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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 57

Forum Index > SC2 General
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Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 09 2012 21:18 GMT
#1121
Can you update it for HotS ?
graNite
Profile Blog Joined December 2010
Germany4434 Posts
December 09 2012 21:26 GMT
#1122
this would be so great, i have all my current matchup builds from this program.

maybe somebody should pm him
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2012-12-10 19:25:58
December 10 2012 19:18 GMT
#1123
On December 10 2012 06:18 Existor wrote:
Can you update it for HotS ?


Already working on it. Actually, what I'm working on is basically a complete rewrite of the game engine, which will allow it to function for HotS as well as WoL and whatever patches come along. It's going to take quite a while though. Certainly it'll be ready before HotS though.
Hez
Profile Joined July 2011
United States31 Posts
December 12 2012 03:07 GMT
#1124
Cant wait! Program looks awesome. Nice work.
Even if I knew that tomorrow the world would go to pieces, I would still plant my apple tree. -Martin Luther
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
January 25 2013 07:24 GMT
#1125
Well, there's been a LOT of progress, although it probably doesn't show. But either way I've released a new version

v0.96 has been released, and the main change is that almost all of the game's configuration is loaded from XML. This means that any future patch changes can be applied without requiring a new release. This also means that the program will be able to support multiple versions, ie, WoL, and HotS, and any test realm version.

There are a number of features that are currently missing due to the new design, but it's mostly there atm, and I'd appreciate some testing and feedback if anyone cares to give it a go. And if someone's up for creating a HotS version of the XML file that'd be awesome

I should mention that the game rate has greatly decreased (roughly half). Part of this is due to not having optimised the new code, but it's mostly because the generic code has reduced the speed. This is pretty much unavoidable, but I think the gains of XML handling are worth it.
ksyrog
Profile Joined September 2012
Poland15 Posts
Last Edited: 2013-02-15 02:38:48
February 15 2013 01:41 GMT
#1126
I found a bug:
Photon cannon does not require Forge.
Of course, adding in xml (below line 301):
<BuildingRequirement>Forge</BuildingRequirement>
is fixing this. Thanks for great tool btw
Edit:
Also observer construction time is 30 seconds since patch 1.4.3.

CarbonTwelve
Profile Joined November 2010
Australia525 Posts
February 15 2013 22:32 GMT
#1127
On February 15 2013 10:41 ksyrog wrote:
I found a bug:
Photon cannon does not require Forge.
Of course, adding in xml (below line 301):
<BuildingRequirement>Forge</BuildingRequirement>
is fixing this. Thanks for great tool btw
Edit:
Also observer construction time is 30 seconds since patch 1.4.3.



Thanks. Both of those issues have been fixed, and I have now released version 1.0 of SCFusion which now supports Heart of the Swarm

I made all the changes I could find, but I wouldn't be surprised if there are still some things missing, and the beta is likely to change over time anyway. I will keep updating the XML files as needed. The program supports multiple XML files now as well, so you can still simulate WoL builds without having to restart and change files or anything like that.
ksyrog
Profile Joined September 2012
Poland15 Posts
February 16 2013 11:30 GMT
#1128
Thanks for new version, but could you fix this issue?
Also chronoboosting seems missing, scouting worker is broken and right status panel is not synchronized with output window.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
February 17 2013 21:06 GMT
#1129
On February 16 2013 20:30 ksyrog wrote:
Thanks for new version, but could you fix this issue?


I haven't been able to reproduce that issue. Were there any other settings such as scouting that were set?

Also chronoboosting seems missing,


Chronoboost is definitely there, and can be found when using the target you have above (it will spend all the chrono boost on warp gate research).

scouting worker is broken


Yeah, looks like it's not being passed through. I'll look into that.

and right status panel is not synchronized with output window.


The problem is that it doesn't clear out the previous build order's targets if they're 0 in the new build order. I'll fix that too.

Thanks for the feedback.
ksyrog
Profile Joined September 2012
Poland15 Posts
February 18 2013 00:01 GMT
#1130
On February 18 2013 06:06 CarbonTwelve wrote:
Show nested quote +
On February 16 2013 20:30 ksyrog wrote:
Thanks for new version, but could you fix this issue?


I haven't been able to reproduce that issue. Were there any other settings such as scouting that were set?

Nope, today I did not touch anything except target tab and it still occured. Maybe full output will help? You can also notice that in broken lines income is 1M and 1G.


Show nested quote +
Also chronoboosting seems missing,


Chronoboost is definitely there, and can be found when using the target you have above (it will spend all the chrono boost on warp gate research).

If you check output, there is only 1 chronoboost on WG and if you look to second build there is none, though maybe this is different issue...

Show nested quote +
scouting worker is broken


Yeah, looks like it's not being passed through. I'll look into that.

Show nested quote +
and right status panel is not synchronized with output window.


The problem is that it doesn't clear out the previous build order's targets if they're 0 in the new build order. I'll fix that too.


Thanks

CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2013-02-18 01:28:52
February 18 2013 01:21 GMT
#1131
On February 18 2013 09:01 ksyrog wrote:
Show nested quote +
On February 18 2013 06:06 CarbonTwelve wrote:
On February 16 2013 20:30 ksyrog wrote:
Thanks for new version, but could you fix this issue?


I haven't been able to reproduce that issue. Were there any other settings such as scouting that were set?

Nope, today I did not touch anything except target tab and it still occured. Maybe full output will help? You can also notice that in broken lines income is 1M and 1G.

Show nested quote +

Also chronoboosting seems missing,


Chronoboost is definitely there, and can be found when using the target you have above (it will spend all the chrono boost on warp gate research).

If you check output, there is only 1 chronoboost on WG and if you look to second build there is none, though maybe this is different issue...


Unfortunately I still can't replicate this. Here's the output I get with that target:

+ Show Spoiler +
0:02.00: 50M 0G 6/ 10S - Build Probe
0:19.00: 73M 0G 7/ 10S - (Probe completed)
0:19.00: 73M 0G 7/ 10S - (Nexus: Busy lapsed)
0:19.00: 73M 0G 7/ 10S - Build Probe
0:21.00: 32M 0G 8/ 10S - (Worker starts mining minerals)
0:34.80: 100M 0G 8/ 10S - Build Pylon
0:36.00: 5M 0G 8/ 10S - (Probe completed)
0:36.00: 5M 0G 8/ 10S - (Nexus: Busy lapsed)
0:38.00: 14M 0G 8/ 10S - (Worker starts mining minerals)
0:44.80: 47M 0G 8/ 10S - (Worker starts mining minerals)
0:59.80: 131M 0G 8/ 10S - (Pylon completed)
1:03.12: 150M 0G 8/ 18S - Build Gateway
1:13.12: 50M 0G 8/ 18S - (Worker starts mining minerals)
1:13.21: 50M 0G 8/ 18S - Build Probe
1:13.21: 0M 0G 9/ 18S - Chrono Boost Nexus
1:24.54: 63M 0G 9/ 18S - (Nexus: Busy lapsed)
1:24.54: 63M 0G 9/ 18S - (Probe completed)
1:24.54: 63M 0G 9/ 18S - Build Probe
1:26.54: 25M 0G 10/ 18S - (Worker starts mining minerals)
1:33.21: 67M 0G 10/ 18S - (Nexus: Chrono Boost lapsed)
1:37.21: 92M 0G 10/ 18S - (Nexus: Busy lapsed)
1:37.21: 92M 0G 10/ 18S - (Probe completed)
1:37.21: 92M 0G 10/ 18S - Build Probe
1:39.21: 55M 0G 11/ 18S - (Worker starts mining minerals)
1:42.01: 75M 0G 11/ 18S - Build Assimilator
1:46.01: 25M 0G 11/ 18S - (Worker starts mining minerals)
1:54.21: 84M 0G 11/ 18S - (Probe completed)
1:54.21: 84M 0G 11/ 18S - (Nexus: Busy lapsed)
1:56.21: 98M 0G 11/ 18S - (Worker starts mining minerals)
2:08.12: 191M 0G 11/ 18S - (Gateway completed)
2:08.12: 191M 0G 11/ 18S - Build Cybernetics Core
2:09.34: 50M 0G 11/ 18S - Build Probe
2:12.01: 19M 0G 12/ 18S - (Assimilator completed)
2:18.12: 62M 0G 12/ 18S - (Worker starts mining minerals)
2:26.34: 127M 0G 12/ 18S - (Nexus: Busy lapsed)
2:26.34: 127M 0G 12/ 18S - (Probe completed)
2:26.34: 127M 0G 12/ 18S - Build Probe
2:26.34: 77M 0G 13/ 18S - Move Three Probes To Gas
2:28.34: 88M 0G 13/ 18S - (Worker starts mining gas)
2:28.34: 88M 0G 13/ 18S - (Worker starts mining minerals)
2:30.34: 101M 1G 13/ 18S - (Worker starts mining gas)
2:32.34: 113M 4G 13/ 18S - (Worker starts mining gas)
2:43.34: 183M 25G 13/ 18S - (Probe completed)
2:43.34: 183M 25G 13/ 18S - (Nexus: Busy lapsed)
2:43.34: 183M 25G 13/ 18S - Build Probe
2:45.34: 146M 29G 14/ 18S - (Worker starts mining minerals)
2:58.12: 237M 53G 14/ 18S - (Cybernetics Core completed)
2:58.12: 237M 53G 14/ 18S - Research Warp Gate Transformation
3:00.34: 203M 7G 14/ 18S - (Nexus: Busy lapsed)
3:00.34: 203M 7G 14/ 18S - (Probe completed)
3:00.34: 203M 7G 14/ 18S - Build Probe
3:00.34: 153M 7G 15/ 18S - Chrono Boost Cybernetics Core
3:02.34: 167M 11G 15/ 18S - (Worker starts mining minerals)
3:17.34: 284M 39G 15/ 18S - (Probe completed)
3:17.34: 284M 39G 15/ 18S - (Nexus: Busy lapsed)
3:17.34: 284M 39G 15/ 18S - Build Probe
3:19.34: 250M 43G 16/ 18S - (Worker starts mining minerals)
3:20.34: 259M 45G 16/ 18S - (Cybernetics Core: Chrono Boost lapsed)
3:20.34: 259M 45G 16/ 18S - Chrono Boost Cybernetics Core
3:34.34: 379M 72G 16/ 18S - (Probe completed)
3:34.34: 379M 72G 16/ 18S - (Nexus: Busy lapsed)
3:34.34: 379M 72G 16/ 18S - Build Probe
3:36.34: 346M 75G 17/ 18S - (Worker starts mining minerals)
3:40.34: 383M 83G 17/ 18S - (Cybernetics Core: Chrono Boost lapsed)
3:40.34: 383M 83G 17/ 18S - Chrono Boost Cybernetics Core
3:40.34: 383M 83G 17/ 18S - Build Gateway
3:40.34: 233M 83G 17/ 18S - Build Gateway
3:48.83: 150M 99G 17/ 18S - Build Gateway
3:50.34: 11M 102G 17/ 18S - (Worker starts mining minerals)
3:50.34: 11M 102G 17/ 18S - (Worker starts mining minerals)
3:51.34: 19M 104G 17/ 18S - (Nexus: Busy lapsed)
3:51.34: 19M 104G 17/ 18S - (Probe completed)
3:53.34: 37M 108G 17/ 18S - (Worker starts mining minerals)
3:58.83: 87M 118G 17/ 18S - (Worker starts mining minerals)
4:00.34: 102M 121G 17/ 18S - (Cybernetics Core: Chrono Boost lapsed)
4:00.34: 102M 121G 17/ 18S - Chrono Boost Cybernetics Core
4:00.34: 102M 121G 17/ 18S - Build Pylon
4:05.50: 50M 131G 17/ 18S - Build Probe
4:10.34: 45M 140G 18/ 18S - (Worker starts mining minerals)
4:20.34: 144M 159G 18/ 18S - (Cybernetics Core: Chrono Boost lapsed)
4:22.50: 165M 163G 18/ 18S - (Probe completed)
4:22.50: 165M 163G 18/ 18S - (Nexus: Busy lapsed)
4:24.50: 185M 167G 18/ 18S - (Worker starts mining minerals)
4:25.34: 194M 168G 18/ 18S - (Pylon completed)
4:25.34: 194M 168G 18/ 26S - Build Probe
4:26.67: 158M 171G 19/ 26S - Chrono Boost Cybernetics Core
4:26.67: 158M 171G 19/ 26S - Build Pylon
4:36.67: 157M 190G 19/ 26S - (Worker starts mining minerals)
4:42.34: 217M 201G 19/ 26S - (Probe completed)
4:42.34: 217M 201G 19/ 26S - (Nexus: Busy lapsed)
4:42.34: 217M 201G 19/ 26S - Build Probe
4:44.34: 188M 205G 20/ 26S - (Worker starts mining minerals)
4:45.34: 199M 206G 20/ 26S - (Gateway completed)
4:45.34: 199M 206G 20/ 26S - (Gateway completed)
4:46.67: 214M 209G 20/ 26S - (Cybernetics Core: Chrono Boost lapsed)
4:48.12: 230M 212G 20/ 26S - (Warp Gate Transformation completed)
4:48.12: 230M 212G 20/ 26S - (Cybernetics Core: Busy lapsed)
4:48.12: 230M 212G 20/ 26S - Convert Gateway To Warp Gate
4:48.12: 230M 212G 20/ 26S - Convert Gateway To Warp Gate
4:48.12: 230M 212G 20/ 26S - Convert Gateway To Warp Gate
4:51.67: 270M 219G 20/ 26S - (Pylon completed)
4:53.83: 294M 223G 20/ 34S - (Gateway completed)
4:53.83: 294M 223G 20/ 34S - Convert Gateway To Warp Gate
4:58.12: 342M 231G 20/ 34S - (Warp Gate completed)
4:58.12: 342M 231G 20/ 34S - (Warp Gate completed)
4:58.12: 342M 231G 20/ 34S - (Warp Gate completed)
4:58.12: 342M 231G 20/ 34S - Build Zealot
4:58.12: 242M 231G 22/ 34S - Build Stalker
4:58.83: 125M 182G 24/ 34S - Build Stalker
4:59.34: 6M 133G 26/ 34S - (Nexus: Busy lapsed)
4:59.34: 6M 133G 26/ 34S - (Probe completed)
5:01.34: 28M 137G 26/ 34S - (Worker starts mining minerals)
5:03.12: 49M 140G 26/ 34S - (Zealot completed)
5:03.12: 49M 140G 26/ 34S - (Stalker completed)
5:03.83: 57M 142G 26/ 34S - (Stalker completed)
5:03.83: 57M 142G 26/ 34S - (Warp Gate completed)

Waypoint 1 satisfied:
5:03.83: 57M 142G 26/ 34S
Income: 706M 114G
Buildings: 1 Nexus 3 Pylon 1 Assimilator 4 Warp Gate 1 Cybernetics Core
Units: 20 Probe 1 Zealot 2 Stalker
Research: Warp Gate Transformation


No issues with the crazy times, and it's definitely using Chrono Boost. It looks like your times are somehow ending up as NaN or something after warp gate research completes, which also affects the current minerals & gas, but not the income rates. I'm not really sure how to proceed atm because without a way to reproduce it I can't work out what the cause is...

FWIW, I've fixed the other two issues (scouting worker and results grid).

Edit: Actually, looks like I've been able to reproduce it by copying the build order from the text output and using that as a starting build. Will investigate it today. Thanks.
llIH
Profile Joined June 2011
Norway2144 Posts
February 18 2013 01:34 GMT
#1132
Please update for HotS!
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
February 18 2013 02:01 GMT
#1133
On February 18 2013 10:34 llIH wrote:
Please update for HotS!


Read about 5 posts up:

I have now released version 1.0 of SCFusion which now supports Heart of the Swarm
HarbingerOfDoom
Profile Joined December 2010
United States508 Posts
February 18 2013 02:12 GMT
#1134
You should update the OP. It is a tad confusing given the actual current state of the project.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
February 18 2013 03:04 GMT
#1135
On February 18 2013 11:12 HarbingerOfDoom wrote:
You should update the OP. It is a tad confusing given the actual current state of the project.


Yeah, wish I could, but it won't let me (I'm guessing it's too old). I might try asking a mod to let me edit it or just have them edit it for me.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
February 19 2013 00:57 GMT
#1136
Okay, I've just released v1.01 which fixes the issues ksyrog found as well as a couple of others (eg, supply restriction), and also improved memory usage.
ksyrog
Profile Joined September 2012
Poland15 Posts
February 19 2013 13:11 GMT
#1137
Thanks, but I still have this NaN time issues. I found out that this always happen when chrono boost is first time used, hence the second build, where chornos are missing, is displayed correctly.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
February 19 2013 19:41 GMT
#1138
On February 19 2013 22:11 ksyrog wrote:
Thanks, but I still have this NaN time issues. I found out that this always happen when chrono boost is first time used, hence the second build, where chornos are missing, is displayed correctly.


Any chance you could post a build with an example of it? I wasn't getting it with the build from before so I thought it was fixed.
graNite
Profile Blog Joined December 2010
Germany4434 Posts
Last Edited: 2013-02-19 20:20:51
February 19 2013 20:13 GMT
#1139
If I set it to 2 Orbitals, 4 Barracks, 20 Marines Minimum and Combat Shield required there is this werid time bug again
Negative times and it stays on 1M, gas is still working correctly.


Is it possible to make a setting "50%" for upgrades? I want combat shields to be 50% ready when i move out, so that it is done when my attack hits.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2013-02-19 21:18:19
February 19 2013 21:09 GMT
#1140
On February 20 2013 05:13 graNite wrote:
If I set it to 2 Orbitals, 4 Barracks, 20 Marines Minimum and Combat Shield required there is this werid time bug again
Negative times and it stays on 1M, gas is still working correctly.


Are you able to post the output? It seems specific to certain build orders and with those requirements set I'm not getting the error:

+ Show Spoiler +
0:02.00: 50M 0G 6/ 11S - Build SCV
0:19.00: 73M 0G 7/ 11S - Build SCV
0:36.00: 106M 0G 8/ 11S - Build SCV
0:53.00: 150M 0G 9/ 11S - Build SCV
0:53.03: 100M 0G 10/ 11S - Build Supply Depot
1:10.00: 91M 0G 10/ 11S - Build SCV
1:27.00: 147M 0G 11/ 19S - Build SCV
1:34.04: 150M 0G 12/ 19S - Build Barracks
1:44.00: 67M 0G 12/ 19S - Build SCV
2:01.00: 149M 0G 13/ 19S - Build SCV
2:18.00: 244M 0G 14/ 19S - Build SCV
2:18.00: 194M 0G 15/ 19S - Build Barracks
2:39.04: 221M 0G 15/ 19S - Build Orbital Command
2:39.52: 75M 0G 15/ 19S - Build Refinery
3:14.04: 317M 0G 15/ 19S - Calldown: MULE
3:14.04: 317M 0G 15/ 19S - Build Barracks
3:14.04: 167M 0G 15/ 19S - Build Barracks
3:18.75: 50M 0G 15/ 19S - Build Marine From Naked Barracks
3:23.00: 48M 0G 16/ 19S - Lift Naked Barracks
3:28.00: 106M 0G 16/ 19S - Land Naked Barracks
3:28.00: 106M 0G 16/ 19S - Move Three SCVs To Gas
3:57.11: 400M 48G 16/ 19S - Build Command Center
4:00.02: 25M 53G 16/ 19S - Build Barracks With Tech Lab
4:05.83: 50M 39G 16/ 19S - Build Marine From Naked Barracks
4:19.04: 114M 64G 17/ 19S - Build Marine From Naked Barracks
4:19.04: 64M 64G 18/ 19S - Build Marine From Naked Barracks
4:37.79: 203M 100G 19/ 19S - Research Combat Shield
4:42.93: 159M 10G 19/ 19S - Calldown: Extra Supplies
4:47.93: 214M 19G 19/ 27S - Build Marine From Naked Barracks
4:47.93: 164M 19G 20/ 27S - Build Marine From Naked Barracks
4:47.93: 114M 19G 21/ 27S - Build Marine From Naked Barracks
4:47.93: 64M 19G 22/ 27S - Build Marine From Barracks With Tech Lab
5:12.93: 285M 67G 23/ 27S - Build Marine From Naked Barracks
5:12.93: 235M 67G 24/ 27S - Build Marine From Naked Barracks
5:12.93: 185M 67G 25/ 27S - Build Marine From Naked Barracks
5:12.93: 135M 67G 26/ 27S - Build Marine From Barracks With Tech Lab
5:37.11: 347M 113G 27/ 38S - Build Orbital Command
5:37.93: 206M 114G 27/ 38S - Build Marine From Naked Barracks
5:37.93: 156M 114G 28/ 38S - Build Marine From Naked Barracks
5:37.93: 106M 114G 29/ 38S - Build Marine From Naked Barracks
5:37.93: 56M 114G 30/ 38S - Build Marine From Barracks With Tech Lab
6:02.93: 293M 162G 31/ 38S - Build Marine From Naked Barracks
6:02.93: 243M 162G 32/ 38S - Build Marine From Naked Barracks
6:02.93: 193M 162G 33/ 38S - Build Marine From Naked Barracks
6:02.93: 143M 162G 34/ 38S - Build Marine From Barracks With Tech Lab

Waypoint 1 satisfied:
6:27.93: 383M 209G 35/ 38S
Income: 696M 114G
Buildings: 1 Extra Supply Depot 1 Refinery 3 Barracks 1 Barracks With Tech Lab 2 Orbital Command
Units: 15 SCV 20 Marine
Research: Combat Shield


Is it possible to make a setting "50%" for upgrades? I want combat shields to be 50% ready when i move out, so that it is done when my attack hits.


I'm working on adding 'Minimum / Maximum Under Construction' for each target that will allow you to prevent or require things to be under construction at certain times, but I'm not sure I'd add a '50%' level or anything. Would it be enough to be able to add a waypoint 30s or whatever before the attack to have Combat Shields under construction then?
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