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On June 17 2013 09:34 32 wrote:I really like this program because it is so nice, but when I enter the generated build into sc2planner, the time went from 8:28 to 10:50. With a little optimization of gas mining, I got the time to 10:18 and I didn't notice much waste other than that, so I think the difference comes from mining rates, it would be awesome if the user could set these. Thanks for designing this, being a father sounds involved. sc2plannerbuild.xml
Mining rates shouldn't account for that much difference. From the looks of this the build in sc2planner is very different. For instance, the first Refinery in SCFusion starts at 2:01, just after an SCV at that time, but in sc2planner you haven't started it until after the expansion.
Still, I recreated the build exactly as is from SCFusion and it still comes to ~11 minutes in sc2planner (compared to 9:12 in SCFusion). The issue indeed seems to be the mineral income rates (whether that's from normal mining or MULEs). I'm not sure what their formulas are though, so I can't really compare. I'll try and replicate the build at lunch and see what time I can get. FWIW, here's the exact same build as in the XML file: http://www.sc2planner.com/?v=hots#TaaaaoEaadoFaaoDaoCjcoDjcfjoAeKaajoFoPfiRoGaoIuAoQaaaaaoEfajajiKoFoKajajoEoEaoEjjoRjaaaoUfjjqjoCajjjoQuJaiBqjiBajjoLoG
Edit: I tried out the build and even with plenty of mistakes I managed to roughly follow the build order and get it under 10 mins, so I'm certain the income rates for sc2planner aren't right. I'm sure mine could do with some tweaking too, I just need enough time to accurately calculate the income rates for each mineral patch.
On June 17 2013 09:58 lilodot wrote: Used the SCFusion_v1.13_Installer.exe and extracted to a folder on my desktop I get an error about WinSparkle.dll missing when I try to start sc2fusion
Ah, yeah, forgot that I need to include that in the package. I'll have it sorted out for the next version. Thanks.
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Oh, I was using different builds both generated from scfusion, possibly with differing requirements. My bad, I guess that's what happens when I think something is wrong and try to explain it.
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SCFusion v1.14 has been released:
Enhancements: Larvae count output in summary Larva is now available as a target Bug Fixes: Fixed Blink research time Removed Hallucination research Nukes are now correctly completely after 60 seconds (not as a duration) Fixed Ghost build time
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CarbonTwelve: Currently vipers are set to require a Spire, which is incorrect, theyshould only require a Hive. I've modified the xml file on my end to fix this, but you might wanna fix it for everyone. Great program btw, I use it every day. :-)
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Also, cloak ressources were changed.
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Is there any way to change the waypoints order or to add one not at the end?? It's really boring to rewrite everything everytime i add something...
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It's a really lovely program but it takes years to compute it feels or is it only me? i know its a simulator but anyway. Would be supernice if there was a fastmode in future.
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On July 21 2013 21:09 MidnightZL wrote:It's a really lovely program but it takes years to compute it feels  or is it only me? i know its a simulator but anyway.
You shouldn't be waiting for the % counter to reach 100% (or >90% as it's limited to now). I usually just wait long enough for the build time to not be improving much and then go with that.
Would be supernice if there was a fastmode in future.
Lol, do you really think I'd have it compute slower than necessary? When would people ever not want it to run as fast as possible?
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Sigh, too many redditurds who think the program needs to be as dumbed down as possible. Until OP releases the fix for the vipers, this is what you do to fix it yourselves Open the Hots_2_0_9.xml file in your installation directory/versions with notepad, search "Build Viper" and change the <Buildingrequirement> from Spire to Hive.
![[image loading]](http://i.imgur.com/7GLEQ7z.png)
Also I think some optimization, if possible is in order
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On July 22 2013 16:23 dimomarg wrote: Also I think some optimization, if possible is in order
Believe me, I've always been optimising it as much as possible. It lost a bit of performance when I switched from everything being hardcoded to now being dynamically loaded from XML (due to the generic design for the commands), but I think the gains were well worth it, with the above fix for the Viper requirements being a perfect example. I should have a release out with that and a couple of smaller things this week.
On July 16 2013 08:12 Keirden wrote: Is there any way to change the waypoints order or to add one not at the end?? It's really boring to rewrite everything everytime i add something...
Forgot to reply to this, sorry. Atm there's no way to do it, but I was thinking I'll add the ability to right click off a waypoint and clone it, or just insert a blank one.
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I have just released v1.15:
Enhancements: Updated HotS version to 2.0.9 BU. Bug Fixes: Viper now requires Hive instead of Spire.
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Not sure how significant this news is, but I've finally organised releasing the source code. It's now on GitHub, and I will be posting the downloads to SourceForge from now on (as GoogleCode is deprecating their downloads section). The GoogleCode page will remain for a little while at least, but I will likely disable creating new issues there and will move existing ones over to GitHub.
This is the first time I've created a project on GitHub, so if I've screwed anything up please let me know. The code is based on wxWidgets 2.9.4, and there are VisualStudio projects for VS 2010 and VS 2012 (although the VS 2012 one might be out of date as I just use the 2010 version atm).
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Current build doesn't allow vikings to be built without an addon.
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On August 01 2013 22:29 Willzzz wrote: Current build doesn't allow vikings to be built without an addon.
Thanks, I'll have it fixed for the next version. If you want to fix it yourself search for "Build Viking From Naked Starport" in the HotS XML file and remove the line after it "<AvailableToGeneticAlgorithm>False</AvailableToGeneticAlgorithm>".
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First, @CarbonTwelve I have to thank you for this awesome application. Been spending as much time messing with it than actually playing the game. 
Now I don't know if this has been reported yet, but I've been experiencing issues with injecting Lair/Hives that are "Under Construction". The app always wait for Lair completion to resume the injection cycle on it.
Again, thanks a lot for making and maintaining this!
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On August 06 2013 00:30 Phrencys wrote: Now I don't know if this has been reported yet, but I've been experiencing issues with injecting Lair/Hives that are "Under Construction". The app always wait for Lair completion to resume the injection cycle on it.
Hmm, I think I know the issue, but not really sure how I can easily fix it :/ Basically for an upgrade of a building (or unit for that matter) the algorithm removes it from the list of the building it came from, then when the upgrade completes it's added to the list for the new building type. So for that duration, it basically doesn't exist... One of the reasons for this is to prevent it from trying to upgrade a building twice.
I guess I'll have to work around leaving it as the old type and only changing it when it completes the upgrade. I have a feeling I'll break something some other issue I've forgotten about when I do that, but I can't see any other way around allowing injects during an upgrade...
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Incidentally, in other news I managed to get PayPal Australia to lift the restriction on my PayPal account, however I still can't use a donate button (they consider that a Donate button means you must be a charity, and must prove that status). I'm not really interested in fighting with them any further about it.
Basically if anyone wants to donate they can send money to CarbonTwelve.Developer@gmail.com, I just can't make it easier for you with a Donate button
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How does the in construction option work? does it count units/buildings thats already produced? Say i would want 10 zerglings at one point in time that is either building or already completed but i don't care if theyre already done or not. how would i go about it? I can get around the problem by setting a later waypoint but the underconstruction option seem to imply there's a way and having waypoints covering more events makes it a bit easier to use. (say 10 lings done or starting at the same point i start speed)
Would it also be possible to set it to maximise a certain resource instead of minimising the time? Say I want the building giving me the maximum number of drones at 6 min while still satisfying some other requirement.
Also like to thank you for this awesome program. I downloaded it at first when I just started out with sc2 and played around with it a little and didn't use it for a long time but now I'm back to trying out some buildorders again
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On September 23 2013 13:15 Incand wrote: How does the in construction option work? does it count units/buildings thats already produced?
No, it does not include units/buildings that are already complete.
Say i would want 10 zerglings at one point in time that is either building or already completed but i don't care if theyre already done or not. how would i go about it? I can get around the problem by setting a later waypoint
That's the only way to do what you want.
but the underconstruction option seem to imply there's a way and having waypoints covering more events makes it a bit easier to use. (say 10 lings done or starting at the same point i start speed)
The 'under construction' option is purely for the purpose of making sure things are under construction at that time. It can also be used as a restriction to make sure things are not under construction (eg, limit the number of bases and prevent them from being under construction until a certain time).
Would it also be possible to set it to maximise a certain resource instead of minimising the time? Say I want the building giving me the maximum number of drones at 6 min while still satisfying some other requirement.
If you set a minimum time of 6 minutes with a minimum number of drones of say 1 (with no maximum or a very high maximum) then it will try to get as many drones as possible at the 6 minute mark.
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Does this take into account that a scv can't be mining while building a building? I'm just asking because with all the worker starts mining minerals and most of them shortly after starting production of a building I just wanted to make sure.
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