SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 52
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Sunstuff
Romania50 Posts
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CarbonTwelve
Australia525 Posts
On August 04 2011 23:25 graNite wrote: No problems so far! Cool. 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"? ![]() Soon™ ![]() | ||
CarbonTwelve
Australia525 Posts
![]() SCFusion v0.8 Added ability to specify a starting build order. Added a few default starting build orders that can be selected (more to come). Added icons & buttons for each race. Made a few optimisations to main algorithm. Yup - can now specify starting build orders. There are a couple of build orders specified for each race, but I want to add more. I'm hoping people can help me out with this - basically I need build orders provided in the format you get from the Simple output, then I can add them in. Eventually I want to be able to have people save their own build orders to file (and have them show up in the default) so that if there's a particular start that you want to use you don't have to manually type/paste it in each time. I figured it'd be good to get it out as is though ![]() You should find it resolves build orders a bit faster, and especially so if you specify the start. Let me know if you find any issues with it. - Carbon | ||
graNite
Germany4434 Posts
It only happens when I dont change the standard setting of 0-4 starports. | ||
CarbonTwelve
Australia525 Posts
On August 08 2011 00:13 graNite wrote: When I try to find a buildorder for hellions, the program sometimes just throws in a random starport?! It only happens when I dont change the standard setting of 0-4 starports. That's not too surprising - if you're not mineral capped (which I'm guessing for just 4 hellions you won't be) then it'll try and get as much of your indefinite goals as possible as long as it doesn't affect the build order time. So in this case, it can afford getting a starport out with the same time. If you want to avoid that then you can just set the max starports to 0. I might change the way that works though so that extra buildings are ignored for indefinite goals. Doesn't seem like it'd be very useful unless you wanted a particular unit composition with as many gateways as possible or something. | ||
CarbonTwelve
Australia525 Posts
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fenner
United Kingdom163 Posts
On August 07 2011 20:23 CarbonTwelve wrote: Made another release, and this is something of a big one ![]() SCFusion v0.8 Added ability to specify a starting build order. Added a few default starting build orders that can be selected (more to come). Added icons & buttons for each race. Made a few optimisations to main algorithm. Yup - can now specify starting build orders. There are a couple of build orders specified for each race, but I want to add more. I'm hoping people can help me out with this - basically I need build orders provided in the format you get from the Simple output, then I can add them in. Eventually I want to be able to have people save their own build orders to file (and have them show up in the default) so that if there's a particular start that you want to use you don't have to manually type/paste it in each time. I figured it'd be good to get it out as is though ![]() You should find it resolves build orders a bit faster, and especially so if you specify the start. Let me know if you find any issues with it. - Carbon Awesome update, here is standard 14/14 expand 9 Overlord 14 Extractor 14 Spawning Pool 14 3*Move Drone To Gas 15 Overlord 15 Queen 17 Zergling 18 Zergling 19 Metabolic Boost 20 Hatchery *** I am unable to save my build to file so i can't continue with it later, when i click save, nothing happens. Windows 7 64bit ![]() | ||
fenner
United Kingdom163 Posts
Initial Build Order: 9 Overlord 14 Extractor 14 Spawning Pool 14 3*Move Drone To Gas 15 Overlord 15 Queen 17 Zergling 18 Zergling 19 Metabolic Boost 20 Hatchery Waypoint 1: Max Time 7:15 Evolution Chamber 1 to 3 Zergling 4 Waypoint 2: Max time: 7:55 Roach Warren 1 to 2 Extractor 2 to 6 Zergling 4 Target: Drone 72 to 80 Zergling 4 It always fails on Waypoint 2 no matter how long I let it run however it should be fully possible to get a roach warren and 2 extractors by that point, but it never even seems to try and get a roach warren and therefore it fails. edit: It never seems to attempt to build a roach warren, I believe this is a bug. I just tried this setup and It never built a roach warren: No Waypoints. Target: 72 to 80 Drones 2 to 6 Extractor 1 to 3 Evolution Chamber 1 to 2 Roach Warren Result: Waypoint 1 failed: 7:54.06: 1192M 352G 5L 3L 5L 37E 78/ 78S Income: 2496M 228G Buildings: 3 Hatchery 2 Extractor 1 Spawning Pool 1 Evolution Chamber Units: 72 Drone 9 Overlord 3 Queen | ||
Racaoo
United Kingdom3 Posts
Also if you select detailed and press start it crashes for me, only works if I press simple first and then detailed while its running. | ||
graNite
Germany4434 Posts
On August 08 2011 11:15 CarbonTwelve wrote: Oh, something else I forgot to mention in the release notes - you now have 'Extra Supplies' as an option in the Terran buildings, with a default of 0, which means it won't use Calldown: Supply unless you actually request it to (or at least set it to 0-1 or something so it can if it wants to). Best change ever, keep up the good work! | ||
Peleus
Australia420 Posts
I understand (as a zerg, assuming other races) that you can nominate drones that you want by the end of the porcess (i.e. at 5:00 have 21 to 80 drones). Is it possible to nominate requirements you want (i.e. 4 roaches, 3 zerglings, 1 hatch, 1 pool, 1 extractor) and a specific timeframe (say 6:30) but then say, complete this build in a way that allows me to have maximum drones by my nominated time? To restate and hopefully clarify, from my understanding currently it will try and achieve the nominated requirements in the shortest time. Is there a way of calculating it so it will achieve it right at the time nominated (shortest isn't important), however with the maximum economy (drones). From example currently it might achieve my build in 3:30 out of my target time of 5:00 minutes (it can't, numbers made up). In reality it might be more efficent to get my roaches out last, and drone up harder first. I'd love to see the build finish at 5:00 with maximum drones. Thanks heaps, great feature to add if possible, or if I'm miss using the program and it's in there please let me know! Cheers. | ||
CarbonTwelve
Australia525 Posts
On August 08 2011 17:03 fenner wrote: Awesome update, here is standard 14/14 expand 9 Overlord 14 Extractor 14 Spawning Pool 14 3*Move Drone To Gas 15 Overlord 15 Queen 17 Zergling 18 Zergling 19 Metabolic Boost 20 Hatchery Thanks, I'll add that in. *** I am unable to save my build to file so i can't continue with it later, when i click save, nothing happens. Windows 7 64bit ![]() Saving isn't implemented yet. On August 08 2011 17:34 fenner wrote: It never seems to attempt to build a roach warren, I believe this is a bug. I just tried this setup and It never built a roach warren: I'll have a look at this when I get the chance. On August 09 2011 06:24 Racaoo wrote: Sorry I dont know if this was posted before, but is the output time in game time or real human time? Game time. Also if you select detailed and press start it crashes for me, only works if I press simple first and then detailed while its running. I'll look into this one also. On August 09 2011 15:11 Peleus wrote: I understand (as a zerg, assuming other races) that you can nominate drones that you want by the end of the porcess (i.e. at 5:00 have 21 to 80 drones). Is it possible to nominate requirements you want (i.e. 4 roaches, 3 zerglings, 1 hatch, 1 pool, 1 extractor) and a specific timeframe (say 6:30) but then say, complete this build in a way that allows me to have maximum drones by my nominated time? Yes, this is possible. Set your target requirements to 4 roaches, 3 zerglings, etc. then set the drones to something like 0-80, with a minimum time of 6:30. It will get the requirements you asked for and then as many drones as possible by that time. You might also need to check the building requirements though as if they're not fixed (eg, if evolution chambers is set to 0-3 or something) it might try and build them as well. Force them to be 0 by typing "0-0" or "0 to 0". | ||
Peleus
Australia420 Posts
I thought that's how it might be, only problem I'm having now is the following - I've set everything to zero, apart from desired units, and let drones be variable. At the end of my time however I've got like 450 minerals, 43 / 54 supply? (something high) and 6 larva left. I've got no idea why it isn't converting the larva into drones. I've tried to force it setting larva to 0 - 1, however it's coming up with a final solution with 5 larva and saying the final waypoint is reached regardless. Any help is greatly appreciated. Cheers. | ||
CarbonTwelve
Australia525 Posts
On August 09 2011 15:49 Peleus wrote: At the end of my time however I've got like 450 minerals, 43 / 54 supply? (something high) and 6 larva left. I've got no idea why it isn't converting the larva into drones. Is it possible those larvae / those minerals were obtained in the last ~15s of the build order, meaning there wasn't enough time for them to finish completing into drones? You can use the 'Full' output to see when larvae spawn. I've tried to force it setting larva to 0 - 1, however it's coming up with a final solution with 5 larva and saying the final waypoint is reached regardless. Hmm, interesting, forcing the larvae to be max of 1 should work. Perhaps it isn't considering the larvae requirement. I'll look into that. | ||
Peleus
Australia420 Posts
![]() P.s. Obviously you'll look into it however it may be difficult to nominate specific larva ranges as it would involve having to build certain things or missing queen injects, which may conflict with other priorities (i.e. priority to make drones higher than larva target etc) but I'm sure you already know all that. | ||
carwashguy
United States175 Posts
Now for my question. For the sake of clarity, when you say it corresponds with game time and not "real time," does that mean game time on "faster" settings? As in, in the case of "waypoint 1 satisfied in x:xx minutes," will "x:xx minutes" correspond with the in-game timer we see at the bottom left while we're actually executing the build in a real game? If so, isn't that pretty much the same thing as "real human time"? | ||
CursedFeanor
Canada539 Posts
![]() One thing I've been waiting for a long time is the option to select a specific target time, and then pick one (or more) units to be maximized. For exemple, it'd be nice to ask the program to find the best build order to have the maximum number of marines at the 7 minutes mark. We could just enter "max" in the unit numbers field... I know this might be actually pretty hard to implement depending on the way you coded the objective functions, but I think this would really be useful to have. | ||
SchfiftyFive
United States131 Posts
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Traceback
United States469 Posts
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CarbonTwelve
Australia525 Posts
On August 09 2011 22:58 carwashguy wrote: First off I just wanna say... THIS IS SO F'IN COOOOOOOL! I've been messing with it all night, and I love it. The current version is extremely well put together and useful. Great job. This is by far the coolest SC2 supplementary app out there right now. Thanks ![]() Now for my question. For the sake of clarity, when you say it corresponds with game time and not "real time," does that mean game time on "faster" settings? Game time is the same regardless of what speed setting you use. Ie, a probe will take 17s of the timer in the bottom left (above the minimap) in Faster, and it will take 17s of that timer in Slower as well. As in, in the case of "waypoint 1 satisfied in x:xx minutes," will "x:xx minutes" correspond with the in-game timer we see at the bottom left while we're actually executing the build in a real game? Correct. If so, isn't that pretty much the same thing as "real human time"? No, "Faster" speed setting is faster than real time. "Normal" runs at the same speed as real time. On August 10 2011 02:43 CursedFeanor wrote: One thing I've been waiting for a long time is the option to select a specific target time, and then pick one (or more) units to be maximized. For exemple, it'd be nice to ask the program to find the best build order to have the maximum number of marines at the 7 minutes mark. We could just enter "max" in the unit numbers field... I know this might be actually pretty hard to implement depending on the way you coded the objective functions, but I think this would really be useful to have. That functionality is already there. Enter "7:00" for the target time, then put "0-80" or something for one of the units. It will make a build order that takes 7:00 with as many of that unit as it can get. On August 10 2011 03:05 SchfiftyFive wrote: Just started using this, really cool!! I have to ask though, its not letting my donate through paypal...I'd like to give something but I cant lol. Yeah, unfortunately I have to sort a few things out with PayPal Australia. Apparently because I created a 'Donate' button they automatically assume I'm a charity, for with they wanted proof of my tax exemption status. I called them up and told them I wasn't a charity, but they still wanted a lot of proof of who I am and such. I haven't had the chance to sort that out yet. Thanks for the offer ![]() | ||
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