Waypoint 1 satisfied:
9:41.01: 471M 0G 1E 140/140S
Income: 1616M 0G
Buildings: 2 Nexus 15 Pylon 8 Gateway
Units: 40 Probe 50 Zealot
Upgrades:


That way, you can view the current best solution as the simulation is running and not have to continuously scroll to the bottom every time the build changes slightly.


I like that idea a lot.
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 01 2010 22:23 GMT
#500
On December 02 2010 06:16 TheRageKage12 wrote:
Feature Suggestion:

Put the summary at the top of the output rather than at the bottom.
i.e. this part

Show nested quote +

Waypoint 1 satisfied:
9:41.01: 471M 0G 1E 140/140S
Income: 1616M 0G
Buildings: 2 Nexus 15 Pylon 8 Gateway
Units: 40 Probe 50 Zealot
Upgrades:


That way, you can view the current best solution as the simulation is running and not have to continuously scroll to the bottom every time the build changes slightly.


I was planning to have it so that if the output changes the scrollbar will restore itself to where it was anyway. Ie, if you've got it scrolled to the bottom, and the output changes, it'll re-scroll to the bottom after. Would that be good enough, or do you still want to see the output at the top?
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