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10 Supply Depot 12 Barracks > Marine[2] > Reactor on Barracks > Marine[auto] 13 Refinery > +3 16 Orbital Command > Calldown: MULE [auto] 16 Supply Depot 18 Refinery > +3 20 Barracks > Tech Lab on Barracks > Marauder[auto] 23 Factory 24 Supply Depot 26 Starport > Tech Lab on Starport > Raven > Banshee[2] 28 Supply Depot 36 Supply Depot 44 Supply Depot 53 Supply Depot 56 Supply Depot 62 Supply Depot
Same problem with the mule. Also, this will produce 3 marines at the same time, when there's only one reactor barracks that's supposed to be producing marines.
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I fixed the problem where the MULE wasn't scheduled as often as it could be. Thanks to a bunch of you for reporting this.
On November 11 2010 00:14 Nolari wrote: There currently is no way to build a Nydus Worm (100m 100g 20sec) from a Nydus Network (150m 200g 50sec), is there? There is now. I completely forgot about the worms.
On November 11 2010 01:54 FaZ- wrote: I don't think I'm using [auto] correctly... I want to constantly produce Marauders from the Tech Lab Barracks and Marines from the Reactor Barracks, but it isn't working in that fashion.
Yeah, no, that's not what I had in mind when I added the [auto] suffix. As it is now, it really just builds Marines from whichever structure will build them, not specifically the Barracks without the Tech Lab. I'll consider a good way to handle that.
There are a few options on the table: 1) Allow the user to tag a structure, and then refer back to that tag when building units. For example: 12 Barracks #1 > Marine [auto] from #1 It's not too hard to implement, and it reads reasonably inituitively. It gets much harder when you consider addons and swapping: 14 Barracks #2 > Tech Lab on Barracks #2 17 Factory > Reactor on Factory > Swap Reactor on Factory with Tech Lab on Barracks #2 Ugh.
2) Allow the user to prioritize [auto] jobs. For example: 12 Barracks > Marine [auto:2] 14 Barracks > Tech Lab on Barracks > Marauder [auto:1] Where the :1 indicates a higher priority than :2. It's messy, and it doesn't read very easily. Not to mention, it doesn't allow you to build Marines only from the Barracks without the Reactor.
3) Scrap the [auto] suffix. Obviously, the easiest option to implement, and it has the bonus of forcing the user to write down what units to build when. I kind of prefer this anyway. This calculator isn't intended as an optimizer. It just tells you the time stuff gets built.
Those are my thoughts at the moment, anyway.
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I personally do appreciate the [auto] tag and would be sorry to see it go. I know you like to take the "reader's" perspective a lot, and you have to admit that "Make this barracks, add a tech lab then pump marauders from it as resources / supply permit" can be very helpful.
I have to confess that I DO probably use it in a way it's not exactly intended to:
step 1.... put the basic supply stuff (ex: supply depot @10,16,22,30,....) step 2.... basic opening (ex: 12 barracks, 13 refinery > +3, 15 orbital command) step 3.... check the mineral/gas column, and do my best to spend everything while going for a specific goal. (ex: fit in as many MM as I can for a stim timing push while constantly pumping scvs)
So if for example I do barracks>marine>marine>reactor>marine[auto] then hit the "Go" button, I know that my cc and barracks should more or less be at 100% uptime unless I messed up the supply timing, meaning that when I do get a 150 extra mineral I can go ahead and add another barracks.
Also, one thing for making zerg BOs is to have another tab containing a terran BO for only making SCVS up to X supply. Then I have something to rely on while trying to get a zerg army up without tanking my economy lacking too many drones.
So in this regard, I would certainly be ideal for me to be able to force units out of a specific building.
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try plugging this in
9 Supply Depot 12 barracks > Supply Depot 14 supply depot 14 Refinery > put 3 on gas 15 Orbital Command > Calldown: MULE [auto] 15 Refinery > put 3 on gas 17 ghost academy > personal cloaking > tactical nuke 18 factory 20 Tech Lab on factory @100 gas Siege Tech @125 gas Siege Tank > Siege Tank @125 minerals engineering bay 29 command center
now theres no need for that 14 supply depot because im changing things around but try deleting it, gives u an error message i don't know why, the thing adds supply depots for you when you need them
please don't waste post space by criticizing the build order, i know its horrible, its not finished yet
i just want to be able to make a build order without that 14 supply depot, and its not letting me
also, there seems to be no way to disable the automatic building of supply depots at certain numbers of supply (15 for example) it would be nice to disable this
has anyone here had experience with this program and overcome either of these problems?
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this doesnt work either and the first 3 lines are taken from one of your examples 10 Supply Depot 12 Barracks 14 Refinery > put 3 on gas 15 Orbital Command > Calldown: MULE [auto] 15 Refinery > put 3 on gas 17 ghost academy > personal cloaking > tactical nuke 18 factory 20 Tech Lab on factory @100 gas Siege Tech @125 gas Siege Tank > Siege Tank @125 minerals engineering bay 29 command center
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Nice tool.
I believe if you had a little more functionality and better interface you could make a pretty good wave with this and maybe even get some donation money.
Along the lines of interface having clickable icons/buildings that will auto insert the text, working things like chronoboost to be a little less finicky, and having some form of updated resource count that is easily viewable after each addition(building/unit).
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On November 12 2010 15:20 suckit987 wrote: try plugging this in
9 Supply Depot 12 barracks > Supply Depot 14 supply depot 14 Refinery > put 3 on gas 15 Orbital Command > Calldown: MULE [auto] 15 Refinery > put 3 on gas 17 ghost academy > personal cloaking > tactical nuke 18 factory 20 Tech Lab on factory @100 gas Siege Tech @125 gas Siege Tank > Siege Tank @125 minerals engineering bay 29 command center
now theres no need for that 14 supply depot because im changing things around but try deleting it, gives u an error message i don't know why, the thing adds supply depots for you when you need them
please don't waste post space by criticizing the build order, i know its horrible, its not finished yet
i just want to be able to make a build order without that 14 supply depot, and its not letting me
also, there seems to be no way to disable the automatic building of supply depots at certain numbers of supply (15 for example) it would be nice to disable this
has anyone here had experience with this program and overcome either of these problems?
f you only have 2 Supply Depot that gives you only 27 Supply so you need at least a second Supply Depot somewhere before you can get a CC on 29
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On November 12 2010 04:54 Phrencys wrote: I personally do appreciate the [auto] tag and would be sorry to see it go. I know you like to take the "reader's" perspective a lot, and you have to admit that "Make this barracks, add a tech lab then pump marauders from it as resources / supply permit" can be very helpful.
I can see how that works for Terran. I'll try to implement the option to give buildings a tag, so you can refer back to them. Something like: 12 Barracks #1 > Reactor on Barracks #1 > Marine [auto] from #1 Not ideal, but we'll see where it goes.
On November 12 2010 15:20 suckit987 wrote: now theres no need for that 14 supply depot because im changing things around but try deleting it, gives u an error message i don't know why, the thing adds supply depots for you when you need them
Like Lelden said, you do actually need that supply depot. I don't know why you think the calculator automatically adds supply depots to the build order, but it really doesn't. It adds nothing except workers.
On November 12 2010 16:19 Agh wrote: I believe if you had a little more functionality and better interface you could make a pretty good wave with this and maybe even get some donation money.
Along the lines of interface having clickable icons/buildings that will auto insert the text, working things like chronoboost to be a little less finicky, and having some form of updated resource count that is easily viewable after each addition(building/unit). The goal here is two-fold: 1) define a proper syntax for build orders, that can be easily understood by a player and that can be easily copy-pasted to share with friends or ask for opinions; 2) calculate the timing of a build order, so you can see where the gaps fall and how it'll (theoretically) look.
I'm not a big fan of graphical interfaces and I think build orders are pretty easy to type in. Probably easier than dragging/dropping/clicking through long lists of buildables.
And finally, I'm not in it for money, just for experience and fun. People have asked me if I'd consider making an iPhone app from it. I've done the math, and I don't think it'll be worth my effort to do this for financial gain. I'd much rather do it just to contribute something.
On November 13 2010 00:54 Lelden wrote: f you only have 2 Supply Depot that gives you only 27 Supply so you need at least a second Supply Depot somewhere before you can get a CC on 29 Yeah, that was the why. But the calculator should've given that as an error, instead of simply timing out, so I fixed that.
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The mule bug still exists...
38 4:36 4:38 15.6 3.78 14 +2 mules 3, 3 39 4:38 4:50 12.7 3.78 14 +1 mules 3, 3 40 4:50 4:50 13.4 3.78 15 +1 mules 3, 3 41 4:50 5:07 12.7 3.78 14 +1 mules 3, 3 42 5:07 5:20 13.4 3.78 15 +1 mules 3, 3 43 5:20 5:23 14.1 3.78 16 +1 mules 3, 3 44 5:23 5:25 13.4 3.78 15 +1 mules 3, 3 45 5:25 5:44 14.1 3.78 16 +1 mules 3, 3 46 5:44 5:47 13.4 3.78 15 +1 mules 3, 3 47 5:47 6:05 14.1 3.78 16 +1 mules 3, 3 48 6:05 6:06 14.4 3.78 17 +1 mules 3, 3 49 6:06 6:14 11.5 3.78 17 3, 3 50 6:14 6:23 11.8 3.78 18 3, 3 51 6:23 6:23 12.1 3.78 19 3, 3 52 6:23 6:23 15 3.78 19 +1 mules 3, 3 53 6:23 6:37 14.7 3.78 18 +1 mules 3, 3 54 6:37 6:40 14.4 3.78 17 +1 mules 3, 3 55 6:40 6:57 14.7 3.78 18 +1 mules 3, 3 56 6:57 7:07 15 3.78 19 +1 mules 3, 3 57 7:07 7:13 15.3 3.78 20 +1 mules 3, 3 58 7:13 7:24 15.6 3.78 21 +1 mules 3, 3 59 7:24 7:53 15.9 3.78 22 +1 mules 3, 3 60 7:53 ... 13 3.78 22 3, 3
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On November 13 2010 07:32 FaZ- wrote: The mule bug still exists... Ah, different MULE bug, same symptoms. It's been squashed now.
I added the option to tag a production queue, so you can train units specifically from that production queue. For example: 12 Barracks #1 14 Reactor on Barracks #1 17 Marine from #1 [auto] You get the picture. You can use any alphanumeric word to tag a production queue, so this will also work: 12 Barracks #bobette 14 Reactor on Barracks #bobette 17 Marine from #bobette [auto]
Also, if you put a recurring unit-training job on the same line after a structure that could build those units, the calculator will automatically dedicate that structure to building those units. For example: 12 Barracks > Reactor on Barracks > Marine [auto] The Reactor will be built on that specific Barracks, and the Marines from that Barracks also.
Don't try to use tags when swapping addons yet, cause it doesn't do anything yet.
Update: tags do now work well with swapped addons. Basically, the structures keep the same tag after you swap addons.
Also, spellcasters can be tagged, and dito hatcheries can be tagged.
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One thing that would look great to me is to see what units and upgrades you have by the end of a build order. I generally know what I am trying to aim for but as I am working on a build order its nice to see at a glance what I squeezed out of it instead of having to look for each unit, and then subtract that supply to figure out how many probes I made. Not a programmer myself so I don't know how hard that would be to code . . .
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This is such an awesome web tool. I second what Lelden mentioned above, it would be very useful to see the total # of each unit type that would be produced at the end of the build order (as well as upgrades).
Bravo on a fantastic utility!
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I would also like to have a total min gas mined by the end of the build. That would help me compare some builds.
Another useful thing would be the army value.
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Is there a way to add in a delay for build times for buildings (time it takes for worker to move to building location)? I only see delays that can be added for moving workers to gas and expansions.
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Haploid, fantastic job man. Thank you very much for providing this!
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good job on this, I only have four requests 1. something like "@ 400 minerals > command center" 2. a complete lists of units and upgrades at build order end 3. a gas steal command, that allows you to factor in stealing gas with out screwing up actual gas gain in your own base 4. a gold mineral option ie, command center [gold] to factor in getting a gold mineral expansion
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I think I may have found a bug, more then 3 orbital commands or more than 3 barracks (not sure if the reactors have something to do with it) produces an error
Fatal error: Maximum execution time of 1 second exceeded in /home/vhosting/o/vhost0009715/domains/haploid.nl/htdocs/www/sc2/build_order/spellcaster.php on line 171 for more than 2 oc and Fatal error: Maximum execution time of 1 second exceeded in /home/vhosting/o/vhost0009715/domains/haploid.nl/htdocs/www/sc2/build_order/income.php on line 162 for more than 2 rax
I know this is not really meant for such long or complex build orders but I saw a 3 fast expand build and wanted to see if i could incorporate it, there are also a few 4 or 5 fast rax builds that would be nice to see
also there appears to be a problem auto ing multiple structures ie
command center > orbital command > calldown:mule [auto] > scv [auto], autos the mule and scv production but the first command center wont make its own scv's
same problem with barracks
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Hmm, used it a little, the syntax is not very easy, but the concept is good, keep up the good work and it will probably be pretty damnd good :D
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Hmm. Seems like a regression bug snuck its way in.
9 Pylon & scout 10 Probe* 12 Probe* 13 Gateway 14 Assimilator > +3 16 Pylon 17 Cybernetics Core > Warpgate**
This will chronoboost warpgate twice immediately.
I'm also getting:
Notice: Undefined property: Ability::$time in /home/vhosting/o/vhost0009715/domains/haploid.nl/htdocs/www/sc2/build_order/timeline.php on line 739
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On November 16 2010 07:03 Lelden wrote: One thing that would look great to me is to see what units and upgrades you have by the end of a build order. Sure, I can do that. Right now, it doesn't keep track of how many units or upgrades you build, except Queens. But it's easy enough to implement.
On November 18 2010 05:13 icezar wrote: I would also like to have a total min gas mined by the end of the build.
Ok, done that.
On November 18 2010 11:42 bruteMax wrote: Is there a way to add in a delay for build times for buildings (time it takes for worker to move to building location)? I only see delays that can be added for moving workers to gas and expansions. Yeah, there is. It is listed in the single-line examples. You can just write something like: 12 Gateway (send @120 minerals)
On November 20 2010 05:00 dakenho wrote: good job on this, I only have four requests 1. something like "@ 400 minerals > command center" 2. a complete lists of units and upgrades at build order end 3. a gas steal command, that allows you to factor in stealing gas with out screwing up actual gas gain in your own base 4. a gold mineral option ie, command center [gold] to factor in getting a gold mineral expansion 1) That's already possible, just write: @400 minerals Command Center 3) I'll add the gas steal command. Good one. 4) I'm doing some experiments to verify the assumptions about mining rates and distance to mineral patches. I'll add a gold base option when I've finished that.
On November 20 2010 06:27 dakenho wrote: I think I may have found a bug, more then 3 orbital commands or more than 3 barracks (not sure if the reactors have something to do with it) produces an error
Fatal error: Maximum execution time of 1 second exceeded in
command center > orbital command > calldown:mule [auto] > scv [auto], autos the mule and scv production but the first command center wont make its own scv's The first one is not really a bug, just a sort of protection against eating up too much processor time. One second is a fairly long time, and plenty to handle build orders of about 50 jobs. After that, it's not really a build order anymore, more like a game plan, so I figure it's an acceptable limit. If you post the specific build order, maybe I can tell you more or optimize the calculator a bit more.
The second problem is actually also not a bug. The thing is that when you write: Calldown: MULE [auto] > SCV [auto] This literally means: after the first MULE has completed, start building SCV's. You probably want to write: Calldown: MULE [auto] & SCV [auto] Which means: after the first MULE has started, start building SCV's.
On November 20 2010 09:14 Snowfield wrote: Hmm, used it a little, the syntax is not very easy, but the concept is good, keep up the good work and it will probably be pretty damnd good :D I know. I'm open to suggestions for making the syntax easier.
On November 20 2010 23:36 shingbi wrote: This will chronoboost warpgate twice immediately.
I'm also getting:
Notice: Undefined property: Ability::$time in /home/vhosting/o/vhost0009715/domains/haploid.nl/htdocs/www/sc2/build_order/timeline.php on line 739 Thanks. They're both symptoms of the same thing. I fixed it.
Finally, big update. I've cleaned up the layout, added a banner and moved to a different domain: http://sc2calc.org/
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