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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 75

Forum Index > SC2 General
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Prev 1 73 74 75 76 Next
witorwitor
Profile Joined November 2018
5 Posts
March 18 2019 21:31 GMT
#1481
please upload a new XML... Would love to use it again
NinjaNight
Profile Joined January 2018
428 Posts
March 19 2019 02:37 GMT
#1482
New XML! New XML! Do it!
Ch40s
Profile Joined October 2018
5 Posts
March 25 2019 18:30 GMT
#1483
It is a lot of work to do alone (by hand), but I'd be down to help out with the XML updating. Maybe we could focus on updating data on one race at a time?

Or someone could write an XML parser to select the data and update it, wouldn't be terribly hard if someone could find a centralized file (or set of files) containing all the current data referring to unit/buildings/upgrade costs/build times. I'm not familiar with the current code base of SCFusion tho so ... any deeper changes to the software would be very time consuming if the original coder isn't involved.

If anyone is interested we could form an "XML taskforce" so to speak.
TheZergishOne
Profile Joined October 2016
27 Posts
March 31 2019 20:59 GMT
#1484
Ok so this thing is amazing. I always love tinkering with build orders but sometimes I find myself wondering if something is possible (like having a certain number of drones/queens and overlord speed at a certain time) and not wanting to try a ton of variations of builds to find out if its even possible. This tool does that for me, which is incredibly helpful.

However I have a few questions for anyone who feels like answering. I apologize if any of them have been answered before, feel free to just link me to the post if they have. I just can't quite bring myself to pour through 70+ pages of this thread.

-What's the state of this tool? It seems to work fine for my purposes but I see people talking about updating the xml with more recent game info above. Is that just updating to recent balance patches?

-What exactly does the completion likelihood mean? My best guess is that it's checking all possible variations of builds to reach the target and waypoints and the completion likelihood shows how likely it is for a successful solution to be found. I'm guessing this is to prevent people waiting forever due to the target and waypoints being set to something that isn't possible to achieve.

-When the tool outputs a build order before the completion likelihood reaches 100%, is that build just the best version the tool has found so far?

-While it isn't a problem for me, I have noticed that the tool likes to hog 100% of my cpu. It would be nice, however, to be able to run it in a 'performance mode' or something so that I could play starcraft or something while it's doing its thing. Obviously it would take longer, but that's ok. Unless I'm wrong and it's already just using processor power that isn't already dedicated to another task (it seems like that's what it's doing but I'm no programmer). If that is the case, should be fine to run starcraft or whatever at the same time?

-If I add more requirements to the target and waypoints is that going to make the tool take more or less time or not have any effect on how long it takes? Assuming that they are achievable requirements.

-I'm a bit curious what the city and villages are, although I suspect the answer is very technical. I understand the basic concept that the tool is running simulations of many, many games and comparing fitness to the target and waypoints, and I recognize a lot of the language from evolutionary biology.

-If completion likelihood floats at >90% for a very long time but seemingly never finishes, what does that mean? I'll stop it soon but if I just keep it running would it ever finish?

-There was another tool posted on this forum a while back. It was a website that allowed you to create and edit build orders using a timeline that you could drag and drop things on. I have no idea what it was called, it worked in the very beginning on LOTV and then it was taken down for a while. Does anyone know if it still exists/works currently?


Thanks to anyone who helps answer my questions and thanks to everyone who has worked on this tool. Sorry for the wall of text.
Cyro
Profile Blog Joined June 2011
United Kingdom20342 Posts
Last Edited: 2019-03-31 21:03:27
March 31 2019 21:03 GMT
#1485
-While it isn't a problem for me, I have noticed that the tool likes to hog 100% of my cpu. It would be nice, however, to be able to run it in a 'performance mode' or something so that I could play starcraft or something while it's doing its thing. Obviously it would take longer, but that's ok. Unless I'm wrong and it's already just using processor power that isn't already dedicated to another task (it seems like that's what it's doing but I'm no programmer). If that is the case, should be fine to run starcraft or whatever at the same time?


Set it to low priority in task manager. For some programs that makes them almost invisible from a performance standpoint but unfortunately the tools for limiting performance impact are somewhat limited so it doesn't always work well.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
alecindro
Profile Joined April 2019
Greece4 Posts
Last Edited: 2019-04-05 23:34:51
April 05 2019 23:15 GMT
#1486
Just updated xml to latest patch (LotV 8.4.3)
Hope you all enjoy!!

Many thanks to the great author of this amazing app

LotV_8.4.3.xml
Leviance
Profile Joined November 2009
Germany4079 Posts
Last Edited: 2019-04-06 01:15:53
April 06 2019 01:15 GMT
#1487
On April 06 2019 08:15 alecindro wrote:
Just updated xml to latest patch (LotV 8.4.3)
Hope you all enjoy!!

Many thanks to the great author of this amazing app

LotV_8.4.3.xml


Thank you!

Adaptive Talons is missing, I believe
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
alecindro
Profile Joined April 2019
Greece4 Posts
April 06 2019 01:36 GMT
#1488
Thanks for informing, will fix it asap!
alecindro
Profile Joined April 2019
Greece4 Posts
April 06 2019 02:00 GMT
#1489
On April 06 2019 10:15 Leviance wrote:
Show nested quote +
On April 06 2019 08:15 alecindro wrote:
Just updated xml to latest patch (LotV 8.4.3)
Hope you all enjoy!!

Many thanks to the great author of this amazing app

LotV_8.4.3.xml


Thank you!

Adaptive Talons is missing, I believe



Fixed it, pls check and let me know
LotV_8.4.3.xml[/QUOTE]
skdsk
Profile Joined February 2019
138 Posts
April 06 2019 06:16 GMT
#1490
On April 06 2019 11:00 alecindro wrote:
Show nested quote +
On April 06 2019 10:15 Leviance wrote:
On April 06 2019 08:15 alecindro wrote:
Just updated xml to latest patch (LotV 8.4.3)
Hope you all enjoy!!

Many thanks to the great author of this amazing app

LotV_8.4.3.xml


Thank you!

Adaptive Talons is missing, I believe



Fixed it, pls check and let me know
LotV_8.4.3.xml
[/QUOTE]
big thanks
alecindro
Profile Joined April 2019
Greece4 Posts
April 06 2019 13:41 GMT
#1491
Some new tweaks and fixes
LotV_8.4.3
witorwitor
Profile Joined November 2018
5 Posts
April 10 2019 23:02 GMT
#1492
Big, BIG, BIG thank you for the latest xml. Is there any information available on how to update the xml when a new patch for starcraft comes out? does it have to be done manually by editing the file? It would be great to have a tool that would pull data from starcraft and produce new xml. We now have starcraft 4.8.4... This patches are to often and mess up our SCfusion
4dfgs654g
Profile Joined May 2019
10 Posts
Last Edited: 2019-06-11 11:04:28
June 05 2019 16:30 GMT
#1493
Can you reupload it please? The website you used doesn't allow non-premium to download

edit: here i found it
https://pastebin.com/GGBVAyTS
https://www.mediafire.com/file/bjcfd63bx6eea90/lotv_4_8_3.xml/file
https://mega.nz/#!miASkYrB!zJkPcxFtwMDVYE219QmjR8-wcFF37y7eE8cRwc9XpE0
witorwitor
Profile Joined November 2018
5 Posts
October 02 2019 00:03 GMT
#1494
Every time I export to salt the supply in salt is too small by 1. is it just me doing something wrong or is it a bug?

Buildings and army units are exported to SALT but no SCV's. Is it possible to have SCV's also exported to SALT?
General_Winter
Profile Joined February 2011
United States719 Posts
October 02 2019 17:40 GMT
#1495
On October 02 2019 09:03 witorwitor wrote:
Every time I export to salt the supply in salt is too small by 1.


It’s too low because you aren’t salty enough. Try playing on the NA ladder for a while and then try again.
Archile
Profile Joined June 2011
United States403 Posts
October 02 2019 23:38 GMT
#1496
Is there an updated XML with compensation for the stim change?
Just a bad player trying to be a little less bad
The junkyver
Profile Joined August 2020
1 Post
Last Edited: 2020-08-12 09:37:07
August 12 2020 09:36 GMT
#1497
I updated the XML to 5.0
Enjoy!
mega.nz
Riot Janook
Profile Joined August 2010
United States112 Posts
September 26 2020 18:12 GMT
#1498
On August 12 2020 18:36 The junkyver wrote:
I updated the XML to 5.0
Enjoy!
mega.nz


Lovely, thanks!
Eleven111
Profile Joined May 2020
3 Posts
December 28 2020 01:01 GMT
#1499
Can someone help me fix the timer with this
Kiaph
Profile Blog Joined July 2012
112 Posts
Last Edited: 2021-01-08 15:20:12
January 08 2021 14:38 GMT
#1500
On August 12 2020 18:36 The junkyver wrote:
I updated the XML to 5.0
Enjoy!
mega.nz


I aspire to be as talented and as good as a community member as you, thank you for your effort, I hope you find great enjoyment in knowing it was for a good cause and good handful of players like myself still use this program when returning from a hiatus.

Also @ carbon12 ; I tried to find a way to message you and could not ;

I have a question about how you got into c++ and a really good recommendation for finessing complicated algorithms that need to be strict on memory for simulations similar to yours.

I want to make random level creator for a game in unreal, and blueprints just won't do the trick to make it load instantly on mobile, which means I will need to use blueprints to call C++ code.

The goal is to do like your optimizer does, basically fit together a bunch of level options until 1 satisfies both the difficulty requirement, stage length, and is able to be completed by a player. (like the way it set up if things do not line up properly the level won't be able to be beaten, and their a few different "puzzle" pieces involved here so it taxes the system pretty hard using pure blueprints, I want to learn how to finesse a code like yours and call it instead.)

When I am done, I want it to be able to have a challenge mode, where the seed can be sent to a friend, and they can try the same level you just beat and compare scores, so you know if you run into a randomly generated level that just felt super tough, but you finished super-fast, by luck, or intuition. Then you can pass it around to see how you compare to others. While I have a way of using a string of integers to describe the components of the level and thus can be used as a seed, it isn't enough. I want to make an algorithm that loads the level as you progress, as to prevent players from cheating as easily, thus without fully loading the level at the start, I face lots of CPU/memory issues, and I think I could learn a lot from being able to write something like what you have here.

I am going to study your GitHub, see what I can learn, but was also curious if you had any suggestions, good books or videos, or mentors.
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