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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 28

Forum Index > SC2 General
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CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2010-12-03 03:39:01
December 03 2010 03:36 GMT
#541
On December 03 2010 11:24 Requisition wrote:
Hey Carbon, I tried saving a build order that is created, but when I load it again the .xml is blank. Any ideas?


Saving to file isn't implemented yet. Sorry

On December 03 2010 12:19 [p]Drake wrote:
I don't see an option have a nuke as a target. Am I blind? I must know the fastest nuke rush!!!


Yeah, nukes aren't in there either, but probably will be available next version.

On December 03 2010 12:30 Requisition wrote:
Hey Carbon, the constant SCV production doesn't seem to be working.


Another thing not yet implemented, but it's on the way...
BlueAzimut
Profile Joined December 2010
1 Post
Last Edited: 2010-12-03 09:19:30
December 03 2010 09:16 GMT
#542
Hi there!

Please insert a notify message into program when a unit or an upgrade is ready and eventualy count them(units)...

For example I want to know at what time the first Colosus is ready and then the second Colosus....
Damaskinos
Profile Joined September 2010
Germany139 Posts
December 03 2010 09:33 GMT
#543
CarbonTwelve, would it be to much to ask for a module that exports the build orders in a format compatible to Haploids Build Order Tester?

Link: http://sc2calc.org/build_order/
Syntax guide: http://sc2calc.org/build_order/syntax.php

Thanks again for your amazing 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
Raid
Profile Joined September 2010
United States398 Posts
December 03 2010 09:38 GMT
#544
On December 03 2010 18:33 Damaskinos wrote:
CarbonTwelve, would it be to much to ask for a module that exports the build orders in a format compatible to Haploids Build Order Tester?

Link: http://sc2calc.org/build_order/
Syntax guide: http://sc2calc.org/build_order/syntax.php

Thanks again for your amazing work.


You guys sound like a bunch of science geeks carbon12? haploid? sheesh
Lmui
Profile Joined November 2010
Canada6215 Posts
Last Edited: 2010-12-03 10:17:35
December 03 2010 10:15 GMT
#545
I was going for a build involving both pneumatized carapace and ventral sacs as zerg and it built two lairs. One lair first for Ventral Sacs and the second lair for Pneumatized Carapace. The problem is you only need one lair in order to unlock those upgrades at all hatcheries.

+ Show Spoiler +

4:13.15: 150M 123G 0L 0L 0L 25E 25/ 26S - Build Lair
4:13.15: 0M 23G 0L 0L 0L 25E 25/ 26S - Queen Spawn Larva
4:23.00: 105M 42G 1L 0L 0L 6E 25/ 26S - Build Drone
4:23.00: 55M 42G 0L 0L 0L 6E 26/ 26S - Build Extractor
4:38.00: 202M 70G 1L 0L 0L 14E 25/ 26S - Build Overlord
4:38.00: 102M 70G 0L 0L 0L 14E 25/ 26S - Build Evolution Chamber
4:38.00: 27M 70G 0L 0L 0L 14E 24/ 26S - Move Drone To Gas
4:38.00: 27M 70G 0L 0L 0L 14E 24/ 26S - Move Drone To Gas
4:53.00: 199M 113G 1L 0L 0L 23E 24/ 28S - Build Drone
4:53.15: 151M 114G 4L 0L 0L 23E 25/ 28S - Build Drone
4:53.15: 101M 114G 3L 0L 0L 23E 26/ 28S - Build Drone
4:53.15: 51M 114G 2L 0L 0L 23E 27/ 28S - Build Drone
4:53.15: 1M 114G 1L 0L 0L 23E 28/ 28S - Move Drone To Gas
4:53.15: 1M 114G 1L 0L 0L 23E 28/ 28S - Move Drone To Gas
4:53.15: 1M 114G 1L 0L 0L 23E 28/ 28S - Move Drone To Gas
4:53.15: 1M 114G 1L 0L 0L 23E 28/ 28S - Move Drone To Gas
5:03.00: 92M 163G 1L 1L 0L 28E 28/ 36S - Build Drone
5:03.87: 50M 168G 0L 1L 0L 29E 29/ 36S - Build Drone
5:09.28: 50M 198G 1L 0L 0L 32E 30/ 36S - Build Drone
5:18.52: 100M 248G 0L 1L 0L 37E 31/ 36S - Research Melee Attacks 1
5:18.52: 0M 148G 0L 1L 0L 37E 31/ 36S - Move Drone To Minerals
5:22.57: 50M 168G 0L 1L 0L 39E 31/ 36S - Build Drone
5:33.03: 150M 220G 1L 1L 0L 45E 32/ 36S - Build Lair
5:49.37: 249M 200G 2L 2L 0L 55E 32/ 36S - Research Ventral Sacs
5:49.37: 49M 0G 2L 2L 0L 55E 32/ 36S - Move Drone To Minerals
5:49.37: 49M 0G 2L 2L 0L 55E 32/ 36S - Move Drone To Minerals
5:49.37: 49M 0G 2L 2L 0L 55E 32/ 36S - Move Drone To Minerals
5:49.37: 49M 0G 2L 2L 0L 55E 32/ 36S - Move Drone To Minerals
6:03.22: 300M 35G 3L 3L 0L 62E 32/ 36S - Build Hatchery
6:03.22: 0M 35G 3L 3L 0L 62E 31/ 36S - Queen Spawn Larva
6:03.22: 0M 35G 3L 3L 0L 37E 31/ 36S - Move Drone To Minerals
6:03.22: 0M 35G 3L 3L 0L 37E 31/ 36S - Move Drone To Minerals
6:19.53: 300M 56G 3L 3L 0L 46E 31/ 36S - Build Hatchery
6:25.13: 100M 63G 3L 3L 0L 50E 30/ 36S - Build Overlord
6:30.73: 100M 70G 2L 3L 0L 53E 30/ 36S - Build Overlord
6:30.73: 0M 70G 1L 3L 0L 53E 30/ 36S - Queen Spawn Larva
6:53.03: 410M 98G 6L 3L 0L 40E 30/ 44S - Build Queen
6:54.47: 287M 100G 6L 3L 0L 41E 32/ 44S - Research Pneumatic Carapace


Other than that, it's working out nicely.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 03 2010 11:34 GMT
#546
On December 03 2010 18:16 BlueAzimut wrote:
Hi there!

Please insert a notify message into program when a unit or an upgrade is ready and eventualy count them(units)...

For example I want to know at what time the first Colosus is ready and then the second Colosus....


Yeah, I'll have more options for the output (including a more detailed one that tells you when things spawn and such). Not quite sure when it'll happen, but most likely in the next week or so.

On December 03 2010 18:33 Damaskinos wrote:
CarbonTwelve, would it be to much to ask for a module that exports the build orders in a format compatible to Haploids Build Order Tester?

Link: http://sc2calc.org/build_order/
Syntax guide: http://sc2calc.org/build_order/syntax.php

Thanks again for your amazing work.


Also on the agenda I've already spoken to Haploid and got his approval to use his format & have a link to his calculator from my app. It'll probably happen the same time as the other output formats.

On December 03 2010 18:38 Raid wrote:
You guys sound like a bunch of science geeks carbon12? haploid? sheesh


Lol, something tells me that the mix of Starcraft & programming is probably going to get you the absolute peak of geekdom

On December 03 2010 19:15 Lmui wrote:
I was going for a build involving both pneumatized carapace and ventral sacs as zerg and it built two lairs. One lair first for Ventral Sacs and the second lair for Pneumatized Carapace. The problem is you only need one lair in order to unlock those upgrades at all hatcheries.


Yep, there's an item to fix that one up too.
icezar
Profile Joined June 2010
Germany240 Posts
December 03 2010 11:35 GMT
#547
Does the scouting worker work?
i put it to go at 100 and dies at 180 but i do not see anything or is that food count?
Ncinerate
Profile Joined October 2010
172 Posts
December 03 2010 15:28 GMT
#548
On December 03 2010 12:30 Requisition wrote:
Hey Carbon, the constant SCV production doesn't seem to be working. After I selected the infernal pre-igniter upgrade, 4 hellions, 1 medivac, and constant SCVs, this is what it gave me:
+ Show Spoiler +

0:02.00: 50M 0G 0E 6/ 11S - Build SCV
0:19.00: 73M 0G 0E 7/ 11S - Build SCV
0:36.00: 106M 0G 0E 8/ 11S - Build SCV
0:39.63: 75M 0G 0E 9/ 11S - Build Refinery
0:59.51: 100M 0G 0E 9/ 11S - Build Supply Depot
1:09.63: 47M 0G 0E 9/ 11S - Move SCV To Gas
1:09.63: 47M 0G 0E 9/ 11S - Move SCV To Gas
1:09.63: 47M 0G 0E 9/ 11S - Move SCV To Gas
1:37.68: 150M 49G 0E 9/ 19S - Build Barracks (Naked)
1:52.27: 50M 77G 0E 9/ 19S - Build SCV
2:37.68: 183M 163G 0E 10/ 19S - Build Factory (Naked)
3:06.42: 150M 118G 0E 10/ 19S - Build Orbital Command
3:37.68: 134M 177G 0E 10/ 19S - Build Factory Tech Lab
3:41.42: 101M 160G 50E 10/ 19S - Calldown MULE
4:02.68: 260M 200G 12E 10/ 19S - Build Hellion
4:02.68: 160M 200G 12E 12/ 19S - Research Infernal Pre-igniter
4:29.00: 219M 100G 27E 12/ 19S - Build Starport (Naked)
4:33.67: 100M 9G 29E 12/ 19S - Build Hellion
5:03.67: 219M 66G 46E 14/ 19S - Build Hellion
5:03.67: 119M 66G 46E 16/ 19S - Build Supply Depot
5:10.31: 60M 78G 50E 16/ 19S - Calldown MULE
5:21.63: 138M 100G 6E 16/ 19S - Build Medivac
5:33.67: 125M 23G 13E 18/ 27S - Build Hellion
5:37.14: 50M 29G 15E 20/ 27S - Build SCV

Waypoint 1 satisfied:
6:03.67: 215M 80G 30E 21/ 27S
Income: 516M 114G
Buildings: 1 Refinery 1 Barracks 1 Orbital Command 1 Factory 1 Starport 1 Tech Lab
Units: 11 SCV 4 Hellion 1 Medivac
Research: Infernal Pre-igniter

Only builds a total of 11 SCVs. :-/


You can fix this issue as it sits by telling the calculator to build X number of scvs (until carbon fixes it for-real). This isn't a bad thing either, you can optimize a build a -lot- faster if you fiddle with scv numbers etc manually - if I let the system try to find the optimum it might take hours, if I fiddle with scv numbers I have it in minutes.
Ncinerate
Profile Joined October 2010
172 Posts
December 03 2010 15:37 GMT
#549
On December 03 2010 12:19 [p]Drake wrote:
I don't see an option have a nuke as a target. Am I blind? I must know the fastest nuke rush!!!


Well, fiddling with the calculator...

This:
+ Show Spoiler +
0:02.00: 50M 0G 0E 6/ 11S - Build SCV
0:19.44: 75M 0G 0E 7/ 11S - Build Refinery
0:31.61: 50M 0G 0E 7/ 11S - Build SCV
0:48.61: 73M 0G 0E 8/ 11S - Build SCV
0:49.44: 27M 0G 0E 9/ 11S - Move SCV To Gas
0:49.44: 27M 0G 0E 9/ 11S - Move SCV To Gas
0:49.44: 27M 0G 0E 9/ 11S - Move SCV To Gas
1:05.61: 84M 27G 0E 9/ 11S - Build SCV
1:22.61: 105M 59G 0E 10/ 11S - Build SCV
1:31.90: 100M 77G 0E 11/ 11S - Build Supply Depot
2:01.90: 139M 134G 0E 11/ 19S - Build SCV
2:13.38: 150M 156G 0E 12/ 19S - Build Barracks (Naked)
3:13.38: 328M 270G 0E 12/ 19S - Build Factory (Naked)
3:13.38: 178M 170G 0E 12/ 19S - Build Barracks Tech Lab
3:38.38: 261M 192G 0E 12/ 19S - Build Ghost
3:38.38: 111M 42G 0E 14/ 19S - Move SCV To Minerals
3:44.70: 150M 50G 0E 14/ 19S - Build Ghost Academy
3:44.70: 0M 0G 0E 14/ 19S - Move SCV To Gas
3:55.46: 50M 19G 0E 14/ 19S - Build SCV


Gets you a ghost, factory, and academy at 4:24, you should have 100/100 for a nuke at 4:30ish, and a nuke takes 60 in-game seconds to build if I remember correctly. So, fastest nuke should happen around 5:30.

Of course, in real-game time that's closer to 5:40-5:45, and that's without cloak.

If you wanted cloak:

+ Show Spoiler +
0:02.00: 50M 0G 0E 6/ 11S - Build SCV
0:19.00: 73M 0G 0E 7/ 11S - Build SCV
0:36.00: 106M 0G 0E 8/ 11S - Build SCV
0:53.00: 150M 0G 0E 9/ 11S - Build SCV
0:53.03: 100M 0G 0E 10/ 11S - Build Supply Depot
1:10.00: 91M 0G 0E 10/ 11S - Build SCV
1:27.00: 147M 0G 0E 11/ 19S - Build SCV
1:34.04: 150M 0G 0E 12/ 19S - Build Barracks (Naked)
1:45.14: 75M 0G 0E 12/ 19S - Build Refinery
1:56.00: 75M 0G 0E 12/ 19S - Build Refinery
2:04.11: 50M 0G 0E 12/ 19S - Build SCV
2:15.14: 70M 0G 0E 13/ 19S - Move SCV To Gas
2:15.14: 70M 0G 0E 13/ 19S - Move SCV To Gas
2:15.14: 70M 0G 0E 13/ 19S - Move SCV To Gas
2:15.14: 70M 0G 0E 13/ 19S - Move SCV To Gas
2:15.14: 70M 0G 0E 13/ 19S - Move SCV To Gas
2:36.99: 163M 50G 0E 13/ 19S - Build Ghost Academy
2:36.99: 13M 0G 0E 13/ 19S - Move SCV To Gas
2:36.99: 13M 0G 0E 13/ 19S - Move SCV To Gas
3:16.99: 155M 150G 0E 13/ 19S - Research Personal Cloaking
3:16.99: 5M 0G 0E 13/ 19S - Move SCV To Minerals
3:27.09: 50M 37G 0E 13/ 19S - Build SCV
3:37.19: 50M 73G 0E 14/ 19S - Build Barracks Tech Lab
4:05.01: 150M 148G 0E 14/ 19S - Build Factory (Naked)
4:35.97: 150M 158G 0E 14/ 19S - Build Ghost
4:46.07: 50M 45G 0E 16/ 19S - Build SCV

Waypoint 1 satisfied:
5:16.99: 166M 155G 0E 17/ 19S
Income: 381M 215G
Buildings: 1 Command Center 2 Refinery 1 Barracks 1 Ghost Academy 1 Factory 1 Tech Lab
Units: 15 SCV 1 Ghost
Research: Personal Cloaking


Add 60 seconds from about 5:00 when you have 100/100 for a nuke, so, nuke rush with cloak at 6 minutes. That's basically as fast as it's going to possibly happen and is totally unpractical in a real game due to complete lack of defenses.
TheRageKage12
Profile Joined November 2010
United States161 Posts
December 04 2010 06:42 GMT
#550
Hey CarbonTwelve,

I was looking through your code and it seems like its a bitch to debug. You emphasized efficiency when you built this, am I correct? I say this because I think that if you'd used objects or something then the code would be shorter and easier to debug.

Of course, this is just from what I've gleaned from your algorithm after a little bit of looking around. What do you think?
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 04 2010 08:41 GMT
#551
On December 04 2010 15:42 TheRageKage12 wrote:
Hey CarbonTwelve,

I was looking through your code and it seems like its a bitch to debug. You emphasized efficiency when you built this, am I correct? I say this because I think that if you'd used objects or something then the code would be shorter and easier to debug.

Of course, this is just from what I've gleaned from your algorithm after a little bit of looking around. What do you think?


I'm a bit confused by what you mean. The code does use objects where needed... It depends what you're referring to when you say it's a bitch to debug. Debugging memory leaks can be quite a bitch due to the use of memory pools, but I haven't had any leaks in ages and I doubt I'll be adding any more as I don't really need to change any of the allocation processes. It might be a little easier to view the lists and other collections if I used STL or something, but then you'd be throwing efficiency completely out the window.

Overall though, I don't really have any problems with debugging / fixing issues atm.
TheRageKage12
Profile Joined November 2010
United States161 Posts
December 04 2010 08:51 GMT
#552
Eh, I suppose you have a point. I was referring to the massive switch statements (efficient yet makes the code big). I haven't done much with memory pools though so you're probably right.

Was just a passing thought.
banned_again2
Profile Joined December 2010
24 Posts
December 04 2010 09:54 GMT
#553
Bug report: The "Cloaking Field" upgrade for banshee isn't there. (should be along with the starport upgrades)
spinal2k
Profile Joined June 2010
Portugal148 Posts
Last Edited: 2010-12-04 10:11:03
December 04 2010 10:07 GMT
#554
On December 04 2010 18:54 banned_again2 wrote:
Bug report: The "Cloaking Field" upgrade for banshee isn't there. (should be along with the starport upgrades)


i see it... scroll a bit down...
Wanna turn up the heat?
banned_again2
Profile Joined December 2010
24 Posts
December 04 2010 10:15 GMT
#555
On December 04 2010 19:07 spinal2k wrote:
Show nested quote +
On December 04 2010 18:54 banned_again2 wrote:
Bug report: The "Cloaking Field" upgrade for banshee isn't there. (should be along with the starport upgrades)


i see it... scroll a bit down...



Huh, this is what I see, and I don't seem to be able to scroll down anymore

[image loading]
fura
Profile Joined December 2010
1 Post
December 04 2010 10:24 GMT
#556
RESPECT for great work!!!

bugs: Research Nitro Packs without Build Factory
+ Show Spoiler +

0:02.00: 50M 0G 0E 6/ 11S - Build SCV
0:19.00: 73M 0G 0E 7/ 11S - Build SCV
0:36.00: 106M 0G 0E 8/ 11S - Build SCV
0:39.63: 75M 0G 0E 9/ 11S - Build Refinery
0:53.00: 65M 0G 0E 9/ 11S - Build SCV
1:08.44: 100M 0G 0E 10/ 11S - Build Supply Depot
1:17.59: 50M 0G 0E 10/ 11S - Build SCV
1:17.59: 0M 0G 0E 11/ 11S - Move SCV To Gas
1:17.59: 0M 0G 0E 11/ 11S - Move SCV To Gas
1:17.59: 0M 0G 0E 11/ 11S - Move SCV To Gas
1:38.44: 91M 36G 0E 11/ 19S - Build SCV
1:58.38: 150M 74G 0E 12/ 19S - Build Barracks (Naked)
2:07.89: 50M 92G 0E 12/ 19S - Build SCV
2:24.89: 95M 124G 0E 13/ 19S - Build SCV
2:41.63: 150M 156G 0E 14/ 19S - Build Barracks (Naked)
2:50.33: 50M 172G 0E 14/ 19S - Build SCV
2:58.38: 51M 188G 0E 15/ 19S - Build Barracks Tech Lab
3:18.87: 150M 202G 0E 15/ 19S - Build Barracks (Naked)
3:26.44: 50M 216G 0E 15/ 19S - Build Reaper
3:33.48: 50M 179G 0E 16/ 19S - Build SCV
3:41.63: 58M 195G 0E 17/ 19S - Build Barracks Tech Lab
3:53.73: 100M 193G 0E 17/ 19S - Build Supply Depot
4:06.63: 98M 217G 0E 17/ 19S - Build Reaper
4:11.44: 85M 177G 0E 18/ 19S - Build Reaper
4:23.73: 132M 150G 0E 19/ 27S - Build Marine
4:48.73: 310M 197G 0E 20/ 27S - Build Marine
4:48.73: 260M 197G 0E 21/ 27S - Research Nitro Packs


and some wishes:
1) export to YaBot (teamlequid project) or another bot for training hard build orders
2) option build "production SCV/probe non stop" (in live game, if you push is break or you cheezz are scouting , economy is very important, and two banshees with 11scv is fail (8 )
or option "economy high weight" for victory build with more best economy

PS: sorry for bad english
HTX
Profile Joined February 2010
Germany265 Posts
Last Edited: 2010-12-04 10:48:02
December 04 2010 10:38 GMT
#557
Thank you very much. Looking forward to test this stuff this weekend.

Is it possible to implement a timer for FE builds. For example:
I go 14 CC+OC in my base and want to use it as expansion later on.
So basicly a timer to set when i want to take my 1. and 2. expansion with my already existing CC.

Could you implement an option to have more than 2 CC+OC on 2 bases?

Cheers
The internet: a horrible collective liar
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2010-12-04 11:09:13
December 04 2010 11:08 GMT
#558
On December 04 2010 19:15 banned_again2 wrote:
Huh, this is what I see, and I don't seem to be able to scroll down anymore

+ Show Spoiler +
[image loading]


What resolution is your monitor? You can't scroll the waypoint display, but I've designed it around my laptop's 1280x800 display figuring that'd have to be the minimum these days.
banned_again2
Profile Joined December 2010
24 Posts
December 04 2010 11:26 GMT
#559
On December 04 2010 20:08 CarbonTwelve wrote:
Show nested quote +
On December 04 2010 19:15 banned_again2 wrote:
Huh, this is what I see, and I don't seem to be able to scroll down anymore

+ Show Spoiler +
[image loading]


What resolution is your monitor? You can't scroll the waypoint display, but I've designed it around my laptop's 1280x800 display figuring that'd have to be the minimum these days.


That was the problem indeed, I had 1280*720, thanks a lot
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 04 2010 11:30 GMT
#560
Just release version 7.3. Just a few minor fixes for Terran and implemented scouting workers & constant SCVs.

Changelog:
Constant SCVs implemented
Constant Probes reverted to idle nexus penalty
Scouting worker implemented for Zerg & Terran (Protoss already implemented)
Battlecruiser requirement fix
Ghost requirement fix
Nitro Packs requirement fix
Supply Depot requirement fix
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