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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 71

Forum Index > SC2 General
Post a Reply
Prev 1 69 70 71 72 73 76 Next
JacobMunro
Profile Joined December 2015
1 Post
December 10 2015 04:41 GMT
#1401
Hey CarbonTwelve, the current version has the hive as a requirement for the lurker den, when it should only need a lair.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 10 2015 21:45 GMT
#1402
On December 10 2015 13:41 JacobMunro wrote:
Hey CarbonTwelve, the current version has the hive as a requirement for the lurker den, when it should only need a lair.


Thanks, I'll fix that up for the next version.
azzu
Profile Joined August 2010
Germany141 Posts
December 10 2015 22:02 GMT
#1403
One(two) bug reports:

1. The scouting worker time is still in old "faster" time, when you put in 1min, it gets sent at 43sec

2. I don't know about the second, I think the SALT mod has been updated: When you import one of the builds, all supply timings are 6 supply too early.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 10 2015 23:00 GMT
#1404
On December 11 2015 07:02 azzu wrote:
1. The scouting worker time is still in old "faster" time, when you put in 1min, it gets sent at 43sec


Thanks, I'll fix that up. I think I noticed that one myself but forgot to fix it up for the previous release.

I don't know about the second, I think the SALT mod has been updated: When you import one of the builds, all supply timings are 6 supply too early.


I noticed this myself and was just going off the specs I was given by the author. Not sure if it's a bug in SALT or something he changed the specs about. I'll need to wait and find out from him (he's been on holiday I believe, although might be back now?).
azzu
Profile Joined August 2010
Germany141 Posts
December 11 2015 06:36 GMT
#1405
<3 proper documentation
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 11 2015 10:50 GMT
#1406
On December 11 2015 15:36 azzu wrote:
<3 proper documentation


The docs from turtles (the developer of SALT) was really good. I just had a message from him and basically it was a decision that was made for LotV but then reverted to keep it backwards compatible with HotS. So I'll need to make the change in SCFusion too. Probably won't happen until next week though, sorry about that.
SlyBeetle
Profile Joined February 2011
Belarus38 Posts
December 20 2015 10:25 GMT
#1407
There are a mistake in all wikis (wiki.teamliquid.net starcraft.wikia.com). The lurker den doesn't requier the hive. It requiers only the lair. You can check it in the game. Please, correct this mistake in your program.
cop354g
Profile Joined December 2015
61 Posts
Last Edited: 2015-12-20 11:40:48
December 20 2015 11:39 GMT
#1408
Trying to run .exe, nothing happens. Win10 64bit
Duban
Profile Joined July 2009
United States548 Posts
December 20 2015 16:21 GMT
#1409
Am I the only one that can't get the initial build order feature to work? It won't accept any build I put into it. Not even if it's copy/pasted from it's own output.
An ignorant person makes a mistake. A stupid person makes it again.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 20 2015 22:11 GMT
#1410
On December 20 2015 19:25 SlyBeetle wrote:
There are a mistake in all wikis (wiki.teamliquid.net starcraft.wikia.com). The lurker den doesn't requier the hive. It requiers only the lair. You can check it in the game. Please, correct this mistake in your program.


Yep, I've had this reported to me, I'll hopefully be able to fix it soon.

On December 20 2015 20:39 cop354g wrote:
Trying to run .exe, nothing happens. Win10 64bit


Have you got the VC++ 2013 x86 Redistributables installed? (Yes, you need x86 redistributables even if you have 64 bit Windows).

On December 21 2015 01:21 Duban wrote:
Am I the only one that can't get the initial build order feature to work? It won't accept any build I put into it. Not even if it's copy/pasted from it's own output.


See here for an example:
http://www.teamliquid.net/forum/starcraft-2/168348-scfusion-wol-hots-and-lotv-build-order-optimizer?page=70#1391
Hexor1337
Profile Joined December 2015
5 Posts
December 24 2015 03:36 GMT
#1411
I've used this before for LOTV release but now after reformatting my rig can't seem to get it to work.

I keep getting the system error prompt: "The program can't start because MSVCP120.dll is missing from your computer. Try reinstalling the program to fix this problem."

CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 24 2015 03:52 GMT
#1412
On December 24 2015 12:36 Hexor1337 wrote:
I've used this before for LOTV release but now after reformatting my rig can't seem to get it to work.

I keep getting the system error prompt: "The program can't start because MSVCP120.dll is missing from your computer. Try reinstalling the program to fix this problem."


You need the Microsoft Visual C++ 2013 Redistributables x86 (even for 64 bit Windows you need x86 version).
Hexor1337
Profile Joined December 2015
5 Posts
December 24 2015 04:33 GMT
#1413
Thank you Carbon, you are a god amongst mere mortals. I was able to rank to Masters last season cause of your beautiful software. I used another program similar to this called evolution chamber but SCFusion takes the cake. I use it mostly to exploit timing builds and improve my multi-base saturation transitional rates.
Pyromartian
Profile Joined September 2015
United States15 Posts
Last Edited: 2015-12-26 00:10:39
December 26 2015 00:01 GMT
#1414
Do you still have auto mule in the XML file?
+ Show Spoiler +
Simple output

1:28.41: 363M 0G 20/ 23S - Build Orbital Command
1:28.41: 213M 0G 20/ 23S - Build Barracks
1:30.99: 100M 0G 20/ 23S - Build Supply Depot
1:39.99: 135M 0G 20/ 23S - Build Marine From Naked Barracks
1:39.99: 85M 0G 21/ 23S - Build Refinery
1:53.77: 218M 0G 21/ 31S - Build SCV
1:53.77: 168M 0G 22/ 31S - Build Marine From Naked Barracks
1:53.77: 118M 0G 23/ 31S - Build Supply Depot
1:58.10: 80M 0G 23/ 31S - Build Marine From Naked Barracks
2:06.09: 155M 0G 24/ 31S - Build SCV
2:11.88: 215M 0G 25/ 31S - Build Marine From Naked Barracks
2:11.88: 165M 0G 26/ 31S - Move Three SCVs To Gas
2:15.51: 238M 3G 26/ 39S - Build Marine From Naked Barracks
2:18.41: 246M 10G 27/ 39S - Build SCV
2:24.32: 327M 25G 28/ 39S - Build Barracks With Tech Lab
2:25.97: 339M 4G 28/ 39S - Calldown: Extra Supplies


Full output

1:28.41: 363M 0G 20/ 23S - Build Orbital Command
1:28.41: 213M 0G 20/ 23S - Build Barracks
1:29.86: 82M 0G 20/ 23S - (Worker starts mining minerals)
1:29.86: 82M 0G 20/ 23S - (Worker starts mining minerals)
1:30.99: 100M 0G 20/ 23S - Build Supply Depot
1:32.03: 14M 0G 20/ 23S - (Worker starts mining minerals)
1:34.62: 52M 0G 20/ 23S - (Worker starts mining minerals)
1:39.99: 135M 0G 20/ 23S - (Barracks completed)
1:39.99: 135M 0G 20/ 23S - Build Marine From Naked Barracks
1:39.99: 85M 0G 21/ 23S - Build Refinery
1:41.43: 30M 0G 21/ 23S - (Worker starts mining minerals)
1:43.61: 61M 0G 21/ 23S - (Worker starts mining minerals)
1:44.35: 73M 0G 21/ 23S - (Barracks: Busy lapsed)
1:44.35: 73M 0G 21/ 23S - (Marine completed)
1:52.73: 202M 0G 21/ 23S - (Supply Depot completed)
1:53.77: 218M 0G 21/ 31S - (Command Center: Busy lapsed)
1:53.77: 218M 0G 21/ 31S - (Orbital Command completed)
1:53.77: 218M 0G 21/ 31S - Build SCV
1:53.77: 168M 0G 22/ 31S - Build Marine From Naked Barracks
1:53.77: 118M 0G 23/ 31S - Build Supply Depot
1:56.36: 54M 0G 23/ 31S - (Worker starts mining minerals)
1:57.39: 69M 0G 23/ 31S - (Worker starts mining minerals)
1:58.10: 80M 0G 23/ 31S - (Marine completed)
1:58.10: 80M 0G 23/ 31S - (Barracks: Busy lapsed)
1:58.10: 80M 0G 23/ 31S - Build Marine From Naked Barracks
2:01.72: 86M 0G 24/ 31S - (Refinery completed)
2:03.17: 108M 0G 24/ 31S - (Worker starts mining minerals)
2:06.09: 155M 0G 24/ 31S - (Orbital Command: Busy lapsed)
2:06.09: 155M 0G 24/ 31S - (SCV completed)
2:06.09: 155M 0G 24/ 31S - Build SCV
2:06.09: 105M 0G 25/ 31S - Calldown: MULE
2:07.54: 129M 0G 25/ 31S - (Worker starts mining minerals)
2:09.71: 166M 0G 25/ 31S - (MULE completed)
2:11.88: 215M 0G 25/ 31S - (Marine completed)
2:11.88: 215M 0G 25/ 31S - (Barracks: Busy lapsed)
2:11.88: 215M 0G 25/ 31S - Build Marine From Naked Barracks
2:11.88: 165M 0G 26/ 31S - Move Three SCVs To Gas
2:13.33: 194M 0G 26/ 31S - (Worker starts mining gas)
2:14.78: 223M 1G 26/ 31S - (Worker starts mining gas)
2:15.51: 238M 3G 26/ 31S - (Supply Depot completed)
2:15.51: 238M 3G 26/ 39S - (Barracks completed)
2:15.51: 238M 3G 26/ 39S - Build Marine From Naked Barracks
2:16.22: 202M 4G 27/ 39S - (Barracks: Busy lapsed)
2:16.22: 202M 4G 27/ 39S - (Marine completed)
2:16.23: 202M 4G 27/ 39S - (Worker starts mining gas)
2:18.41: 246M 10G 27/ 39S - (Orbital Command: Busy lapsed)
2:18.41: 246M 10G 27/ 39S - (SCV completed)
2:18.41: 246M 10G 27/ 39S - Build SCV
2:19.13: 210M 11G 28/ 39S - (Worker starts mining minerals)
2:19.13: 210M 11G 28/ 39S - (Worker starts mining minerals)
2:19.86: 226M 13G 28/ 39S - (Worker starts mining minerals)
2:24.32: 327M 25G 28/ 39S - Build Barracks With Tech Lab
2:25.97: 339M 4G 28/ 39S - Calldown: Extra Supplies




Edit: Happy Holidays!
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2015-12-26 12:02:21
December 26 2015 12:02 GMT
#1415
On December 24 2015 13:33 Hexor1337 wrote:
Thank you Carbon, you are a god amongst mere mortals. I was able to rank to Masters last season cause of your beautiful software. I used another program similar to this called evolution chamber but SCFusion takes the cake. I use it mostly to exploit timing builds and improve my multi-base saturation transitional rates.


Nice. I wasn't aware of people of such high rank using this tool, so it's nice to know it's still useful at high ranks.

Highest I ever got was top 20 diamond, although that was before Master/GM ranks existed, so I guess it wasn't too bad. Still, I'm a lot worse now given I don't get much time to play. Worse still, I'm having a lot of problems just getting SC2 to work atm. I think it might be an issue with my ISP as for a long time I couldn't log in, and whilst I now can log in I can't start matches...

On December 26 2015 09:01 Pyromartian wrote:
Do you still have auto mule in the XML file?
+ Show Spoiler +
Simple output

1:28.41: 363M 0G 20/ 23S - Build Orbital Command
1:28.41: 213M 0G 20/ 23S - Build Barracks
1:30.99: 100M 0G 20/ 23S - Build Supply Depot
1:39.99: 135M 0G 20/ 23S - Build Marine From Naked Barracks
1:39.99: 85M 0G 21/ 23S - Build Refinery
1:53.77: 218M 0G 21/ 31S - Build SCV
1:53.77: 168M 0G 22/ 31S - Build Marine From Naked Barracks
1:53.77: 118M 0G 23/ 31S - Build Supply Depot
1:58.10: 80M 0G 23/ 31S - Build Marine From Naked Barracks
2:06.09: 155M 0G 24/ 31S - Build SCV
2:11.88: 215M 0G 25/ 31S - Build Marine From Naked Barracks
2:11.88: 165M 0G 26/ 31S - Move Three SCVs To Gas
2:15.51: 238M 3G 26/ 39S - Build Marine From Naked Barracks
2:18.41: 246M 10G 27/ 39S - Build SCV
2:24.32: 327M 25G 28/ 39S - Build Barracks With Tech Lab
2:25.97: 339M 4G 28/ 39S - Calldown: Extra Supplies


Full output

1:28.41: 363M 0G 20/ 23S - Build Orbital Command
1:28.41: 213M 0G 20/ 23S - Build Barracks
1:29.86: 82M 0G 20/ 23S - (Worker starts mining minerals)
1:29.86: 82M 0G 20/ 23S - (Worker starts mining minerals)
1:30.99: 100M 0G 20/ 23S - Build Supply Depot
1:32.03: 14M 0G 20/ 23S - (Worker starts mining minerals)
1:34.62: 52M 0G 20/ 23S - (Worker starts mining minerals)
1:39.99: 135M 0G 20/ 23S - (Barracks completed)
1:39.99: 135M 0G 20/ 23S - Build Marine From Naked Barracks
1:39.99: 85M 0G 21/ 23S - Build Refinery
1:41.43: 30M 0G 21/ 23S - (Worker starts mining minerals)
1:43.61: 61M 0G 21/ 23S - (Worker starts mining minerals)
1:44.35: 73M 0G 21/ 23S - (Barracks: Busy lapsed)
1:44.35: 73M 0G 21/ 23S - (Marine completed)
1:52.73: 202M 0G 21/ 23S - (Supply Depot completed)
1:53.77: 218M 0G 21/ 31S - (Command Center: Busy lapsed)
1:53.77: 218M 0G 21/ 31S - (Orbital Command completed)
1:53.77: 218M 0G 21/ 31S - Build SCV
1:53.77: 168M 0G 22/ 31S - Build Marine From Naked Barracks
1:53.77: 118M 0G 23/ 31S - Build Supply Depot
1:56.36: 54M 0G 23/ 31S - (Worker starts mining minerals)
1:57.39: 69M 0G 23/ 31S - (Worker starts mining minerals)
1:58.10: 80M 0G 23/ 31S - (Marine completed)
1:58.10: 80M 0G 23/ 31S - (Barracks: Busy lapsed)
1:58.10: 80M 0G 23/ 31S - Build Marine From Naked Barracks
2:01.72: 86M 0G 24/ 31S - (Refinery completed)
2:03.17: 108M 0G 24/ 31S - (Worker starts mining minerals)
2:06.09: 155M 0G 24/ 31S - (Orbital Command: Busy lapsed)
2:06.09: 155M 0G 24/ 31S - (SCV completed)
2:06.09: 155M 0G 24/ 31S - Build SCV
2:06.09: 105M 0G 25/ 31S - Calldown: MULE
2:07.54: 129M 0G 25/ 31S - (Worker starts mining minerals)
2:09.71: 166M 0G 25/ 31S - (MULE completed)
2:11.88: 215M 0G 25/ 31S - (Marine completed)
2:11.88: 215M 0G 25/ 31S - (Barracks: Busy lapsed)
2:11.88: 215M 0G 25/ 31S - Build Marine From Naked Barracks
2:11.88: 165M 0G 26/ 31S - Move Three SCVs To Gas
2:13.33: 194M 0G 26/ 31S - (Worker starts mining gas)
2:14.78: 223M 1G 26/ 31S - (Worker starts mining gas)
2:15.51: 238M 3G 26/ 31S - (Supply Depot completed)
2:15.51: 238M 3G 26/ 39S - (Barracks completed)
2:15.51: 238M 3G 26/ 39S - Build Marine From Naked Barracks
2:16.22: 202M 4G 27/ 39S - (Barracks: Busy lapsed)
2:16.22: 202M 4G 27/ 39S - (Marine completed)
2:16.23: 202M 4G 27/ 39S - (Worker starts mining gas)
2:18.41: 246M 10G 27/ 39S - (Orbital Command: Busy lapsed)
2:18.41: 246M 10G 27/ 39S - (SCV completed)
2:18.41: 246M 10G 27/ 39S - Build SCV
2:19.13: 210M 11G 28/ 39S - (Worker starts mining minerals)
2:19.13: 210M 11G 28/ 39S - (Worker starts mining minerals)
2:19.86: 226M 13G 28/ 39S - (Worker starts mining minerals)
2:24.32: 327M 25G 28/ 39S - Build Barracks With Tech Lab
2:25.97: 339M 4G 28/ 39S - Calldown: Extra Supplies




Yeah, looks like I do. Guess I forgot to take it out. Thanks for the report.

Edit: Happy Holidays!


Thanks Same to everyone else too.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
December 26 2015 12:31 GMT
#1416
Is there a way to inculde gold bases in the tool? Like there could be a checkbox saying "Natural base is gold," or "Third is gold," which would make creating certain map-specific build orders possible. Not sure how complicated it would be to implement, but would definitely help a lot.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 26 2015 12:48 GMT
#1417
On December 26 2015 21:31 Sholip wrote:
Is there a way to inculde gold bases in the tool? Like there could be a checkbox saying "Natural base is gold," or "Third is gold," which would make creating certain map-specific build orders possible. Not sure how complicated it would be to implement, but would definitely help a lot.


Sorry, nothing at the moment for that, but it is a good idea. Ages ago I had planned to add map specific details that you could choose, which would've considered gold bases as well as more accurate travel times, however not long after those plans they started phasing gold bases out of ladder maps, so it didn't seem important any more, however with LotV they're well and truly back in the pool so it's something I should re-investigate.
zerge
Profile Joined December 2012
Germany162 Posts
January 18 2016 19:45 GMT
#1418
Hi, it occured to me that sometimes when you are calculating more complicated build orders the program will go from a successful result to a failed one. Any idea why this happens?
InfCereal
Profile Joined December 2011
Canada1759 Posts
Last Edited: 2016-01-18 22:23:51
January 18 2016 22:07 GMT
#1419
I think there's something wrong.

[image loading]

This is running for a goal of 190-200 supply, with no limit on roach, zerglings, drones. Queens are set to <= 4, everything else 0 (including buildings, except hatch, pool, and warren).

It's saying successful, but it's not even close to 190 supply.

You'll also notice it's building a lot of queens at the end, even though I've set it to <= 4


e: It looks like it's because I didn't specify 0 under construction for queens

e2: It doesn't count final drones. For example, if you're at 157/200, and the last 43 supply is drones, it will only say 157 drones, not 200. You can see this if you flip between minimal and simple. Minimal shows 157 as the last build order mark, but simple shows the last 43 being filled with drones. Yet the unit overview still says 157 drones.
Cereal
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
January 19 2016 23:23 GMT
#1420
On January 19 2016 04:45 zerge wrote:
Hi, it occured to me that sometimes when you are calculating more complicated build orders the program will go from a successful result to a failed one. Any idea why this happens?


I'd need an example. It shouldn't happen...

On January 19 2016 07:07 InfCereal wrote:
I think there's something wrong.

+ Show Spoiler +
[image loading]


This is running for a goal of 190-200 supply, with no limit on roach, zerglings, drones. Queens are set to <= 4, everything else 0 (including buildings, except hatch, pool, and warren).

It's saying successful, but it's not even close to 190 supply.


When you set the supply requirement, it's looking at supply under construction (ie, when your supply counter hits 190).

You'll also notice it's building a lot of queens at the end, even though I've set it to <= 4

e: It looks like it's because I didn't specify 0 under construction for queens


Correct, you haven't set the restriction for what's under construction.

e2: It doesn't count final drones. For example, if you're at 157/200, and the last 43 supply is drones, it will only say 157 drones, not 200. You can see this if you flip between minimal and simple. Minimal shows 157 as the last build order mark, but simple shows the last 43 being filled with drones. Yet the unit overview still says 157 drones.


The unit overview is looking at what has been completed, and at the time of the requirements being satisfied there are only 157 drones completed. The Minimal output shows the supply counter at the time of the first action within that set. Ie, if it's showing you 12 * Build Queen, then it's going to show the supply counter at the time of that first queen. Note that the Minimal output doesn't display the commands for building workers, so you're not going to see the supply counter for those commands.

Basically, this is all working as intended.
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