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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 31

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CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 07 2010 10:51 GMT
#601
Time for a new release. Not a big one, but still figured it was worthy of v8 instead of v7.4

v8 release

Changelog:
Multiple output options
Terran nukes implemented
Nitro packs requirements hopefully fixed this time
Larva cap spawn delay fixed
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
December 07 2010 13:26 GMT
#602
On December 07 2010 17:19 CarbonTwelve wrote:
Show nested quote +
On December 07 2010 15:22 Black Gun wrote:
On December 07 2010 15:18 CarbonTwelve wrote:


Then select the race you want, enter what units you want it to get, click start and it will start running and give you the build order to get you what you asked for as fast as possible. Depending on how complicated it is, it may take a while to get to the best build order - use the Completion Likelihood percentage as an indicator (once it gets to 80+% you can feel pretty confident that it's got the best result).

hmmm.... a minor suggestion: u should write "completion likelihood" instead of "completion" in the gui. until i read the quoted explanation of yours, i thought the completion field in the gui was a (deterministic) countdown until a preset maximum number of iterations without improvement has passed. (although.... would any1 besides me even care about this distinction? XD)


Umm, the GUI does say "Completion likelihood"


not for me....

+ Show Spoiler [pic] +
[image loading]
"What am I supposed to do against this?" - "Lose!" :-]
icezar
Profile Joined June 2010
Germany240 Posts
December 07 2010 14:34 GMT
#603
On December 07 2010 19:51 CarbonTwelve wrote:
Time for a new release. Not a big one, but still figured it was worthy of v8 instead of v7.4

v8 release

Changelog:
Multiple output options
Terran nukes implemented
Nitro packs requirements hopefully fixed this time
Larva cap spawn delay fixed


Thank You! You can really see the larva fix, now i get slightly better builds for zerg.

It is amazing how for a 9 min mark goal the opening is not so important.
You can force any pool or hatch first and the difference is just a few seconds.
insectoceanx
Profile Blog Joined December 2008
United States331 Posts
December 07 2010 14:49 GMT
#604
On December 07 2010 23:34 icezar wrote:


Thank You! You can really see the larva fix, now i get slightly better builds for zerg.

It is amazing how for a 9 min mark goal the opening is not so important.
You can force any pool or hatch first and the difference is just a few seconds.


This is something that should make you ask if the initial opening does not matter should you not use the safest build possible. Someone has a thread on here arguing that hatch first is not that economically superior, and as you have said at the 9 minute mark it does not matter. Now by going hatch first you are giving up map control. A fast pool build however has the benefit of getting a very fast queen, still expoing at 16-18, getting ling speed, or teching roaches or banelings all the while maintaining map control so that you can have a pretty good idea of when you can drone and when you cannot.

I have been loving the opening
11 extractor trick
11 pool
10 lord
11 drone extractor trick then scout with this drone

Depending on if you have scouted him you can do whatever from this point. I like either going 14 gas 18 expand speedling or throw down my expo faster and get roaches. The fast hatch makes expoing very safe as you can have 2 queens up very fast and start spreading creep right away. If i elect to expo depending on how fast i either use my first or second energy on a creep tumor.
icezar
Profile Joined June 2010
Germany240 Posts
December 07 2010 14:56 GMT
#605
On December 07 2010 23:49 insectoceanx wrote:
Show nested quote +
On December 07 2010 23:34 icezar wrote:


Thank You! You can really see the larva fix, now i get slightly better builds for zerg.

It is amazing how for a 9 min mark goal the opening is not so important.
You can force any pool or hatch first and the difference is just a few seconds.


This is something that should make you ask if the initial opening does not matter should you not use the safest build possible. Someone has a thread on here arguing that hatch first is not that economically superior, and as you have said at the 9 minute mark it does not matter. Now by going hatch first you are giving up map control. A fast pool build however has the benefit of getting a very fast queen, still expoing at 16-18, getting ling speed, or teching roaches or banelings all the while maintaining map control so that you can have a pretty good idea of when you can drone and when you cannot.

I have been loving the opening
11 extractor trick
11 pool
10 lord
11 drone extractor trick then scout with this drone

Depending on if you have scouted him you can do whatever from this point. I like either going 14 gas 18 expand speedling or throw down my expo faster and get roaches. The fast hatch makes expoing very safe as you can have 2 queens up very fast and start spreading creep right away. If i elect to expo depending on how fast i either use my first or second energy on a creep tumor.


I think that is a little at the limit, from what i see pool before OV tends not to be so good.
alcaras
Profile Joined July 2010
United States67 Posts
Last Edited: 2010-12-07 17:22:37
December 07 2010 17:22 GMT
#606
I'd love to see a feature that takes into account that not all Orbital Commands are necessarily at an expansion, e.g. see these builds: http://www.teamliquid.net/forum/viewmessage.php?topic_id=173703 You can do some really nifty things with free-standing Orbitals.

Similarly, a way to select how many "bases" want to be on for a certain build. e.g. Is this a one-base, two-base, or three base?

And finally, it'd be nice to just select a number of unit producing structures (e.g. 3 1 2 rax fact star) and select what units we'd like out of them and then optimize to maximize production time (instead of going for raw numbers of units -- right now I use a separate spreadsheet to reverse engineer how many units I should be going for).

Thank you for this amazing piece of software!
http://subcreation.net/ http://twitch.tv/alcaras/
aeon235
Profile Joined December 2010
2 Posts
December 07 2010 20:16 GMT
#607
I love this program. Bug with Terran nuke though: Arm Nuke action should require a Factory.

Keep up the good work!
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 07 2010 20:29 GMT
#608
On December 07 2010 22:26 Black Gun wrote:
Show nested quote +
On December 07 2010 17:19 CarbonTwelve wrote:
On December 07 2010 15:22 Black Gun wrote:
On December 07 2010 15:18 CarbonTwelve wrote:


Then select the race you want, enter what units you want it to get, click start and it will start running and give you the build order to get you what you asked for as fast as possible. Depending on how complicated it is, it may take a while to get to the best build order - use the Completion Likelihood percentage as an indicator (once it gets to 80+% you can feel pretty confident that it's got the best result).

hmmm.... a minor suggestion: u should write "completion likelihood" instead of "completion" in the gui. until i read the quoted explanation of yours, i thought the completion field in the gui was a (deterministic) countdown until a preset maximum number of iterations without improvement has passed. (although.... would any1 besides me even care about this distinction? XD)


Umm, the GUI does say "Completion likelihood"


not for me....

+ Show Spoiler [pic] +
[image loading]


Interesting. Have you set up custom fonts in your display settings? Or a non-standard theme? The font used in the labels and window titles is different to normal, so I'm guessing there isn't enough room for 'likelihood' in the label, hence it's not displaying it.

Here's what it should look like:
[image loading]
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 07 2010 21:55 GMT
#609
On December 08 2010 05:16 aeon235 wrote:
I love this program. Bug with Terran nuke though: Arm Nuke action should require a Factory.


Thanks for that, didn't know about that requirement
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
December 07 2010 22:46 GMT
#610
I can't wait for this to get updated to reflect the new patch. 35-second Phoenixes have some truly frightening possibilities
He drone drone drone. Me win. - ogsMC
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 07 2010 22:49 GMT
#611
On December 08 2010 07:46 awesomoecalypse wrote:
I can't wait for this to get updated to reflect the new patch. 35-second Phoenixes have some truly frightening possibilities


Yeah I'm kinda uncertain what I want to do about that. When I first started I was considering supporting multiple versions (so you'd select if you want to test against v1.1 or v1.2), but it'd be kind of nasty to try and set it up and then I figured that SC2 doesn't have PTRs, so everyone should only ever be using the same version. Now Blizzard has gone and screwed me over

I think in the end I'll just have to leave it as supporting whatever the live version is. The alternative requires duplicating so much code that I really don't think it'll be worth the effort for those short periods of overlap (ie, when PTR is up).
Vrynn
Profile Joined December 2010
France3 Posts
December 07 2010 22:55 GMT
#612
Hi Carbon12 ! First of all, thanks for your tool ! It's great ! Often it really gave me unconventional ways to build a long-term BO.

I've two comments/questions though.

The first is that when I launch your tool (no matter the version), the tabs (settings/target/waypoint etc.) got not labels in them. This is only a graphic glitch but is there a way to fix that (may be I've to download a library I dunno) ?

My second question is more about adding a bit of realism to the Protoss BO. Is it possible to consider that everytime you warp a building, one probe is out of the mineral line for 2 seconds. That may be nothing but as nobody build all their base directly at their mineral line it would give more realistic timers for the targets,specially in front of timed T push.

However, the tool is really great. So that's just a minor "interesting" (imo) upgrade.

PS: I've been noticing that sometimes the program is putting 4 probes@Gas (on the same assim.). This has already been underlined before but shouldn't you put the gas saturation at 3 (except if I'm wrong, there is no interest to put four instead of 3). The only reason I may see is that the program pulled out a probe from the gas line to build the latest buildind and put it back after.
As the speed of light is faster than the speed of sound you will often consider somebody as brilliant until he opens his mouth !
manicshock
Profile Joined November 2010
Canada741 Posts
December 07 2010 23:12 GMT
#613
I was wondering, is it possible to set it up so that if I'm going bunker at waypoint 1 can it salvage it later like set it up so salvage at waypoint 2?
Never argue with an idiot. They will just drag you down to their level and beat you with experience.
friendo
Profile Joined December 2010
46 Posts
December 07 2010 23:24 GMT
#614
wow this looks really interesting

I use a Mac - any chance of someone putting up a web interface for this?
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 07 2010 23:39 GMT
#615
On December 08 2010 07:55 Vrynn wrote:
Hi Carbon12 ! First of all, thanks for your tool ! It's great ! Often it really gave me unconventional ways to build a long-term BO.


Cool, it's great to hear that

The first is that when I launch your tool (no matter the version), the tabs (settings/target/waypoint etc.) got not labels in them. This is only a graphic glitch but is there a way to fix that (may be I've to download a library I dunno) ?


Someone else has had a similar issue (there's an item on the google code for that). Unfortunately I don't have a way to replicate it, and without that I can't do much to fix it. I suspect it might have something to do with fonts though (similar to the issue Black Gun has with completion & other labels). Either way, I'll be switching to a cross platform GUI hopefully sometime soon, so the issue should just go away at that point

My second question is more about adding a bit of realism to the Protoss BO. Is it possible to consider that everytime you warp a building, one probe is out of the mineral line for 2 seconds. That may be nothing but as nobody build all their base directly at their mineral line it would give more realistic timers for the targets,specially in front of timed T push.


It already does that. Most buildings built cause a probe to be pulled off the mineral line for 10s (I think assimilators it's 4s, and nexi 30s).

PS: I've been noticing that sometimes the program is putting 4 probes@Gas (on the same assim.). This has already been underlined before but shouldn't you put the gas saturation at 3 (except if I'm wrong, there is no interest to put four instead of 3). The only reason I may see is that the program pulled out a probe from the gas line to build the latest buildind and put it back after.


A lot of people report this issue, but it's because I use Piousflea's measurements for income rates which suggests that some geysers need 4 workers for full saturation. As such I assume there's one close geyser and one far away, so the second geyser might have 4 workers on it if it's a gas intensive build.

You can look at his measurements here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=140055
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2010-12-07 23:46:29
December 07 2010 23:41 GMT
#616
On December 08 2010 08:12 manicshock wrote:
I was wondering, is it possible to set it up so that if I'm going bunker at waypoint 1 can it salvage it later like set it up so salvage at waypoint 2?


I hadn't considered salvaging before. I can add that in.

On December 08 2010 08:24 friendo wrote:
wow this looks really interesting

I use a Mac - any chance of someone putting up a web interface for this?


Sorry, a web interface won't be possible due to the design of the program. However, as above I'm planning to convert it to a cross platform system, so hopefully once the GUI is done then it won't be much more involved to get it to compile for other systems.
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
Last Edited: 2010-12-07 23:54:08
December 07 2010 23:50 GMT
#617
On December 08 2010 07:55 Vrynn wrote:


My second question is more about adding a bit of realism to the Protoss BO. Is it possible to consider that everytime you warp a building, one probe is out of the mineral line for 2 seconds.


no guarantee, but some pages ago, carbontwelve said that its assumed that workers need 5 seconds of travel time on average for each building being built. (5 seconds to the building location, 5 seconds back.)



PS: I've been noticing that sometimes the program is putting 4 probes@Gas (on the same assim.). This has already been underlined before but shouldn't you put the gas saturation at 3 (except if I'm wrong, there is no interest to put four instead of 3). The only reason I may see is that the program pulled out a probe from the gas line to build the latest buildind and put it back after.



there are threads on tl which clearly show that not all geysers are fully saturated with 3 workers only. (particularly those located diagonal from ur cc.) his script assumes that 1 of the 2 geysers of each base is of this type, so that u need 7 scvs on gas per base for perfect gas saturation.



edit: i second the request for salvaging bunkers. that would be very helpful.

and btw yes, i indeed dont use the custom font settings. im using tahoma for almost any windows texts.

"What am I supposed to do against this?" - "Lose!" :-]
FEiN
Profile Joined July 2010
United Kingdom91 Posts
Last Edited: 2010-12-08 00:02:38
December 08 2010 00:01 GMT
#618
Pretty awesome, from a programming standpoint why is this happening? My target,

1 OC
1 Planetary
1 Thor
2 Marines

The current line of build orders is looking like this,

+ Show Spoiler +

10 Supply Depot
10 Refinery
14 Command Center
17 Command Center
18 Barracks (Naked)
19 Move SCV To Gas
25 Command Center
31 Refinery
31 Orbital Command
33 Move SCV To Gas
33 Orbital Command
33 Move SCV To Gas
34 Supply Depot
37 Calldown MULE
37 Command Center
38 Calldown MULE
38 Move SCV To Gas
46 Refinery
46 Command Center
48 Supply Depot
48 Refinery
51 Refinery
54 Calldown MULE
55 Command Center
57 Refinery
58 Refinery
59 Refinery
60 Move SCV To Gas
61 Refinery
61 Refinery
61 Move SCV To Gas
61 Refinery
63 Command Center
65 Command Center
72 Supply Depot
74 Move SCV To Gas
81 Move SCV To Gas
81 Calldown MULE
85 Refinery
86 Move SCV To Gas
86 Command Center
86 Move SCV To Gas
87 Move SCV To Gas
88 Move SCV To Gas
88 Refinery
88 Move SCV To Gas
88 Move SCV To Gas
89 Move SCV To Gas
89 Refinery
89 Refinery
90 Move SCV To Gas
92 Command Center
92 Move SCV To Gas
92 Move SCV To Gas
93 Command Center
97 Move SCV To Gas
98 Move SCV To Gas
99 Move SCV To Gas
99 Move SCV To Gas
99 Move SCV To Gas
100 Move SCV To Gas
100 Command Center
100 Move SCV To Gas
100 Move SCV To Gas
100 Move SCV To Gas
102 Move SCV To Gas
103 Move SCV To Gas
103 Move SCV To Gas
103 Move SCV To Gas
103 Calldown MULE
103 Refinery
103 Move SCV To Gas
108 Move SCV To Gas
108 Move SCV To Gas
109 Move SCV To Gas
109 Move SCV To Gas
109 Move SCV To Gas
109 Move SCV To Gas
109 Move SCV To Gas
109 Move SCV To Gas
109 Move SCV To Gas
109 Refinery
112 Refinery
112 Calldown MULE
112 Refinery
113 Move SCV To Gas
113 Move SCV To Gas
113 Move SCV To Gas
113 Move SCV To Gas
113 Move SCV To Gas
115 Move SCV To Gas
115 Marine
117 Refinery
123 Command Center
123 Move SCV To Gas
124 Calldown MULE
124 Move SCV To Gas
124 Move SCV To Gas
124 Move SCV To Gas
124 Move SCV To Gas
124 Move SCV To Gas
125 Move SCV To Gas
127 Orbital Command
129 Refinery
132 Orbital Command
135 Calldown MULE
136 Move SCV To Gas
136 Move SCV To Gas
138 Move SCV To Gas
138 Command Center
138 Refinery
138 Move SCV To Gas
138 Move SCV To Gas
139 Move SCV To Gas
140 Calldown MULE
140 Move SCV To Gas
140 Move SCV To Gas
142 Refinery
142 Refinery
142 Command Center
143 Move SCV To Gas
147 Calldown MULE
147 Refinery
147 Refinery
147 Command Center
147 Move SCV To Gas
147 Move SCV To Gas
154 Refinery
158 Move SCV To Gas
158 Move SCV To Gas
161 Move SCV To Gas
163 Move SCV To Gas
163 Command Center
163 Command Center
163 Move SCV To Gas
163 Move SCV To Gas
163 Move SCV To Gas
163 Move SCV To Gas
163 Factory (Naked)
163 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
165 Refinery
165 Move SCV To Gas
165 Move SCV To Gas
166 Orbital Command
167 Orbital Command
167 Orbital Command
167 Calldown MULE
167 Refinery
167 Orbital Command
167 Refinery
167 Orbital Command
167 Refinery
167 Refinery
167 Move SCV To Gas
167 Move SCV To Gas
167 Calldown MULE
167 Orbital Command
167 Orbital Command
167 Orbital Command
171 Refinery
171 Move SCV To Gas
171 Refinery
172 Move SCV To Gas
172 Refinery
172 Command Center
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Command Center
175 Orbital Command
175 Calldown MULE
175 Orbital Command
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Command Center
175 Orbital Command
175 Calldown MULE
175 Orbital Command
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Orbital Command
175 Calldown MULE
175 Calldown MULE
175 Move SCV To Gas
175 Move SCV To Gas
176 Calldown MULE
178 Move SCV To Gas
181 Calldown MULE
181 Command Center
181 Move SCV To Gas
181 Move SCV To Gas
181 Move SCV To Gas
184 Calldown MULE
184 Move SCV To Gas
184 Refinery
184 Calldown MULE
184 Move SCV To Gas
184 Refinery
184 Calldown MULE
184 Barracks Reactor
184 Refinery
184 Calldown MULE
184 Calldown MULE
184 Calldown MULE
184 Move SCV To Gas
186 Command Center
188 Calldown MULE
188 Move SCV To Gas
188 Orbital Command
188 Move SCV To Gas
188 Calldown MULE
188 Move SCV To Gas
188 Move SCV To Gas
188 Orbital Command
188 Refinery
188 Refinery
188 Calldown MULE
188 Refinery
188 Move SCV To Gas
188 Calldown MULE
188 Command Center
188 Move SCV To Gas
188 Move SCV To Gas
188 Move SCV To Gas
188 Command Center
188 Move SCV To Gas
188 Command Center
188 Command Center
188 Refinery
189 Move SCV To Gas
189 Refinery
189 Calldown MULE
189 Refinery
189 Command Center
189 Move SCV To Gas
189 Move SCV To Gas
189 Move SCV To Gas
189 Move SCV To Gas
190 Calldown MULE
190 Armory
190 Refinery
190 Refinery
190 Move SCV To Gas
190 Move SCV To Gas
190 Move SCV To Gas
190 Move SCV To Gas
190 Move SCV To Gas
191 Refinery
191 Refinery
191 Refinery
191 Orbital Command
191 Move SCV To Gas
191 Move SCV To Gas
191 Refinery
191 Calldown MULE
191 Calldown MULE
191 Calldown MULE
191 Move SCV To Gas
191 Move SCV To Gas
191 Move SCV To Gas
191 Move SCV To Gas
191 Move SCV To Gas
191 Move SCV To Gas
191 Move SCV To Gas
191 Move SCV To Gas
191 Calldown MULE
191 Orbital Command
191 Calldown MULE
191 Command Center
193 Orbital Command
193 Refinery
193 Move SCV To Gas
193 Orbital Command
193 Refinery
193 Move SCV To Gas
193 Orbital Command
193 Refinery
193 Calldown MULE
193 Command Center
193 Calldown MULE
193 Calldown MULE
193 Orbital Command
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Move SCV To Gas
193 Move SCV To Gas
193 Move SCV To Gas
193 Move SCV To Gas
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Refinery
193 Calldown MULE
193 Move SCV To Gas
193 Move SCV To Gas
193 Move SCV To Gas
193 Move SCV To Gas
193 Calldown MULE
193 Calldown MULE
193 Refinery
193 Refinery
193 Refinery
193 Refinery
193 Refinery
193 Refinery
193 Refinery
193 Move SCV To Gas
193 Command Center
193 Move SCV To Gas
193 Move SCV To Gas
193 Command Center
193 Calldown MULE
193 Calldown MULE
193 Refinery
193 Move SCV To Gas
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Refinery
193 Calldown MULE
193 Calldown MULE
193 Refinery
193 Command Center
193 Refinery
193 Calldown MULE
193 Calldown MULE
193 Orbital Command
193 Refinery
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Marine
194 Move SCV To Gas
194 Factory Tech Lab
194 Refinery
194 Calldown MULE
194 Refinery
194 Command Center
194 Orbital Command
194 Calldown MULE
194 Command Center
194 Orbital Command
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Refinery
194 Calldown MULE
194 Refinery
194 Refinery
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Refinery
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Orbital Command
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Move SCV To Gas
194 Calldown MULE
194 Orbital Command
194 Calldown MULE
194 Orbital Command
194 Orbital Command
194 Command Center
194 Move SCV To Gas
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Refinery
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Orbital Command
194 Orbital Command
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Orbital Command
194 Calldown MULE
194 Refinery
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Orbital Command
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Orbital Command
194 Thor

Waypoint 1 failed:
24:59.94: 40701M 72553G 87E 200/200S
Income: 1170M 5801G
Buildings: 74 Refinery 1 Barracks 37 Orbital Command 1 Factory 1 Armory 1 Reactor 1 Tech Lab
Units: 192 SCV 2 Marine 1 Thor
Research:


Is there nothing which says if(current == target){ DONT BUILD MORE } ?
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 08 2010 00:05 GMT
#619
On December 08 2010 09:01 FEiN wrote:
Pretty awesome, from a programming standpoint why is this happening? My target,

1 OC
1 Planetary
1 Thor
2 Marines

The current line of build orders is looking like this,

+ Show Spoiler +

10 Supply Depot
10 Refinery
14 Command Center
17 Command Center
18 Barracks (Naked)
19 Move SCV To Gas
25 Command Center
31 Refinery
31 Orbital Command
33 Move SCV To Gas
33 Orbital Command
33 Move SCV To Gas
34 Supply Depot
37 Calldown MULE
37 Command Center
38 Calldown MULE
38 Move SCV To Gas
46 Refinery
46 Command Center
48 Supply Depot
48 Refinery
51 Refinery
54 Calldown MULE
55 Command Center
57 Refinery
58 Refinery
59 Refinery
60 Move SCV To Gas
61 Refinery
61 Refinery
61 Move SCV To Gas
61 Refinery
63 Command Center
65 Command Center
72 Supply Depot
74 Move SCV To Gas
81 Move SCV To Gas
81 Calldown MULE
85 Refinery
86 Move SCV To Gas
86 Command Center
86 Move SCV To Gas
87 Move SCV To Gas
88 Move SCV To Gas
88 Refinery
88 Move SCV To Gas
88 Move SCV To Gas
89 Move SCV To Gas
89 Refinery
89 Refinery
90 Move SCV To Gas
92 Command Center
92 Move SCV To Gas
92 Move SCV To Gas
93 Command Center
97 Move SCV To Gas
98 Move SCV To Gas
99 Move SCV To Gas
99 Move SCV To Gas
99 Move SCV To Gas
100 Move SCV To Gas
100 Command Center
100 Move SCV To Gas
100 Move SCV To Gas
100 Move SCV To Gas
102 Move SCV To Gas
103 Move SCV To Gas
103 Move SCV To Gas
103 Move SCV To Gas
103 Calldown MULE
103 Refinery
103 Move SCV To Gas
108 Move SCV To Gas
108 Move SCV To Gas
109 Move SCV To Gas
109 Move SCV To Gas
109 Move SCV To Gas
109 Move SCV To Gas
109 Move SCV To Gas
109 Move SCV To Gas
109 Move SCV To Gas
109 Refinery
112 Refinery
112 Calldown MULE
112 Refinery
113 Move SCV To Gas
113 Move SCV To Gas
113 Move SCV To Gas
113 Move SCV To Gas
113 Move SCV To Gas
115 Move SCV To Gas
115 Marine
117 Refinery
123 Command Center
123 Move SCV To Gas
124 Calldown MULE
124 Move SCV To Gas
124 Move SCV To Gas
124 Move SCV To Gas
124 Move SCV To Gas
124 Move SCV To Gas
125 Move SCV To Gas
127 Orbital Command
129 Refinery
132 Orbital Command
135 Calldown MULE
136 Move SCV To Gas
136 Move SCV To Gas
138 Move SCV To Gas
138 Command Center
138 Refinery
138 Move SCV To Gas
138 Move SCV To Gas
139 Move SCV To Gas
140 Calldown MULE
140 Move SCV To Gas
140 Move SCV To Gas
142 Refinery
142 Refinery
142 Command Center
143 Move SCV To Gas
147 Calldown MULE
147 Refinery
147 Refinery
147 Command Center
147 Move SCV To Gas
147 Move SCV To Gas
154 Refinery
158 Move SCV To Gas
158 Move SCV To Gas
161 Move SCV To Gas
163 Move SCV To Gas
163 Command Center
163 Command Center
163 Move SCV To Gas
163 Move SCV To Gas
163 Move SCV To Gas
163 Move SCV To Gas
163 Factory (Naked)
163 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
164 Move SCV To Gas
165 Refinery
165 Move SCV To Gas
165 Move SCV To Gas
166 Orbital Command
167 Orbital Command
167 Orbital Command
167 Calldown MULE
167 Refinery
167 Orbital Command
167 Refinery
167 Orbital Command
167 Refinery
167 Refinery
167 Move SCV To Gas
167 Move SCV To Gas
167 Calldown MULE
167 Orbital Command
167 Orbital Command
167 Orbital Command
171 Refinery
171 Move SCV To Gas
171 Refinery
172 Move SCV To Gas
172 Refinery
172 Command Center
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Command Center
175 Orbital Command
175 Calldown MULE
175 Orbital Command
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Command Center
175 Orbital Command
175 Calldown MULE
175 Orbital Command
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Move SCV To Gas
175 Orbital Command
175 Calldown MULE
175 Calldown MULE
175 Move SCV To Gas
175 Move SCV To Gas
176 Calldown MULE
178 Move SCV To Gas
181 Calldown MULE
181 Command Center
181 Move SCV To Gas
181 Move SCV To Gas
181 Move SCV To Gas
184 Calldown MULE
184 Move SCV To Gas
184 Refinery
184 Calldown MULE
184 Move SCV To Gas
184 Refinery
184 Calldown MULE
184 Barracks Reactor
184 Refinery
184 Calldown MULE
184 Calldown MULE
184 Calldown MULE
184 Move SCV To Gas
186 Command Center
188 Calldown MULE
188 Move SCV To Gas
188 Orbital Command
188 Move SCV To Gas
188 Calldown MULE
188 Move SCV To Gas
188 Move SCV To Gas
188 Orbital Command
188 Refinery
188 Refinery
188 Calldown MULE
188 Refinery
188 Move SCV To Gas
188 Calldown MULE
188 Command Center
188 Move SCV To Gas
188 Move SCV To Gas
188 Move SCV To Gas
188 Command Center
188 Move SCV To Gas
188 Command Center
188 Command Center
188 Refinery
189 Move SCV To Gas
189 Refinery
189 Calldown MULE
189 Refinery
189 Command Center
189 Move SCV To Gas
189 Move SCV To Gas
189 Move SCV To Gas
189 Move SCV To Gas
190 Calldown MULE
190 Armory
190 Refinery
190 Refinery
190 Move SCV To Gas
190 Move SCV To Gas
190 Move SCV To Gas
190 Move SCV To Gas
190 Move SCV To Gas
191 Refinery
191 Refinery
191 Refinery
191 Orbital Command
191 Move SCV To Gas
191 Move SCV To Gas
191 Refinery
191 Calldown MULE
191 Calldown MULE
191 Calldown MULE
191 Move SCV To Gas
191 Move SCV To Gas
191 Move SCV To Gas
191 Move SCV To Gas
191 Move SCV To Gas
191 Move SCV To Gas
191 Move SCV To Gas
191 Move SCV To Gas
191 Calldown MULE
191 Orbital Command
191 Calldown MULE
191 Command Center
193 Orbital Command
193 Refinery
193 Move SCV To Gas
193 Orbital Command
193 Refinery
193 Move SCV To Gas
193 Orbital Command
193 Refinery
193 Calldown MULE
193 Command Center
193 Calldown MULE
193 Calldown MULE
193 Orbital Command
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Move SCV To Gas
193 Move SCV To Gas
193 Move SCV To Gas
193 Move SCV To Gas
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Refinery
193 Calldown MULE
193 Move SCV To Gas
193 Move SCV To Gas
193 Move SCV To Gas
193 Move SCV To Gas
193 Calldown MULE
193 Calldown MULE
193 Refinery
193 Refinery
193 Refinery
193 Refinery
193 Refinery
193 Refinery
193 Refinery
193 Move SCV To Gas
193 Command Center
193 Move SCV To Gas
193 Move SCV To Gas
193 Command Center
193 Calldown MULE
193 Calldown MULE
193 Refinery
193 Move SCV To Gas
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Refinery
193 Calldown MULE
193 Calldown MULE
193 Refinery
193 Command Center
193 Refinery
193 Calldown MULE
193 Calldown MULE
193 Orbital Command
193 Refinery
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Calldown MULE
193 Marine
194 Move SCV To Gas
194 Factory Tech Lab
194 Refinery
194 Calldown MULE
194 Refinery
194 Command Center
194 Orbital Command
194 Calldown MULE
194 Command Center
194 Orbital Command
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Refinery
194 Calldown MULE
194 Refinery
194 Refinery
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Refinery
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Orbital Command
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Move SCV To Gas
194 Calldown MULE
194 Orbital Command
194 Calldown MULE
194 Orbital Command
194 Orbital Command
194 Command Center
194 Move SCV To Gas
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Refinery
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Orbital Command
194 Orbital Command
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Orbital Command
194 Calldown MULE
194 Refinery
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Orbital Command
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Calldown MULE
194 Orbital Command
194 Thor

Waypoint 1 failed:
24:59.94: 40701M 72553G 87E 200/200S
Income: 1170M 5801G
Buildings: 74 Refinery 1 Barracks 37 Orbital Command 1 Factory 1 Armory 1 Reactor 1 Tech Lab
Units: 192 SCV 2 Marine 1 Thor
Research:


Is there nothing which says if(current == target){ DONT BUILD MORE } ?


It's just a problem with planetary fortresses being broken. Because it never satisfies the PF requirement it spends all its time trying to maximise econ in the hope that that will help it achieve the result within the time limit. I'll get PFs fixed up soon (tonight most likely).
Tiutababo
Profile Joined December 2010
Singapore11 Posts
December 08 2010 05:51 GMT
#620
Awesome program.

Is it possible to add inbase OC as an addtional terran building, so that the program will consider building those for extra income (mules) and extra supply?
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