
Be ready for it :D
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graNite
Germany4434 Posts
![]() Be ready for it :D | ||
xZiGGY
United Kingdom801 Posts
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stealthblade78
United States8 Posts
Hopefully this helps create lots of creative new ideas Thanks for the program! | ||
Ncinerate
172 Posts
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
United States101 Posts
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Deleted User 135096
3624 Posts
+ 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 | ||
CarbonTwelve
Australia525 Posts
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
3624 Posts
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. Apologies it's 9.0, read the wrong one 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. ![]() 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. | ||
Valckrie
United Kingdom533 Posts
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CarbonTwelve
Australia525 Posts
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
United States681 Posts
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hyunGGe
United States108 Posts
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graNite
Germany4434 Posts
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. | ||
Yaahh
Germany151 Posts
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The Touch
United Kingdom667 Posts
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. | ||
Effen
227 Posts
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CarbonTwelve
Australia525 Posts
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
United States55 Posts
anyway to force the program to use a certain opener. 17gate doesn't feel safe to me. | ||
CarbonTwelve
Australia525 Posts
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
2885 Posts
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 | ||
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