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Austria62 Posts
Great tool!
Question: How do I get the fastest Terran BO for being maxed out? I would like to pump as fast as possible as much as possible - no matter what kind of unit - ... a bit stupid but - just for the sake of being maxed out ASAP. Can someone help me with this one? Thanks in advance...
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Does the program automatically mine from expansions/split workers evenly/etc?
Also, be sure to uncheck "constantly produce SCVs" or else it will force your expansion to be ridiculously late since it doesn't want to be forced into making non-stop SCVs once it finishes.
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Why do I have to wait over an hour and it still doesn't finish? it's in the 99.9X % area since half an hour -.- I'd be faster figuring it out myself I guess...
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Nice tool, can't get this one to run on my (linux) server unfortunately(like I could with Evolution Chamber). So no multi-day evolutions
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Does anyone else get the server error when clicking on the download list link? It just says Error 500 and obviously doesn't allow me to download the program. cant really give more info than that haha
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On July 10 2011 07:25 Dudemeister wrote: If you could specify a build that tries to get the fastest way to a specific supply number that would be awesome.
On July 13 2011 01:42 neverlast wrote: Question: How do I get the fastest Terran BO for being maxed out? I would like to pump as fast as possible as much as possible - no matter what kind of unit - ... a bit stupid but - just for the sake of being maxed out ASAP.
Yeah, I could do something like that. I should be able to set it to have supply as a target and that should be all that's required.
On July 20 2011 14:44 blinkblue wrote: Does the program automatically mine from expansions/split workers evenly/etc?
Yes, it automatically assumes that workers magically appear at the expansion. It'd be nicer if it maynarded as needed, but it's kinda hard to implement that.
Also, be sure to uncheck "constantly produce SCVs" or else it will force your expansion to be ridiculously late since it doesn't want to be forced into making non-stop SCVs once it finishes.
Yup. There was a lot of back and forth about how to implement the 'constant workers' function, and it ultimately ended up with trying to minimise the Nexus/CC idle time.
On July 24 2011 22:01 TzTz wrote: Why do I have to wait over an hour and it still doesn't finish? it's in the 99.9X % area since half an hour -.- I'd be faster figuring it out myself I guess...
Umm, it's never going to reach 100%. This algorithm doesn't search every single possibility, so it can't be 100% certain.
On July 25 2011 02:50 xai_death wrote:Nice tool, can't get this one to run on my (linux) server unfortunately(like I could with Evolution Chamber). So no multi-day evolutions 
Yeah, Evolution Chamber is written in Java, so it gets crossplatform for free. This is also the reason why Evolution Chamber is a lot slower than SCFusion - Java just can't compete with the optimisations you can make in C++.
Cross platform is something I'd like to achieve, which is part of the reason I switched the GUI from MFC to wxWidgets, but atm there's still plenty of other stuff to be done first.
On July 25 2011 04:57 Nightfal wrote: Does anyone else get the server error when clicking on the download list link? It just says Error 500 and obviously doesn't allow me to download the program. cant really give more info than that haha
The download link seems to be working fine for me: http://code.google.com/p/scbuildorder/downloads/list
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SCFusion v0.6 released
Time inputs can be specified as minutes:seconds Fixed a couple of requirement errors Fixed required tech for archons
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Good to see you are still working on it
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i get "please enter a valid scouting worker time" for any value that i put in there :-( i did try food, like 10, sec like 60, or time like 1:00, nothing works. i use 0.6
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Russian Federation4295 Posts
Installed VC++ 2010 Redistributables x64 and it's still not work
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On August 01 2011 18:42 icezar wrote: i get "please enter a valid scouting worker time" for any value that i put in there :-( i did try food, like 10, sec like 60, or time like 1:00, nothing works. i use 0.6
Ah, sorry, I was playing around with some code to check the times but forgot to remove it before building. I'll fix it up for next version.
On August 01 2011 19:00 Existor wrote: Installed VC++ 2010 Redistributables x64 and it's still not work
As per the OP, use the x86 ones, regardless of your OS.
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I bump this cause I have an idea which I think is nice: put some timings in the tool. What I mean with this: I want a PvP build, I fill in some units, but I want to be able to hold off a 4-gate too. What I would do now is: google for the 4 gate timing, make a waypoint at the 4-gate timing with the amount of units I think I need to defend against it, and then add the final waypoint for the units I want after that.
The problem with my way is: it requires a lot of research. I need to know exactly what I need to defend vs a 4-gate, I need to search for the timings, and then I need to test if the build really works.
The idea now is for you to add the possibility to add "timings", which kind of work like waypoints with presets, with some standard timings already programmed in the tool. For example, you could program in the 4-gate timing, and program in the amount of units some SC2 experts think you need to defend against it. I then press a button "Add 4-gate timing defense" and it automatically adds a waypoint with the 4-gate timing and the amount of units I need to defend against it. This of course needs to be adjustable, cause my micro might not be at the same level as the SC2 expert who added the defense timing.
I hope you understand what the idea is, I know the post is kind of chaotic .
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On August 04 2011 00:57 xai_death wrote:I bump this cause I have an idea which I think is nice: put some timings in the tool. What I mean with this: I want a PvP build, I fill in some units, but I want to be able to hold off a 4-gate too. What I would do now is: google for the 4 gate timing, make a waypoint at the 4-gate timing with the amount of units I think I need to defend against it, and then add the final waypoint for the units I want after that. The problem with my way is: it requires a lot of research. I need to know exactly what I need to defend vs a 4-gate, I need to search for the timings, and then I need to test if the build really works. The idea now is for you to add the possibility to add "timings", which kind of work like waypoints with presets, with some standard timings already programmed in the tool. For example, you could program in the 4-gate timing, and program in the amount of units some SC2 experts think you need to defend against it. I then press a button "Add 4-gate timing defense" and it automatically adds a waypoint with the 4-gate timing and the amount of units I need to defend against it. This of course needs to be adjustable, cause my micro might not be at the same level as the SC2 expert who added the defense timing. I hope you understand what the idea is, I know the post is kind of chaotic  .
I like the idea of adding timings for certain pushes, however exactly how you want to defend those timings is extremely subjective. You might be able to hold 4gate with 3 marauders and 6 marines, or you might be able to do it with 5 marauders 2 marines, or 2 marauders 4 marines and a bunker, or 2 marauders 6 marines and stim, etc. All of which depends on your level of micro and what you're comfortable with, as well as how you want to transition from there. Plus there's a lot of different rush timings and a lot of combinations of races to consider.
What I think might work better is to have those timings built into the waypoint time selection, so that you could add a waypoint and select '4 gate rush' for that waypoint with which it'll select the time (lets say 5:00), and have it show exactly what units you'll have at that time in the output. If you're not happy with what you've got for that timing, you can set targets for that waypoint so that it adjusts the build order.
For development it's just a matter of having inbuilt times that you can select, as well as adding labels to the waypoints for the output. Shouldn't be too hard.
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On August 04 2011 11:30 CarbonTwelve wrote:Show nested quote +On August 04 2011 00:57 xai_death wrote:I bump this cause I have an idea which I think is nice: put some timings in the tool. What I mean with this: I want a PvP build, I fill in some units, but I want to be able to hold off a 4-gate too. What I would do now is: google for the 4 gate timing, make a waypoint at the 4-gate timing with the amount of units I think I need to defend against it, and then add the final waypoint for the units I want after that. The problem with my way is: it requires a lot of research. I need to know exactly what I need to defend vs a 4-gate, I need to search for the timings, and then I need to test if the build really works. The idea now is for you to add the possibility to add "timings", which kind of work like waypoints with presets, with some standard timings already programmed in the tool. For example, you could program in the 4-gate timing, and program in the amount of units some SC2 experts think you need to defend against it. I then press a button "Add 4-gate timing defense" and it automatically adds a waypoint with the 4-gate timing and the amount of units I need to defend against it. This of course needs to be adjustable, cause my micro might not be at the same level as the SC2 expert who added the defense timing. I hope you understand what the idea is, I know the post is kind of chaotic  . I like the idea of adding timings for certain pushes, however exactly how you want to defend those timings is extremely subjective. You might be able to hold 4gate with 3 marauders and 6 marines, or you might be able to do it with 5 marauders 2 marines, or 2 marauders 4 marines and a bunker, or 2 marauders 6 marines and stim, etc. All of which depends on your level of micro and what you're comfortable with, as well as how you want to transition from there. Plus there's a lot of different rush timings and a lot of combinations of races to consider. What I think might work better is to have those timings built into the waypoint time selection, so that you could add a waypoint and select '4 gate rush' for that waypoint with which it'll select the time (lets say 5:00), and have it show exactly what units you'll have at that time in the output. If you're not happy with what you've got for that timing, you can set targets for that waypoint so that it adjusts the build order. For development it's just a matter of having inbuilt times that you can select, as well as adding labels to the waypoints for the output. Shouldn't be too hard. Yeah, that would also work indeed
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New release again:
SCFusion v0.7
Fixed scouting time controls Added Completion Likelihood display Added Supply target requirement
Just a note on the supply requirement - I believe it'll work atm for all races, however it's not very useful atm due to a couple of issues with the way target values are calculated. Also I'm not sure it'll ever be entirely optimal as a genetic algorithm like this is going to be better at being accurate for shorter build orders and not late game stuff as the options it needs to consider for that are quite numerous. I'll keep working on it and see if I can make it a bit more useful / accurate.
As always, I appreciate any feedback & suggestions 
- Carbon
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No problems so far! When will we see macro options like "only call MULEs", " only use chronoboost on nexus or upgrades" or "all queen energy for larvae except of x creep tumors"?
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nice little program but one question ... How can I choose order of things.... What if I want a spore to be build after the lings ... And that drone/larva put to good use till then
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On August 05 2011 02:22 Sunstuff wrote: nice little program but one question ... How can I choose order of things.... What if I want a spore to be build after the lings ... And that drone/larva put to good use till then
You can use waypoints and timers to specify when things should be built. In this example, set a waypoint with some number of lings at an earlier time than your ling + spore final target.
(you can use this technique to "teach" the BO optimizer to build the OC on 15 or put a reactor on a barracks very early, for example).
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