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Active: 1483 users

SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 59

Forum Index > SC2 General
Post a Reply
Prev 1 57 58 59 60 61 76 Next
ksyrog
Profile Joined September 2012
Poland15 Posts
February 21 2013 08:52 GMT
#1161
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.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2013-02-21 10:07:15
February 21 2013 10:05 GMT
#1162
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...
Spyridon
Profile Joined April 2010
United States997 Posts
February 21 2013 10:56 GMT
#1163
Found another small bug.

It seems to think you still need a Lair for overlord speed.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
February 21 2013 11:25 GMT
#1164
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.
SirPsychoMantis
Profile Joined December 2011
United States180 Posts
Last Edited: 2013-02-21 20:56:33
February 21 2013 20:42 GMT
#1165
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
Zerg #1
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
February 22 2013 01:35 GMT
#1166
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.
GorGor
Profile Joined September 2012
78 Posts
February 22 2013 14:29 GMT
#1167
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!
Starney Binson
Profile Joined February 2013
Afghanistan2 Posts
February 23 2013 11:07 GMT
#1168
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
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
February 23 2013 11:31 GMT
#1169
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.
cmor
Profile Joined February 2013
4 Posts
Last Edited: 2013-02-23 22:59:59
February 23 2013 22:59 GMT
#1170
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
usNEUX
Profile Joined March 2012
United States76 Posts
February 23 2013 23:53 GMT
#1171
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.
Unter allem Diebesgesindel sind die Narren die schlimmsten. Sie rauben euch beides, Zeit und Stimmung. - Goethe. NEVER GIVE UP NEVER SURRENDER.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
February 24 2013 02:08 GMT
#1172
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.
cmor
Profile Joined February 2013
4 Posts
February 24 2013 09:15 GMT
#1173
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.
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
February 24 2013 13:31 GMT
#1174
Hm, I'm seeing like 3 chrono on cyber core before warpgate research is even started. Did I screw something up?
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
February 24 2013 18:55 GMT
#1175
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?
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2013-02-25 01:32:07
February 25 2013 01:16 GMT
#1176
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
gXxshock
Profile Joined October 2010
Germany93 Posts
February 26 2013 09:05 GMT
#1177
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.
facebook.com/gXxshock ⌠ϟ⌡ twitter.com/gXxshock
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
February 26 2013 09:34 GMT
#1178
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
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
February 27 2013 04:04 GMT
#1179
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.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
February 27 2013 05:58 GMT
#1180
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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