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On September 01 2011 06:14 DeltaOne wrote: @Sunrunner: When you are building anything as terran the simulator will temporarily remove one mineral worker. So what you want is already simulated.
What I mean is that I always build another depot when a depot finishes. Right now, if I set the cursor to the end of one depot and click on depot it puts the new depot in whenever I have 100 minerals, even if it is before the other depot finishes.
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I see. In that case you need to adjust it by adding pause.
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This should be the default build order presentation method on TLPD!
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Good job DeltaOne! The interface is just amazing and a thumbs up for simplicity.
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@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.
Thx man! Btw my intuitive approach to this problem was to stack pause before CB; if you ever consider a solution to this.
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When you research siege you can't build tanks, it says the techlab is being used.
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On September 01 2011 06:41 Xanatoss wrote: Btw my intuitive approach to this problem was to stack pause before CB; if you ever consider a solution to this. Yea that should be the intuitive solution. Thanks for the tip.
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3391 Posts
Poking in to say this looks great and I'm looking forward to playing around with it in moments of downtime during my schedule. Great work!
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I love you, I was able to optimise my build a bit. 
TvP 5 marines 2 maruders and conc shells rdy at a bit before 5:00 stim started at around 4:45 command center placed at around 5:20
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On September 01 2011 06:49 MrCon wrote: When you research siege you can't build tanks, it says the techlab is being used. I'm aware of the issue. I will fix it as soon as possible.
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Really neat tool, very intuitive use!
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On September 01 2011 06:53 HoMM wrote:I love you, I was able to optimise my build a bit.  TvP 5 marines 2 maruders and conc shells rdy at a bit before 5:00 stim started at around 4:45 command center placed at around 5:20
I am probably using the tool wrong, but I can't even begin to figure out how you did that I think the tech lab bug is throwing me off.
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Czech Republic11293 Posts
You are a genius. Thanks so much for this program, I will use it furiously
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This is way better than any other build order tool I've seen. Once you squash that tech lab bug, I foresee spending a lot of time with this.
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The tech lab issue should now be fixed as well as the lair/hive requirement issue. Let me know if there are any further problem regarding this. Thank you all for your help.
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HOLY SHIT. The ONLY thing that needs to (ideally) be implemented is an easier way to shift timings on buildings manually. Zerg gas timings usually aren't at the first 25 minerals, it's based on when we want Lingspeed to finish.
So fucking incredible for the most part. Waaaayyy easier to work with than haploid's and more accurate timings for the first few minutes, as great as Haploid's is.
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On September 01 2011 07:33 DeltaOne wrote: The tech lab issue should now be fixed as well as the lair/hive requirement issue. Let me know if there are any further problem regarding this. Thank you all for your help.
Works perfectly now, great job.
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Awesome. Quick fix Delta.
As a side note, do you mind if I grab your sc2.js file and poke around? No plans to use it for anything, but as a software developer, I have this terrible itch to look at the internals of things.
I see you compressed it for line bandwidth purposes, but Visual Studio will uncompress it for me.
Just want to ask before I go poking around your code.
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Is there an option to salvage bunkers anywhere? I can't seem to find one.
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you just blew my mind
wicked job, keep up the good work!!
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