I was able to set a 2 nexus cap, it would change everything^^
SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 50
Forum Index > SC2 General |
shensen
France2 Posts
I was able to set a 2 nexus cap, it would change everything^^ | ||
CarbonTwelve
Australia525 Posts
On June 02 2011 01:01 shensen wrote: good program, but an option to set a maximal amount of nexus and assimilators would be nice, ( the program wants me to have 23 nexus and 40 assimilators to realize a build. I was able to set a 2 nexus cap, it would change everything^^ As per PM, SCFusion already has maximums. SCBuildOrder will be deprecated soon once I've been able to finish off all of its functionality in SCFusion. | ||
graNite
Germany4434 Posts
| ||
Lizarb
Denmark307 Posts
Found a bug in SCFusion_v0.5. If you select the output format drop down and select something else than the simple one before starting a calc SCFusion will crash. (Windows 7 64bit). Not the most important bug though. ![]() Next observation is that I ran a calc: + Show Spoiler + 10 Supply Depot 13 Barracks (Naked) 15 Refinery 15 Marine 16 Move SCV To Gas 16 Move SCV To Gas 16 Orbital Command 16 Wait 1s 16 Wait 1s 16 Refinery 16 Barracks Tech Lab 17 Supply Depot 17 Barracks (Naked) 17 Calldown MULE 17 Move SCV To Gas 18 Marauder 20 Wait 1s 20 Engineering Bay 20 Bunker 20 Move SCV To Gas 20 Move SCV To Gas 20 Engineering Bay 20 Marine 21 Marine 22 Infantry Weapons 1 22 Infantry Armor 1 Waypoint 1 satisfied: 4:54,62: 49M 15G 49E 22/ 27S Income: 651M 181G Buildings: 2 Refinery 2 Barracks 1 Orbital Command 2 Engineering Bay 1 Bunker 1 Tech Lab Units: 17 SCV 3 Marine 1 Marauder Research: + Show Spoiler + 22 Marine 23 Move SCV To Gas 23 Calldown MULE 23 Marine 24 Barracks Tech Lab 24 Marine 25 Combat Shield 25 Wait 1s 25 Wait 1s 25 Wait 1s 25 Wait 1s 25 Wait 1s 25 Wait 1s 25 Wait 1s 25 Supply Depot 25 Ghost Academy 25 Marauder 27 Move SCV To Gas 27 Marine 28 Ghost 30 Calldown MULE 30 Marine 31 Concussive Shells 31 Ghost 33 Move SCV To Minerals 33 Marauder Waypoint 2 satisfied: 7:32,78: 355M 118G 38E 35/ 35S Income: 651M 215G Buildings: 2 Refinery 2 Barracks 1 Orbital Command 2 Engineering Bay 1 Bunker 1 Ghost Academy 2 Tech Lab Units: 17 SCV 8 Marine 3 Marauder 2 Ghost Research: Combat Shield Concussive Shells Infantry Weapons 1 Infantry Armor 1 I took that YABOT code snip: + Show Spoiler + 100 scbuildorderresult | 3 | SCBuildOrder | Build order developed by SCBuildOrder ...and tried it out. I wonder if YABOT changed or something, because I end up with quite a different results with using this build in the YABOT demo mode. First big thing I notice is not seeing a refinery, and then alot of barracks being made. So I have two possible conclusions for this, besides SCFusion being SO AWESOMELY MUCH FUN: 1. The YABOT output is from SCFusion has an error, or because YABOT 1.4.1 made a change that you having seen. 2. Demo mode in YABOT not working correctly with this yet. And if you wonder just how much fun I had, I had one build running til 84,13% or 1438934724 game count. I have found a new hobby. ![]() EDIT: YABOT-transcoder I tried the transcoder converted my build to multiplayer and back to singleplayer and ended up with something that worked in the demo mode of YABOT 1.4.1: + Show Spoiler + 100 Converted Multiplayer Build | 0 | You | Description It fixed some of the build, but not all of it. | ||
sTsCompleted
United States380 Posts
![]() | ||
ABCSFirebird
Germany90 Posts
| ||
iSTime
1579 Posts
Basically, I will have it completing some waypoint at 8:08 with full chrono energy, but when I tell it to do the same thing at 8:00, which would merely require using chrono once on a stargate or something, it can't figure it out for at like 10 minutes. | ||
iSTime
1579 Posts
On May 23 2011 06:44 CarbonTwelve wrote: Sorry for the lack of updates lately, I'm actually pretty sick atm so not getting much done at all... 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)? Well, lets say I want to have 3 colossus with range at 11:30, and have some other thing at 14:00. If I just say have both asap at 20:00, it may reorder them in a way which I do not like. However, sometimes the only way yo even get the 3 colossus at 11:30 is to have the time be much larger, then move it back down to 11:30 once it figures out how to do do it with chrono boosts. Also, see post above this. And thanks for all the help, I'm sure this is not an easy thing to fix at all, since chrono boost seems to not work well with the program. Often in the early game it will just cap out at 100 for a long period of time, though if I let it run for hours it eventually fixes it and starts using chrono boost. | ||
icezar
Germany240 Posts
If it is just one waypoint and the target then i get a good result even if i do get "Waypoint 2 failed" but all that i ask is there and the BO seems fine. But if i put more than 1 wayoint and the target it will never pass the Waypoint 2 failed :-( | ||
Alejandrisha
United States6565 Posts
| ||
iSTime
1579 Posts
On June 11 2011 20:22 icezar wrote: Whatever i do when i pun a waypoint it will always say "Waypoint 2 failed" If it is just one waypoint and the target then i get a good result even if i do get "Waypoint 2 failed" but all that i ask is there and the BO seems fine. But if i put more than 1 wayoint and the target it will never pass the Waypoint 2 failed :-( You are doing something wrong... Probably you told it to have 0 marines at the 2nd waypoint despite it already having made them at the first, or you did not set a range for the time of the second waypoint or something else simple. | ||
MUirbeqU
United States41 Posts
(mineral spent per minute for marines) x (5 barracks)= income | ||
Gaspa
Brazil109 Posts
The first run I had with the BO optimizer (not using fusion yet, just found out about it) I set a waypoint for 2 hatches and constant drones and a goal of 2 queens and 14 mutas. Ran for a good while and it's 58% on 8min40. So just to check how fast I could get 14 mutas with no economy... Only input was "GOAL: 14 Mutas" It has been running for hours: doesn't expand, gets no queen or extra hatch, and it is 92% sure that the best time it can get the 14 mutas is 8min41... I guess the conclusion here is: people really ought to have some insight into how a good build looks like and try to use that in the input of the program. Also: the program doesn't really understand the Zerg macro mechanic (Larvae). | ||
VelRa_G
Canada304 Posts
| ||
CarbonTwelve
Australia525 Posts
On June 25 2011 08:41 MUirbeqU wrote: Can you add an income goal? This would allow for you to create a build that allows for constant production out of the tech you have. An example would be you make a build order for 5 barracks and you want to make pure marine so you would need (mineral spent per minute for marines) x (5 barracks)= income I could add goals of a specific income rate, however you'd have to work out yourself how much income you require for whatever buildings you want. On June 29 2011 05:33 Gaspa wrote: It's kinda funny... I went for a (team play) build where I'd rush to get 14 mutas pop out at once (thought process: have the other players on a team rush/harrass while the other one does this build). So I thought: well, fast expo, double queen, stockpile gas for a while... should get it well under 10 minutes. The first run I had with the BO optimizer (not using fusion yet, just found out about it) I set a waypoint for 2 hatches and constant drones and a goal of 2 queens and 14 mutas. Ran for a good while and it's 58% on 8min40. So just to check how fast I could get 14 mutas with no economy... Only input was "GOAL: 14 Mutas" It has been running for hours: doesn't expand, gets no queen or extra hatch, and it is 92% sure that the best time it can get the 14 mutas is 8min41... I guess the conclusion here is: people really ought to have some insight into how a good build looks like and try to use that in the input of the program. Also: the program doesn't really understand the Zerg macro mechanic (Larvae). This is not too surprising - it's kind of hard for the algorithm to randomly try a build order of expanding, getting two queens, etc. when that actually only saves it 1s. It's not so much a matter of the program not understanding zerg macro mechanics, more that genetic algorithms don't understand anything and have to work out things through random chance / luck, and as a result complicated things are unlikely to happen automatically. Basically in order to get the gains (speed) of using a genetic algorithm, you have to accept that it's not always going to be perfect. On June 29 2011 09:06 VelRa_G wrote: Hrm. I'm curious as to whether this program understands that chronoboost energy goes beyond 100 when multiple nexi are on the field. I frequently see "100" under "Nexus Energy" in the target output, even if there are 3 nexi on the field. Is this a bug? No, it's not a bug, and it does understand that each nexus has its own chrono boost. The Nexus Energy tally in the target output is only for your original nexus. | ||
Hashmeister
Germany238 Posts
![]() | ||
MassIncestor
743 Posts
![]() | ||
Bao
United States89 Posts
![]() I have my "target" tab set to the end goal, and when it calculates the build it goes as greedy as possible. (14 nexus). I'm trying to force the build to open 12 gate so I made a waypoint that had time set to "0 to 120" and gateway as "1 of 10" Am I doing something wrong or should that work? My output has it opening 6 pylon 6 gateway lol Also how is time measured? Is 0 to 120 mean 0 to 2 minutes? or 0 to 1:20 | ||
shackes
Germany148 Posts
Create a new "Test" BO with Target = 1 Gateway, Constant Probes. Program makes a 12 Gate build. I'm not sure how to make a 13 Gate though, as it considers 12 Gate economically optimal. Note the finishing time (2:36.37 for me, that's almost 157 seconds <yes, 120 = 2 minutes>) Now make a new BO with your desired target with Waypoint 1 = 157 seconds, 1 Gateway, Constant Probes. | ||
Dudemeister
Sweden314 Posts
If you could specify a build that tries to get the fastest way to a specific supply number that would be awesome. Like I specify fastest way to 50 supply and some checkboxes of what units should be allowed to build. And perhaps the maximum number of them. Like i check in marines max 12 and hellions no limit, 50 supply. That would be so awesome. | ||
| ||