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On February 21 2013 17:01 graNite wrote:ok i added this to the xml + Show Spoiler +<Target category="UnitAbility"> <Name>MULEs Available</Name> <SourceUnit>Orbital Command</SourceUnit> <EnergyRequired>50</EnergyRequired> </Target> and i cant load fusion any more "xml error" :D i have absolutely no idea how to code 
You realize that calling mule is not unit ability  Try putting this in line 2899: + Show Spoiler + <Target category="BuildingAbility"> <Name>MULEs Available</Name> <SourceBuilding>Orbital Command</SourceBuilding> <EnergyRequired>50</EnergyRequired> </Target>
I still have small problem with chronoboosting - adding pylon to target fixed it.
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On February 21 2013 17:52 ksyrog wrote:Show nested quote +On February 21 2013 17:01 graNite wrote:ok i added this to the xml + Show Spoiler +<Target category="UnitAbility"> <Name>MULEs Available</Name> <SourceUnit>Orbital Command</SourceUnit> <EnergyRequired>50</EnergyRequired> </Target> and i cant load fusion any more "xml error" :D i have absolutely no idea how to code  You realize that calling mule is not unit ability  Try putting this in line 2899: + Show Spoiler + <Target category="BuildingAbility"> <Name>MULEs Available</Name> <SourceBuilding>Orbital Command</SourceBuilding> <EnergyRequired>50</EnergyRequired> </Target>
Yep, that looks right.
I still have small problem with chronoboosting - adding pylon to target fixed it.
What's the problem you're having with chronoboost?
Edit: Nevermind, I can see it's not using it. I'll look into it...
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Found another small bug.
It seems to think you still need a Lair for overlord speed.
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On February 21 2013 19:56 Spyridon wrote: Found another small bug.
It seems to think you still need a Lair for overlord speed.
Ah yeah, I forgot they removed that requirement for HotS. I'll fix up the XML file with the next release.
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I found a problem with collapsing between Simple and Minimal view.
In simple this displays:
3:32.00: 333M 0G 19/ 26S - Build Queen 3:47.00: 360M 0G 21/ 26S - Build Drone 4:02.00: 486M 0G 22/ 26S - Build Drone 4:07.54: 502M 0G 23/ 28S - Build Queen
While in minimal this displays:
19 2 * Build Queen
EDIT: Also a no extractor trick option would be nice
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It's a new day, so a new release That chrono boost bug actually exposed an issue which I think was preventing the use of queens when they weren't requested, so I think that has been fixed now as well (and certainly seems to have been fixed from my testing). As always, let me know of any issues.
SCFusion v1.06
Enhancements: Adds 'Nuke' as a target Adds 'MULEs Available' as a target Adds 'Scanner Sweeps Available' as a target
Bug Fixes: Fixes minimal output combining commands that have probes built inbetween. Fixes use of Chronoboost from a single nexus. Improves use of Queens & injecting larvae. Removed Lair requirement for Overlord speed in HotS.
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I just want to say that this is amazing and I will spend hours upon hours fiddling with this thing for sure. Really great work and I want you to know that you definitely have my appreciation and best wishes!
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Thanks for the good job. Just to let you know :
Hellion Transformation to and from Hellbat Mode now requires the Transformation Servos upgrade from the Factory Tech Lab.Transformation Servos requires an Armory and costs 150/150, with a 110 second research time.
http://us.battle.net/sc2/en/forum/topic/7979378171
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On February 23 2013 20:07 Starney Binson wrote:Thanks for the good job. Just to let you know : Show nested quote +Hellion Transformation to and from Hellbat Mode now requires the Transformation Servos upgrade from the Factory Tech Lab.Transformation Servos requires an Armory and costs 150/150, with a 110 second research time. http://us.battle.net/sc2/en/forum/topic/7979378171
Thanks, I'll update it for the next release.
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thanks such a nice tool
however doing 5 extractor tricks in a 9 minute build is a little bit over the top so an extractor trick option would be awesome
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On February 24 2013 07:59 cmor wrote:thanks such a nice tool however doing 5 extractor tricks in a 9 minute build is a little bit over the top so an extractor trick option would be awesome 
Yeah lol, I'm looking at a build on my screen with 11 extractor tricks before the 5 minute mark.
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On February 24 2013 08:53 usNEUX wrote:Show nested quote +On February 24 2013 07:59 cmor wrote:thanks such a nice tool however doing 5 extractor tricks in a 9 minute build is a little bit over the top so an extractor trick option would be awesome  Yeah lol, I'm looking at a build on my screen with 11 extractor tricks before the 5 minute mark.
That's just because the extras aren't handled. Once they are it won't use the extractor trick when it's not worth it.
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On February 24 2013 11:08 CarbonTwelve wrote:Show nested quote +On February 24 2013 08:53 usNEUX wrote:On February 24 2013 07:59 cmor wrote:thanks such a nice tool however doing 5 extractor tricks in a 9 minute build is a little bit over the top so an extractor trick option would be awesome  Yeah lol, I'm looking at a build on my screen with 11 extractor tricks before the 5 minute mark. That's just because the extras aren't handled. Once they are it won't use the extractor trick when it's not worth it.
The only really odd thing was that it wasn't using the trick one at a time. It wanted me to do the extractor trick 3 times at once then build 3 drones and cancel them all which is probably not beneficial if you cant do that at machine like speeds. I figured out how to remove the trick from the XML file anyway so its no big deal. Thanks a ton for this it does everything else flawlessly.
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Hm, I'm seeing like 3 chrono on cyber core before warpgate research is even started. Did I screw something up?
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On February 24 2013 22:31 KrazyTrumpet wrote: Hm, I'm seeing like 3 chrono on cyber core before warpgate research is even started. Did I screw something up?
Can you take a screenshot of it and upload it somewhere?
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I've just released v1.07 which is updated for HotS patch 15 and fixes a couple of things:
Enhancements: Updated for HotS patch 15 Added extra value for minerals (prioritises income & available minerals)
Bug fixes: Fixed handling of maximums that might discourage the algorithm from completing a waypoint Fixed initial build order error message Fixed duplicate command for waypoints relying on targets under construction
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Is there any way to force a specific opening (i.e. 14 Pool, 15 Hatch)? Whenever I set waypoints (for example: Supply minimum/maximum 14 and Spawning Pool Minimum under Construction 1 as Waypoint 1 and Supply minimum/maximum 15 and Bases Minimum under Construction 1) it will still build the hatchery first and spawning pool later as the waypoints are not processed in order.
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On February 26 2013 18:05 gXxshock wrote: Is there any way to force a specific opening (i.e. 14 Pool, 15 Hatch)?
Yes, if you go to the settings tab you can specify a starting build order (select <Custom> for Initial Build Order, then type in the box below). You'll need to specify each command exactly as they are in the output (or in the XML). For example:
Build Drone Build Drone Build Drone Build Overlord Build Drone Build Drone Build Drone Build Drone Build Drone Build Spawning Pool Build Drone Build Drone Build Hatchery
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I've just released v1.08 to fix the issue raised with indefinite goals, as well as supporting wait commands again.
Enhancements: Wait commands are supported again.
Bug fixes: Indefinite goals are now prioritised over economy/resources.
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And just because you've all been good this year, I've just released v1.09 which adds a Max APM option as well as automatically setting the Windows process priority to 'Below Normal' upon startup. The max APM operates as a minimum required delay between each command. So, for instance, a max APM of 120 means there must be at least 0.5s between each command.
Enhancements: Max APM restriction Automatically set process priority to 'Below Normal'.
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