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

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Brainling
United States660 Posts
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 ![]() | ||
indigoawareness
Slovakia273 Posts
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. | ||
DeltaOne
Sweden51 Posts
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
Canada45 Posts
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Sunrunner
United States80 Posts
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See.Blue
United States2673 Posts
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DeltaOne
Sweden51 Posts
@ Sunrunner: Thanks for the report. That is indeed a bug. I will fix it shortly. | ||
Arcanewinds
United Kingdom197 Posts
Other than that, great tool ![]() Edit: nevermind, looks like someone spotted it a little before me ![]() | ||
Brainling
United States660 Posts
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. | ||
VassiliZaytsev
Canada45 Posts
![]() *also im not sure if the reactor works properly? I have a reactor on factory but can only make 1 hellion at a time * | ||
DeltaOne
Sweden51 Posts
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
Portugal1621 Posts
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. ![]() | ||
Sunrunner
United States80 Posts
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HenryGale
United States23 Posts
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Xanatoss
Germany539 Posts
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) | ||
Sponge12349
United Kingdom49 Posts
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enigmaticcam
United States280 Posts
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
United States80 Posts
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
Sweden51 Posts
@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
Netherlands2480 Posts
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