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Active: 1452 users

SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 49

Forum Index > SC2 General
Post a Reply
Prev 1 47 48 49 50 51 76 Next
Nymru
Profile Joined October 2010
Netherlands21 Posts
May 17 2011 11:46 GMT
#961
This is hands down the most awesome program i've seen, thanks alot

Can't wait for updates
iSTime
Profile Joined November 2006
1579 Posts
Last Edited: 2011-05-17 11:58:08
May 17 2011 11:57 GMT
#962
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.
www.infinityseven.net
twiitar
Profile Joined November 2010
Germany372 Posts
May 17 2011 13:32 GMT
#963
Looks pretty nice, but lacks the option to prioritize certain units to certain times (for example I'm trying to see what the fastest way to 4 bfh + 1 medivac is and usually get 2 marines to fend off early pressure at the ramp, Fusion is trying to put them at the back end of the BO where they're completely useless)
graNite
Profile Blog Joined December 2010
Germany4434 Posts
May 17 2011 13:35 GMT
#964
You can add waypoints.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
twiitar
Profile Joined November 2010
Germany372 Posts
May 17 2011 18:16 GMT
#965
D'oh. Thanks! :D
Nymru
Profile Joined October 2010
Netherlands21 Posts
May 17 2011 20:52 GMT
#966
Hmm even with waypoints sometimes it pushes them to the back? Or later things earlier
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
May 17 2011 21:35 GMT
#967
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
Profile Joined August 2010
Brazil163 Posts
May 17 2011 23:22 GMT
#968
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
ChickenLips
Profile Blog Joined May 2010
2912 Posts
Last Edited: 2011-05-17 23:38:49
May 17 2011 23:34 GMT
#969
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.
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
May 18 2011 00:05 GMT
#970
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
Profile Blog Joined September 2007
United Kingdom163 Posts
Last Edited: 2011-05-18 05:41:04
May 18 2011 05:37 GMT
#971
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
Zerg Strategy & Stuff www.youtube.com/fenn3r
everalert
Profile Joined May 2011
Australia1 Post
May 21 2011 13:43 GMT
#972
Hey C12, thanks for making this fantastic program, I'm finding it really useful.

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
Profile Joined November 2006
1579 Posts
May 21 2011 14:38 GMT
#973
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.
www.infinityseven.net
iSTime
Profile Joined November 2006
1579 Posts
May 21 2011 14:41 GMT
#974
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.

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.
www.infinityseven.net
graNite
Profile Blog Joined December 2010
Germany4434 Posts
May 21 2011 21:07 GMT
#975
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!
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
May 22 2011 21:44 GMT
#976
Sorry for the lack of updates lately, I'm actually pretty sick atm so not getting much done at all...

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
Profile Joined September 2010
United States138 Posts
May 23 2011 15:08 GMT
#977
Awesome tool! it let's me really experiment with what I want to do, thanks
for a nerdgasm: http://www.teamliquid.net/forum/viewmessage.php?topic_id=197809
Keirden
Profile Joined May 2011
17 Posts
May 24 2011 21:02 GMT
#978
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
Profile Joined March 2011
United States70 Posts
Last Edited: 2011-05-25 20:21:20
May 25 2011 20:18 GMT
#979
Is the save feature not working for anyone else? When I hit the save button nothing happens
Edit: I'm on windows 7x86, using ScFusion V0.5
t-zain hwaiting!
Hatsu
Profile Joined March 2010
United Kingdom474 Posts
May 25 2011 20:28 GMT
#980
This is awesome, thanks to the author
Sedit qui timuit ne non succederet
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