Any word on that feature, or am I doing something wrong in waypoints?
Zerg Build Order optimizer. - Page 55
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Playguuu
United States926 Posts
Any word on that feature, or am I doing something wrong in waypoints? | ||
mulander
Poland19 Posts
On November 23 2010 06:50 Playguuu wrote: This is nice for rush type builds, but weren't there plans to do more eco focused vs all in style builds? I know min pool supply parameter is a good start, but if I'm sitting at 33/34 for instance in a 7rr build, I think I'd like to drone up to 34 or at least start another overlord, even if it delays my rush by a few seconds. Any word on that feature, or am I doing something wrong in waypoints? Try the worker parity option if I recall correctly it basically tries to achieve the same amount of workers a protoss/terran player would get with constant worker production. | ||
Playguuu
United States926 Posts
On November 23 2010 06:58 mulander wrote: Try the worker parity option if I recall correctly it basically tries to achieve the same amount of workers a protoss/terran player would get with constant worker production. Thanks bro, I'll give that a try when I get back. | ||
CarbonTwelve
Australia525 Posts
For those who haven't seen it yet, it's written in C++ to take advantage of strict memory control using memory pools, and as a result is able to achieve quite fast processing speeds (some people achieve 1 million+ games per second), and as such tends to find builds very quickly. If you find any issues (there are actually a few atm with the Zerg code that I know about), please post in the thread to let me know, or create an issue on the Google Code page. - Carbon | ||
Succinct
United States15 Posts
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IzieBoy
United States865 Posts
Edit- Got it to work... but I'll leave my mark of frustration above because it is the truth. So there is a Sun version and an Oracle version. Seems like if you have 64 bit the Oracle version doesn't work. Anyways... found the javaw.exe uninstalled the IZarc which was causing me grief and voila...beautiful amazing gui appeared! | ||
Cyber_Cheese
Australia3615 Posts
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Lomilar
United States130 Posts
I have no idea how to tell the Korean community about it, but... if anyone has any ideas, please do drop them here! Cheers. | ||
falstag
United States55 Posts
but i noticed it doesnt tend to add queens unless you tell it to make queens..... but anyway thou, good job on the program When are the toss and terran versions coming out, you claim they are now in the advance stages, any ETA? | ||
mothergoose729
United States666 Posts
There are few features I would like to see added. Transferring of drones and queens would be nice. It would be cool if I could force it to make drones or queens from specific hatcheries instead of whichever is quickest. Overall very nice. EDIT: Another feature I would like, it would be nice if the build order it generated could tell you how much gas and minerals that build would generate at the time of completion. If you can adjust it to build x amount of queens, roaches, lings, and hatcheries with x mineral and gas income that would be awesome for planning out strong openers into macro orientated builds. As tool for generating both economy and early pressure/rush defense it is almost perfect. Double Edit: An operation ceiling would be nice too. if you get more specific with the build, it starts instructing you to do like 8 things at once. If there was an operating per second ceiling that would make it more feasible to be executable by humans. | ||
The Touch
United Kingdom667 Posts
On December 18 2010 07:44 mothergoose729 wrote: EDIT: Another feature I would like, it would be nice if the build order it generated could tell you how much gas and minerals that build would generate at the time of completion. If you can adjust it to build x amount of queens, roaches, lings, and hatcheries with x mineral and gas income that would be awesome for planning out strong openers into macro orientated builds. As tool for generating both economy and early pressure/rush defense it is almost perfect. If I'm reding this right, it already does that. Under 'Final Output' it will tell you how many minerals and how much gas you have at that point. If you have enough, you can go back and tell it to make that extra queen or tech building and it's likely you won't delay the build. | ||
Shintuku
Canada76 Posts
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Lomilar
United States130 Posts
On December 27 2010 10:18 Shintuku wrote: Is there a way to give the program a starting build order so it attempts to be faster than the inputted BO? Not yet. If you would like this, please report it on the website for the project.. That is where we take our cues from. | ||
Existor
Russian Federation4295 Posts
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kmh
Finland351 Posts
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Vulcant
United States53 Posts
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Shintuku
Canada76 Posts
I've been playing around with it, but for some reason it doesn't manage to discover 6 pool as the fastest way to get 3 pairs of zerglings out | ||
mike.angstadt
United States1 Post
I'm one of the developers on Evolution Chamber. Existor: We welcome any and all translations. Please see this post for instructions on how to get started: http://code.google.com/p/evolutionchamber/wiki/Translations?ts=1294618269&updated=Translations | ||
ClawSoftware
Germany2 Posts
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Inorien
3 Posts
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