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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.
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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
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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.
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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.
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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
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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).
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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
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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.
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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!
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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?
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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!
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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.
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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
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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)
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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.
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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.
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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...
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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.
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omg nice, keep up the good work
i always need the best stim timing push to pwn protoss :D
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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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