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On December 26 2010 04:36 The Touch wrote:Show nested quote +On December 21 2010 17:50 CarbonTwelve wrote:On December 21 2010 17:10 Selias wrote: While this is certainly the fastest build to archieve the result in that order, it doesn't seem to be in line with my original waypoints as my waypoint 1 did not include a stargate. An option to "disconnect" waypoints in a way that waypoint 2 simply starts with the amount of workers and minerals left from waypoint 1 would be great. What I plan to do is have a 'maximum' setting for each building (and things like workers). This way you could set your first waypoint to have a maximum of 0 stargates. Just a quick question on that, but would the program interpret '0 stargates' as meaning 0 finished stargates? It seems to me that the purpose of such an option would be to not start the building until you have a unit out to deny scouting, so it'd be pointless to have your waypoints set up as, say.. W1: Stalker by 4 mins, 0 stargates W2: 3 Void Rays by 15 mins. ... if the stalker popped out at 3:50, with the stargate finishing at 4:10, having been building for what? 30 seconds before the scout denial popped out, with the program interpreting it as simply 0 stargates until that point. Of course, we can usually manually tinker with the builds to delay the buildings by a little bit anyway, but the optimal situation would be to not have to (like the lazy asses that we are :p).
I haven't quite decided how it will work, but most likely the limit will mean that the building can't have started by the end of that waypoint.
On December 26 2010 23:38 simtom wrote: Is there a way to imput an opening for it to start with?
Not at the moment, but that is a feature I plan to implement.
On December 27 2010 17:40 Selias wrote:Not sure if this is a bug or the algorithm takes a while to solve it. Very simple setup actually. I want to do a 3 rax push with 2 reactors and back it up with medivacs later on. I even left out stim to make it easier. WP1: constant SCVs, 12 marines, 3 marauders WP2: constant SCVs, 24 marines, 6 marauders, 2 medivacs Result after like 3 minutes: + Show Spoiler +10 Supply Depot 12 Barracks (Naked) 12 Barracks (Naked) 13 Refinery 14 Marine 15 Move SCV To Gas 15 Move SCV To Gas 15 Orbital Command 15 Marine 16 Barracks Tech Lab 16 Marine 18 Calldown Extra Supplies 18 Marauder 20 Move SCV To Minerals 21 Marine 22 Marauder 24 Supply Depot 25 Marine 27 Move SCV To Gas 27 Marauder 29 Marine 31 Barracks (Naked) 32 Marine
Waypoint 1 failed: 4:59.77: 49M 39G 54E 33/ 35S Income: 672M 76G Buildings: 1 Refinery 2 Barracks 1 Orbital Command 1 Tech Lab Units: 19 SCV 6 Marine 3 Marauder Research:
34 Marine 35 Calldown Extra Supplies 35 Marine 38 Marine 39 Marine 40 Marine
Waypoint 1 satisfied: 6:14.64: 533M 134G 46E 42/ 43S Income: 820M 76G Buildings: 1 Refinery 3 Barracks 1 Orbital Command 1 Tech Lab Units: 23 SCV 12 Marine 3 Marauder Research:
Waypoint 2 failed: 6:19.17: 594M 139G 49E 42/ 43S Income: 832M 76G Buildings: 1 Refinery 3 Barracks 1 Orbital Command 1 Tech Lab Units: 24 SCV 12 Marine 3 Marauder Research:
I see you've got a 5 minute time limit for waypoint 1, what's the time limit you set for waypoint 2?
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Hmm time limit? How do I set it? So far I have only entered the settings described above. I didn't change anything else.
Edit: Ahh..."target 300" stands for 300 seconds = 5 minutes. I just set it to 20 min and now it works! Thx
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phenomenal program man, great work and i really appreciate the help :-)
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Your program is awesome !
Do you want to translate it in other language ? I'm french, ask me if you want some help.
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Great work! I'm very impressed! Just an idea I had while trying to make a build order, you could allow the waypoint time limits to be relative. Meaning be able to tell the program that you want waypoint 2 to be 1 minute after waypoint 1 is achieved. This would be useful for example with Terran, where I could for instance tell it I want an army of 16 marines and 4 mauraduars for waypoint 1, and for waypoint 2 I want stimpack (this way you could get stimpack while your army is en route to the enemy - faster than waiting to get it before sending your army out as the program can do at this point).
Thanks for your hard work!
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If I'm on a mac, how can I view this program? I don't have xcode unfortunately, but a google search recommends a C++ compiler called Eclipse. Would that be an alternative to the program you suggest?
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On January 02 2011 09:33 Quixxotik wrote: If I'm on a mac, how can I view this program? I don't have xcode unfortunately, but a google search recommends a C++ compiler called Eclipse. Would that be an alternative to the program you suggest?
You won't be able to compile the code for Mac. There's a lot of Windows specific code in there. I'm working on a cross platform system atm, but I've been rather busy of late so progress is going very slow. If you can't run boot camp or anything then unfortunately you'll just have to wait until I can make the code platform independent.
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Awww all right. I have a Windows 7 disk actually, I guess I now have a reason to install it.
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On December 27 2010 17:59 CarbonTwelve wrote: I haven't quite decided how it will work, but most likely the limit will mean that the building can't have started by the end of that waypoint.
That's a little counter-intuitive since for positive conditions, you specify for the number of units/buildings built, not in construction.
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On January 02 2011 14:30 ccou wrote:Show nested quote +On December 27 2010 17:59 CarbonTwelve wrote: I haven't quite decided how it will work, but most likely the limit will mean that the building can't have started by the end of that waypoint.
That's a little counter-intuitive since for positive conditions, you specify for the number of units/buildings built, not in construction.
Yes, but at the same time the main reason you would want to limit a building is because you don't want it scouted, which means you don't want it under construction by time X. I might play with them and see how it feels with each way...
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On January 03 2011 13:43 methoDDD wrote: zerg plz !
Huh? It does do Zerg...
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ok i tried looking through the posts and searching but i need a help page to work this thing sry if it in there somewhere but i didnt see it. can anyone link it to me if its there or explain it if u got time?
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On January 05 2011 01:59 Wilkiag wrote: ok i tried looking through the posts and searching but i need a help page to work this thing sry if it in there somewhere but i didnt see it. can anyone link it to me if its there or explain it if u got time?
There's no guide or anything, but it should be pretty straight forward. After you start it up, choose the race you want, then enter the units you want to get, and click Start. It'll then start testing build orders to find the fastest way to achieve what you wanted.
You can use the waypoints if you want to achieve things in a certain order by specific times, and there are a few other things to play with, but they also should be pretty straight forward to work out.
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ok thanks for the help and thanks for the program
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Great program! I'm a huge fan of GA...
However, I have one suggestion: How about the YABOT-format as an output format? Would make it easy to test and learn the new BOs... I don't think that would be a lot of work, and it would even increase the greatness of your program :-)
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On January 05 2011 07:41 Tibson wrote: Great program! I'm a huge fan of GA...
However, I have one suggestion: How about the YABOT-format as an output format? Would make it easy to test and learn the new BOs...
I'd love to support the YABOT format, however I can't find any information to tell me about the format, and last time I asked I didn't get a response. If you can get me some information about it I might be able to put it in.
I don't think that would be a lot of work, and it would even increase the greatness of your program :-)
I always find it funny when people say they think the feature they want wouldn't be much work
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Love the program, used something similar at uni in my evolution courses. I'm having some trouble making it do what I want though.
I want to see how fast I can get 1 siege tank + siege mode, and have constant marine production during this build. Would I just set a high number for marines and see what it does? Or run it for ONLY making the siege tank + siege mode first, then factor in how many marines I could make in that time limit ([end time - time rax finishes] / marine build time), and then run it a second time with that many marines and see the result?
And what if I want to expand immediately after getting siege mode finished? I tried having the siege tank + siege mode as waypoint 1, and expanding as waypoint 2, but it was telling me to start building the CC before the tank has even started. I don't want to expand until I have the tank for protection, is there a way I can tell it not to start the expansion till then?
Oh, and you can make a worker scout, and then die or return? Very awesome dude!
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On January 05 2011 21:22 Avelestar wrote: I want to see how fast I can get 1 siege tank + siege mode, and have constant marine production during this build. Would I just set a high number for marines and see what it does? Or run it for ONLY making the siege tank + siege mode first, then factor in how many marines I could make in that time limit ([end time - time rax finishes] / marine build time), and then run it a second time with that many marines and see the result?
There's nothing to allow you to do that at the moment. Work around would be to make the siege tank & siege mode on their own, then just add in more marines up until the time gets affected.
And what if I want to expand immediately after getting siege mode finished? I tried having the siege tank + siege mode as waypoint 1, and expanding as waypoint 2, but it was telling me to start building the CC before the tank has even started. I don't want to expand until I have the tank for protection, is there a way I can tell it not to start the expansion till then?
Again, nothing to allow you to do that, but it is a planned feature to be able to set maximums, so you'd set a maximum of 1 CC for the first waypoint then have 2 CCs as the requirement for the second waypoint.
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sry again but im trying to use the way-points to get out a stalkers two zealots and a sentry by a certain time then so on till the end where i have in the army i want with the upgrades but it is not giving anything past the first way-point......i guess i am really screwing this up. do u have to click on the upgrades u want in every way point or does it remember also do u need to add the units up? if i want 7 zealots by way point 3 and 1 on way-point 1 do i need to put 6 in way-point 3 and then 7 in target or what? thanks again for the help and the work u put into this.
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