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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 66
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graNite
Germany4434 Posts
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RedHoodlum
United States9 Posts
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CarbonTwelve
Australia525 Posts
But yeah, been a long time, and I'm sorry for that, but basically between having a second child, my wife having some health issues, me getting cancer, and in general just not playing SC2 in what little time I've had, this project has certainly not been getting much attention. Anyway, I've had a go at updating the XML file for LotV (and HotS v2.10). AFAIK I don't have access to the beta, so it's not exactly easy for me to actually check any of this stuff, so I'm just going off what I've read so far (basically just adding the new units). I understand that the times have been changed to be in real time, but I don't really have anything to go off to actually use that info, plus I'm not sure if the underlying times have changed, or if it's just the game timer that has been changed (along with tooltips). Until I can actually get the details of what the specific changes are I won't modify any of that stuff, but do note that the output times are for the WoL/HotS times, rather than what the in-game timer will display. The new XML files can be found here: https://sourceforge.net/projects/scfusion/files/?source=navbar. Just add them to your Versions folder and it should work with SCFusion v1.17. I'm working on building a new installer for everything, but I've updated to using VS2013, and I'm trying to update WiX to include the new redistributables, but it seems like WiX has completely changed the way they do things, so it'll take me some time to work that out. I'd appreciate some testing and feedback for LotV in particular. | ||
Arklon
2 Posts
I have access to the LOTV beta. I've used SCFusion to help come up with some novel builds in the past, so I'll give the test version a go when I have a lot of hours to waste running and tweaking the generator ![]() By the way, get ready to have to update to VS2015 really soon. Assuming they do get in Clang/LLVM support for building generic applications (not just iOS/Android like the RC currently out supports) for the release version like they said they would, it'll be worth grabbing. | ||
Arklon
2 Posts
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CarbonTwelve
Australia525 Posts
On June 21 2015 10:01 Arklon wrote: Is the cancer readily treatable? Yeah, I've had surgery to remove it and to test whether it had spread which came back negative, so aside from a small (although not insignificant) chance that it was a false negative, I should be in the clear. I have access to the LOTV beta. I've used SCFusion to help come up with some novel builds in the past, so I'll give the test version a go when I have a lot of hours to waste running and tweaking the generator ![]() Ok, thanks. I might still need to wait to get access myself to confirm the times from SCFusion vs in-game. By the way, get ready to have to update to VS2015 really soon. Assuming they do get in Clang/LLVM support for building generic applications (not just iOS/Android like the RC currently out supports) for the release version like they said they would, it'll be worth grabbing. I'm not sure that any of that will actually benefit SCFusion. Clang (with LLVM) mostly improves compile time, not execution performance, so whilst I probably will upgrade I doubt it'll change much for the end result. | ||
graNite
Germany4434 Posts
Thank you for your work, it will help adept to the new economy! | ||
RedHoodlum
United States9 Posts
Hurray for pre-orders and betas for everyone! Will be testing this out SCFusion for it now. There is also a new unit that needs to be added for Terran, the Liberator! | ||
CarbonTwelve
Australia525 Posts
On July 08 2015 16:19 graNite wrote: Is there something we should test specifically? Thank you for your work, it will help adept to the new economy! I guess the first thing would be to check whether build orders still work out, ie, if you forget the times specified, but follow the build order, do the builds still work? Do the mineral counts still line up? FWIW, if you find you are getting differences, try retesting at a slower speed just in case APM / lag is the cause. On July 16 2015 23:44 RedHoodlum wrote: There is also a new unit that needs to be added for Terran, the Liberator! Rightio, I'll try and add that in over the next couple of days. | ||
graNite
Germany4434 Posts
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bahunto28
Canada262 Posts
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CarbonTwelve
Australia525 Posts
Edit: Hmm, if only it were that simple. I've installed the beta, and updated my client, even did a scan & repair, but I just can't seem to connect to the beta server. Going to try re-downloading it now. Edit 2: Re-download has worked. I'm a bit disappointed that the normal Play against AI mode is disabled. Yes, I know you can create a custom game, but that still requires an online connection, and usually I'm testing things on the train / at work where I don't have a reliable connection. Edit 3: Grrrrr... Literally less than an hour after I remove all references to MULEs / Chrono Boost from the XML file, they've added them back in... | ||
CarbonTwelve
Australia525 Posts
You can find v1.18 with LotV support here: https://sourceforge.net/projects/scfusion/files/?upload_just_completed=true Edit: I have also added a release to GitHub, if you prefer to download it from there: https://github.com/Carbon-12/SCFusion/releases/tag/v1.18 | ||
graNite
Germany4434 Posts
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CarbonTwelve
Australia525 Posts
On September 07 2015 16:22 graNite wrote: Program could not be started correctly. (0xc000007b) ![]() Have you got the VC++ 2013 redistributables installed? http://www.microsoft.com/en-au/download/details.aspx?id=40784 | ||
graNite
Germany4434 Posts
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CarbonTwelve
Australia525 Posts
On September 07 2015 20:31 graNite wrote: I just installed it, same error. I am on Win10 Hmm, haven't got Windows 10 atm to test with. I might not have set the target environment correctly when building, I'll have to check. Edit: Hmm, don't think I did. I've just rebuilt it and uploaded it (just as a 7zip file), mind trying that out? It's on SourceForge: http://sourceforge.net/projects/scfusion/files/SCFusion_v1.18.7z/download Edit 2: Just reading some online comments about the error, and some suggest that running as administrator might help, are you able to give that a go? | ||
RedHoodlum
United States9 Posts
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CarbonTwelve
Australia525 Posts
On September 07 2015 20:31 graNite wrote: I just installed it, same error. I am on Win10 Sorry, just to confirm, did you download and install the x86 redistributables? http://www.microsoft.com/en-au/download/details.aspx?id=40784 | ||
Sholip
Hungary422 Posts
![]() 1. I recently saw a video about the "best gasless Zerg opener" in LotV. It uses multiple extractor tricks and at 1:50 it has one 2 Hatches, 1 Pool and 18 Drones and 1 Overlord. So I went ahead and set the goal to 2 bases, 2 Hatches, 1 Pool, 18 Drones at 1:50 in hopes that it will confirm the build order in the video. After a simulation count of 150M it tells me this build order: + Show Spoiler + 0:02.00: 50M 0G 3L 12/ 14S - Build Drone 0:35.77: 300M 0G 3L 13/ 14S - Build Hatchery 0:42.14: 50M 0G 3L 12/ 14S - Build Drone 0:48.51: 50M 0G 2L 13/ 14S - Build Drone 1:10.96: 200M 0G 2L 14/ 14S - Build Spawning Pool 1:16.71: 50M 0G 3L 13/ 14S - Build Drone 1:27.52: 100M 0G 2L 14/ 14S - Build Overlord 1:35.63: 75M 0G 2L 14/ 14S - Extractor Trick Drone 1:52.52: 184M 0G 2L 15/ 22S - Build Drone 1:52.52: 134M 0G 1L 16/ 22S - Build Drone 2:01.71: 179M 0G 1L 17/ 22S - Build Drone Waypoint 1 satisfied: 2:18.71: 318M 0G 2L 18/ 28S Income: 717M 0G Buildings: 2 Hatchery 1 Spawning Pool Units: 18 Drone 2 Overlord Research: Conclusions here: everything here seems to be in old HotS time, that's why the build order seems so slow. 2:18 in LotV time would be 1:38, which is already better than the one in the video. Now I have to test it if it actually works in-game, but in theory the one in the vid is actually not the "best" build. Carbon, I think you should consider using LotV time in this version, because it is currently pretty misleading to be honest. (I'm sure you are already aware that LotV uses real-time now, which is 1.4 times slower than in HotS.) 2. I have not yet tried longer builds, but is the new economy with half the mineral patches being reduced already implemented? Anyways, thanks for the awesome tool! Looking forward to the future versions. Cheers! ![]() | ||
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