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Hey I hope I am not bumping a dead thread or anything or the likes.
I just saw that the most recent update to this, or by what I can see in this post is from feb 2016, I am not sure how long cyclones have been 4 supply but I can't really find a build order to account for that anywhere and I was wondering if yours did?
I am decent at coding so maybe since you shared github with us I can clone and fork it, but I've only had a into semester of c++/python/java
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edit, I am really newb at c++ , yet doing research in mpi for a professor man the world we live in.. anyways...
I can't find the makefile, and I am a complete novice so I don't know where or what the name of the make file is, and I don't know how to read readme.md files in windows 10.
Is there an easy way to find the makefile? I ask because if their is I can just add my own .cpp and .h file that will override the current settings for cyclone, this way if I mess something up I can just delete those 2 files and be a-0kay.
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I just saw that the most recent update to this, or by what I can see in this post is from feb 2016, I am not sure how long cyclones have been 4 supply but I can't really find a build order to account for that anywhere and I was wondering if yours did?
It is not that hard to edit. It runs off of a XML file. Here you can make changes and the optimizer will run accordingly.
I noticed that the energy for extra supply was lower than what it should be and it made the optimizer have you drop extra supply all the time. So I fixed it here.
https://dl.dropboxusercontent.com/u/86289499/LotV_2_5_1_BU_20151023.xml
Do me a favor Kiaph. If you edit the XML could you upload it here and update the version number? Many people will be thanking for this.
Edit: The supply drop was set to 50 instead of 75 energy, for those curious.
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I noticed that the energy for extra supply was lower than what it should be and it made the optimizer have you drop extra supply all the time. So I fixed it here. https://dl.dropboxusercontent.com/u/86289499/LotV_2_5_1_BU_20151023.xmlDo me a favor Kiaph. If you edit the XML could you upload it here and update the version number? Many people will be thanking for this. Edit: The supply drop was set to 50 instead of 75 energy, for those curious.
I tried to make the changes to the XML file like the one you posted but the program still tells me to call down supplies 8 seconds after a mule was called down. I don't know anything about coding but is it possible that the program doesn,t know mules and supply drops use the same energy from the orbital command?
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On August 31 2016 11:11 AtomicBanana wrote:Show nested quote +I noticed that the energy for extra supply was lower than what it should be and it made the optimizer have you drop extra supply all the time. So I fixed it here. https://dl.dropboxusercontent.com/u/86289499/LotV_2_5_1_BU_20151023.xmlDo me a favor Kiaph. If you edit the XML could you upload it here and update the version number? Many people will be thanking for this. Edit: The supply drop was set to 50 instead of 75 energy, for those curious. I tried to make the changes to the XML file like the one you posted but the program still tells me to call down supplies 8 seconds after a mule was called down. I don't know anything about coding but is it possible that the program doesn,t know mules and supply drops use the same energy from the orbital command?
You might be using a older xml file. Mine is working fine. Try comparing mine to yours and you should see what went wrong.
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Hey guys,
I have done some updates to the xml file for patch 3.8.0
It should have the updated build times and upgrades, although I am missing some upgrades (mainly Protoss).
Drop it into to your versions folder and when you start the optimizer make sure to select the right patch at the top left.
https://dl.dropboxusercontent.com/u/86289499/LotV_3_8_0.xml
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Thanks for posting your XML file! It looks like there are no changes in 3.9 and 3.9.1. So this should still be current, correct?
EDIT: Is it just me of is SC2Fusion is still treating Chrono-Boost as an energy limited, 20 sec buff and probably similarly handling Spawn Larva with the old method. Maybe I'm missing something, but my outputs when testing builds seem a bit off.
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I will have to have to look at the xml because it is handled there.
And how much off?
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Thanks so much Pyromartian! <3
Also thanks to everyone who's helped with this project, fucking awesome stuff going on here
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Does anyone have the 3.8 xml?
Looks like its gone from dropbox. At least I'm unable to download it.
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I got the bug: + Show Spoiler + 0:08.56: 100M 0G 12/ 15S - Build Supply Depot 0:15.83: 75M 0G 12/ 15S - Build Refinery 0:31.29: 150M 0G 12/ 23S - Build Barracks 0:37.06: 50M 0G 12/ 23S - Build SCV 0:44.17: 75M 0G 13/ 23S - Build Refinery 0:44.17: 0M 0G 13/ 23S - Move Three SCVs To Gas 0:51.58: 50M 12G 13/ 23S - Build SCV 1:05.91: 111M 49G 14/ 23S - Move Three SCVs To Gas 1:18.39: 195M 107G 14/ 23S - Build Factory 1:26.54: 94M 50G 14/ 23S - Build Barracks With Reactor 2:02.77: 292M 190G 14/ 23S - Lift Barracks With Reactor 2:02.77: 292M 190G 14/ 23S - Build Marine From Barracks With Reactor 2:02.77: 242M 190G 15/ 23S - Lift Naked Factory 2:06.39: 268M 209G 15/ 23S - Land Naked Barracks 2:06.39: 268M 209G 15/ 23S - Land Factory On Reactor 2:10.02: 296M 228G 15/ 23S - Build Cyclone From Factory With Reactor 2:10.60: 150M 131G 18/ 23S - Build Cyclone From Factory With Reactor 2:17.07: 50M 65G 21/ 23S - Build SCV 2:23.54: 50M 99G 22/ 23S - Build Marine From Naked Barracks
Waypoint 1 satisfied: 2:43.21: 165M 202G 23/ 23S Income: 381M 228G Buildings: 1 Command Center 1 Supply Depot 2 Refinery 1 Barracks 1 Factory With Reactor Units: 15 SCV 2 Marine 2 Cyclone Research:
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Would it be possible to implement more options for upgrade statuses? For example 3/4 completed, 1/2 compled, 1/4th completed or even a percentual variable? This would make calculating builds for timing attacks much easier since you can take into account the time it takes for your units to travel accross the map while the upgrade is still researching.
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On August 25 2017 18:50 zerge wrote: Would it be possible to implement more options for upgrade statuses? For example 3/4 completed, 1/2 compled, 1/4th completed or even a percentual variable? This would make calculating builds for timing attacks much easier since you can take into account the time it takes for your units to travel accross the map while the upgrade is still researching.
It would be possible to add each as a separate upgrade, updating the xml. I don't think I will be updating the xml any time soon, we'll see.
I haven't heard from OP in a long time and I am very grateful for his work, but at this point I think I would like to code a new program to learn and generate build orders. Not that I have the coding experience to do so at this point.
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Some1 or the autor can provide the XML for the 4.1 version plis?
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Who have a powerful CPU? SCFusion can use maximum 6 threads, can not it?
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I have a good cpu, but i need the XML for the current version of the game.
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@CarbonTwelve
Thank you very much for this tool, it's great!
But I think there's an issue with how it computes the resource income. For the first 2-2.5min of a zerg build, I'm able to follow the timing to 1-3 seconds. But as soon as drones have to transfer from main base larva location to expansion, I begin to fall behind dramatically, 10 to 15 secs just a couple of minutes after.
Perhaps that a faster player could do better, but my apm is in the range of 120-140 so I don't think that's the main culprit. Also, I've practiced the build many times and I pause regularly to make sure I don't screw things up. So, I'm sure my own skills would explain being 3-5 seconds behind, but not a full 15 seconds only 4 minutes into the game.
Here's the full build after 11 billion games:
+ Show Spoiler + 0:02.17: 50M 0G 3L 12/ 14S - Build Drone 0:08.56: 50M 0G 2L 13/ 14S - Build Drone 0:24.59: 200M 0G 3L 14/ 14S - Build Spawning Pool 0:32.68: 100M 0G 3L 13/ 14S - Build Overlord 0:36.59: 50M 0G 2L 13/ 14S - Build Drone 0:50.79: 182M 0G 2L 14/ 22S - Build Drone 0:50.79: 132M 0G 1L 15/ 22S - Build Drone 0:54.42: 131M 0G 1L 16/ 22S - Build Drone 1:05.29: 231M 0G 1L 17/ 22S - Build Drone 1:11.69: 283M 0G 0L 18/ 22S - Build Queen 1:11.69: 133M 0G 0L 20/ 22S - Build Extractor 1:23.97: 300M 0G 1L 19/ 22S - Build Hatchery 1:27.40: 50M 0G 2L 18/ 22S - Build Drone 1:34.27: 100M 0G 1L 19/ 22S - Build Overlord 1:37.89: 55M 0G 1L 19/ 22S - Build Drone 1:37.89: 5M 0G 0L 20/ 22S - Move Three Drones To Gas 1:48.76: 151M 21G 1L 20/ 22S - Build Drone 1:52.39: 151M 30G 0L 21/ 30S - Build Queen 1:52.39: 1M 30G 0L 23/ 30S - Queen Spawn Larvae 1:59.63: 107M 49G 1L 23/ 30S - Build Zergling 2:10.50: 222M 78G 1L 24/ 30S - Build Zergling 2:21.37: 340M 106G 1L 25/ 30S - Build Drone 2:21.37: 290M 106G 3L 26/ 30S - Queen Spawn Larvae 2:21.37: 290M 106G 3L 26/ 30S - Build Drone 2:21.37: 240M 106G 2L 27/ 30S - Build Drone 2:21.37: 190M 106G 1L 28/ 30S - Build Drone
Waypoint 1 satisfied: 2:28.62: 252M 125G 0L 29/ 30S Income: 672M 114G Buildings: 1 Hatchery 1 Extractor 1 Spawning Pool Units: 19 Drone 3 Overlord 4 Zergling 2 Queen Research:
2:32.24: 308M 135G 1L 29/ 30S - Build Drone 2:36.43: 327M 146G 1L 30/ 36S - Queen Spawn Larvae 2:36.43: 327M 146G 1L 30/ 36S - Build Drone 2:43.11: 408M 163G 1L 31/ 36S - Build Drone 2:47.30: 441M 174G 1L 32/ 36S - Build Overlord 2:50.36: 404M 182G 3L 32/ 36S - Build Drone 2:50.36: 354M 182G 2L 33/ 36S - Build Drone 2:50.36: 304M 182G 1L 34/ 36S - Build Drone 2:58.17: 425M 203G 1L 35/ 36S - Build Drone 2:58.17: 375M 203G 0L 36/ 36S - Queen Spawn Larvae 3:05.42: 543M 222G 4L 36/ 44S - Queen Spawn Larvae 3:05.42: 543M 222G 4L 36/ 44S - Build Drone 3:05.42: 493M 222G 3L 37/ 44S - Build Drone 3:05.42: 443M 222G 2L 38/ 44S - Build Drone 3:05.42: 393M 222G 1L 39/ 44S - Build Drone 3:05.42: 343M 222G 0L 40/ 44S - Build Extractor 3:05.42: 318M 222G 0L 39/ 44S - Research Metabolic Boost 3:12.10: 382M 139G 1L 39/ 44S - Build Drone 3:16.29: 439M 150G 1L 40/ 44S - Build Overlord 3:16.29: 339M 150G 0L 40/ 44S - Build Hatchery 3:22.97: 211M 168G 1L 39/ 44S - Build Drone 3:22.97: 161M 168G 0L 40/ 44S - Build Lair 3:27.16: 126M 79G 4L 40/ 44S - Queen Spawn Larvae 3:27.16: 126M 79G 4L 40/ 44S - Build Drone 3:27.16: 76M 79G 3L 41/ 44S - Build Drone 3:27.97: 50M 81G 2L 42/ 44S - Build Drone 3:27.97: 0M 81G 1L 43/ 44S - Move Three Drones To Gas 3:29.86: 50M 86G 1L 43/ 44S - Build Drone 3:34.40: 120M 107G 3L 44/ 52S - Build Drone 3:34.40: 70M 107G 2L 45/ 52S - Build Extractor 3:34.61: 50M 108G 2L 44/ 52S - Build Drone 3:36.61: 50M 119G 1L 45/ 52S - Build Drone 3:38.51: 50M 129G 1L 46/ 52S - Build Drone 3:38.51: 0M 129G 0L 47/ 52S - Queen Spawn Larvae 3:45.27: 191M 164G 1L 47/ 52S - Build Drone 3:45.56: 150M 166G 0L 48/ 52S - Build Queen 3:48.90: 101M 183G 1L 50/ 52S - Build Overlord 3:51.98: 100M 199G 0L 50/ 52S - Build Spine Crawler 3:56.14: 132M 221G 4L 49/ 52S - Build Drone 3:56.14: 82M 221G 3L 50/ 52S - Build Drone 3:56.14: 32M 221G 2L 51/ 52S - Move Three Drones To Gas 3:56.75: 50M 224G 2L 51/ 52S - Queen Spawn Larvae 3:56.75: 50M 224G 2L 51/ 52S - Build Extractor 3:57.62: 50M 229G 2L 50/ 52S - Build Drone 3:59.35: 50M 240G 1L 51/ 52S - Build Drone 4:07.01: 230M 299G 2L 52/ 60S - Build Drone 4:07.49: 194M 303G 4L 53/ 60S - Queen Spawn Larvae 4:07.49: 194M 303G 4L 53/ 60S - Build Zergling 4:07.49: 144M 303G 3L 54/ 60S - Build Zergling 4:07.49: 94M 303G 2L 55/ 60S - Build Zergling 4:07.67: 50M 304G 1L 56/ 60S - Build Zergling 4:18.49: 349M 389G 2L 57/ 60S - Move Three Drones To Gas 4:18.49: 349M 389G 2L 57/ 60S - Build Macro Hatchery 4:23.60: 200M 435G 2L 56/ 60S - Build Spire 4:25.37: 50M 254G 2L 55/ 60S - Build Drone 4:27.14: 50M 272G 4L 56/ 60S - Build Drone
Waypoint 2 satisfied: 4:28.75: 47M 289G 4L 57/ 66S Income: 1266M 456G Buildings: 2 Hatchery 1 Lair 4 Extractor 1 Spawning Pool 1 Spine Crawler Units: 43 Drone 6 Overlord 12 Zergling 3 Queen Research: Metabolic Boost
4:28.86: 50M 291G 4L 57/ 66S - Build Drone 4:30.52: 50M 308G 4L 58/ 66S - Build Drone 4:32.16: 50M 325G 3L 59/ 66S - Build Drone 4:33.81: 50M 342G 2L 60/ 66S - Build Drone 4:35.45: 50M 360G 1L 61/ 66S - Build Drone 4:37.09: 50M 377G 3L 62/ 66S - Build Drone 4:40.34: 100M 411G 4L 63/ 66S - Build Overlord 4:44.88: 150M 459G 3L 63/ 66S - Build Queen 4:47.72: 100M 488G 3L 65/ 66S - Build Overlord 4:49.09: 50M 503G 4L 65/ 66S - Build Zergling 4:58.45: 357M 601G 4L 66/ 74S - Build Zergling 4:58.45: 307M 601G 3L 67/ 74S - Queen Spawn Larvae 4:58.45: 307M 601G 3L 67/ 74S - Build Roach Warren 4:58.45: 157M 601G 3L 66/ 74S - Build Spine Crawler 4:58.45: 57M 601G 3L 65/ 74S - Build Zergling 5:02.56: 150M 644G 5L 66/ 74S - Build Roach Warren 5:06.88: 150M 689G 5L 65/ 82S - Build Queen 5:09.69: 100M 719G 5L 67/ 82S - Build Overlord 5:11.09: 50M 733G 6L 67/ 82S - Build Zergling
Waypoint 3 satisfied: 5:34.69: 840M 981G 13L 68/ 96S Income: 1548M 456G Buildings: 3 Hatchery 1 Lair 4 Extractor 1 Spawning Pool 2 Spine Crawler Units: 48 Drone 9 Overlord 20 Zergling 4 Queen Research: Metabolic Boost
5:36.06: 889M 995G 13L 68/ 96S - Build Mutalisk 5:36.06: 789M 895G 12L 70/ 96S - Build Mutalisk 5:36.06: 689M 795G 11L 72/ 96S - Build Mutalisk 5:36.06: 589M 695G 10L 74/ 96S - Build Mutalisk 5:36.06: 489M 595G 9L 76/ 96S - Build Mutalisk 5:36.06: 389M 495G 8L 78/ 96S - Build Mutalisk 5:36.06: 289M 395G 7L 80/ 96S - Build Mutalisk 5:36.06: 189M 295G 6L 82/ 96S - Build Mutalisk 5:36.37: 100M 199G 5L 84/ 96S - Build Overlord 5:40.59: 150M 243G 4L 84/ 96S - Research Tunneling Claws 5:40.59: 0M 93G 4L 84/ 96S - Queen Spawn Larvae 5:43.39: 100M 122G 5L 84/ 96S - Research Glial Reconstitution 5:46.20: 100M 52G 5L 84/ 96S - Build Overlord 5:50.81: 164M 100G 7L 84/ 96S - Research Burrow At Hatchery 5:51.82: 100M 11G 7L 84/ 96S - Build Overlord 5:54.63: 100M 40G 7L 84/104S - Build Overlord 5:56.03: 50M 55G 6L 84/104S - Build Zergling 5:57.44: 50M 70G 5L 85/104S - Build Zergling 5:58.84: 50M 84G 7L 86/104S - Build Zergling
Waypoint 4 satisfied: 5:59.97: 40M 96G 6L 87/104S Income: 1548M 456G Buildings: 3 Hatchery 1 Lair 4 Extractor 1 Spawning Pool 2 Roach Warren 1 Spire 2 Spine Crawler Units: 48 Drone 10 Overlord 20 Zergling 5 Queen 8 Mutalisk Research: Metabolic Boost
6:00.25: 50M 99G 6L 87/104S - Build Zergling 6:01.65: 50M 114G 5L 88/104S - Build Zergling 6:03.05: 50M 128G 4L 89/104S - Build Zergling 6:04.46: 50M 143G 4L 90/112S - Build Zergling 6:05.86: 50M 158G 3L 91/112S - Build Zergling 6:07.27: 50M 173G 2L 92/112S - Build Zergling 6:08.67: 50M 187G 4L 93/112S - Build Zergling 6:10.78: 75M 209G 6L 94/120S - Build Roach 6:12.88: 75M 207G 5L 96/128S - Build Roach 6:14.99: 75M 204G 5L 98/128S - Build Roach 6:17.10: 75M 201G 4L 100/128S - Build Roach 6:19.20: 75M 198G 3L 102/128S - Build Roach 6:21.31: 75M 195G 4L 104/128S - Build Roach 6:23.42: 75M 192G 3L 106/128S - Build Roach 6:25.52: 75M 189G 4L 108/128S - Build Roach 6:27.63: 75M 186G 3L 110/128S - Build Roach 6:29.74: 75M 183G 2L 112/128S - Build Roach 6:31.84: 75M 180G 3L 114/128S - Build Roach 6:33.95: 75M 177G 2L 116/128S - Build Roach 6:36.06: 75M 175G 2L 118/128S - Build Roach 6:38.16: 75M 172G 2L 120/128S - Build Roach 6:40.27: 75M 169G 1L 122/128S - Build Roach 6:42.38: 75M 166G 2L 124/128S - Build Roach 6:43.78: 50M 156G 1L 126/128S - Build Zergling 6:45.49: 61M 174G 1L 127/128S - Build Zergling
Waypoint 5 satisfied: 7:03.27: 644M 360G 7L 128/128S Income: 1548M 456G Buildings: 3 Hatchery 1 Lair 4 Extractor 1 Spawning Pool 2 Roach Warren 1 Spire 2 Spine Crawler Units: 48 Drone 13 Overlord 44 Zergling 5 Queen 16 Roach 8 Mutalisk Research: Burrow Metabolic Boost Tunneling Claws Glial Reconstitution
At the 4:00 mark, the best I could do was 2 queens, 36 drones + 100M to make 2 more (everything else being identical). That means I was 1 queued queen and 5 drones behind, that's a 400M worth difference or at least 15 seconds. I don't think I was so bad as to be 15 seconds behind over a period of 4min in a nearly straight-up droning build!
edit: I have to say I didn't use the extent of the Settings and my build included a few things (like extractor trick) that could easily be added. Also I now realize the APM thing is part of the settings.
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I've updated the XML file until 4.2.1: https://sourceforge.net/projects/scfusion-update/files/?source=navbar
Hopefully having it on sourceforge will make the file available for a long enough time.
Here's the list of all changes I made:
+ Show Spoiler +Changed the time factor to 1.395
(I found that the build time of units was closer to a factor of 1.395-1.400 when looking at LotV units build time. For example, Widow Mine production went from 28.6 to 21.4 seconds during patch 4.1.1, it was written as 40 seconds in SCFusion, meaning that with the 1.38 time conversion factor, it would take 28.99 seconds instead of 28.6. Another example is the Ghost's clocking ability which is listed in patch 4.1.4 as requiring 85.7 seconds to research while the SC2 editor has a value of 120, a ratio of 1.4002)
Protoss
Probe travel time for building Nexus: 30 => 21 (15 seconds before time conversion) Void Ray + Tempest: supply cost Templar Archives: mineral cost Oracle: build time (50 => 52, which is 37 seconds from patch 4.1.1 multiplied by the time conversion factor, rounded up) Added Shield Battery (without energy)
Terran
SCV travel time for building Macro Command Center: 30 => 10 SCV travel time for building Command Center at base: 30 => 21 (same as Nexus) Liberator: supply cost Split Vehicle and Ship Weapons upgrades Removed the Behemoth upgrade at Fusion core Removed Medivac Ignite Afterburners upgrade Added High Capacity Fuel Tanks upgrade to Starport Removed Explosive Shrapnel Shells upgrade Added Smart Servos upgrade to factory Drilling Claws: mineral, gas cost Added Rapid Fire Launchers upgrade to factory Removed Caduceus Reactor upgrade Removed Surface to Air Targeting upgrade Removed Targeting Optics upgrade Cyclone can be built from Naked and Reactor Factory Widow Mine: build time (40 => 30)
Zerg
Drone travel time to build Hatchery at base: 15 => 21 (same as Nexus) Drone travel time to build Macro Hatchery: 15 => 10 Drone travel time after Extractor trick: 2 => 5 (because they almost never resume mining that quickly after the Extractor is started) Swarm Host: supply, mineral, gas cost Muscular Augments (hydra upgrade): mineral, gas cost Removed Muscular Augments at Lurker Den Added Grooved Spines upgrade at Hydralisk Den Added Adaptive Talons upgrade Added Mutate Ventral Sacs ability (and removed the upgrade)
I have tested none of the changes I made, but SCFusion can run older build orders I made so I think it's good enough.
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Wew! its been a minute since I checked this thread!
I've updated the XML file until 4.2.1
Nice work Tamerlane! So I have skimmed through your changes and they seem alright, the only I really want to test is the Protoss chrono boost, since it went in and out of the game.
Changed the time factor to 1.395
The time factor is a relic of when this game didn't have real time seconds, and instead of rewriting the source code CarbonTwelve added time factor
Hopefully having it on sourceforge will make the file available for a long enough time.
I had it on dropbox so that the link would purposely expire. Expiration meaning that it is out of date and the user should look for another patch. However, that hinged on the creator writing a new patch in-between. Seeing that the users are updating it I agree that the links should be permanent.
Edit: So I see that moving the chrono boost is still there, the change back to nexus energy shouldn't be too hard. I will look it over tomorrow at the earliest.
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That would be nice Pyro! I don't know enough about XML/coding in general to mess with the chrono boost transfer - probably would have copied what you did if I could find the file somewhere. I looked for other people hosting the XML you had done and only came up with dead links.
It would also be nice to have real time instead, but:
- That means changing hundreds of values
- The SC2 editor still uses values with pre-lotv time: I think it's better/simpler that we stick to those values and figure out the time conversion.
That said, I'm not sure at all that the time conversion value I entered is accurate, but I was able to replicate builds very closely when doing simple movements (building inside the main, no worker transfer of any kind, etc.).
One thing I'd like to see or be able to input: worker mining distance. The mineral patches aren't the same on all maps (ie. distance from town hall) and it affects mineral income rate. Also: the simulations seem to start the mineral income from 0:00 which causes a systematic discrepancy because in reality they travel to mineral patches first and most are re-assigned. It might be just 2 seconds off in total, but this is a little annoying when trying to add very tight waypoints.
It would also be nice to enter the worker transfer time as a setting, since it's different on different maps.
Do you have an idea how to fix any of that?
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