SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 68
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MapleLeafSirup
Germany950 Posts
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CarbonTwelve
Australia525 Posts
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
Germany950 Posts
It must be exhausting for LOTV though, since times and costs have to be updated on a weekly basis. | ||
CarbonTwelve
Australia525 Posts
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
United States254 Posts
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CarbonTwelve
Australia525 Posts
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
United States15 Posts
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
United States53 Posts
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MapleLeafSirup
Germany950 Posts
One question: Can you tell the program something like "Build 2 zerglings as soon as the pool is finished" ? | ||
Solus420
United States53 Posts
Scrapbook can be found here http://www.teamliquid.net/forum/starcraft-2/287794-utility-sc2-scrapbook-build-order-notebook-v2 | ||
CarbonTwelve
Australia525 Posts
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
Germany162 Posts
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CarbonTwelve
Australia525 Posts
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
United States2787 Posts
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. | ||
Arnovic
Netherlands49 Posts
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). | ||
CarbonTwelve
Australia525 Posts
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
Australia525 Posts
![]() 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
Germany162 Posts
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
United States2787 Posts
![]() 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? | ||
CarbonTwelve
Australia525 Posts
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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