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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 46

Forum Index > SC2 General
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graNite
Profile Blog Joined December 2010
Germany4434 Posts
May 07 2011 11:48 GMT
#901
He will change it when 1.3.3 is live on normal servers like last time, I think.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Mojar
Profile Joined January 2011
Australia185 Posts
Last Edited: 2011-05-07 12:19:10
May 07 2011 12:10 GMT
#902
edit: nvm fixed it myself
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
May 07 2011 23:54 GMT
#903
On May 07 2011 20:32 graNite wrote:

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


Yeah, I actually tried to make it use a library instead of DLLs, but I was getting link errors that I think are due to the wxWidgets builds. I tried to get it to use libraries too but it still wasn't linking properly. I'll look into it more later.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
May 07 2011 23:57 GMT
#904
On May 07 2011 20:42 Danglars wrote:
(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)


What I'm thinking about doing is allowing you to select a version of the game to test against. So as PTR info is put up you'd be able to select Protoss 1.3, or Protoss 1.3.3, or Protoss PTR. We'll see though. For the moment I think this'll be low priority as having it match the live version is good enough.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
May 09 2011 07:28 GMT
#905
New release time again

I have released SCFusion v0.3 which has gas micro options as well as the ability to allow 'wait' commands. At the moment these don't look so pretty for the output (it's possible to end up with the output spamming 10 "wait 1s" commands) but that'll be fixed when I get to doing the output stuff. For the moment it shouldn't be that bad.

To explain the purpose of the wait commands, the reason is that sometimes it's more beneficial to just wait without taking any other actions. For instance, Zerg in particular can suffer from building a building too early as it's more time the drone wasn't mining for. The other races can also gain advantage from waiting for actions, such as chrono boost for Protoss, or even just waiting for when to move units to gas.

As for the gas micro options, hopefully they're pretty self explanatory. You have the option to have full micro (meaning you can move them one at a time to and from gas geysers), move 3 at a time back & forth, move one at a time to gas only (so you never pull off, but if it decides to only put 2 on gas it will), move 3 at a time to gas only, or move 3 as soon as the assimilator/extractor/refinery is completed.

Let me know if you find any issues with these features, or if you have any other feedback.

- Carbon
graNite
Profile Blog Joined December 2010
Germany4434 Posts
May 09 2011 11:07 GMT
#906
Can you exclude the "wait" commands from the "simple" view?
To keep it simple...

Moreover i woul dlike to see the constant worker production now
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
May 09 2011 12:08 GMT
#907
On May 09 2011 20:07 graNite wrote:
Can you exclude the "wait" commands from the "simple" view?
To keep it simple...

Moreover i woul dlike to see the constant worker production now


I thought about that, but then you've got no way of knowing that you need to wait... Ie, at least with the drones you can see from the supply when you're supposed to do something. I'm working on redoing the output atm so once this is done it should actually say "Wait 12s" as opposed to 12 lines of "Wait 1s".

And I'd forgotten about the constant probe production :/ Will work on that next.
icezar
Profile Joined June 2010
Germany240 Posts
Last Edited: 2011-05-09 12:39:56
May 09 2011 12:33 GMT
#908
Thanks for the update!
One feature i would like is a queue, something like i need 4 lings before i can build a new hatch.
For now i do this with waypoint, i add something like 6lings and 300minerals.
But for other things like: 4 lings after the pool i have no ideea.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
May 10 2011 00:22 GMT
#909
On May 09 2011 21:33 icezar wrote:
Thanks for the update!
One feature i would like is a queue, something like i need 4 lings before i can build a new hatch.
For now i do this with waypoint, i add something like 6lings and 300minerals.
But for other things like: 4 lings after the pool i have no ideea.


The trouble with something like this is that it's not easy to provide a clean interface for it. You should still be able to achieve what you need with waypoints, so I think for now you'll have to stick with that :/
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
May 10 2011 07:36 GMT
#910
Just a quick post to say that I've started working on the maximums as I've found a way to do it in the GUI that I'm happy with (basically you'll be able to type in, for example, "2 to 3" or "2-3" for Nexus if you want at least two bases up to 3, or just "1" if you want 1 and only 1).

The even cooler thing is that it occurred to me that I should be able to do the indefinite goal stuff with this as well. So what you'd do is for the time limit you could specify a minimum time (eg, 300-600), and then with indefinite unit goals (for instance, 5-20 stalkers) the algorithm will come up with a build order that's at least 5 minutes long up to 10 minutes, that gets at least 5 stalkers or as many as it can get up to 20. Effectively this would cause it to get as many stalkers as possible by 5 minutes, although if it can't get 5 by then it'd continue until it gets at least 5.

I'm hoping to have this out this week as the GUI design for it is done which means it'll just be a bit of copy paste work for the algorithm stuff to finish it off. I might do a small release inbetween with the 1.3.3 changes (they're live on SEA now) and constant probe/SCV production (still haven't sorted out the constant drone production though, it's next on the list after the others).
pyjamads
Profile Joined May 2010
Denmark33 Posts
May 10 2011 08:32 GMT
#911
Sounds like some nice new features...
graNite
Profile Blog Joined December 2010
Germany4434 Posts
May 10 2011 08:37 GMT
#912
Constant drone production will be in it when you implement "indefinite goal" , I think.
"Get 5 Roaches in 6 Minutes and maximize drone count" - if you are able to shape this goal you have something that is better than constant production. This only works for zerg of course.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
kNightLite
Profile Blog Joined December 2010
United States408 Posts
Last Edited: 2011-05-10 23:32:08
May 10 2011 23:24 GMT
#913
Great program!

Is there any way you can set constant production for stuff other than SCVs? Basically I'm looking for an option to "constantly upgrade attack upgrades from ebay" while building as many units as I can afford.

Also, is there any way to prioritize getting extra units/buildings over extra money? Oftentimes I'll end up with a build that has 500+ minerals and gas at the end after meeting all the goals, and I'd rather have surplus buildings/units instead.

It would also be nice to be able to set a waypoint that kills off all your units, to simulate an attack like a 5 marine poke or hellion drop that you know is going to die. That way the program would know it doesn't need to continue building supply until your army is rebuilt.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
May 11 2011 01:35 GMT
#914
On May 11 2011 08:24 kNightLite wrote:
Is there any way you can set constant production for stuff other than SCVs? Basically I'm looking for an option to "constantly upgrade attack upgrades from ebay" while building as many units as I can afford.


Read three posts above yours

Also, is there any way to prioritize getting extra units/buildings over extra money? Oftentimes I'll end up with a build that has 500+ minerals and gas at the end after meeting all the goals, and I'd rather have surplus buildings/units instead.


Well, not really as it's hard for it to know just what buildings you'd prefer to spend the money on. In theory the indefinite goals would be able to handle that, however I plan to prevent it from considering buildings as valuable things to get above the requirements as it would interfere with any unit/research indefinite goals that you set.

It would also be nice to be able to set a waypoint that kills off all your units, to simulate an attack like a 5 marine poke or hellion drop that you know is going to die. That way the program would know it doesn't need to continue building supply until your army is rebuilt.


While it's possible, it's not really easy to implement. For the core algorithm it could be achieved by adding events for units to die at specific times, however there's no handling for events having requirements (ie, you have to actually have those units at those times), nor is there an easy way to add the interface for this.

I'm not sure that this tool would be that useful for providing builds that rely on units dying - by the time you get to that you're not going to be able to focus on the exact timing required of the build, plus it relies on external factors (ie, your opponent) that you can't be certain of.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2011-05-11 06:32:20
May 11 2011 05:45 GMT
#915
The maximums aren't quite ready yet (should be by tonight I hope), but even though I'm biased I gotta say this is pretty cool Call me a tease, but here's an example build I just created:

Requirements: 6-10 minutes, 19-80 probes, 0-5 zealots, 5-10 stalkers, 1-2 sentries, warpgate completed:
+ Show Spoiler +

6 3*Probe
9 Pylon
9 Probe
10 Chrono Nexus
10 Probe
11 Gateway
11 Probe
12 Assimilator
12 Probe
13 Chrono Nexus
13 Probe
14 Move Probe To Gas
14 Probe
15 Move Probe To Gas
15 Chrono Nexus
15 Move Probe To Gas
15 Probe
16 Zealot
18 Cybernetics Core
18 Pylon
18 Gateway
18 Zealot
20 Warp Gate Transformation
20 Gateway
20 Zealot
22 Chrono Cybernetics Core
22 Zealot
24 Chrono Cybernetics Core
24 Chrono Nexus
24 2*Probe
26 Pylon
26 Probe
27 Pylon
27 2*Stalker
31 Sentry
33 Chrono Nexus
33 2*Probe
35 3*Convert Gateway To Warp Gate
35 Probe
36 3*Stalker
42 Chrono Nexus

Waypoint 1 satisfied:
6:00.00: 80M 28G 2E 42/ 42S
Income: 740M 114G
Buildings: 1 Nexus 1 Assimilator 4 Pylon 3 Warp Gate 1 Cybernetics Core
Units: 22 Probe 4 Zealot 5 Stalker 1 Sentry
Upgrades: Warp Gate Transformation

Pretty strong for a 6 minute push I reckon, especially after the warpgate research nerf

Edit: Hmm... Actually... It's not that great at all... It can definitely do better (ie, if you request those specific values it'll finish in 5:42, which would leave a lot more minerals by 6 mins if it went with that build)... I think the optional targets stuff needs to have a bit more work done on it. Sigh

I might release anyway and just get the feature out there and then keep playing with it to make it better.

Edit 2: Ok, I think it was just because I was prioritising probes too much - turn that back to normal and it comes up with similar results to requesting it normally. There are still some more tweaks I can make to improve it, but at least I'm happy with the results it's getting so far
Cambam
Profile Blog Joined September 2010
United States360 Posts
May 11 2011 09:00 GMT
#916
Scouting drone for zerg is still broken for me in v0.3.

Scout is sent and dies both at 8 food, regardless of how I set it in settings.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2011-05-11 09:38:16
May 11 2011 09:37 GMT
#917
On May 11 2011 18:00 Cambam wrote:
Scouting drone for zerg is still broken for me in v0.3.

Scout is sent and dies both at 8 food, regardless of how I set it in settings.


Can you provide an example? It seems to work fine for me:

+ Show Spoiler +
0:02.00: 50M 0G 3L 0L 0L 0E 6/ 10S - Build Drone
0:13.63: 50M 0G 2L 0L 0L 0E 7/ 10S - Build Drone
0:17.00: 14M 0G 1L 0L 0L 0E 8/ 10S - (Larva Spawned)
0:19.00: 23M 0G 2L 0L 0L 0E 8/ 10S - (Drone Completed)
0:24.83: 50M 0G 2L 0L 0L 0E 8/ 10S - Build Drone
0:30.63: 29M 0G 1L 0L 0L 0E 9/ 10S - (Drone Completed)
0:32.00: 35M 0G 1L 0L 0L 0E 9/ 10S - (Larva Spawned)
0:34.78: 50M 0G 2L 0L 0L 0E 9/ 10S - Build Drone
0:41.83: 39M 0G 1L 0L 0L 0E 10/ 10S - (Drone Completed)
0:47.00: 70M 0G 1L 0L 0L 0E 10/ 10S - (Larva Spawned)
0:51.78: 100M 0G 2L 0L 0L 0E 10/ 10S - (Drone Completed)
1:00.00: 157M 0G 2L 0L 0L 0E 10/ 10S - (Scout Sent)
1:02.00: 169M 0G 2L 0L 0L 0E 10/ 10S - (Larva Spawned)
1:06.84: 200M 0G 3L 0L 0L 0E 10/ 10S - Build Spawning Pool
1:16.35: 50M 0G 3L 0L 0L 0E 9/ 10S - Build Drone
1:31.35: 84M 0G 2L 0L 0L 0E 10/ 10S - (Larva Spawned)
1:33.35: 95M 0G 3L 0L 0L 0E 10/ 10S - (Drone Completed)
1:34.21: 100M 0G 3L 0L 0L 0E 10/ 10S - Build Overlord
1:46.27: 75M 0G 2L 0L 0L 0E 10/ 10S - Extractor Trick Drone
1:48.27: 11M 0G 1L 0L 0L 0E 10/ 10S - (Extractor Trick Finished)
1:49.21: 35M 0G 1L 0L 0L 0E 11/ 10S - (Larva Spawned)
1:59.21: 98M 0G 2L 0L 0L 0E 11/ 10S - (Overlord Completed)
1:59.21: 98M 0G 2L 0L 0L 0E 11/ 18S - Build Drone
1:59.21: 48M 0G 1L 0L 0L 0E 12/ 18S - Build Extractor
2:00.00: 27M 0G 1L 0L 0L 0E 11/ 18S - (Scout Returned)
2:04.21: 53M 0G 1L 0L 0L 0E 11/ 18S - (Larva Spawned)
2:04.27: 53M 0G 2L 0L 0L 0E 11/ 18S - (Drone Completed)
2:11.84: 105M 0G 2L 0L 0L 0E 11/ 18S - (Spawning Pool Completed)
2:16.21: 136M 0G 2L 0L 0L 0E 11/ 18S - (Drone Completed)
2:18.21: 150M 0G 2L 0L 0L 0E 11/ 18S - Build Roach Warren
2:19.21: 6M 0G 2L 0L 0L 0E 10/ 18S - (Larva Spawned)
2:25.89: 50M 0G 3L 0L 0L 0E 10/ 18S - Build Drone
2:29.21: 24M 0G 2L 0L 0L 0E 11/ 18S - (Extractor Completed)
2:32.93: 50M 0G 2L 0L 0L 0E 11/ 18S - Build Drone
2:32.93: 0M 0G 1L 0L 0L 0E 12/ 18S - Move Drone To Gas
2:34.93: 13M 0G 1L 0L 0L 0E 12/ 18S - Move Drone To Gas
2:36.93: 24M 1G 1L 0L 0L 0E 12/ 18S - Move Drone To Gas
2:40.89: 43M 8G 1L 0L 0L 0E 12/ 18S - (Larva Spawned)
2:42.89: 53M 11G 2L 0L 0L 0E 12/ 18S - (Drone Completed)
2:49.93: 91M 25G 2L 0L 0L 0E 12/ 18S - (Drone Completed)
2:51.56: 100M 28G 2L 0L 0L 0E 12/ 18S - Build Overlord
2:55.89: 26M 36G 1L 0L 0L 0E 12/ 18S - (Larva Spawned)
3:10.89: 122M 65G 2L 0L 0L 0E 12/ 18S - (Larva Spawned)
3:13.21: 136M 69G 3L 0L 0L 0E 12/ 18S - (Roach Warren Completed)
3:13.21: 136M 69G 3L 0L 0L 0E 12/ 18S - Build Roach
3:15.34: 75M 48G 2L 0L 0L 0E 14/ 18S - Build Roach
3:16.56: 8M 25G 1L 0L 0L 0E 16/ 18S - (Overlord Completed)
3:27.16: 75M 45G 1L 0L 0L 0E 16/ 26S - Build Roach
3:28.21: 7M 22G 0L 0L 0L 0E 18/ 26S - (Larva Spawned)
3:38.97: 75M 43G 1L 0L 0L 0E 18/ 26S - Build Roach
3:40.21: 8M 20G 0L 0L 0L 0E 20/ 26S - (Roach Completed)
3:42.34: 21M 24G 0L 0L 0L 0E 20/ 26S - (Roach Completed)
3:43.21: 27M 26G 0L 0L 0L 0E 20/ 26S - (Larva Spawned)
3:50.78: 75M 40G 1L 0L 0L 0E 20/ 26S - Build Roach
3:54.16: 21M 22G 0L 0L 0L 0E 22/ 26S - (Roach Completed)
3:58.21: 47M 29G 0L 0L 0L 0E 22/ 26S - (Larva Spawned)
4:02.59: 75M 38G 1L 0L 0L 0E 22/ 26S - Build Roach
4:02.59: 0M 13G 0L 0L 0L 0E 24/ 26S - Move Drone To Minerals
4:05.97: 22M 17G 0L 0L 0L 0E 24/ 26S - (Roach Completed)
4:13.21: 74M 26G 0L 0L 0L 0E 24/ 26S - (Larva Spawned)
4:13.36: 75M 26G 1L 0L 0L 0E 24/ 26S - Build Roach
4:13.36: 0M 1G 0L 0L 0L 0E 26/ 26S - Move Drone To Gas
4:17.78: 28M 9G 0L 0L 0L 0E 26/ 26S - (Roach Completed)
4:28.21: 94M 28G 0L 0L 0L 0E 26/ 26S - (Larva Spawned)
4:29.59: 103M 31G 1L 0L 0L 0E 26/ 26S - (Roach Completed)
4:40.36: 171M 51G 1L 0L 0L 0E 26/ 26S - (Roach Completed)

Waypoint 1 satisfied:
4:40.36: 171M 51G 1L 0L 0L 0E 26/ 26S
Income: 381M 114G
Buildings: 1 Hatchery 1 Extractor 1 Spawning Pool 1 Roach Warren
Units: 12 Drone 3 Overlord 7 Roach
Upgrades:


I have it set for scouting worker at 60 and returns at 120, and you can clearly see the scout being sent at 1 minute and returning at 2 minutes.

Edit: Here's another example where it's set to die at 120. You can see the supply go down just after the event for it dying:

+ Show Spoiler +
0:02.00: 50M 0G 3L 0L 0L 0E 6/ 10S - Build Drone
0:13.63: 50M 0G 2L 0L 0L 0E 7/ 10S - Build Drone
0:17.00: 14M 0G 1L 0L 0L 0E 8/ 10S - (Larva Spawned)
0:19.00: 23M 0G 2L 0L 0L 0E 8/ 10S - (Drone Completed)
0:24.83: 50M 0G 2L 0L 0L 0E 8/ 10S - Build Drone
0:30.63: 29M 0G 1L 0L 0L 0E 9/ 10S - (Drone Completed)
0:32.00: 35M 0G 1L 0L 0L 0E 9/ 10S - (Larva Spawned)
0:34.78: 50M 0G 2L 0L 0L 0E 9/ 10S - Build Drone
0:41.83: 39M 0G 1L 0L 0L 0E 10/ 10S - (Drone Completed)
0:47.00: 70M 0G 1L 0L 0L 0E 10/ 10S - (Larva Spawned)
0:47.78: 75M 0G 2L 0L 0L 0E 10/ 10S - Extractor Trick Drone
0:49.78: 11M 0G 1L 0L 0L 0E 10/ 10S - (Extractor Trick Finished)
0:51.78: 41M 0G 1L 0L 0L 0E 11/ 10S - (Drone Completed)
1:00.00: 98M 0G 1L 0L 0L 0E 11/ 10S - (Scout Sent)
1:02.00: 110M 0G 1L 0L 0L 0E 11/ 10S - (Larva Spawned)
1:05.78: 134M 0G 2L 0L 0L 0E 11/ 10S - (Drone Completed)
1:15.36: 200M 0G 2L 0L 0L 0E 11/ 10S - Build Spawning Pool
1:17.00: 9M 0G 2L 0L 0L 0E 10/ 10S - (Larva Spawned)
1:31.70: 100M 0G 3L 0L 0L 0E 10/ 10S - Build Overlord
1:43.51: 75M 0G 2L 0L 0L 0E 10/ 10S - Extractor Trick Drone
1:45.51: 11M 0G 1L 0L 0L 0E 10/ 10S - (Extractor Trick Finished)
1:46.70: 37M 0G 1L 0L 0L 0E 11/ 10S - (Larva Spawned)
1:56.70: 100M 0G 2L 0L 0L 0E 11/ 10S - (Overlord Completed)
1:56.70: 100M 0G 2L 0L 0L 0E 11/ 18S - Build Drone
1:56.74: 50M 0G 1L 0L 0L 0E 12/ 18S - Build Drone
2:00.00: 21M 0G 0L 0L 0L 0E 13/ 18S - (Scout Died)
2:00.67: 25M 0G 0L 0L 0L 0E 12/ 18S - Build Extractor
2:01.51: 4M 0G 0L 0L 0L 0E 11/ 18S - (Drone Completed)
2:01.70: 5M 0G 0L 0L 0L 0E 11/ 18S - (Larva Spawned)
2:13.70: 79M 0G 1L 0L 0L 0E 11/ 18S - (Drone Completed)
2:13.74: 79M 0G 1L 0L 0L 0E 11/ 18S - (Drone Completed)
2:16.70: 98M 0G 1L 0L 0L 0E 11/ 18S - (Larva Spawned)
2:20.36: 126M 0G 2L 0L 0L 0E 11/ 18S - (Spawning Pool Completed)
2:23.38: 150M 0G 2L 0L 0L 0E 11/ 18S - Build Roach Warren
2:30.67: 48M 0G 2L 0L 0L 0E 10/ 18S - (Extractor Completed)
2:30.95: 50M 0G 2L 0L 0L 0E 10/ 18S - Build Drone
2:30.95: 0M 0G 1L 0L 0L 0E 11/ 18S - Move Drone To Gas
2:31.70: 5M 0G 1L 0L 0L 0E 11/ 18S - (Larva Spawned)
2:38.82: 50M 4G 2L 0L 0L 0E 11/ 18S - Build Drone
2:38.82: 0M 4G 1L 0L 0L 0E 12/ 18S - Move Drone To Gas
2:40.82: 11M 5G 1L 0L 0L 0E 12/ 18S - Move Drone To Gas
2:46.70: 40M 15G 1L 0L 0L 0E 12/ 18S - (Larva Spawned)
2:47.95: 46M 17G 2L 0L 0L 0E 12/ 18S - (Drone Completed)
2:55.82: 89M 32G 2L 0L 0L 0E 12/ 18S - (Drone Completed)
2:57.86: 100M 36G 2L 0L 0L 0E 12/ 18S - Build Overlord
3:01.70: 24M 43G 1L 0L 0L 0E 12/ 18S - (Larva Spawned)
3:16.70: 119M 72G 2L 0L 0L 0E 12/ 18S - (Larva Spawned)
3:18.38: 130M 75G 3L 0L 0L 0E 12/ 18S - (Roach Warren Completed)
3:18.38: 130M 75G 3L 0L 0L 0E 12/ 18S - Build Roach
3:21.59: 75M 56G 2L 0L 0L 0E 14/ 18S - Build Roach
3:22.86: 8M 34G 1L 0L 0L 0E 16/ 18S - (Overlord Completed)
3:33.38: 75M 54G 1L 0L 0L 0E 16/ 26S - (Larva Spawned)
3:33.40: 75M 54G 2L 0L 0L 0E 16/ 26S - Build Roach
3:45.21: 75M 51G 1L 0L 0L 0E 18/ 26S - Build Roach
3:45.38: 1M 26G 0L 0L 0L 0E 20/ 26S - (Roach Completed)
3:48.38: 20M 32G 0L 0L 0L 0E 20/ 26S - (Larva Spawned)
3:48.59: 21M 32G 1L 0L 0L 0E 20/ 26S - (Roach Completed)
3:57.03: 75M 49G 1L 0L 0L 0E 20/ 26S - Build Roach
3:57.03: 0M 24G 0L 0L 0L 0E 22/ 26S - Move Drone To Minerals
4:00.40: 22M 28G 0L 0L 0L 0E 22/ 26S - (Roach Completed)
4:03.38: 44M 32G 0L 0L 0L 0E 22/ 26S - (Larva Spawned)
4:07.80: 75M 37G 1L 0L 0L 0E 22/ 26S - Build Roach
4:12.21: 31M 18G 0L 0L 0L 0E 24/ 26S - (Roach Completed)
4:18.38: 75M 26G 0L 0L 0L 0E 24/ 26S - (Larva Spawned)
4:18.38: 75M 26G 1L 0L 0L 0E 24/ 26S - Build Roach
4:18.38: 0M 1G 0L 0L 0L 0E 26/ 26S - Move Drone To Gas
4:24.03: 36M 10G 0L 0L 0L 0E 26/ 26S - (Roach Completed)
4:33.38: 95M 28G 0L 0L 0L 0E 26/ 26S - (Larva Spawned)
4:34.80: 104M 30G 1L 0L 0L 0E 26/ 26S - (Roach Completed)
4:45.38: 172M 51G 1L 0L 0L 0E 26/ 26S - (Roach Completed)

Waypoint 1 satisfied:
4:45.38: 172M 51G 1L 0L 0L 0E 26/ 26S
Income: 381M 114G
Buildings: 1 Hatchery 1 Extractor 1 Spawning Pool 1 Roach Warren
Units: 12 Drone 3 Overlord 7 Roach
Upgrades:
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2011-05-11 11:13:35
May 11 2011 11:11 GMT
#918
I've just released v0.4 with the maximums and indefinite targets. Please provide plenty of feedback for this feature as I'd like to improve it as much as possible


SCFusion v0.4 release

Maximums have been added
As a part of the above, you can now have indefinite goals - this is achieved by setting a minimum target time for a target, and giving a range as a target for some units (eg, set target time as 300-600 and stalkers as 1-100 and it'll get you as many stalkers as possible by 5 minutes).
sansalvador
Profile Joined December 2010
Austria308 Posts
May 11 2011 11:37 GMT
#919
Did you update 0.4 with the 1.3.3. patch?
icezar
Profile Joined June 2010
Germany240 Posts
May 11 2011 12:44 GMT
#920
On May 10 2011 09:22 CarbonTwelve wrote:
Show nested quote +
On May 09 2011 21:33 icezar wrote:
Thanks for the update!
One feature i would like is a queue, something like i need 4 lings before i can build a new hatch.
For now i do this with waypoint, i add something like 6lings and 300minerals.
But for other things like: 4 lings after the pool i have no ideea.


The trouble with something like this is that it's not easy to provide a clean interface for it. You should still be able to achieve what you need with waypoints, so I think for now you'll have to stick with that :/


Thanks! The new ver with maximum fixed my problem now i can use a waypoint with maximum 1 hatch and 24 lings
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