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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 51

Forum Index > SC2 General
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neverlast
Profile Joined September 2010
Austria62 Posts
July 12 2011 16:42 GMT
#1001
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...
The 3 races in bronze are: 6pool, cannon rush and bunkers. | Native Bronze Player since 2010
blinkblue
Profile Joined May 2010
United States119 Posts
Last Edited: 2011-07-20 06:04:37
July 20 2011 05:44 GMT
#1002
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.
blinkblue
Profile Joined May 2010
United States119 Posts
Last Edited: 2011-07-20 06:03:44
July 20 2011 05:54 GMT
#1003
Edit: double
TzTz
Profile Blog Joined April 2010
Germany511 Posts
July 24 2011 13:01 GMT
#1004
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...
xai_death
Profile Joined February 2011
Netherlands65 Posts
July 24 2011 17:50 GMT
#1005
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
Be sure to check out my stream!
Nightfal
Profile Joined October 2008
United States77 Posts
July 24 2011 19:57 GMT
#1006
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
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2011-07-25 00:19:24
July 24 2011 23:23 GMT
#1007
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
Nightfal
Profile Joined October 2008
United States77 Posts
July 25 2011 01:31 GMT
#1008
Thanks, I got it
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
July 31 2011 12:30 GMT
#1009
SCFusion v0.6 released

Time inputs can be specified as minutes:seconds
Fixed a couple of requirement errors
Fixed required tech for archons
graNite
Profile Blog Joined December 2010
Germany4434 Posts
July 31 2011 19:19 GMT
#1010
Good to see you are still working on it
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
icezar
Profile Joined June 2010
Germany240 Posts
August 01 2011 09:42 GMT
#1011
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
Existor
Profile Joined July 2010
Russian Federation4295 Posts
August 01 2011 10:00 GMT
#1012
Installed VC++ 2010 Redistributables x64 and it's still not work
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2011-08-01 10:18:57
August 01 2011 10:17 GMT
#1013
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.
xai_death
Profile Joined February 2011
Netherlands65 Posts
August 03 2011 15:57 GMT
#1014
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 .
Be sure to check out my stream!
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
August 04 2011 02:30 GMT
#1015
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.
xai_death
Profile Joined February 2011
Netherlands65 Posts
August 04 2011 06:08 GMT
#1016
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
Be sure to check out my stream!
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
August 04 2011 13:26 GMT
#1017
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
graNite
Profile Blog Joined December 2010
Germany4434 Posts
August 04 2011 14:25 GMT
#1018
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"?
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Sunstuff
Profile Joined March 2010
Romania50 Posts
August 04 2011 17:22 GMT
#1019
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
ZeroTalent
Profile Joined December 2010
United States297 Posts
August 04 2011 17:39 GMT
#1020
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).
Can we get an official definition of "all-in"? Please?
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