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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 44

Forum Index > SC2 General
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Prev 1 42 43 44 45 46 76 Next
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
April 12 2011 05:32 GMT
#861
On April 11 2011 23:16 Wishmaster wrote:
i edited my posting, since it will fullfill timings corectly, but i cannot tell the tool not to build a second nexus, as the field "nexus=1" is interepreted as "minimum 1 nexus" but not exactly, so I have no chance of adjusting this...


I am planning to implement maximums with which you can achieve what you want.

Unfortunately I'm still not getting the kind of time I need to make much progress with this app which is why I'm sort of limited to just patch updates and small fixes here and there. I certainly haven't abandoned it though, and I'd like to thank people for sticking around and keeping the thread alive I'll keep you guys informed on what's happening and when I'm able to get progress going again.
Wishmaster
Profile Joined March 2010
Malta73 Posts
April 12 2011 15:25 GMT
#862
Sad to hear!
As soon as this update is implemented the tool is usable for so much more situations!

Really hope for you and for us users that you will find some time in future to implement this change!

Thanks for your work so far,

Wishmastor
Gaspa
Profile Joined February 2011
Brazil109 Posts
April 13 2011 17:15 GMT
#863
Hi Carbon,

(this might have been said before, if so, I apologize, but I'm not gonna go through 40+ pages of discussion)
As a Terran I would like to see, in the settings tab, the options for, "never use calldown:supply" and "scan @ given time". Would be greatly appreciated.

Awesome work so far! Congrats.
"I cannot believe you were stupid enough to be offended by what I said" -- A. Schoenberg
scoco
Profile Joined April 2011
2 Posts
April 13 2011 18:22 GMT
#864
On April 11 2011 10:10 CarbonTwelve wrote:
Yep, sorry, forgot to do that with the last release. Will update tonight. Didn't even think anyone else was looking at the source

Thanks for the update, much appreciated.
Suvorov
Profile Joined December 2010
294 Posts
April 14 2011 22:28 GMT
#865
I have a question, the resulting output does not seem to tell you when to make probes and when not to (in order to have the fastest build for say, a 1-dt rush) it kind of makes sense to know if you should cut down on probes or not, and if so, when.

I got this as a result:

+ Show Spoiler +
9 Pylon
9 Chrono Nexus
9 Gateway
10 Assimilator
10 Assimilator
11 Move Probe To Gas
11 Move Probe To Gas
11 Move Probe To Gas
11 Cybernetics Core
11 Chrono Nexus
11 Move Probe To Gas
11 Move Probe To Gas
11 Move Probe To Gas
11 Chrono Nexus
11 Move Probe To Gas
11 Twilight Council
11 Warp Gate Transformation
11 Dark Shrine
11 Chrono Cybernetics Core
11 Move Probe To Minerals
12 Chrono Nexus
13 Chrono Nexus
16 Chrono Cybernetics Core
16 Convert Gateway To Warp Gate
16 Dark Templar


I'd appreciate it if someone could explain this in detail. I'm either doing something wrong or overlooking something. The number on the left is the supply count indicator, right? If so, this means the fastest dt build keeps me at 16 supply? =o
If you label every single aggressive strategy 'cheese', you are officially declaring yourself an incurable mental retard.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
April 15 2011 00:28 GMT
#866
On April 15 2011 07:28 Suvorov wrote:
I'd appreciate it if someone could explain this in detail. I'm either doing something wrong or overlooking something. The number on the left is the supply count indicator, right? If so, this means the fastest dt build keeps me at 16 supply? =o


That's correct. You can work out how many probes to build based on supply, or if you want change the output type to Detailed or Full and it will show you the commands to build probes. As for only needing 16 supply, getting a single DT out is mostly gas capped, hence once it maxes gas income the mineral income is basically irrelevant, so it doesn't need to build more probes (and in fact, doesn't want to as it'd put you a bit behind due to building pylons).
Suvorov
Profile Joined December 2010
294 Posts
April 15 2011 17:50 GMT
#867
Thanks for the clarification Carbon, it all makes sense now. By the way, is there some sort of FAQ or documentation site somewhere for us noobies to read on every feature for the program?

Cheers
If you label every single aggressive strategy 'cheese', you are officially declaring yourself an incurable mental retard.
Cambam
Profile Blog Joined September 2010
United States360 Posts
April 15 2011 17:57 GMT
#868
Has it been mentioned that the scouting drone doesn't work, or is it specific to me? Whenever I try to use a scouting drone in the zerg version, it forever sends the drone out at something early like 7 supply and then it dies at 9 supply or something like that, regardless of what I have inputted as the send and die supply counts.

Let me know if you want a screenshot or something.
Cambam
Profile Blog Joined September 2010
United States360 Posts
April 16 2011 20:21 GMT
#869
Also, it'd be nice if you could specify a "don't build until x:xx" for each building. This would be especially useful for zerg and being able to account for their expansion being blocked by a pylon.

It would also be useful for proxy strategies. For instance, what's the fastest way to get 5 zealots if I can't build my gateways until 2:30, or something.

And finally it would be good for crafting all-in builds so that they don't look like cheeses. What's the fastest way to get 7 roaches if I open up with a 14 pool.

However, if you don't want to implement this, the main feature I'm looking for is the pylon block thing, so if it'd be easier to just program that, that'd be cool too!

Thanks, keep up the great work!
unkn0wn71
Profile Joined April 2011
United States20 Posts
April 17 2011 04:00 GMT
#870
Thank you so much for your work on this program, I know a thing or 2 about programming and I'm sure a bunch of other people on here do as well perhaps since you lack the time maybe you should get 1 or 2 other people to help you with it?
graNite
Profile Blog Joined December 2010
Germany4434 Posts
April 17 2011 06:54 GMT
#871
On April 17 2011 05:21 Cambam wrote:
Also, it'd be nice if you could specify a "don't build until x:xx" for each building.


he already said he will build in maxima. what you want to do can be done by waypoints then.

keep up the good work carbon, i'm checking every day for a new update!
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
April 18 2011 00:37 GMT
#872
On April 17 2011 13:00 unkn0wn71 wrote:
Thank you so much for your work on this program, I know a thing or 2 about programming and I'm sure a bunch of other people on here do as well perhaps since you lack the time maybe you should get 1 or 2 other people to help you with it?


I'd actually love some assistance, however I suspect that with the way the code is (very optimised) and the way development is being done (particularly with this new GUI I've been threatening with and just haven't had the chance to finish off) it wouldn't be easy to have multiple people working on it. I'd certainly be willing to give it a go though if there are people who are keen for it. PM me if interested.
unkn0wn71
Profile Joined April 2011
United States20 Posts
Last Edited: 2011-04-18 17:43:10
April 18 2011 17:28 GMT
#873
also just so you know when i tried to save build orders for terran they simply loaded blank templates instead =/

also I was looking through your code and I don't know how much help I would be, I mean I can understand it, but even just looking at one of your primary terran files was almost 3000 lines of code, that's a lot to wade through I guess if you had some idea of specific projects to send people on I would be willing to make an attempt but otherwise well done sir
goswser
Profile Blog Joined May 2009
United States3548 Posts
April 18 2011 18:20 GMT
#874
is there any way to keep it from including 20 extractor tricks in your build? It would be very helpful if there was a way to stop it from doing loads of tedious actions such as extractor tricks and constantly pulling/putting workers on gas (I don't mean like pull off at 100 when you get speed, I mean making 4 extractors and putting random amounts of drones and then pulling on/off)
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
goswser
Profile Blog Joined May 2009
United States3548 Posts
Last Edited: 2011-04-18 18:31:54
April 18 2011 18:30 GMT
#875
Also there are flaws with your code, for instance, I gave it a build, let it run 10 million times, it gave me a build, told me it took 10 minutes 30 seconds. I then ran the exact same thing, but required I end with 36 drones. The result? The build took only 2 million cycles to come up with a build order that could give me the same amount of units, shaving 30 seconds off of the build time when I let it choose the number of drones to make.

edit: waypoints don't work for me as zerg either, it keeps telling me to make a pool on 20, which I'm not comfortable with at all.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
April 18 2011 23:21 GMT
#876
On April 19 2011 02:28 unkn0wn71 wrote:
also just so you know when i tried to save build orders for terran they simply loaded blank templates instead =/


Saving/loading hasn't been implemented yet.

also I was looking through your code and I don't know how much help I would be, I mean I can understand it, but even just looking at one of your primary terran files was almost 3000 lines of code, that's a lot to wade through I guess if you had some idea of specific projects to send people on I would be willing to make an attempt but otherwise well done sir


Yup, lots and lots of code. Most of it is basically copy paste though with slight modifications for each command's specific details (ie, build time, requirements, cost, etc.). The main changes that need to be done are with the GUI, which is a bit more respectable, but I'm about to replace it all anyway, so until I get that checked in there's not much anyone can do.

On April 19 2011 03:20 Newguy wrote:
is there any way to keep it from including 20 extractor tricks in your build?


This will be achieved with maximums once implemented.

It would be very helpful if there was a way to stop it from doing loads of tedious actions such as extractor tricks and constantly pulling/putting workers on gas (I don't mean like pull off at 100 when you get speed, I mean making 4 extractors and putting random amounts of drones and then pulling on/off)


Options for gas micro will also be implemented sometime soon (hopefully).

On April 19 2011 03:30 Newguy wrote:
Also there are flaws with your code, for instance, I gave it a build, let it run 10 million times, it gave me a build, told me it took 10 minutes 30 seconds. I then ran the exact same thing, but required I end with 36 drones. The result? The build took only 2 million cycles to come up with a build order that could give me the same amount of units, shaving 30 seconds off of the build time when I let it choose the number of drones to make.


This is not a flaw in the code, simply a result of the type of algorithm used (genetic algorithm). For it to find a way to include an extra drone just about everything in the build order needs to be slightly changed, which makes it quite difficult to achieve. Other races don't suffer as much from this due to only being able to build workers one at a time (per base).

edit: waypoints don't work for me as zerg either, it keeps telling me to make a pool on 20, which I'm not comfortable with at all.


If you want the pool earlier, use a waypoint to specify the pool earlier.
Gaspa
Profile Joined February 2011
Brazil109 Posts
April 19 2011 18:28 GMT
#877
Just want to say that the build is showing a ton of useless "lift barracks (naked)/land barracks (naked)". I know I should just ignore it, but it's annoying me...
"I cannot believe you were stupid enough to be offended by what I said" -- A. Schoenberg
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
April 21 2011 04:26 GMT
#878
Well, I'm pleased to announce that development is back underway, and with a long Easter break I should be able to get quite a bit of work done this weekend. Here's a rough plan for what will be coming and the order:

1. New GUI - based on wxWidgets this will be the first step towards making it multiplatform. Along with this release comes a lot of minor fixes and improvements (such as better output, specifying resources as a target, possibly custom numbers of targets, etc.). Given so much of the code will have changed there's a high chance there'll be minor bugs, so please bear with me on those ones.
2. Gas mining micro options - you'll be able to specify whether to push/pull 1 at a time (existing behaviour), push/pull 3 at a time, push 1 at a time, push 3 at a time, push 3 as soon as assimilator completes.
3. Maximums - still not 100% certain how to work out the interface for these, but it should at least be easier than it would be in MFC.
graNite
Profile Blog Joined December 2010
Germany4434 Posts
April 21 2011 16:11 GMT
#879
omg nice, keep up the good work

i always need the best stim timing push to pwn protoss :D
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
yiodee
Profile Joined February 2011
United States137 Posts
April 25 2011 20:57 GMT
#880
Is this a neural evolution type of deal?. It looks sexy man!

I just wish I could find a description on how to use it somewhere :\

Great job and keep it up
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