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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 70

Forum Index > SC2 General
Post a Reply
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Nabukadnezar
Profile Joined March 2013
Romania30 Posts
November 22 2015 19:54 GMT
#1381
Is this a bug or I'm doing something wrong?
At waypoint 1 I put two Pylons and on waypoint 2 I put a Stargate under construction.
It builds the second pylon after the Stargate. I want it built before because it's a proxy pylon... how do I solve this issue?
Pyromartian
Profile Joined September 2015
United States15 Posts
November 23 2015 03:12 GMT
#1382
On November 23 2015 04:54 Nabukadnezar wrote:
Is this a bug or I'm doing something wrong?
At waypoint 1 I put two Pylons and on waypoint 2 I put a Stargate under construction.
It builds the second pylon after the Stargate. I want it built before because it's a proxy pylon... how do I solve this issue?

Not sure if you solved this problem but you have to make sure that the waypoints are restricted by time or by supply. Thats how you insure that one gets build after another.

Also, it may help to build one waypoint at a time and then setting limits before moving to the next one.
Nabukadnezar
Profile Joined March 2013
Romania30 Posts
November 23 2015 08:33 GMT
#1383
Thanks, very helpful answer.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 25 2015 19:04 GMT
#1384
Just to be sure (because it seems to be the case), SCFusion considers building and then canceling extractors to go above supply when doing its calculations, correct?
Commentatorhttps://www.youtube.com/JaKaTaKtv
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 25 2015 23:03 GMT
#1385
Sorry for the lack of updates everyone, I've been very busy both at work and at home, so I haven't had much time to do any SCFusion development. Hopefully that'll change soon. It's nice to see a bit more activity in the thread with the LotV release though

On November 19 2015 21:27 Nabukadnezar wrote:
Does this work for the latest version of LOTV? For example I can't find the Resonating Glaives upgrade from protoss.


Sorry, not sure why that never got picked up. I'll add it in for the next version.

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)


Yep, I can add that. Again, not sure why it's never been added before.

On November 20 2015 07:30 Nabukadnezar wrote:
Feature request: export build order as SALT


I've been given the details for the SALT format, however haven't had much chance to look at it. I'll hopefully have it available soon.

On November 21 2015 17:45 Jezebeth wrote:
Edit- Apparently it is not showing the LotV time, still HotS in the waypoint time. Herp derp, got this from reading most of this thread...

+ Show Spoiler +
[image loading]


Yep, sorry, I've fixed it in other places but apparently forgot to fix it in the output summary section.

On November 23 2015 04:54 Nabukadnezar wrote:
Is this a bug or I'm doing something wrong?
At waypoint 1 I put two Pylons and on waypoint 2 I put a Stargate under construction.
It builds the second pylon after the Stargate. I want it built before because it's a proxy pylon... how do I solve this issue?


No, that's not a bug. To solve it if you expand Stargate in Waypoint 1 you can set the Maximum and Maximum Under Construction to 0, that way it won't start building the Stargate until after the 2nd pylon is complete.

On November 26 2015 04:04 JaKaTaKSc2 wrote:
Just to be sure (because it seems to be the case), SCFusion considers building and then canceling extractors to go above supply when doing its calculations, correct?


It can, however by default the extractor trick is disabled. You can enable the commands to consider extractor tricks (and cancelling extractors for other purposes) in the settings under Optional Commands.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
November 25 2015 23:10 GMT
#1386
On November 26 2015 04:04 JaKaTaKSc2 wrote:
Just to be sure (because it seems to be the case), SCFusion considers building and then canceling extractors to go above supply when doing its calculations, correct?

Yes; it explicitly suggests extractor tricks in some builds.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
eharvid
Profile Joined January 2013
Austria2 Posts
November 26 2015 00:00 GMT
#1387
Hello: ),

can reccomend this Software allot! Works like a charm.

Thanks allot!
SC2 is not a Game, it's a Drug :) ♥
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2015-11-26 12:06:42
November 26 2015 06:20 GMT
#1388
I finally had a chance to do some dev today, so I've uploaded SCFusion v1.25: https://sourceforge.net/projects/scfusion/files/?source=navbar

This adds Nydus Worm, Resonating Glaives, and the SALT output, as well as fixing up Lurker Den not consuming a drone. Note that the SALT output is untested, and likely to be buggy, but I figure I'll sort out the bugs quicker if there are people actually testing it out and reporting the bugs

On November 26 2015 09:00 eharvid wrote:
Hello: ),

can reccomend this Software allot! Works like a charm.

Thanks allot!


Thanks for the support, and thank you for the donation too, it's very much appreciated.

Edit: Got the chance to do some basic tests with SALT and it worked rather well. I'm also using it to tweak the start timings a bit. It might make things a little slower, but hopefully more accurate. There are still more changes to be done for SALT support, so expect another update soon.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 27 2015 05:31 GMT
#1389
Sorry for the spam, but I've just added SCFusion v1.26 which fixes up a couple of issues with the SALT output, as well as improving how it generates that output (it now matches based on what the command does, rather than what it's called). Same place as always:
https://sourceforge.net/projects/scfusion/files
bahunto28
Profile Joined October 2010
Canada262 Posts
Last Edited: 2015-11-30 21:20:54
November 28 2015 00:26 GMT
#1390
thank you CarbonTwelve for making such an awesome program available to the community :D \O/

i seem to have an issue with the format of the custom build order being recognized, could you include a few standard openings for the next patch? (e.g. nexus first and/or gate first)

EDIT: still can't figure out how to use the custom opening part without format error even when just using a single line. i suspect there is a rogue space or something in there... could someone copy/pasta something that works in it?

meh
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 01 2015 05:38 GMT
#1391
On November 28 2015 09:26 bahunto28 wrote:
EDIT: still can't figure out how to use the custom opening part without format error even when just using a single line. i suspect there is a rogue space or something in there... could someone copy/pasta something that works in it?


Not sure what you're putting in, but you need to use the Simple output and remove everything but the command names. Ie, the following works for a build that starts with 5 stalkers:

+ Show Spoiler +
Build Pylon
Build Assimilator
Build Gateway
Build Probe
Build Gateway
Move Three Probes To Gas
Build Cybernetics Core
Build Gateway
Move Chrono Boost From Nexus To Gateway
Build Stalker
Build Stalker
Build Stalker
Build Stalker
Build Stalker
Move Chrono Boost From Gateway To Gateway
MidnightZL
Profile Joined August 2012
Sweden203 Posts
December 02 2015 23:01 GMT
#1392
Huh, finally got it to work, had missing dll for very long even if i installed vcredist_x86 before, did again and now somehow its working, its a fun tool to play around with, but takes years to get a result though. Very scientific stuff, me like ;D
- I'm fairly certain YOLO is just Carpe Diem for stupid people - Jack Black
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 02 2015 23:22 GMT
#1393
On December 03 2015 08:01 MidnightZL wrote:
takes years to get a result though


You don't need to wait for the > 95% likelihood with every build. Typically it will give you a build that is good enough in less than a minute. Usually any improvements after that will only improve the build time by a second at most.
bahunto28
Profile Joined October 2010
Canada262 Posts
December 03 2015 18:51 GMT
#1394
On December 01 2015 14:38 CarbonTwelve wrote:
Show nested quote +
On November 28 2015 09:26 bahunto28 wrote:
EDIT: still can't figure out how to use the custom opening part without format error even when just using a single line. i suspect there is a rogue space or something in there... could someone copy/pasta something that works in it?


Not sure what you're putting in, but you need to use the Simple output and remove everything but the command names. Ie, the following works for a build that starts with 5 stalkers:

+ Show Spoiler +
Build Pylon
Build Assimilator
Build Gateway
Build Probe
Build Gateway
Move Three Probes To Gas
Build Cybernetics Core
Build Gateway
Move Chrono Boost From Nexus To Gateway
Build Stalker
Build Stalker
Build Stalker
Build Stalker
Build Stalker
Move Chrono Boost From Gateway To Gateway


thank you! i was including supply #'s.. like 14 pylon, 16 gate :S works like a charm now


meh
azzu
Profile Joined August 2010
Germany141 Posts
Last Edited: 2015-12-05 11:25:28
December 05 2015 11:23 GMT
#1395
Hey CarbonTwelve, I want to learn how this kind of algorithm works. Do I need Visual Studio to open this project? The code on GitHub does not seem up-to-date, where can I find the correct repository?
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 05 2015 11:37 GMT
#1396
On December 05 2015 20:23 azzu wrote:
Hey CarbonTwelve, I want to learn how this kind of algorithm works. Do I need Visual Studio to open this project? The code on GitHub does not seem up-to-date, where can I find the correct repository?


I use Visual Studio to build the project, although I suspect it wouldn't take too much modification to get it building under other compilers. It uses wxWidgets, so you'll need to download the latest version of that and build it.

Yes, the code on GitHub isn't up to date with the latest changes, however it isn't too old (I believe the GitHub code will have LotV support). It's certainly enough if you're wanting to learn about Genetic Algorithms (the underlying algorithm that this program uses). Having said that, there isn't a lot of documentation in the project, so if you haven't worked with genetic algorithms before then there'd probably be better places to start learning.
azzu
Profile Joined August 2010
Germany141 Posts
Last Edited: 2015-12-06 11:54:08
December 06 2015 11:43 GMT
#1397
Thanks for the info. Can I get latest code somewhere, so I can build myself instead of downloading the binaries?
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 06 2015 11:58 GMT
#1398
On December 06 2015 20:43 azzu wrote:
What I just noticed - hatcheries in LotV give 6 supply, but in SCFusion they give 8.


Can you give a build order? It looks correct to me.

Can I get latest code somewhere, so I can build myself instead of downloading the binaries?


The easiest thing is for me to upload the latest code to GitHub, however I can't do that atm. I will try and remember to do it when I next have the opportunity, and will post a comment here when it's done.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
December 06 2015 12:10 GMT
#1399
Cool! Will try this once I get internet connection again! Can be useful especially now at the start of lotv!

Have you tested these builds inside the game? My experience with an early version of evolution chamber (I think?) was that it was too optimistic of my income, so I couldn't follow the BOs in practice. Maybe it assumed perfect worker pairing or something, not sure. Maybe I just suck as sc2.

Anyway, just wondering if you (or anyone) can actually reproduce in-game the exact times you get out of your simulations. In general, how have you tuned the income as function of number of workers and bases?
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2015-12-06 12:26:31
December 06 2015 12:22 GMT
#1400
On December 06 2015 21:10 Cascade wrote:
Have you tested these builds inside the game? My experience with an early version of evolution chamber (I think?) was that it was too optimistic of my income, so I couldn't follow the BOs in practice. Maybe it assumed perfect worker pairing or something, not sure. Maybe I just suck as sc2.


I've tested a few builds recently with the SALT mod and after just a few attempts I was able to achieve simple builds within a second or two of the expected outcome.

In general, how have you tuned the income as function of number of workers and bases?


The formula for calculating income is based on calculations done back in WoL (around the time Evolution Chamber was developed I believe). I very recently did my own tests and my results almost exactly matched these calculations (if anything the income rates in my results were slightly better than the formulas) so I don't think there are any issues with the income rates.

FWIW, I'm not exactly sure of how Evolution Chamber calculated its income, although I believe it used the same formulas. From what I recall though EC assumed income started the moment the game starts, whereas SCFusion does take the initial travel time into account. However, the resulting builds from the two apps were relatively similar, except that EC's builds were fixed at per-second actions, whereas SCFusion isn't limited by this.
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