I put minimum 0 on every unit and it worked, but I'm imagining there's a better way to do it.
Also willing to bet that 200 probes is not the fastest possible Protoss max.
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JaKaTaKSc2
United States2787 Posts
I put minimum 0 on every unit and it worked, but I'm imagining there's a better way to do it. Also willing to bet that 200 probes is not the fastest possible Protoss max. | ||
CarbonTwelve
Australia525 Posts
On October 29 2015 11:54 JaKaTaKSc2 wrote: When I limit the probe count to 66, (Maximum=66) it just builds 66 probes and says its done. I put minimum 0 on every unit and it worked, but I'm imagining there's a better way to do it. No, that's the way to do it. Basically the algorithm completely ignores buildings/research/units that aren't either specified as a target, or beneficial for macro. So without putting a minimum of 0 it will never build those units. Thinking about it now though I think I'll enhance that so that if you have a supply target that it considers building all units. There's also an issue with setting a minimum of 0 where it assumes that that target is actually required, so it ensures that all requirements are targeted as well, even if they aren't actually needed for the resulting build. Also willing to bet that 200 probes is not the fastest possible Protoss max. Perhaps, perhaps not. The only other option would be building Zealots, and whilst the cost of the Nexus is more than the Gateway, the Nexus improves income (better access to closer mineral nodes) and the Zealots take longer to build, and increases the supply cap. A build of 200 supply with >= 0 Zealots will only build 14 Zealots, which suggests to me it's only doing so due to the above code assuming the gateway is required to satisfy the targets, which it isn't. Anyway, a 200 supply build isn't very practical, so I'm probably not going to focus too much on it. | ||
cactus555
47 Posts
Is there any way to make it put 2 probes on gas? there is an option to have "One Only" but not two unless im missing something. | ||
CarbonTwelve
Australia525 Posts
On October 29 2015 13:07 cactus555 wrote: Nice program. Is there any way to make it put 2 probes on gas? there is an option to have "One Only" but not two unless im missing something. The 'one to gas only' means it moves workers to gas one a time. If the build order will benefit from having two workers specifically, then it will put two workers on gas (one at a time). The 'three to gas only' means it will move all three at once - it uses this by default to reduce the micro required for moving workers independently. Note that if you do select 'one to gas only', the build order will likely involve moving the workers at separate times, given it'll likely be more mineral efficient that way. | ||
cactus555
47 Posts
Also, any way to switch so that it considers a waypoint satisfied only if the production has completed? atm it seems to consider a build complete on]ce the production has started, for example heres the bottom of a build i got : 3:01.75: 297M 70G 39/ 54S - Build Adept it considers it satisfied at 3:26 but the last adept doesnt come out of gateway until 3:32~ | ||
CarbonTwelve
Australia525 Posts
On October 29 2015 13:31 cactus555 wrote: What if i want 2 probes on gas always and never 3,1,0? is it not possible to set it that way? No, there's no way to force it to have 2 probes on gas and never any more or less. Also, any way to switch so that it considers a waypoint satisfied only if the production has completed? atm it seems to consider a build complete on]ce the production has started, for example heres the bottom of a build i got : 3:01.75: 297M 70G 39/ 54S - Build Adept it considers it satisfied at 3:26 but the last adept doesnt come out of gateway until 3:32~ I'd need to know the full build order and what the waypoint is specified as. Basically waypoints are designed to only be complete once the unit is complete, so something seems amiss with your waypoint. | ||
cactus555
47 Posts
thats the full thing, it wasnt a waypoint i just put in 7 adepts and constant probe production and 2 bases | ||
CarbonTwelve
Australia525 Posts
On October 29 2015 13:48 cactus555 wrote: + Show Spoiler +
thats the full thing What are the targets for the waypoint? Edit: Actually, looking at the build order, all the adepts have been completed. Unless the issue is that I've got the build time wrong? Seems like that might actually be the case. I've got it listed as 27s HotS time, but I'm guessing it should be 27s LotV time. Edit 2: I don't have access to SC2 atm, is someone able to confirm; primarily, is the Adept build time exactly the same as the sentry? | ||
cactus555
47 Posts
http://wiki.teamliquid.net/starcraft2/Adept http://wiki.teamliquid.net/starcraft2/Zealot_(Legacy_of_the_Void) checked in-game too | ||
CarbonTwelve
Australia525 Posts
On October 29 2015 14:24 cactus555 wrote: Adept build time is 27, same as zealot (sentry is 26) http://wiki.teamliquid.net/starcraft2/Adept http://wiki.teamliquid.net/starcraft2/Zealot_(Legacy_of_the_Void) checked in-game too Great, thanks very much. I'll fix that up shortly. Edit: Ok, SCFusion v1.24 has been released with the fix to the Adept build time: https://sourceforge.net/projects/scfusion/files/?source=navbar | ||
SlyBeetle
Belarus38 Posts
2:29.60: 307M 252G 3L 15/ 22S - Build Lurker Den 2:29.60: 157M 102G 3L 14/ 22S - Build Hydralisk Lurker Den doesn't require a drone. | ||
CarbonTwelve
Australia525 Posts
On November 04 2015 01:46 SlyBeetle wrote: Bug: Show nested quote + 2:29.60: 307M 252G 3L 15/ 22S - Build Lurker Den 2:29.60: 157M 102G 3L 14/ 22S - Build Hydralisk Lurker Den doesn't require a drone. Thanks, I'll have that fixed up for the next version. | ||
Pyromartian
United States15 Posts
On November 04 2015 01:46 SlyBeetle wrote: Bug: Show nested quote + 2:29.60: 307M 252G 3L 15/ 22S - Build Lurker Den 2:29.60: 157M 102G 3L 14/ 22S - Build Hydralisk Lurker Den doesn't require a drone. I made a quick fix to the Lurker Den. The only problem is that it shows the the Hydralisk and Lurker Den are both up at the same time. I would have to made another entry in the "building ability" section, but I was too lazy. https://www.dropbox.com/s/apxgbwa90ei4va2/LotV_2_5_1_BU_20151023.xml?dl=0 I don't know how long the link will be up but it might be gone by the next version comes out. For installation download and drop the file in the Versions folder inside of the SCFusion folder. It should replace that file. | ||
Nabukadnezar
Romania30 Posts
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JaKaTaKSc2
United States2787 Posts
Could we have a nydus head field? (not the network, but the thing the network creates) | ||
Nabukadnezar
Romania30 Posts
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zerge
Germany162 Posts
On November 20 2015 01:25 JaKaTaKSc2 wrote: Request for additional functionality: Could we have a nydus head field? (not the network, but the thing the network creates) Assuming it is at the end of your build order you could add 100 minerals / 100 gas to the target. | ||
althaz
Australia1001 Posts
On November 20 2015 07:30 Nabukadnezar wrote: Feature request: export build order as SALT How does one import build orders to SALT? | ||
Nabukadnezar
Romania30 Posts
After you're into the game, press F10, go to Build Orders -> Import | ||
Jezebeth
United States23 Posts
First off- love this tool! I am a programmer myself and I love this! Genetic algorithms are... beautiful. :D I only have one question. Perhaps I am reading this improperly or set something up improperly, however there seems to be a time mismatch. In the right half of the output section, under "Status", the time states "5:31.20", but in the output text pane it says "4:00.00", which is the time I set as the Min Time in the target. Am I doing this wrong or should they match? + Show Spoiler + ![]() | ||
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