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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 68

Forum Index > SC2 General
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MapleLeafSirup
Profile Joined July 2009
Germany950 Posts
September 30 2015 12:21 GMT
#1341
Is there also a version for LOTV?
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
September 30 2015 21:00 GMT
#1342
On September 30 2015 21:21 MapleLeafSirup wrote:
Is there also a version for LOTV?


The latest version supports LotV. I just need to get a mod to update the thread title.
MapleLeafSirup
Profile Joined July 2009
Germany950 Posts
October 01 2015 09:57 GMT
#1343
Great, I'll give it a try.
It must be exhausting for LOTV though, since times and costs have to be updated on a weekly basis.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
October 01 2015 11:20 GMT
#1344
On October 01 2015 18:57 MapleLeafSirup wrote:
Great, I'll give it a try.
It must be exhausting for LOTV though, since times and costs have to be updated on a weekly basis.


Yup, definitely true. Especially when they revert something just a day or two after I finish implementing the last change :/
JTPROG
Profile Blog Joined March 2010
United States254 Posts
October 04 2015 02:56 GMT
#1345
Awesome, I'd definitely donate in the hopes of this being kept up to date, let me know if there's a place to do so
inflowgaming.net
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
October 04 2015 23:27 GMT
#1346
I did some testing of mineral income rates over the weekend and found that if anything the calculations I'm using are slightly low. I'm not going to increase them, but I believe the difference in times might actually be due to the lockstep sync that is used for SC2 which can introduce slight delays in the gameplay. Previous testing suggests by other people suggests that the real time game rate is ~1.38x the HotS game time, even though the code suggests the multiplier should be 1.4x. I'm going to do some testing on this by using a 1.38x multiplier in my code, and compare the result both when playing the game and when watching a replay (which presumably has no such issue).

On October 04 2015 11:56 JTPROG wrote:
Awesome, I'd definitely donate in the hopes of this being kept up to date, let me know if there's a place to do so


Thanks for the offer. I used to have a donate button available, but to cut a long story short, basically PayPal Australia have decided I need to be a charity in order to have a donate button, so I had to disable it. I've just updated the SourceForge page though to allow people to make a payment via Paypal, with various options for paying different amounts: https://sourceforge.net/p/scfusion/donation/2015/10/paypal-donations/

Thanks for the support.
Pyromartian
Profile Joined September 2015
United States15 Posts
October 07 2015 02:02 GMT
#1347
On September 30 2015 15:42 CarbonTwelve wrote:
v1.22 has been released: https://sourceforge.net/projects/scfusion/files/?upload_just_completed=true

This adds options to disable the extractor trick (it's now disabled by default, you can enable it under Settings -> Optional Commands), as well as options to select the income rate calculation. I plan to do some more detailed testing over the weekend to fine tune income rate calculations, but for now it allows you to select between 'Optimal Saturation' (no more than 16 workers on minerals per base) and 'Maximum Saturation' (up to 24 workers on minerals per base).



Thank you for adding in the optimal saturation option. You are a great asset to this community and I will continue testing out your program.
Solus420
Profile Joined April 2013
United States53 Posts
Last Edited: 2015-10-07 03:14:09
October 07 2015 03:13 GMT
#1348
@carbontwelve You are a literal god I have been using this for years and just seen you had Lotv support as well. Dude your doing work that mean soo much to people like me. Thanks alot and keep it up.
http://www.reddit.com/r/starcraft/comments/2i9clc/the_ultimate_starcraft_directory/
MapleLeafSirup
Profile Joined July 2009
Germany950 Posts
October 07 2015 12:15 GMT
#1349
I also appreciate your work, it is awesome!

One question: Can you tell the program something like "Build 2 zerglings as soon as the pool is finished" ?
Solus420
Profile Joined April 2013
United States53 Posts
Last Edited: 2015-10-07 17:03:37
October 07 2015 16:25 GMT
#1350
@carbontwelve One thing i was thinking of would it be possible. Is that if under output format you had a option to covert the build into a scrapbook Sharecode.


Scrapbook can be found here

http://www.teamliquid.net/forum/starcraft-2/287794-utility-sc2-scrapbook-build-order-notebook-v2

http://www.reddit.com/r/starcraft/comments/2i9clc/the_ultimate_starcraft_directory/
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2015-10-07 21:46:01
October 07 2015 21:38 GMT
#1351
On October 07 2015 21:15 MapleLeafSirup wrote:
One question: Can you tell the program something like "Build 2 zerglings as soon as the pool is finished" ?


No, there's no way to do that specifically. You can add a waypoint though, and have it ensure that you have 2 zerglings by, say, 3 minutes, and then do the rest of your build after.

On October 08 2015 01:25 Solus420 wrote:
@carbontwelve One thing i was thinking of would it be possible. Is that if under output format you had a option to covert the build into a scrapbook Sharecode.


Scrapbook can be found here

http://www.teamliquid.net/forum/starcraft-2/287794-utility-sc2-scrapbook-build-order-notebook-v2


If there's a clear definition of how to create the 'sharecode' then I'm happy to support it, however it seems the project hasn't been updated in 3 years, so I'm guessing it lacks LotV support, and I don't think it's worth spending time on it if it can't handle LotV.
zerge
Profile Joined December 2012
Germany162 Posts
October 11 2015 16:00 GMT
#1352
Will you make an update with the current macro changes before LotV release?
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
October 11 2015 20:30 GMT
#1353
On October 12 2015 01:00 zerge wrote:
Will you make an update with the current macro changes before LotV release?


Which ones are you referring to? I haven't updated it with the October 9 changes, but everything before that is included in the latest version.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
October 20 2015 04:51 GMT
#1354
CarbonTwelve!

Thank you so much for making this tool (and especially keeping it up to date). This project is such an underrated contribution to Starcraft! Seriously, so awesome, continue to kick ass.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Arnovic
Profile Joined January 2011
Netherlands49 Posts
Last Edited: 2015-10-22 10:20:12
October 22 2015 09:47 GMT
#1355
I'm having troubles with using waypoints for simulating LotV build orders. For example, I set a waypoint for 2:30 to have an adept finished (when reapers arrives in my base in PvT). It satisfies this in the output screen, yet it still says that waypoint 1 was failed.

Edit: What works for me now is to only set the target for my first waypoint (1 adept, 1 mCore building & 2 bases @ 2:30). Then let it simulate. Copy the resulting build order to the custom initial build order for the next waypoint (settings -> initial build order -> <custom> ) and then put all the commands there that you got from the simple output of your first waypoint with only the command in one line (so Build Probe is one line, the next is Build Pylon and so forth).
"Probes and Pylons, man. That's the key to life... and occasionally, to Starcraft 2"
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
October 26 2015 03:16 GMT
#1356
On October 22 2015 18:47 Arnovic wrote:
I'm having troubles with using waypoints for simulating LotV build orders. For example, I set a waypoint for 2:30 to have an adept finished (when reapers arrives in my base in PvT). It satisfies this in the output screen, yet it still says that waypoint 1 was failed.

Edit: What works for me now is to only set the target for my first waypoint (1 adept, 1 mCore building & 2 bases @ 2:30). Then let it simulate. Copy the resulting build order to the custom initial build order for the next waypoint (settings -> initial build order -> <custom> ) and then put all the commands there that you got from the simple output of your first waypoint with only the command in one line (so Build Probe is one line, the next is Build Pylon and so forth).


Someone pointed out this bug to me recently, but I haven't had much time to fix it. The issue is just that the times used for specifying a waypoint are interpreted as HotS times, while the output is in LotV time. Hence if you specify you want something completed by 7 minutes, that's basically asking it to be done by 5 minutes in LotV time, and as such the waypoint will fail. A simple workaround (until I actually fix it, which will be in the next version) is to multiply your waypoint time by 1.4.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2015-10-28 04:28:15
October 28 2015 00:17 GMT
#1357
I have just uploaded v1.23 of SCFusion. It fixes up a couple of bugs, and updates LotV support to the 23 October balance update. I've also added a small but important feature where it remembers the last game/version selected, so no more trouble with opening it up and starting a build then realising it's still on HotS

SCFusion v1.23:
Enhancements:
* Application will remember the last used game/version
* LotV updated to 23 October balance update
* LotV time conversion factor modified to 1.38 to make the build times more realistic and achievable

Bug Fixes:
* Waypoint times have been updated to be multiplied by time conversion factor
* Intro information has been restored, and updated with more recent links

Edit: Forgot the download link:
https://sourceforge.net/projects/scfusion/files/?source=navbar
zerge
Profile Joined December 2012
Germany162 Posts
Last Edited: 2015-10-28 08:50:20
October 28 2015 08:47 GMT
#1358
Hi, thanks for the update!
Under settings the drop-down list for optional commands doesn't show the full content. It is cut off after 'Extracto', 'Spine C' and 'Trick'.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2015-10-28 21:37:59
October 28 2015 21:13 GMT
#1359
Woo Hoo! Thanks again Carbon

EDIT: Trying to find the fastest max timings for each race. Zerg worked, but protoss won't! What setting should I be using to make that happen?
Commentatorhttps://www.youtube.com/JaKaTaKtv
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
October 28 2015 22:56 GMT
#1360
On October 28 2015 17:47 zerge wrote:
Hi, thanks for the update!
Under settings the drop-down list for optional commands doesn't show the full content. It is cut off after 'Extracto', 'Spine C' and 'Trick'.


Thanks, I was aware of this issue but forgot to sort it out before this release.

On October 29 2015 06:13 JaKaTaKSc2 wrote:
Woo Hoo! Thanks again Carbon

EDIT: Trying to find the fastest max timings for each race. Zerg worked, but protoss won't! What setting should I be using to make that happen?


What about it doesn't work? If I set the target as 200 supply it generates a build that builds 200 probes.
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