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A New Build Order Planner - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 10 11 12 Next All
Brainling
Profile Blog Joined August 2011
United States660 Posts
Last Edited: 2011-08-31 19:55:37
August 31 2011 19:54 GMT
#41
Edit:

God, I'm an idiot. It's because I forgot to build supply depots...haha, you're tool should just KNOW when I want to build supply depots
"The welfare of each of us is dependent fundamentally upon the welfare of all of us." - Theodore Roosevelt
indigoawareness
Profile Joined October 2010
Slovakia273 Posts
Last Edited: 2011-08-31 19:59:06
August 31 2011 19:57 GMT
#42
Very nice, I've wanted something like this for a long time. It does feel a bit clumsy at times with moving the time around and deleting things (in firefox) but otherwise very good and useful. I'm not really sure how it works with transferring workers. How do you handle mineral mining rates with different saturations, are you assuming optimal? etc...?

Also, I would prefer something other then click to delete. Click should take me to the time right after that thing is built, imho. It can get confusing where/what time i want to be at based on the list.
To sleep, perchance to dream.
DeltaOne
Profile Joined August 2011
Sweden51 Posts
August 31 2011 20:01 GMT
#43
On September 01 2011 04:52 Ownos wrote:
Doesn't seem to be a way to put multiple chrono boosts on my carrier though.

For multiple chronos, put multiple chronoboosts before the carrier. It will show negative energy but don't mind that. (It's reserving the energy for the carrier making sure you don't spend it elsewhere.) However you should be able to put at least 3 chronobooosts on it, but it only allows 2. Will need to check that.
VassiliZaytsev
Profile Joined July 2010
Canada45 Posts
August 31 2011 20:03 GMT
#44
People like you make the world awesome!!!! I was so bored at work but now I can basically play starcraft 2 while Im here!!
Big Mac
Sunrunner
Profile Joined July 2011
United States80 Posts
August 31 2011 20:10 GMT
#45
I think I found a glitch. It seems to think that a tech lab researching an upgrade cannot also support a tech lab dependent unit at the same time.
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
August 31 2011 20:13 GMT
#46
Sickest thing ever. Holy shit. And beautiful interface.
DeltaOne
Profile Joined August 2011
Sweden51 Posts
Last Edited: 2011-08-31 20:16:14
August 31 2011 20:14 GMT
#47
@ indigoawareness: The simulation will always spread your workers for optimal mining depending on how many bases you have. For one base that means a soft cap at 16 workers and a hard cap at 24 workers. As soon as your expansion is finished it will transfer workers but it does not currently take into account the distance between your bases as it is impossible for it to know how many you want to transfer. If you want to simulate a probe transfer you will need to do this manually by the sending out worker action and returning with them at a later point.

@ Sunrunner: Thanks for the report. That is indeed a bug. I will fix it shortly.
Arcanewinds
Profile Blog Joined May 2010
United Kingdom197 Posts
Last Edited: 2011-08-31 20:21:37
August 31 2011 20:20 GMT
#48
Found a small problem, the planner doesn't register that you can build a Marauder while researching conc shells, and instead queues them.

Other than that, great tool

Edit: nevermind, looks like someone spotted it a little before me .
Brainling
Profile Blog Joined August 2011
United States660 Posts
Last Edited: 2011-08-31 20:21:46
August 31 2011 20:21 GMT
#49
On September 01 2011 05:10 Sunrunner wrote:
I think I found a glitch. It seems to think that a tech lab researching an upgrade cannot also support a tech lab dependent unit at the same time.


Ahhhhhh, so that's why my Marauder kept getting delayed until Combat Shield was done. Good find.
"The welfare of each of us is dependent fundamentally upon the welfare of all of us." - Theodore Roosevelt
VassiliZaytsev
Profile Joined July 2010
Canada45 Posts
Last Edited: 2011-08-31 20:28:58
August 31 2011 20:25 GMT
#50
One little thing I can think of personally is being able to swap tech labs/reactors, i dont know how hard that is to implement but just something ive noticed. Having a blast so far though

*also im not sure if the reactor works properly? I have a reactor on factory but can only make 1 hellion at a time *

Big Mac
DeltaOne
Profile Joined August 2011
Sweden51 Posts
August 31 2011 20:36 GMT
#51
You cannot explicitly swap addons at this time. The simulation does that for you. For now if you want to simulate hovering around with buildings you can do this by adding some pause.

Building in reactories have special actions so that the simulation knows you want to utilize the reactory and not two single baracks for example.
EdSlyB
Profile Blog Joined September 2010
Portugal1621 Posts
August 31 2011 20:38 GMT
#52
On September 01 2011 03:38 Bromazepam wrote:
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.

Show nested quote +
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.


Still, you should do a brainstorm session. Two minds think better than one.
aka Wardo
Sunrunner
Profile Joined July 2011
United States80 Posts
August 31 2011 20:49 GMT
#53
Hm, I usually have one SCV constantly building depots. How do I simulate that?
HenryGale
Profile Joined January 2011
United States23 Posts
August 31 2011 20:51 GMT
#54
This is great, been messing with it all afternoon. how do you do add-on switches?
Xanatoss
Profile Joined May 2010
Germany539 Posts
August 31 2011 20:57 GMT
#55
Awesome tool!
Although it seems that Firefox 3.6.21 has some small issues with. For example as I delete certain elements they stay in the tracker to the right of the clock-symbol, not longer showing smart-info but still their symbol.

In addition is there a way to chronoboost certain Tech at specific time? (for example boost my Warpgate-Tech right before the end and use all CB before on probes)
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
Sponge12349
Profile Joined January 2011
United Kingdom49 Posts
August 31 2011 21:03 GMT
#56
oh my god you are a god
enigmaticcam
Profile Blog Joined October 2010
United States280 Posts
August 31 2011 21:09 GMT
#57
This is truly awesome.

On September 01 2011 05:10 Sunrunner wrote:
I think I found a glitch. It seems to think that a tech lab researching an upgrade cannot also support a tech lab dependent unit at the same time.

Not sure if the bug I found is the same as yours, but it won't let me build a reaper and research concussion shells at the same time.
Sunrunner
Profile Joined July 2011
United States80 Posts
August 31 2011 21:13 GMT
#58
On September 01 2011 06:09 enigmaticcam wrote:
This is truly awesome.

Show nested quote +
On September 01 2011 05:10 Sunrunner wrote:
I think I found a glitch. It seems to think that a tech lab researching an upgrade cannot also support a tech lab dependent unit at the same time.

Not sure if the bug I found is the same as yours, but it won't let me build a reaper and research concussion shells at the same time.


Yup, same.
DeltaOne
Profile Joined August 2011
Sweden51 Posts
August 31 2011 21:14 GMT
#59
@Sunrunner: When you are building anything as terran the simulator will temporarily remove one mineral worker. So what you want is already simulated.

@HenryGale: You do not need to do addon switches at this time. You can build a tech lab on a barracks and then use it on a starport for example. It does not take the switching time into account. However if you really want to simulate this you can add pauses.

@Xanatoss: I will look into the Firefox issues. Thanks for the report. (In general I find that Chrome handles the site fastest.) Also you cannot at this time do chronoboosting other than at the start of actions. I've simplified some things like this so that you do not need to explicit target actions on a specific building or item.
Loxley
Profile Blog Joined April 2011
Netherlands2480 Posts
Last Edited: 2011-08-31 21:18:01
August 31 2011 21:17 GMT
#60
Great work, with the help of the TL community the bugs should be removed soon enough and everyone will have a great timesink at their workplace
월요 날 재미있
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