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Nymru
Netherlands21 Posts
![]() Can't wait for updates | ||
iSTime
1579 Posts
On May 14 2011 04:27 shingbi wrote: I set up a build order with several waypoints (v0.5). Waypoint 1 is satisfied, but afterwards nothing happens. It just stays at: Waypoint 1 satisfied: 4:00,00: 242M 306G 35E 23/ 26S Income: 594M 215G Buildings: 1 Nexus 2 Assimilator 2 Pylon 1 Gateway 1 Cybernetics Core Units: 21 Probe 1 Zealot Upgrades: Waypoint 2 failed: 4:00,00: 242M 306G 35E 23/ 26S Income: 594M 215G Buildings: 1 Nexus 2 Assimilator 2 Pylon 1 Gateway 1 Cybernetics Core Units: 21 Probe 1 Zealot Upgrades: Will have a look at the code tomorrow. Make sure you don't set the time to a specific time, but use a range! You clearly told it to satisfy waypoint one at exactly 240 seconds, and it was able to do that, but it's much harder to exactly satisfy the more complicated second waypoint at precisely whatever time you told it. I made this mistake as well when switching to the new version. | ||
twiitar
Germany372 Posts
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graNite
Germany4434 Posts
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twiitar
Germany372 Posts
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Nymru
Netherlands21 Posts
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CarbonTwelve
Australia525 Posts
On May 18 2011 05:52 Nymru wrote: Hmm even with waypoints sometimes it pushes them to the back? Or later things earlier Depends what target time you set for the waypoints. If you set 2 marines with target time of 240 or something, it'll have to get those first. | ||
Flight
Brazil163 Posts
+ Show Spoiler + 10 Supply Depot 11 Refinery 14 Barracks (Naked) 15 Move SCV To Gas 15 Move SCV To Gas 16 Move SCV To Gas 17 Barracks Tech Lab 18 Refinery 18 Supply Depot 19 Barracks (Naked) 20 Barracks (Naked) 20 Move SCV To Gas 20 Reaper 21 Move SCV To Gas 22 Factory (Naked) 22 Move SCV To Gas 23 Barracks Tech Lab 23 Reaper 25 Supply Depot 26 Barracks Tech Lab 26 Move SCV To Gas 27 Nitro Packs 27 Reaper 28 Reaper 29 Reaper 30 Move SCV To Minerals 31 Orbital Command 31 Supply Depot 31 Reaper 32 Reaper 33 Reaper 34 Factory Tech Lab 35 Calldown MULE 36 Move SCV To Gas | ||
ChickenLips
2912 Posts
On May 18 2011 08:22 Mafarazzo wrote: I set for 8 Reapers with Nitro Packs, with continuous SCV production. It tells me to send 7 SCVs to gas! + Show Spoiler + 10 Supply Depot 11 Refinery 14 Barracks (Naked) 15 Move SCV To Gas 15 Move SCV To Gas 16 Move SCV To Gas 17 Barracks Tech Lab 18 Refinery 18 Supply Depot 19 Barracks (Naked) 20 Barracks (Naked) 20 Move SCV To Gas 20 Reaper 21 Move SCV To Gas 22 Factory (Naked) 22 Move SCV To Gas 23 Barracks Tech Lab 23 Reaper 25 Supply Depot 26 Barracks Tech Lab 26 Move SCV To Gas 27 Nitro Packs 27 Reaper 28 Reaper 29 Reaper 30 Move SCV To Minerals 31 Orbital Command 31 Supply Depot 31 Reaper 32 Reaper 33 Reaper 34 Factory Tech Lab 35 Calldown MULE 36 Move SCV To Gas Yeah, you should really take that out C12. It's a joke, maybe that one worker will get you 4 more gas per minute, but absolutely noone will take that seriously. Especially not in a competetive game like Starcraft 2. Can you honestly imagine a build's success hinging on those 12 units of gas being there 5 seconds earlier? Sc2 doesn't work like that you will _always_ have a bigger advantage with what ridiculously higher amount of minerals you would have mined with that worker on minerals. I know this is your decision, and you want to it to breed BOs as perfect as possible, but this just confuses people. They just ignore it and it throws off their BO in execution even more. Also not every map has one far and one near geyser. Maps are constantly being created. This just seems like an effort to remain scientifically correct without any connection to what this tool is actually used for. | ||
CarbonTwelve
Australia525 Posts
On May 18 2011 08:34 ChickenLips wrote: Show nested quote + On May 18 2011 08:22 Mafarazzo wrote: I set for 8 Reapers with Nitro Packs, with continuous SCV production. It tells me to send 7 SCVs to gas! + Show Spoiler + 10 Supply Depot 11 Refinery 14 Barracks (Naked) 15 Move SCV To Gas 15 Move SCV To Gas 16 Move SCV To Gas 17 Barracks Tech Lab 18 Refinery 18 Supply Depot 19 Barracks (Naked) 20 Barracks (Naked) 20 Move SCV To Gas 20 Reaper 21 Move SCV To Gas 22 Factory (Naked) 22 Move SCV To Gas 23 Barracks Tech Lab 23 Reaper 25 Supply Depot 26 Barracks Tech Lab 26 Move SCV To Gas 27 Nitro Packs 27 Reaper 28 Reaper 29 Reaper 30 Move SCV To Minerals 31 Orbital Command 31 Supply Depot 31 Reaper 32 Reaper 33 Reaper 34 Factory Tech Lab 35 Calldown MULE 36 Move SCV To Gas Yeah, you should really take that out C12. It's a joke, maybe that one worker will get you 4 more gas per minute, but absolutely noone will take that seriously. Especially not in a competetive game like Starcraft 2. Can you honestly imagine a build's success hinging on those 12 units of gas being there 5 seconds earlier? Sc2 doesn't work like that you will _always_ have a bigger advantage with what ridiculously higher amount of minerals you would have mined with that worker on minerals. I know this is your decision, and you want to it to breed BOs as perfect as possible, but this just confuses people. They just ignore it and it throws off their BO in execution even more. Also not every map has one far and one near geyser. Maps are constantly being created. This just seems like an effort to remain scientifically correct without any connection to what this tool is actually used for. I don't think it's just me that likes it to have this accuracy, but I understand what you're saying. What about having a setting that restricts it to max 3 per geyser, or possibly being able to set whether geysers are near/far (2 near/1near1far/2far)? First option is easier to implement, but second option would be preferable I guess. Either way I'd set the default to be max 3 or 2 near geysers to avoid issues like the above. | ||
fenner
United Kingdom163 Posts
I have sat in game and gotten the timings for 14 gas 14 pool but when use a time range with a 10 second leeway to what I found in game it just goes 10 gas 10 pool edit: that is using a waypoint for both the gas and the pool separately | ||
everalert
Australia1 Post
However, might I suggest adding the ability to set income rates as goals? It seems like something that would be quite useful and make it much easier to time out macro-focussed builds. ![]() | ||
iSTime
1579 Posts
On May 18 2011 14:37 fenner wrote: Is there a more efficient way to force gas before pool before hatch? I have sat in game and gotten the timings for 14 gas 14 pool but when use a time range with a 10 second leeway to what I found in game it just goes 10 gas 10 pool edit: that is using a waypoint for both the gas and the pool separately Have you specified how many drones you want? Obviously 10 gas 10 pool is faster than 14 gas 14 pool if you aren't specifying how strong you want your econ to be. | ||
iSTime
1579 Posts
Every time you press stop and then start again, it completely restarts the build, rather than continuing from the build already produced, which is what is used to do. This is a major issue because the program is not very optimal with respect to chrono boosts. Basically, if I tell it to get 3 colossi with range in addition to everything else I want by, say, 11:30, it will search forever (or at least, it will take several hours), whereas if I tell it to do the same thing by 14:00, it will find a solution, and then bump it down several minutes by successively allocating more and more chrono boosts to the robotics facility and robotics bay, eventually getting under the old time I specified. | ||
graNite
Germany4434 Posts
On May 21 2011 23:41 PJA wrote: I have found one major problem with the new version. Every time you press stop and then start again, it completely restarts the build, rather than continuing from the build already produced, which is what is used to do. Not in the newest version 0.5! | ||
CarbonTwelve
Australia525 Posts
On May 21 2011 23:41 PJA wrote: Basically, if I tell it to get 3 colossi with range in addition to everything else I want by, say, 11:30, it will search forever (or at least, it will take several hours), whereas if I tell it to do the same thing by 14:00, it will find a solution, and then bump it down several minutes by successively allocating more and more chrono boosts to the robotics facility and robotics bay, eventually getting under the old time I specified. The program never does well if you try to restrict it too much. Is there a reason you want to limit it to 11:30 rather than just leaving it to get the most optimal time (ie, leave the max time at 20:00)? | ||
AnAlbumCover
United States138 Posts
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Keirden
17 Posts
On May 18 2011 09:05 CarbonTwelve wrote: Show nested quote + On May 18 2011 08:34 ChickenLips wrote: On May 18 2011 08:22 Mafarazzo wrote: I set for 8 Reapers with Nitro Packs, with continuous SCV production. It tells me to send 7 SCVs to gas! + Show Spoiler + 10 Supply Depot 11 Refinery 14 Barracks (Naked) 15 Move SCV To Gas 15 Move SCV To Gas 16 Move SCV To Gas 17 Barracks Tech Lab 18 Refinery 18 Supply Depot 19 Barracks (Naked) 20 Barracks (Naked) 20 Move SCV To Gas 20 Reaper 21 Move SCV To Gas 22 Factory (Naked) 22 Move SCV To Gas 23 Barracks Tech Lab 23 Reaper 25 Supply Depot 26 Barracks Tech Lab 26 Move SCV To Gas 27 Nitro Packs 27 Reaper 28 Reaper 29 Reaper 30 Move SCV To Minerals 31 Orbital Command 31 Supply Depot 31 Reaper 32 Reaper 33 Reaper 34 Factory Tech Lab 35 Calldown MULE 36 Move SCV To Gas Yeah, you should really take that out C12. It's a joke, maybe that one worker will get you 4 more gas per minute, but absolutely noone will take that seriously. Especially not in a competetive game like Starcraft 2. Can you honestly imagine a build's success hinging on those 12 units of gas being there 5 seconds earlier? Sc2 doesn't work like that you will _always_ have a bigger advantage with what ridiculously higher amount of minerals you would have mined with that worker on minerals. I know this is your decision, and you want to it to breed BOs as perfect as possible, but this just confuses people. They just ignore it and it throws off their BO in execution even more. Also not every map has one far and one near geyser. Maps are constantly being created. This just seems like an effort to remain scientifically correct without any connection to what this tool is actually used for. I don't think it's just me that likes it to have this accuracy, but I understand what you're saying. What about having a setting that restricts it to max 3 per geyser, or possibly being able to set whether geysers are near/far (2 near/1near1far/2far)? First option is easier to implement, but second option would be preferable I guess. Either way I'd set the default to be max 3 or 2 near geysers to avoid issues like the above. I you want perfect BO you should add the option to kill your own workers too. This is stupid but could be faster than building supply in some cases. | ||
spacebarbarian
United States70 Posts
Edit: I'm on windows 7x86, using ScFusion V0.5 | ||
Hatsu
United Kingdom474 Posts
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