|
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 =*
|
|
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
|
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.
|
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.
|
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?
|
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?
|
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?
That's awesome :D
Look for it in the next version. And big thanks!
|
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.
|
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.
|
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).
|
It is implemented under "Settings" (in the BuildOrder version, not the new Fusion version).
|
i love the SCFusion_v0.1 and i am very happy that this keeps improving!
|
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.
|
Great work! Keep it coming :D
|
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!
|
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 ).
|
 Is it possible to make the installation of Microsoft Visual C++ 2010 Redistributables unnecessary?
|
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...
|
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)
|
|
|
|