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A New Build Order Planner - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 10 11 12 Next All
snexwang
Profile Joined April 2011
Australia224 Posts
August 31 2011 16:15 GMT
#21
Ah, gotcha. Cheers.
DeltaOne
Profile Joined August 2011
Sweden51 Posts
August 31 2011 16:15 GMT
#22
As for example in a 6 pool, you might wanna do the extractor trick like this:
http://www.sc2planner.com/#ZoFaakkkp9oEkjh
KingOfAmerica
Profile Joined April 2011
United States246 Posts
August 31 2011 16:20 GMT
#23
This tool just made my entire brain smile.

Three cheers!
The nukes gonna land on his aarrrrmmmmyyy AHHHHH
myzael
Profile Blog Joined November 2008
Poland605 Posts
August 31 2011 16:20 GMT
#24
I haven't had the time to test it properly, but from the few seconds I have played with it it look awesome. Great work, I hope you are open to suggestions and willing to maintain your project. Big props. Do you wish the feedback to be written in this thread or do you plan to use some other medium?
LOcDowN
Profile Joined February 2003
United States1014 Posts
August 31 2011 16:27 GMT
#25
This looks very promising, thank you for this awesome program. I can see how this will become a staple tool for any serious competitor.
Fydor
Profile Blog Joined April 2010
Canada43 Posts
August 31 2011 16:27 GMT
#26
Another Thing I just noticed is that there is no option to take drones off gas. For a speedling expand build you often want to remove drones after 100gas, but I can't seem to figure out if that option is built in or not.

Thanks again.
Garnet
Profile Blog Joined February 2006
Vietnam9014 Posts
August 31 2011 16:29 GMT
#27
On September 01 2011 00:30 DeltaOne wrote:
Show nested quote +
On September 01 2011 00:04 Garnet wrote:
anyway to enlarge the main window? I have to scroll down for zerg buildings.

Are you talking about having more than like 20 tracks? I didn't think this would be very common. Can you give an example?

When I have more than 15 rows for example.
DeltaOne
Profile Joined August 2011
Sweden51 Posts
August 31 2011 16:30 GMT
#28
On September 01 2011 01:27 Fydor wrote:
Another Thing I just noticed is that there is no option to take drones off gas. For a speedling expand build you often want to remove drones after 100gas, but I can't seem to figure out if that option is built in or not.

Thanks again.


Just click on "Mineral Drone" to put gas workers over to minerals again.
EdSlyB
Profile Blog Joined September 2010
Portugal1621 Posts
August 31 2011 16:35 GMT
#29
On September 01 2011 00:00 Bromazepam wrote:
Oh my god, I feel like you hacked my brain.
I was working on a planner EXACTLY like this one. Up to the smallest details as far as I can see. The only difference is that mine wasn't gonna be web-based.

Well, gg, I guess I don't need to complete mine anymore :D


What the hell? GG???

You should join forces and do a GREATER planner. I'm certain that both have diferent ideas that could help each other.

DO IT! ^^
aka Wardo
DeltaOne
Profile Joined August 2011
Sweden51 Posts
August 31 2011 16:35 GMT
#30
On September 01 2011 01:29 Garnet wrote:
Show nested quote +
On September 01 2011 00:30 DeltaOne wrote:
On September 01 2011 00:04 Garnet wrote:
anyway to enlarge the main window? I have to scroll down for zerg buildings.

Are you talking about having more than like 20 tracks? I didn't think this would be very common. Can you give an example?

When I have more than 15 rows for example.

For big builds, this could be a potential problem. I think the best way to fix this problem is to bundle together actions that happens simultaneously, like "8 x Roach". I've already done this with gas workers to reduce vertical space. Thanks for the feedback.
d9mmdi
Profile Blog Joined April 2011
Germany179 Posts
August 31 2011 16:49 GMT
#31
Great Job! Now integrate it with a build order finder and make it possible to compare builds =D jk Star of contribution for this one incoming i hope
You gotta step over dead bodies - Momma Plott
Powster
Profile Joined April 2010
United States650 Posts
Last Edited: 2011-08-31 17:02:42
August 31 2011 17:01 GMT
#32
http://www.sc2planner.com/#PaaaoCadfaaoDfaaoBaoCfacoFagaauAfjaoCafjaaoAoDoDaoJoBfaaoCacoOoOoOqqqaftaaoCaaftanmmoCaaffwaaoCaoDoDafwoBaaoCanmmaoOoOoCffwoC

I did my 1 gas 1 gate expand PvT build then how I react after scouting possible marine tank banshee all-in lol..

Its pretty accurate from how I do it in game..
Hypoxia
Profile Joined May 2011
United States31 Posts
August 31 2011 17:04 GMT
#33
Very well made tool. Definitely going to be a theorycrafting distraction while at work.
Bromazepam
Profile Joined August 2011
820 Posts
Last Edited: 2011-08-31 18:39:47
August 31 2011 18:38 GMT
#34
Another idea I had was to give the planner the ability to mark the amount of mineral/gas points a particular expansion has, and if they're gold.
I don't know how you deal with the workers sharing the patches, but I noticed that with one base and 24 probes the mineral income was 815/minute, which is close to Liquipedia's reported average (816) for a saturated base, and adding one more increased it only by 15. So I suppose you're already considering all bases as 8 mineral/2 gas.

Edit: oh, also, you supported the macro hatchery but not the macro OC/defensive PF. While unusual in a planned build, I think it might be worth adding.

On September 01 2011 01:35 EdSlyB wrote:
What the hell? GG???

You should join forces and do a GREATER planner. I'm certain that both have diferent ideas that could help each other.

DO IT! ^^


Heh, I honestly have very little to add to it. I wasn't joking when I said this was exactly as I had enivisoned it. Besides the two things I already posted, I've got nothing else.
Saying that something is killing esports is killing esports.
TiTanIum_
Profile Joined August 2011
Brazil1335 Posts
August 31 2011 19:05 GMT
#35
Beautiful. I was actually working on my own build order simulator, but yours is much, much better, and I will certainly use it.

A suggestion is to make the simulator map dependent - use base distances from main to main, main to natural, main to door. Sometimes using the distance for scouting and walling in is essential in some mus, like tvz and pvz for walling in and scouting for 6 pool, tvt walling in (in the current "metagame"), so you would need to know when to send the scv / probe to the door to build pylons, supply depots, etc.

But as previously stated it has some bugs, which are easily fixed, and it is actually very easy to use.
MrCon
Profile Blog Joined August 2010
France29748 Posts
August 31 2011 19:24 GMT
#36
"Send out a scv" mean you scout an this scv's income is not taken in consideration anymore, right ?
Anyway, this is AWESOME. Try to output the format so it's YABOT compatible and you'll be a hero <3
Ownos
Profile Joined July 2010
United States2147 Posts
Last Edited: 2011-08-31 19:31:21
August 31 2011 19:29 GMT
#37
It's cool, but I'd like to see it spit out the build order in a nice supply-based list.

And also see the supply number on the main bottom pane. Very nice so far though.
...deeper and deeper into the bowels of El Diablo
DeltaOne
Profile Joined August 2011
Sweden51 Posts
Last Edited: 2011-08-31 19:47:03
August 31 2011 19:41 GMT
#38
@Bromazepam: Gold expansions and non-patch CCs are definitely something I will implement.

@MrCon: Yes that is right. If you want you can return with the SCV making it mine (minerals) again after some time. You can also use this to simulate worker transfers to expansions or building things far away.

@Ownos: Some export features are under way including a supply-based list and YABOT. I will think about supply numbers in the main pane.
shackes
Profile Joined August 2010
Germany148 Posts
August 31 2011 19:49 GMT
#39
This seems to be a good plan...
Ownos
Profile Joined July 2010
United States2147 Posts
August 31 2011 19:52 GMT
#40
Behold! My carrier rush LOL!

Doesn't seem to be a way to put multiple chrono boosts on my carrier though.
...deeper and deeper into the bowels of El Diablo
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