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Active: 4190 users

sc2planner.com now supports HotS! - Page 2

Forum Index > SC2 General
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StarGalaxy
Profile Joined March 2011
Germany744 Posts
May 27 2013 08:46 GMT
#21
On May 27 2013 17:27 DusTerr wrote:
I'd like a "take worker off gas" option :D Otherwise, awesome! Thanks for the HoTs support (I enjoyed using this in WoL).

You can just klick on the mineral icon to switch workers from gas to minerals.
Cj hero | Zest
DeltaOne
Profile Joined August 2011
Sweden51 Posts
May 27 2013 09:23 GMT
#22
@DusTerr: click the "Mineral SCV". It does just what you want.
domisama
Profile Joined December 2010
Switzerland46 Posts
Last Edited: 2013-05-27 09:33:29
May 27 2013 09:32 GMT
#23
Really cool idea and implementation, however I'd like it to have a "delay" option,
in which you can set a 1-10 second delay between building drones or tasks in general.
As it is right now I can't account for inaccuracies on the players side, the tool expects the players to play perfectly.

Also I can't tell it to build a queen right when the expo is finished, it just builds the queen in the main.
As a User I expect the tool to start building the queen where my timeline currently is.
DeltaOne
Profile Joined August 2011
Sweden51 Posts
May 27 2013 10:50 GMT
#24
There already exist such a feature. Simply insert a pause (hour glass icon) before the order to delay it any amount of seconds. This is useful to simulate various things such as inaccuracies, walking distances, addon switching etc. Otherwise the planner will execute your order as soon as possible, even if it is before or after where the current timeline is. This might be confusing at first, but when you start using the planner more you will learn to appreciate this feature. In this way you don't need to manually calculate when it is possible to execute your next order. When you think about it, in 99 times of 100 you want to execute it as fast as possible. Only in rare cases, such as moving workers to gas you might want to delay the action, and this is what the pause feature is for. Hope it clears it up a bit.

As to where the queen is built, the planner don't care, just as long as there is a hatchery free. If you want to simulate the queen being built in the expansion, just make sure the order of building the queen happens after the expansion is finished. This means inserting other orders before the queen order.

If it is confusing remember just this: You are simply telling the planner what order you want to build things. The top bar is your input. The planner calculates and layout the optimal times in the timeline below. Drag and drop orders back and forward in the order input to see how it affects timings.
Skynx
Profile Blog Joined January 2013
Turkey7150 Posts
Last Edited: 2013-05-27 11:11:49
May 27 2013 11:07 GMT
#25
Thanks for the update first of all!
Is it just me or building 2x widow mine option is missing? As is see just 2x hellion and 2x hellbat between reaper and viking. Ty in advance!

Edit: nvm its just me being silly, its next to normal widow mine :/
"When seagulls follow the troller, it is because they think sardines will be thrown into the sea. Thank you very much" - King Cantona | STX 4 eva
DeltaOne
Profile Joined August 2011
Sweden51 Posts
May 27 2013 11:43 GMT
#26
I will move around the ordering a bit to make it more consistent. Also there are some orders missing such as building a helion and a hellbat simultaneously with a reactor. It will be in the next update.
chlippry
Profile Joined July 2012
Australia5 Posts
May 28 2013 12:21 GMT
#27
Nice tool! Just set up my first terran build order which i've been working on! Will make it a bit hard to test seeming i dont have a second monitor to run it on whilst playing sc
CrushDog5
Profile Joined March 2010
Canada207 Posts
May 28 2013 18:38 GMT
#28
Very cool.
SkillCraft.com - StarCraft + Science
jamella
Profile Joined March 2013
Sweden33 Posts
May 30 2013 18:03 GMT
#29
the new reactor system needs a fix, they cost the same as the single units
GDur
Profile Joined May 2013
Germany1 Post
May 30 2013 21:55 GMT
#30
On May 31 2013 03:03 jamella wrote:
the new reactor system needs a fix, they cost the same as the single units


The new reactor system works as if both, the barracks and the reactor can produce units.
So in addition of clicking the "R"-button you should press the normal button as well.

This way combining two different units requires less buttons.
jamella
Profile Joined March 2013
Sweden33 Posts
June 01 2013 15:10 GMT
#31
On May 31 2013 06:55 GDur wrote:
Show nested quote +
On May 31 2013 03:03 jamella wrote:
the new reactor system needs a fix, they cost the same as the single units


The new reactor system works as if both, the barracks and the reactor can produce units.
So in addition of clicking the "R"-button you should press the normal button as well.

This way combining two different units requires less buttons.


Oh lol, my bad
Tassadaren
Profile Joined August 2004
Sweden11 Posts
June 02 2013 00:45 GMT
#32
I cant get the extractor trick to work even though I have tried all possible combinations I can think of. Does it work for anyone else and in that case can you explain how to do it? Or is it bugged?
kerokerkoreko
DeltaOne
Profile Joined August 2011
Sweden51 Posts
June 12 2013 16:25 GMT
#33
The system has been reworked to a more general system after the replay import implementation, so to cancel the extractor you now use shift-extractor instead of the special action that has now been removed.
AveSharia
Profile Joined April 2011
United States62 Posts
Last Edited: 2013-07-30 20:10:16
July 30 2013 19:39 GMT
#34
I think I must be missing something really obvious... No matter how I try to use the "Pause" feature, all I get is a single, 1-second pause.

EDIT: Yep, really obvious... Just click the hourglass more than once.
StarGalaxy
Profile Joined March 2011
Germany744 Posts
July 30 2013 19:42 GMT
#35
you can hit that button more than once.
I guess you are not aiming for a several minute pause.
Cj hero | Zest
BlackPanther
Profile Blog Joined April 2011
United States872 Posts
Last Edited: 2013-07-30 19:50:44
July 30 2013 19:49 GMT
#36
Really nice toolset!
StarGalaxy
Profile Joined March 2011
Germany744 Posts
Last Edited: 2013-09-19 10:29:39
September 19 2013 10:27 GMT
#37
the chrono boost is still a bid buggy.
It doesn't take into account that you don't need the nexus energy right at the start of the unit.
for example:
http://www.sc2planner.com/?v=hots#PaaaoCafaafaoDaaoBoBaoCaoFccfaafaaffuAfiZaaaoDoD
(look at the mothership core)
I reported that bug a while ago and i thought it was fixed. Maybe it has slipped in again.

<3 this tool!
Cj hero | Zest
Executerror
Profile Joined January 2011
New Zealand28 Posts
Last Edited: 2014-09-13 15:34:13
September 10 2014 08:45 GMT
#38
To everyone who loved using sc2planner.com


Do you remember making your own perfect build order?

[image loading]
[image loading]


The website has shut down since few weeks ago.

We want sc2planner.com back and online again!


Please support the creator, Jonatan Rydh and Gregor Alstadt (HOTS)

jonatan.rydh@gmail.com

by making a small donation in Paypal link below with a message referring to sc2planner.com
https://www.paypal.com/se/cgi-bin/webscr?cmd=_flow&SESSION=IWVvRh9K8ZkWzSrkl-5E2MK3ozxW5oEruABtNp33NsONCOBYWVAY_u6ekRi&dispatch=5885d80a13c0db1f8e263663d3faee8dbd0a2170b502f343d92a90377a9956d7
DeltaOne
Profile Joined August 2011
Sweden51 Posts
September 11 2014 06:49 GMT
#39
sc2planner.com is going to come up again, hopefully within a few days. We are in the process of moving it to a new host with new management. Sorry for the inconvenience.
gelaris
Profile Joined September 2014
Poland1 Post
September 12 2014 12:48 GMT
#40
Praise the Lord. sc2planner is back!
Prev 1 2 3 Next All
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