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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 41

Forum Index > SC2 General
Post a Reply
Prev 1 39 40 41 42 43 76 Next
graNite
Profile Blog Joined December 2010
Germany4434 Posts
February 26 2011 08:02 GMT
#801
We need a fast update when 1.3 is out.
Be ready for it :D
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
xZiGGY
Profile Joined August 2010
United Kingdom801 Posts
March 03 2011 13:33 GMT
#802
much <3
Meh.
stealthblade78
Profile Joined February 2011
United States8 Posts
March 03 2011 15:09 GMT
#803
Wow, now I finally know how everyone is getting their fast build orders.

Hopefully this helps create lots of creative new ideas

Thanks for the program!
Ncinerate
Profile Joined October 2010
172 Posts
March 06 2011 14:46 GMT
#804
Something I've noticed... It appears that the program doesn't take into account the possibility to use extractor tricks to squeeze extra combat units in.

For example, I told the program to get me 10 fast zerglings with 7 drones, and it spits out a solution with an OL involved. In physical game testing, I can get the 10 lings out considerably quicker if I do a dual extractor trick...

Just figured I'd mention it - it might be a way for the program to shave seconds off some of the early builds. Of course, if you think it's too much work to implement for too small of a gain I respect that too!
Snoyarc
Profile Joined January 2011
United States101 Posts
March 06 2011 19:08 GMT
#805
I tried using your program for a modified 7 roach rush, with 12-15 roaches with +1 attack 2 spores(for banshees/voidrays) and 2 queens and it would Tell me to build a evo chamber and roach warren before queen so i made multiple waypoints, 1st 12 drone 2nd spawning pool and queen... and it sat on waypoint #1 for about 2 hours, just saying 9 overlord and 99.98% chance of completion... which believe it or not I already knew haha. Is there a easier or faster way to optimize this?
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
Last Edited: 2011-03-07 00:40:24
March 06 2011 20:13 GMT
#806
Hey Carbon, I tried using this to verify certain openings and ran into a problem. I was checking the timing of a 3rax(trr) marine stim push (vs Z) and it gave me this with a %44.06 completion likelyhood.

+ Show Spoiler +
10 Supply Depot
12 Refinery
13 Barracks (Naked)
14 Move SCV To Gas
14 Move SCV To Gas
15 Move SCV To Gas
16 Barracks Tech Lab
17 Barracks (Naked)
18 Stimpack
18 Move SCV To Minerals
18 Orbital Command
18 Barracks (Naked)
18 Supply Depot
18 Barracks Reactor
19 Calldown MULE
19 Barracks (Naked)
20 Marine
22 Move SCV To Minerals
22 Barracks Reactor
22 Supply Depot
22 Move SCV To Minerals
22 Marine
23 Marine
24 Marine
26 Supply Depot
26 Marine
27 Marine
28 Move SCV To Gas
29 Marine
30 Move SCV To Gas
30 Move SCV To Gas
30 Marine
32 Calldown MULE

Waypoint 1 satisfied:
5:36.96: 343M 53G 4E 32/ 43S
Income: 988M 114G
Buildings: 1 Refinery 4 Barracks 1 Orbital Command 2 Reactor 1 Tech Lab
Units: 23 SCV 8 Marine
Research: Stimpack

This concerned me because the timing was 24s faster than what I had tested. So I decided to look into this and found 2 problems. First, there is no way we can have stim anytime before 5:47 if going 12gas 13rax. Secondly, we also cannot have the 2 reactors done before ~6:00 with this build. Can you provide any insight as to why this isn't working properly?

Oh, right, I'm using ver. 1.0
Administrator
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
March 07 2011 00:50 GMT
#807
On March 06 2011 23:46 Ncinerate wrote:
Something I've noticed... It appears that the program doesn't take into account the possibility to use extractor tricks to squeeze extra combat units in.

For example, I told the program to get me 10 fast zerglings with 7 drones, and it spits out a solution with an OL involved. In physical game testing, I can get the 10 lings out considerably quicker if I do a dual extractor trick...

Just figured I'd mention it - it might be a way for the program to shave seconds off some of the early builds. Of course, if you think it's too much work to implement for too small of a gain I respect that too!


I used to have code in there to handle building & cancelling extractors so it could use it for units as well but it had some undesirable side effects so I had to take it out. I'll look to putting it back in for things like that.

On March 07 2011 04:08 Snoyarc wrote:
I tried using your program for a modified 7 roach rush, with 12-15 roaches with +1 attack 2 spores(for banshees/voidrays) and 2 queens and it would Tell me to build a evo chamber and roach warren before queen so i made multiple waypoints, 1st 12 drone 2nd spawning pool and queen... and it sat on waypoint #1 for about 2 hours, just saying 9 overlord and 99.98% chance of completion... which believe it or not I already knew haha. Is there a easier or faster way to optimize this?


How much time did you give it for waypoint 1? If it can't complete that waypoint within the time given it'll just get stuck there trying variations to accomplish that.

On March 07 2011 05:13 wo1fwood wrote:
Hey Carbon, I tried using this to verify certain openings and ran into a problem. I was checking the timing of a 3rax(trr) marine stim push (vs Z) and it gave me this with a %44.06 completion likelyhood.

+ Show Spoiler +
10 Supply Depot
12 Refinery
13 Barracks (Naked)
14 Move SCV To Gas
14 Move SCV To Gas
15 Move SCV To Gas
16 Barracks Tech Lab
17 Barracks (Naked)
18 Stimpack
18 Move SCV To Minerals
18 Orbital Command
18 Barracks (Naked)
18 Supply Depot
18 Barracks Reactor
19 Calldown MULE
19 Barracks (Naked)
20 Marine
22 Move SCV To Minerals
22 Barracks Reactor
22 Supply Depot
22 Move SCV To Minerals
22 Marine
23 Marine
24 Marine
26 Supply Depot
26 Marine
27 Marine
28 Move SCV To Gas
29 Marine
30 Move SCV To Gas
30 Move SCV To Gas
30 Marine
32 Calldown MULE

Waypoint 1 satisfied:
5:36.96: 343M 53G 4E 32/ 43S
Income: 988M 114G
Buildings: 1 Refinery 4 Barracks 1 Orbital Command 2 Reactor 1 Tech Lab
Units: 23 SCV 8 Marine
Research: Stimpack

This concerned me because the timing was 24s faster than what I had tested. So I decided to look into this and found 2 problems. First, there is no way we can have stim anytime before 5:47 if going 12gas 13rax. Secondly, we also cannot have the 2 reactors done before ~6:00 with this build. Can you provide any insight as to why this isn't working properly?

Oh, right, I'm using ver. 1.0


No, it's not Ver 1.0 - the About box doesn't get updated with the version. Look at the version in the executable name.

Why do you say it's impossible to have stim before 5:47, and 2 reactors before 6 minutes? I haven't tested this build, but given how accurate the optimiser has been so far I doubt that it's lying if it says you can do it.
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
Last Edited: 2011-03-07 04:12:24
March 07 2011 01:44 GMT
#808
No, it's not Ver 1.0 - the About box doesn't get updated with the version. Look at the version in the executable name.

Why do you say it's impossible to have stim before 5:47, and 2 reactors before 6 minutes? I haven't tested this build, but given how accurate the optimiser has been so far I doubt that it's lying if it says you can do it.
Apologies it's 9.0, read the wrong one

Edit: not satisfied I tried again to improve my time and was finally able to get stim and both reactors out by 5:45. I can live with a computer being 10 seconds better than me I think.
Administrator
Valckrie
Profile Joined August 2010
United Kingdom533 Posts
March 07 2011 19:14 GMT
#809
Is target time measured in ingame seconds, or ingame time, or real seconds / time? Does 3:00 mean 3:00 minutes ingame or 300 seconds (which is 5 minutes) ?
Fear is a 4 letter word. Why be afraid?
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
March 07 2011 21:55 GMT
#810
On March 08 2011 04:14 Valckrie wrote:
Is target time measured in ingame seconds, or ingame time, or real seconds / time? Does 3:00 mean 3:00 minutes ingame or 300 seconds (which is 5 minutes) ?


It's ingame seconds. 300 is 5 minutes game time.
ccou
Profile Joined December 2008
United States681 Posts
March 08 2011 05:43 GMT
#811
CarbonTwelve, could you implement maximums for each waypoint? I often see 5 extractors for 2 hatcheries, etc. A build may also rely on turtling with a limit of bases as well.
Wake up Mr. B!
hyunGGe
Profile Blog Joined November 2010
United States108 Posts
March 08 2011 05:48 GMT
#812
it's not working for me. says some component is missing.
Jugem-Jugem Shit-Tossing The Life Of Shin-chan's Two-Day-Old Underwear Balmung Fezalion Isaac Schneider 1/3True Love 2/3 Hangnail Anxiety Betrayal Knows My Name Or Does It Really Ignore Calls Squid Dogfish Halibut Trout-Cod Dogfish This Is a Different Dog
graNite
Profile Blog Joined December 2010
Germany4434 Posts
March 08 2011 18:11 GMT
#813
Read OP again.

Note, it requires VC++ 2010 Redistributables x86 from Microsoft to run: http://www.microsoft.com/downloads/en/details.aspx?familyid=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84&displaylang=en


Install this and you are fine.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Yaahh
Profile Joined April 2010
Germany151 Posts
March 08 2011 19:16 GMT
#814
So im a little confused about these waypoints...for exampel when i enter 2 in "Supply Depots" in waypoint 1 and 3 in waypoint 2 does it mean that i build 2 depots in the first 5 minutes and 1 additional anywhen until 10 minutes or 2 in the frist 5 minutes and 3 additional until 10 minutes?
The Touch
Profile Joined September 2010
United Kingdom667 Posts
March 08 2011 22:22 GMT
#815
On March 09 2011 04:16 Yaahh wrote:
So im a little confused about these waypoints...for exampel when i enter 2 in "Supply Depots" in waypoint 1 and 3 in waypoint 2 does it mean that i build 2 depots in the first 5 minutes and 1 additional anywhen until 10 minutes or 2 in the frist 5 minutes and 3 additional until 10 minutes?


It means that it will build at least two by the end of waypoint 1 and at least three by the end of waypoint 2. It may build more than this to satisfy the rest of your settings, however.
You Got The Touch
Effen
Profile Joined September 2010
227 Posts
March 08 2011 23:25 GMT
#816
how do we use the yabot output? cant figure out how to implement it into yabot...
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2011-03-09 22:17:08
March 09 2011 22:16 GMT
#817
On March 08 2011 14:43 ccou wrote:
CarbonTwelve, could you implement maximums for each waypoint? I often see 5 extractors for 2 hatcheries, etc. A build may also rely on turtling with a limit of bases as well.


Yes, maximums are planned. I'm hoping I'll be able to get back into development for this soon so features like this shouldn't be too far off.

On March 09 2011 08:25 Effen wrote:
how do we use the yabot output? cant figure out how to implement it into yabot...


Have a look at the YABOT forums and info. Basically you need to either open up the bank file in your Starcraft 2 folder under My Documents, or get the 3rd party program that will give you a GUI for editing it.
falstag
Profile Joined November 2010
United States55 Posts
March 10 2011 01:14 GMT
#818
great program.
anyway to force the program to use a certain opener.
17gate doesn't feel safe to me.
If he looks weird, its his placement match
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
March 10 2011 03:14 GMT
#819
On March 10 2011 10:14 falstag wrote:
great program.
anyway to force the program to use a certain opener.
17gate doesn't feel safe to me.


No way to use a specific opener (I do have plans to add that), but you can force such things by setting up a waypoint with the gateway completed by a certain time.
Derrida
Profile Joined March 2011
2885 Posts
March 12 2011 01:01 GMT
#820
Hm, I just discovered about this, it is incredible.

However, when trying out any protoss build, it says I can begin building the pylon at 44th second whereas it is virtually impossible to do it before 47th second? I've looked around in the first half a dozen pages but nothing of this sort is talked about so wanted to ask this. Am I horribly failing somewhere?

+ Show Spoiler +

0:02.00: 50M 0G 0E 6/ 10S - Build Probe
0:19.00: 73M 0G 10E 7/ 10S - (Probe Spawned)
0:19.00: 73M 0G 10E 7/ 10S - Build Probe
0:36.00: 106M 0G 19E 8/ 10S - (Probe Spawned)
0:36.00: 106M 0G 19E 8/ 10S - Build Probe
0:44.10: 100M 0G 24E 9/ 10S - Build Pylon
#1 Grubby Fan.
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