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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 45

Forum Index > SC2 General
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MiojoEsperto
Profile Joined April 2011
Brazil1 Post
April 26 2011 02:36 GMT
#881
hey Carbon
first of all thank you very much for your work, it halped and its helping me a lot =P
but theres one thing that i think it would be great if could be implemented

some way to show alternative builds not only the top1 fastest

just for example, sometimes i can build like 10 roaches in 6 min (whatever, just to illustrate)... and end with 14 drons... and if i put something like 24 drones and 10 roaches i end losing like ~~3 seconds...
or even something like a 11 pool beeing 1 secont slower than a 22 pool
(thats all just hypothetical numbers but somewhat close to what can happen)

the waypoint system helps out to find good all around builds... but sometimes is a little harsh...

maybe a feature to show like "top10 fastest builds" (with really different timings/drones)

im really sorry for my bad english
tyvm
=*
lol wtf bbq
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
April 26 2011 04:55 GMT
#882
New GUI is here! New GUI is here! :D

I present to you, CarbonTwelve's Starcraft Fusion: http://code.google.com/p/scbuildorder/downloads/detail?name=SCFusion_v0.1.exe

I've finally finished off the last of the main features for it (although there are still a number of them missing from SCBuildOrder) so I'd love some people to test it out and give me any feedback.
graNite
Profile Blog Joined December 2010
Germany4434 Posts
April 26 2011 05:52 GMT
#883
Wow, big improvement
Things i would like to see:
-an icon for the program (i can do that if you want)
- name it "fusioncore" :D
-dots in the numbers like in (1.000)
-always build scvs option and completion likelihood (i know it's in alpha status, but you really need them to use the program)
-instead of "ship plating+1, +2, +3" can you make just "ship plating" and in the dropdown menu "0/+1/+2/+3"
- "remember last race" option in the choose menu to not always choose new if you want to find builds of the same race.

If i start a search for the fastest "scanner sweep" with no other contraints, it wont start?!
When you add scanner sweep 1 to any other build (like 2 reaper, 1 scanner sweep) it will only search for the fastest 2 reapers.

keep up the good work. we theorycrafters need you :D
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2011-04-26 06:23:45
April 26 2011 06:22 GMT
#884
On April 26 2011 14:52 graNite wrote:
Wow, big improvement

Thanks

-an icon for the program (i can do that if you want)

An icon would be cool I suck as an artist...

- name it "fusioncore" :D

I kinda wanted to avoid ripping off a building name too much

-dots in the numbers like in (1.000)

Yeah, this is something I was able to do with MFC a bit easier, but can't find a cross platform method to do it. Will keep looking though...

-always build scvs option and completion likelihood (i know it's in alpha status, but you really need them to use the program)

Yep, next on the plan.

-instead of "ship plating+1, +2, +3" can you make just "ship plating" and in the dropdown menu "0/+1/+2/+3"

Good idea - hadn't thought of things like that. The new GUI gives a lot more options for this sort of thing.

- "remember last race" option in the choose menu to not always choose new if you want to find builds of the same race.

I was thinking instead of having options in the menu for each race and either buttons for each one, or the button would always use the last one chosen.

If i start a search for the fastest "scanner sweep" with no other contraints, it wont start?!
When you add scanner sweep 1 to any other build (like 2 reaper, 1 scanner sweep) it will only search for the fastest 2 reapers.

Oops, haven't actually implemented the scanner sweep yet - I put it in the GUI code but meant to comment it out. It'll be coming though.
DetZero
Profile Joined April 2009
United States5 Posts
Last Edited: 2011-04-26 08:02:25
April 26 2011 07:53 GMT
#885
After pressing 'stop', changing the output format doesn't work, that is, it's stuck at whatever option it was set to before pressing 'stop'. Not a huge deal, I can just not press 'stop', but I thought I should mention it.

Love your work.

Something else...when I specify having say 100 gas in the build but don't specify something that requires gas it seems to freak out. Example 100 gas 1 high templar works fine, but 100 gas 1 zealot tells me to build 49 nexus.
Betalump
Profile Blog Joined September 2010
United States109 Posts
April 26 2011 08:07 GMT
#886
I have no idea how transition out of a waypoint.

For example wanting 1 orbital, 1 barracks, 15 scvs, and 1 refinery makes it spit out the standard terran opening, but I've yet to successfully have it compute anything about a second waypoint.

It will always just say waypoint 1 failed or it will only recompute the initial waypoint the moment I attempt to add any additional waypoints.

So what's the trick?
graNite
Profile Blog Joined December 2010
Germany4434 Posts
Last Edited: 2011-04-26 08:15:30
April 26 2011 08:09 GMT
#887
On April 26 2011 17:07 Betalump wrote:
I have no idea how transition out of a waypoint.

For example wanting 1 orbital, 1 barracks, 15 scvs, and 1 refinery makes it spit out the standard terran opening, but I've yet to successfully have it compute anything about a second waypoint.

It will always just say waypoint 1 failed or it will only recompute the initial waypoint the moment I attempt to add any additional waypoints.

So what's the trick?


for the standard opening, set
time to 200! (0 is standard, thats why its not working i think)
1 marine
1 baracks
1 refinery
1 orbital
for waypoint 1

__


ok carbon, what do you think about this logo?
[image loading]
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2011-04-26 08:23:46
April 26 2011 08:22 GMT
#888
On April 26 2011 16:53 DetZero wrote:
After pressing 'stop', changing the output format doesn't work, that is, it's stuck at whatever option it was set to before pressing 'stop'. Not a huge deal, I can just not press 'stop', but I thought I should mention it.


Will look into that.

Something else...when I specify having say 100 gas in the build but don't specify something that requires gas it seems to freak out. Example 100 gas 1 high templar works fine, but 100 gas 1 zealot tells me to build 49 nexus.


Ah yeah, forgot to mention that I haven't quite sorted out the resource requirements. For now specifying a resource won't necessarily work - I'll get it fixed though

On April 26 2011 17:09 graNite wrote:
0 is standard, thats why its not working i think


Hmm, it's not supposed to be - should be 1200...

ok carbon, what do you think about this logo?
[image loading]


That's awesome :D

Look for it in the next version. And big thanks!
graNite
Profile Blog Joined December 2010
Germany4434 Posts
April 26 2011 08:27 GMT
#889
On April 26 2011 17:22 CarbonTwelve wrote:

Show nested quote +
On April 26 2011 17:09 graNite wrote:
0 is standard, thats why its not working i think


Hmm, it's not supposed to be - should be 1200...



I meant the waypoints' time. If you add a new waypoint, its target time is 0.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
April 26 2011 09:10 GMT
#890
On April 26 2011 17:27 graNite wrote:
Show nested quote +
On April 26 2011 17:22 CarbonTwelve wrote:

On April 26 2011 17:09 graNite wrote:
0 is standard, thats why its not working i think


Hmm, it's not supposed to be - should be 1200...



I meant the waypoints' time. If you add a new waypoint, its target time is 0.


Yeah I know, it too is supposed to be 1200.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 26 2011 13:04 GMT
#891
Could you please implement a "scouting worker at x" option? Should be easy, it effectively just stops using one worker at that point (don't kill it for supply reasons).
graNite
Profile Blog Joined December 2010
Germany4434 Posts
April 26 2011 13:43 GMT
#892
It is implemented under "Settings" (in the BuildOrder version, not the new Fusion version).
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
icezar
Profile Joined June 2010
Germany240 Posts
April 30 2011 19:41 GMT
#893
i love the SCFusion_v0.1 and i am very happy that this keeps improving!
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
May 01 2011 23:56 GMT
#894
I was hoping to get some more fixes out over the weekend, but unfortunately I was a bit sick

I've got the scouting worker implemented, so I'll try and get a small release with that done during the week.
Nemasyst.598
Profile Joined February 2011
United States285 Posts
May 02 2011 01:05 GMT
#895
Great work! Keep it coming :D
We require additional young Masters....
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
May 06 2011 00:12 GMT
#896
don't know if this makes a difference, and it probably doesn't matter for just about everyone....


But a couple small things to note:

If you put in 1 PF, it builds a SD and Rax too.


The mining rates are optimized for corner bases (XNC e.g.) that have 4 close patches and 4 far ones, whereas maps like ST have straight-line minerals that have 2 close patches and 6 far ones.

This means those maps only mine about 97% efficient as the other ones.

I don't know if you remember, but I posted a while back concerning my inability to match the 11pool timing in your build. I was using ST/LT with straight minerals and the fastest pool I could manage is 1:20. However, the fastest pool I could manage on XNC was 1:17 (and the fastest you managed was 1:14).

Do you think it's worth allowing for customization of map resources at main/nat/etc, in terms of both proximity (close/far patch) and number of patches/geysers?


New SCFusion looks great btw, and I've used your program to work on about 15 different builds to date that I use in games. Thanks so much!
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
May 07 2011 11:21 GMT
#897
I've released v0.2 of SCFusion. This has the scouting worker option back in there. I've got a couple more things to add which hopefully I can get to soon (such as a new icon by graNite ).
graNite
Profile Blog Joined December 2010
Germany4434 Posts
May 07 2011 11:32 GMT
#898

Is it possible to make the installation of Microsoft Visual C++ 2010 Redistributables unnecessary?
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Leavzou
Profile Joined January 2011
France156 Posts
May 07 2011 11:36 GMT
#899
On May 07 2011 20:32 graNite wrote:

Is it possible to make the installation of Microsoft Visual C++ 2010 Redistributables unnecessary?


Holy sh*it, some people still use this sh*t for proramming ? :O

Men, microsoft is just bs, don't use their software, they are so freaking bad...
Danglars
Profile Blog Joined August 2010
United States12133 Posts
Last Edited: 2011-05-07 11:44:57
May 07 2011 11:42 GMT
#900
On May 07 2011 20:36 Leavzou wrote:
Show nested quote +
On May 07 2011 20:32 graNite wrote:

Is it possible to make the installation of Microsoft Visual C++ 2010 Redistributables unnecessary?


Holy sh*it, some people still use this sh*t for proramming ? :O

Men, microsoft is just bs, don't use their software, they are so freaking bad...

I would think a programmer using that as part of their coding would be proof enough that it isn't "sh*t," as you say. This is out of his own volition ...

Back to the main point, trying out the new CarbonTwelve INVENT ANYTHING program. Much <3 to you.

(Oh, and for all those PTR minor tweaks ~~ since they seem to be altering build times / costs so frequently in their patches, you may want to consider giving an option to change certain in-program coded variables such as WG Research time or Ghost cost to give a particular look into new timings with a PTR build. aka. PTR comes out and let's pretend WG Tech now takes 500 seconds to research ... plugging in that information for calculations during that session to see what the *new* fastest WG Tech time would be. Just a thought)
Great armies come from happy zealots, and happy zealots come from California!
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