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Yes! I have been eagerly awaiting this, awesome stuff Thanks!
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wow nice stuff. Are those "not enough minerals" warnings intended or bugs?
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The "not enough minerals" warning means that at particular time you don't have enough minerals to build it. However you can still issue the order and it will add it to the timeline at the point you do have enough.
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Here is some more information about how to use this tool for new users. Quoting my old post at the time I first released it:
The purpose of this tool is to examine, optimize and share builds and to fiddle around with ideas before trying them out in game. The simulation can handle most things like energy, larva count, mineral/gas patch saturation, expansions, chronoboosting, mules, upgrades, larvaspawning from queens, scouting, extractor trick etc. It does not take travel distances into account however, so it usually represents the best case scenario.
How it works in a nutshell - Actions such as building a probe, start mining gas or sending out a scout are added to a list. This is your build order. - Simulator traverse the list in order, always executing next item in list as soon as possible. - Build timings are visualized in a timeline categorized by type (workers, buildings, units etc). - Set time to any point and you can see current resources and available actions. - Drag and drop orders in list to find out optimal timings. (Drag and drop may not yet work in all browsers.) - Click items to remove them. Hover over them to see more information. - Save and share builds by copying the URL.
Some actions may need a bit more explanation - To chronoboost, place one or several chronoboost BEFORE the unit/upgrade you want chronoboosted. - Use the pause action to delay the next action from the point it otherwise would have started. - Use Go out with workers to simulate scouting or worker transfer - Use Hatchery in Base if you want another Hatchery without making another set of mineral and gas patches available. - Extractor trick will build an extractor and then cancel it three seconds later. Use pause to time it correctly. - Addon switching is handled automatically. For example if you build a banshee and you have a tech lab it assumes you have switched them even if you built the techlab on your barracks. If you want to simulate hovering around with buildings, use pause.
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This is a pretty cool tool on the first sight. Appreciate it.
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thank you! I waited for that :D
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YES!!!! I use this all the time. I had to write my own C- program to do similar stuff, but I liked his interface so much better.
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On May 21 2013 16:56 DeltaOne wrote:Here is some more information about how to use this tool for new users. Quoting my old post at the time I first released it: Show nested quote +The purpose of this tool is to examine, optimize and share builds and to fiddle around with ideas before trying them out in game. The simulation can handle most things like energy, larva count, mineral/gas patch saturation, expansions, chronoboosting, mules, upgrades, larvaspawning from queens, scouting, extractor trick etc. It does not take travel distances into account however, so it usually represents the best case scenario.
How it works in a nutshell - Actions such as building a probe, start mining gas or sending out a scout are added to a list. This is your build order. - Simulator traverse the list in order, always executing next item in list as soon as possible. - Build timings are visualized in a timeline categorized by type (workers, buildings, units etc). - Set time to any point and you can see current resources and available actions. - Drag and drop orders in list to find out optimal timings. (Drag and drop may not yet work in all browsers.) - Click items to remove them. Hover over them to see more information. - Save and share builds by copying the URL.
Some actions may need a bit more explanation - To chronoboost, place one or several chronoboost BEFORE the unit/upgrade you want chronoboosted. - Use the pause action to delay the next action from the point it otherwise would have started. - Use Go out with workers to simulate scouting or worker transfer - Use Hatchery in Base if you want another Hatchery without making another set of mineral and gas patches available. - Extractor trick will build an extractor and then cancel it three seconds later. Use pause to time it correctly. - Addon switching is handled automatically. For example if you build a banshee and you have a tech lab it assumes you have switched them even if you built the techlab on your barracks. If you want to simulate hovering around with buildings, use pause.
Actually remarkably helpful. Didn't see the initial post, and just had a cursory knowledge of the system.
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Some new features today: • Flexible width • Text export • Instructions page • Realtime playing the build for practice purposes
You might want to make a hard refresh of the page to see the update in your browser.
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Thank you. It will be fixed next update as well as the speed of playing to match the speed in the game.
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Wow i just checked out the site... this is amazing! its incredibly intuitive and so easy to use and understand..!
now i'm not the kind of person who fiddles around with builds n stuff, i just play.. but i hope there are people out there who use this site, if not its because they dont know about it yet... need to get the word around better.. i'm surprised this isn't featured or highlighted here on TL...
maybe you should ask for support from TL, so maybe they could have a link to your site somewhere...
Really good work.. must have taken so much time to make! Thank you!
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the seeker missile and nitro packs upgrades don't exist in HotS
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I *think* the chronoboost bug should be fixed now. I removed seeker missile and nitro pack as well. Thanks for the reports.
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nice site, how do i switch building on a reactor?
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It does this automatically. If you use the button "Two Helions" for example it figures out the reactor must be on a factory and that no other addon can be on that factory at that particular time. With other words, you do not need to think about switching addons. It figures all this out for you.
(Currently some combinations in Hots are missing using the reactor. I will add them later this week.)
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I'd like a "take worker off gas" option :D Otherwise, awesome! Thanks for the HoTs support (I enjoyed using this in WoL).
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That's a pretty nifty little site, I wonder if pros ever use these kind of tools.
This is really good for getting benchmarks on openers I guess. ^^
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