SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 53
Forum Index > SC2 General |
Traceback
United States469 Posts
| ||
carwashguy
United States175 Posts
On August 10 2011 06:10 CarbonTwelve wrote: No, "Faster" speed setting is faster than real time. "Normal" runs at the same speed as real time. Oooooh. This boggled the hell out of me until I realized that the clock on the bottom left above the minimap actually runs faster than "real time"! Thank you. On August 10 2011 06:21 Traceback wrote: Could you maybe add an option to start warpgate as soon as possible? This is already possible by making your first waypoint's only goal to be to get warpgate tech. These type of questions are starting to get out of hand. Maybe I could write up a FAQ or something. Edit: Btw, one more question. Do later waypoints influence earlier ones, assuming it doesn't slow it down? For example, suppose my first waypoint is to make a Zealot and my second is to make a Sentry--will it know to try and get gas if doing so won't hinder the first goal? | ||
CarbonTwelve
Australia525 Posts
On August 10 2011 06:21 Traceback wrote: Could you maybe add an option to start warpgate as soon as possible? I could possibly add that, however most build orders should automatically achieve that if the requirements are high enough. These type of questions are starting to get out of hand. Maybe I could write up a FAQ or something. Yeah, I kinda need to do that, and maybe do a demo video too. Edit: Btw, one more question. Do later waypoints influence earlier ones, assuming it doesn't slow it down? For example, suppose my first waypoint is to make a Zealot and my second is to make a Sentry--will it know to try and get gas if doing so won't hinder the first goal? Yes, it will. Basically the most important thing it tries to achieve is to minimise the time of the final target (unless you specify a minimum time). As long as it achieves the earlier waypoints in the time limits specified for them, it will use whatever build completes the final target as quickly as possible. So for your example, as long as it can get gas & the zealot before the first waypoint's time limit, it'll certainly do that. It'll probably get the cybernetics core too if it can afford it. | ||
SchfiftyFive
United States131 Posts
| ||
MrBlub
Germany1 Post
I just registered at TL to say Thank you. | ||
CarbonTwelve
Australia525 Posts
On August 10 2011 21:58 MrBlub wrote: Damn... nice Thing That's what she said. Ugh, I can't believe I just did that.... I just registered at TL to say Thank you. Thanks ![]() | ||
Delarchon
Finland132 Posts
And the thing that it prints out YABOT strings also is really handy. Is it possible that it would also include the chronoboosts and probe transfers to YABOT string? The chronoboost thing would be really helpful. | ||
Weioo
United States15 Posts
I just found this stuff and it's a bit confusing, especially with 2 download available. I downloaded SC2BuildOrder first, only to realize this wasn't the SC2Fusion was the program I wanted? I *kinda* understand how to use SC2Fusion, but that leaves me asking the question: Why the heck is SC2BuildOrder still available for download then? Thanks in advance! ![]() | ||
CarbonTwelve
Australia525 Posts
On August 12 2011 03:41 Weioo wrote: Could someone please explain the difference between the two downloadable apps that are linked to in the OP? It would be very beneficial if this could be explained in the OP as well, with an edit. I just found this stuff and it's a bit confusing, especially with 2 download available. I downloaded SC2BuildOrder first, only to realize this wasn't the SC2Fusion was the program I wanted? I *kinda* understand how to use SC2Fusion, but that leaves me asking the question: Why the heck is SC2BuildOrder still available for download then? Thanks in advance! ![]() SCFusion is a rewrite of SCBuildOrder. I left SCBuildOrder available as there were a couple of features it had that still hadn't been implemented in SCFusion. I think I just finished the last of them in v0.7 of SCFusion though, so I'll probably hide SCBuildOrder from the download list now. | ||
Racaoo
United Kingdom3 Posts
| ||
ultiMATEo001
2 Posts
Thanks for such a nice tool :D | ||
CarbonTwelve
Australia525 Posts
On August 16 2011 19:39 ultiMATEo001 wrote: When I type for example 0-80 probe, 0-80 zealot and 0-80 stalker and min time set to 09:00. Is the program trying to get more stalker, zealot or probe ?! It'll try to maximise the 'value', and 'value' is calculated as 1 per mineral and 2 per gas. So probes have a value of 50, zealots have a value of 100, and stalkers have a value of 225. | ||
ultiMATEo001
2 Posts
![]() Keep up the good work !!! | ||
The Touch
United Kingdom667 Posts
1) Maximums don't seem to be working, or I'm just using them wrong - I'm trying to set refineries to exactly 1 until 4:00 to simulate a worst case single gas steal at 2:00 with just 1 marine taking it down (taking 80 seconds, and then the extra 30 seconds to build the 2nd gas, with 10 seconds faffing about time by me). But the program just says 'waypoint satisfied' at 2:31 after the first refinery is finished and then proceeds to build the 2nd one straight away. I have found a workaround - I just set the refinery timing manually in the opening build order. I'm building SCVs constantly, and the 2nd refinery is still the first building built after the barracks, so it's easy enough to time it so that it only starts after my marine has killed the gas steal. But I suspect this could be linked to the second issue I'm having, since they're both linked to waypoints. 2) If I set more than one extra waypoint, the program gets stuck on the second one, saying 'waypoint 2 failed'. Even if I only have one waypoint, the program often reports that it's failed the second waypoint (which is the final target), even though it has actually achieved the desired result, and the Completion Likelihood is 90%+. As I say, I'm guessing there's something specifically to do with waypoints that is causing both of my problems. --edit-- Actually I had a small problem with the workaround too - it specifically involved having to enter the '3*Move SCV To Gas' command in the build order, which I only figured out by loading up the '15 OC with gas' build order. It's either something else for you to include in the FAQ I see you said you wanted to write, or worth making a change so that gas in your custom build order just follows the rules you set out in the Gas Micro dropdown box. Once I realised it though, everything went exactly how I wanted it to. I love this little tool. | ||
Akarik
Germany1 Post
I installed VC++ 2010 Redistributables x86 from the link. And then rebooted my pc. And then startet your programm. THen I made too steps to my target. The problem is that its working now for 2 hours and is 75% finished. wouldnt be bad if it wouldnt take 72% of my CPU capacity. (i7 4x2,66Ghz win7 64bit) Is that normal? Is there anyway to fix that? Its really really anoying! Also I would like to know if the waypoints are indepent of each others. Cuz Im trying to make a build that takes a few minutes (7-8) but things doesnt make sense for the real game. (assimilator nexus gate core forge and than cannons...) are the waypoints indepent or each other? EDIT: I didnt do anything and suddenly the "completion likelihood" turned back to 0%. bo changed back to the same as it was at the beginning ![]() | ||
iSTime
1579 Posts
On August 26 2011 05:32 Akarik wrote: I've got a problem. I installed VC++ 2010 Redistributables x86 from the link. And then rebooted my pc. And then startet your programm. THen I made too steps to my target. The problem is that its working now for 2 hours and is 75% finished. wouldnt be bad if it wouldnt take 72% of my CPU capacity. (i7 4x2,66Ghz win7 64bit) Is that normal? Is there anyway to fix that? Its really really anoying! Also I would like to know if the waypoints are indepent of each others. Cuz Im trying to make a build that takes a few minutes (7-8) but things doesnt make sense for the real game. (assimilator nexus gate core forge and than cannons...) are the waypoints indepent or each other? EDIT: I didnt do anything and suddenly the "completion likelihood" turned back to 0%. bo changed back to the same as it was at the beginning ![]() You need to do a better job with the waypoints. If it's telling you to go assimilator then nexus then gateway, and this isn't viable because you'll die to lings or w/e, then you need to specify that you want to have 2 cannons by X:XX so that it builds them in time. | ||
CarbonTwelve
Australia525 Posts
On August 23 2011 02:34 The Touch wrote: 1) Maximums don't seem to be working, or I'm just using them wrong - I'm trying to set refineries to exactly 1 until 4:00 to simulate a worst case single gas steal at 2:00 with just 1 marine taking it down (taking 80 seconds, and then the extra 30 seconds to build the 2nd gas, with 10 seconds faffing about time by me). But the program just says 'waypoint satisfied' at 2:31 after the first refinery is finished and then proceeds to build the 2nd one straight away. Hmm, I removed the minimum time from the waypoints as I didn't think there'd be any need for them, but with maximums you possibly do due to what you're suggesting above. I'll add them back in. 2) If I set more than one extra waypoint, the program gets stuck on the second one, saying 'waypoint 2 failed'. Even if I only have one waypoint, the program often reports that it's failed the second waypoint (which is the final target), even though it has actually achieved the desired result, and the Completion Likelihood is 90%+. I'd need to know the actual requirements. I suspect it's most likely because of a maximum that's set. Eg, you've put in units for the first waypoint that you haven't included in the target, so it fails the second waypoint because of that. Actually I had a small problem with the workaround too - it specifically involved having to enter the '3*Move SCV To Gas' command in the build order, which I only figured out by loading up the '15 OC with gas' build order. It's either something else for you to include in the FAQ I see you said you wanted to write, or worth making a change so that gas in your custom build order just follows the rules you set out in the Gas Micro dropdown box. I don't think I'd want to do that as you might have something in the gas micro box that you want for the rest of the build order that you don't want for the initial build order. Eg, the initial build puts only 2 on gas to start with, which you can handle at the start, but from then onwards you always want 3 once the assimilator is ready. On August 26 2011 05:32 Akarik wrote: I've got a problem. I installed VC++ 2010 Redistributables x86 from the link. And then rebooted my pc. And then startet your programm. THen I made too steps to my target. The problem is that its working now for 2 hours and is 75% finished. wouldnt be bad if it wouldnt take 72% of my CPU capacity. (i7 4x2,66Ghz win7 64bit) It's a completion likelihood. The algorithm should never reach 100% because it's not testing every single possible build order. Is that normal? Is there anyway to fix that? Its really really anoying! You can turn down the priority of it so that it shouldn't affect other apps (turn it down in task manager), however it's always going to use a lot of CPU as it's trying to determine results as fast as possible. Also I would like to know if the waypoints are indepent of each others. Cuz Im trying to make a build that takes a few minutes (7-8) but things doesnt make sense for the real game. (assimilator nexus gate core forge and than cannons...) are the waypoints indepent or each other? I'm not really sure what you're asking. You'll need to give the details of the waypoints & output before I can know more. EDIT: I didnt do anything and suddenly the "completion likelihood" turned back to 0%. bo changed back to the same as it was at the beginning ![]() The completion likelihood resets to 0 every time it finds something faster, basically because if it only just found something that's faster, then it's entirely possible it'll be able to make another similar adjustment soon, so it has no confidence that the result is the best possible build. Basically, you shouldn't be running the application to get 100%. Just run it long enough that it's not making very many adjustments and that'll basically be as fast as you can get the build to be. It doesn't make much sense to run it for several hours longer to save a few milliseconds. The app isn't going to stop itself though as it's up to the user to decide what's appropriate (ie, if you're running it overnight then you won't want it to stop 'til the morning, but if it's just a new build you're thinking about trying you might want to run it for 15 mins or so and get a general idea of how fast it'll be). | ||
Absent Minded
Canada19 Posts
| ||
CarbonTwelve
Australia525 Posts
On August 26 2011 08:57 Absent Minded wrote: When i try to run the program, it suddenly throttles all my cores leading to overheating (my comp actually crashed from overheating running this). I'd suggest you need more cooling for your computer, or you need to reduce your overclocking. It shouldn't crash from 100% CPU. | ||
Quixxotik
United States54 Posts
| ||
| ||