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On October 03 2013 10:23 KillerofGods wrote: Does this take into account that a scv can't be mining while building a building?
Yes, it does.
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.
When a Terran building starts it removed two SCVs from mining, one is used to simulate the travel time to the building and back to the mineral patch (ie, similar to Protoss), and the other simulates the production time.
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This tool is amazing - I am not sure how how I missed its existence. The only think missing is some built in help sections, explaining how to use the way point system etc.
Maybe there should be an option of turning off add-on swapping, typically I do not have the APM to juggle swapping add-ons after early game.
Also it would be great if you had the option to filter the finished results so that building SCVs is removed from the instruction, just assume continuous SCV production and focus on the buildings. It is much easier to learn long build orders if you just focus on the order and number of buildings that you need to build.
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Additional: Is there any way to simulate that at certain time you will use Scan instead of mule or supply drop. Like the 3rd and 5th avaiable mule should be replaced with a scan?
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On October 29 2013 20:25 MockHamill wrote: The only think missing is some built in help sections, explaining how to use the way point system etc.
Yeah, it needs more help. A video tutorial would probably be good too, but as always time is a limiting factor (and in the case of a video it's hard to get enough quiet time in the house ).
Maybe there should be an option of turning off add-on swapping, typically I do not have the APM to juggle swapping add-ons after early game.
If you set a limit for the APM in the settings then it shouldn't be too bad, although I suppose it doesn't take into account scouting APM or anything, but if you set the APM lower then that should help.
Also it would be great if you had the option to filter the finished results so that building SCVs is removed from the instruction, just assume continuous SCV production and focus on the buildings. It is much easier to learn long build orders if you just focus on the order and number of buildings that you need to build.
If you set the output to 'Minimal' then worker production isn't shown.
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Bug: Reapers require 45 seconds, rather than 40.
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Bug: Stargates cost 150 minerals not 250.
I love this program btw. :D
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This program really awesome! Thx!
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Carbon,
First, thanks for the wonderfull software you've shared.
Second, there is any technical viability of this software to be runned natively on a Mac OSX ? What libraries that your require are M$ copyrighted.
Can we provide a free-software version of this ?
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I don't think it works correctly.
Waypoint 1 satisfied: 9:53,11: 1019M 0G 126/126S Income: 2370M 0G Buildings: 11 Supply Depot 1 Extra Supply Depot 15 Barracks 2 Orbital Command Units: 26 SCV 100 Marine
There seems to be problem with very inflated income. 2370 minerals per minute on one base is obviously nonsense, unless those 100 marines are long distance mining.
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On April 01 2014 13:24 Ciriaco wrote:I don't think it works correctly. Show nested quote +Waypoint 1 satisfied: 9:53,11: 1019M 0G 126/126S Income: 2370M 0G Buildings: 11 Supply Depot 1 Extra Supply Depot 15 Barracks 2 Orbital Command Units: 26 SCV 100 Marine There seems to be problem with very inflated income. 2370 minerals per minute on one base is obviously nonsense, unless those 100 marines are long distance mining.
You have two bases, and I'm guessing there are some MULEs active as well.
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Hey CarbonTwelve. I wanted to post to tell you how amazing this program is and how helpful it's been to me over the past year. This is by far the single greatest piece of software ever to accompany any game. I hope you intend to continue support for this, it's just too good! Given the nature of these simulations, I was wondering, is it possible to GPU accelerate this? Either way, It's such a wonderful program, ty so much!
Edit: I actually had one more question. Is there a way to quickly paste a simulated build order into the initial build order section without needing to remove all the supply numbers before each line? I use the minimum output format but it takes forever and I have to change multiples like 4*Build SCV to Build SCV Build SCV Build SCV Build SCV line by line.
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On April 22 2014 05:12 Afterl1fe wrote: Given the nature of these simulations, I was wondering, is it possible to GPU accelerate this?
It's been suggested before, and the short answer is 'not easily'. GPU acceleration is suited to algorithms that perform simple tasks a great many times. The vast majority of CPU time in SCFusion is spent on the game simulation, which is very much not a simple task.
Is there a way to quickly paste a simulated build order into the initial build order section without needing to remove all the supply numbers before each line? I use the minimum output format but it takes forever and I have to change multiples like 4*Build SCV to Build SCV Build SCV Build SCV Build SCV line by line.
I thought it handles the 4* syntax, but perhaps not. Atm I guess there isn't anything to help :/ I suppose the best suggestion would be to take the detailed output and use Excel to separate the columns.
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On April 17 2014 10:08 CarbonTwelve wrote:Show nested quote +On April 01 2014 13:24 Ciriaco wrote:I don't think it works correctly. Waypoint 1 satisfied: 9:53,11: 1019M 0G 126/126S Income: 2370M 0G Buildings: 11 Supply Depot 1 Extra Supply Depot 15 Barracks 2 Orbital Command Units: 26 SCV 100 Marine There seems to be problem with very inflated income. 2370 minerals per minute on one base is obviously nonsense, unless those 100 marines are long distance mining. You have two bases, and I'm guessing there are some MULEs active as well.
I am sure it is error, check this screenshot:
![[image loading]](http://i.imgur.com/JfZQdiE.png)
One base, 11 rax on one base, 9500 minerals mined at 10 minutes and 100 marines at 10 minutes is all impossible.
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carbon the way you make this cudaable is to rethink what a game is
you have to chunk it much like your checkpoints are.
So there are 2 phases evolving chunks and then evolving the selection of chunks. It would probably end up looking for alignments of timings tbh and then chaining them.
although something like akka would probably work v well to scale this as is
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Is there a way to select supply or timings that buildings need to go down? I was testing a 1/1 roach timing with speed and 30+ roaches, however it went 3 base before pool and pool at 24 supply, a bit risky I must say!
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On May 11 2014 05:51 MrTortoise wrote: carbon the way you make this cudaable is to rethink what a game is
you have to chunk it much like your checkpoints are.
So there are 2 phases evolving chunks and then evolving the selection of chunks. It would probably end up looking for alignments of timings tbh and then chaining them.
A game is nowhere near as simple as that. Basically, timings never align. Even a slight change early on can drastically change the order of things done later in the build order.
Also, as before, the evolution isn't the problem, it's the simulation, which is not GPU processor friendly.
On May 11 2014 06:05 ThePastor wrote: Is there a way to select supply or timings that buildings need to go down? I was testing a 1/1 roach timing with speed and 30+ roaches, however it went 3 base before pool and pool at 24 supply, a bit risky I must say!
You can specify minimums/maximums for buildings / supply / etc. combined with waypoints to specify the time they should occur.
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CarbonTwelve, any time for tweaking to today's game? Your last update of July 29th, 2013 misses
- Armory - Vehicle and Ship Weapon upgrades combined (2.0.12) {Minor}
- Ghost Academy - Moebius Reactor removed (2.1) {Minor}
- Stargate - Cost changed from 250M150G to 150M150G {Major}
- Reaper - Build time changed from 40S to 45S {Major}
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This is beyond awesome...
Is there a way to designate one of the Pylons as proxy though?
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On May 12 2014 09:40 Danglars wrote:CarbonTwelve, any time for tweaking to today's game? Your last update of July 29th, 2013 misses - Armory - Vehicle and Ship Weapon upgrades combined (2.0.12) {Minor}
- Ghost Academy - Moebius Reactor removed (2.1) {Minor}
- Stargate - Cost changed from 250M150G to 150M150G {Major}
- Reaper - Build time changed from 40S to 45S {Major}
Thanks for the summary, I'll try and make these changes soon.
On May 12 2014 09:42 User15937 wrote: Is there a way to designate one of the Pylons as proxy though?
I can add a proxy pylon as a target, although the way it handles travel time means long travel wouldn't be very accurate.
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On May 12 2014 10:21 CarbonTwelve wrote:Show nested quote +On May 12 2014 09:40 Danglars wrote:CarbonTwelve, any time for tweaking to today's game? Your last update of July 29th, 2013 misses - Armory - Vehicle and Ship Weapon upgrades combined (2.0.12) {Minor}
- Ghost Academy - Moebius Reactor removed (2.1) {Minor}
- Stargate - Cost changed from 250M150G to 150M150G {Major}
- Reaper - Build time changed from 40S to 45S {Major}
Thanks for the summary, I'll try and make these changes soon. Thanks! It really is a great tool, just screws up when I'm trying to plot gas for reapers (it thinks they're getting produced a little faster).
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