SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 75
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witorwitor
5 Posts
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NinjaNight
428 Posts
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Ch40s
5 Posts
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
27 Posts
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
United Kingdom20263 Posts
-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. | ||
alecindro
Greece4 Posts
Hope you all enjoy!! Many thanks to the great author of this amazing app LotV_8.4.3.xml | ||
Leviance
Germany4079 Posts
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 | ||
alecindro
Greece4 Posts
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alecindro
Greece4 Posts
On April 06 2019 10:15 Leviance wrote: Thank you! Adaptive Talons is missing, I believe Fixed it, pls check and let me know LotV_8.4.3.xml[/QUOTE] | ||
skdsk
138 Posts
big thanks | ||
alecindro
Greece4 Posts
LotV_8.4.3 | ||
witorwitor
5 Posts
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4dfgs654g
10 Posts
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
5 Posts
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
United States719 Posts
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
United States403 Posts
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The junkyver
1 Post
Enjoy! mega.nz | ||
Riot Janook
United States112 Posts
Lovely, thanks! | ||
Eleven111
3 Posts
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Kiaph
112 Posts
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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