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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 64

Forum Index > SC2 General
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CarbonTwelve
Profile Joined November 2010
Australia525 Posts
October 10 2013 23:19 GMT
#1261
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.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2013-10-29 14:21:09
October 29 2013 11:25 GMT
#1262
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.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2013-10-29 14:19:30
October 29 2013 14:19 GMT
#1263
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?
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 06 2013 05:32 GMT
#1264
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.
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
January 12 2014 11:46 GMT
#1265
Bug:
Reapers require 45 seconds, rather than 40.
Zotia
Profile Joined October 2010
United States3 Posts
February 01 2014 08:54 GMT
#1266
Bug:
Stargates cost 150 minerals not 250.



I love this program btw. :D
Yagami913
Profile Joined June 2013
Hungary2 Posts
February 26 2014 15:51 GMT
#1267
This program really awesome! Thx!
???
igallina
Profile Joined March 2014
Brazil1 Post
March 28 2014 17:51 GMT
#1268
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 ?
Ciriaco
Profile Joined April 2014
17 Posts
Last Edited: 2014-04-01 04:39:18
April 01 2014 04:24 GMT
#1269
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.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
April 17 2014 01:08 GMT
#1270
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.
Afterl1fe
Profile Joined April 2014
United States2 Posts
Last Edited: 2014-04-21 21:15:57
April 21 2014 20:12 GMT
#1271
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.
War does not determine who is right, only who is left.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
April 28 2014 04:24 GMT
#1272
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.
Ciriaco
Profile Joined April 2014
17 Posts
Last Edited: 2014-05-01 17:18:36
May 01 2014 17:06 GMT
#1273
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]

One base, 11 rax on one base, 9500 minerals mined at 10 minutes and 100 marines at 10 minutes is all impossible.
MrTortoise
Profile Joined January 2011
1388 Posts
May 10 2014 20:51 GMT
#1274
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
ThePastor
Profile Joined February 2012
New Zealand380 Posts
May 10 2014 21:05 GMT
#1275
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!
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2014-05-12 00:26:11
May 12 2014 00:16 GMT
#1276
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.
Danglars
Profile Blog Joined August 2010
United States12133 Posts
May 12 2014 00:40 GMT
#1277
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}
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
User15937
Profile Blog Joined January 2013
68 Posts
May 12 2014 00:42 GMT
#1278
This is beyond awesome...

Is there a way to designate one of the Pylons as proxy though?
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2014-05-12 01:23:54
May 12 2014 01:21 GMT
#1279
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.
Danglars
Profile Blog Joined August 2010
United States12133 Posts
May 14 2014 15:48 GMT
#1280
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).
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
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