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I LOVE this tool, its so useful and fun.
Could you add an option to FORCE worker production? The computer treats workers as filler, so commands like:
Barracks, then Tech Lab on Barracks, then Marauder[5]
often cut workers, rather than working the TL and Marauder builds into constant worker production.
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There is a problem when you want to allocate CB's to the same item but non-consecutively. If I want to CB Warpgate once, then a Stalker a bit later, then another on Warpgate, there is no mechanism for that that I can find.
Also, was the 3-5 second automatic mining loss per structure ever implemented?
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Great work!
Is it possible to cancel a building while it's getting built. I'm trying to see how it impacts my game to cancel my expansion as Zerg but I don't see any ways to cancel it while it's building.
Thanks for your great work!
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very good build order calculator, well done ^^ thanks a bunch IM gonna try to put it to some use right aways
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i wont let me type anything :S
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How can I access this page to use the build calculator?
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Function "Copy link to this build to share with friends." only for short build orders. tt
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@SlyBeetle: Yes, warpgates take 5 seconds to build units (including DTs). They also spend time cooling down before they can be used again.
Warpgate
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On January 30 2011 19:17 Haploid wrote: I'll add a kill-command ("18 kill 3 marines, then marauder"). Not so sure about the team interplay stuff. I don't think you can view a team build order as two separate build orders with just resources being exchanged. It's a very different beast.
Where is kill-command?
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LOL? + Show Spoiler +9 Cancel Probe @100 minerals Pylon @150 minerals Gateway @75 minerals Assimilator > +3 on gas @50 minerals Probe* @50 minerals Probe* @50 minerals Probe @150 minerals Cybernetics Core @75 minerals Assimilator > +3 on gas @50 minerals Probe* @50 minerals Probe @150 gas Stargate @300 minerals Fleet Beacon @100 minerals Pylon @400 gas Mothership****** 7:24 checkpoint 8:24 checkpoint
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Zerg have the slowest Tech in the game, tt. Ultralisk - 8:13 Brood Lord - 8:38
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On January 03 2011 19:32 Haploid wrote: Yeah, you can use the hash symbol (#) to add comments, like: 10 Pylon # don't forget to send the probe back 12 Gateway
Build order calculator: Line 2 : Unknown command # don't forget to send the probe back For a complete list of units, structures, upgrades, morphs and abilities, please refer to this list. If you are trying to do something other than building, please check the single line examples for the syntax of the other commands. The syntax is not case-sensitive, but it is very specific in the spelling.
WTF?
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it seems to think that stalkers cost 50 minerals O_O
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Fatal Error: Maximum Execution time of 1 second exceeded in /home/vhosting/y/vhosting0038687/domains/sc2calc.org/htdocs/www/build_order/income.php on line XXX
What does this mean? Any help please thank you
Also, why doesn't it allow for constant unit production... I had 2 rax 1 with tech making stim, 1 with reactor Its like it cannot do stim and make marines at the same time... Maybe make it so the build order tells you which structure the units come out of SCV #1 Marine #2 Medivac #1 etc etc
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On February 07 2011 22:22 friendo wrote: Could you add an option to FORCE worker production? The computer treats workers as filler, so commands like: Barracks, then Tech Lab on Barracks, then Marauder[5] often cut workers, rather than working the TL and Marauder builds into constant worker production. The best way to force worker production is to write out your build order in more detail. I just want to add that the calculator is designed to calculate the timing for a given build order, not to find the optimal order in which to build stuff or to figure out how much you can get away with. Back to your question, a better example would be: 12 Barracks, then Tech Lab on Barracks ... 18 Marauder 22 Marauder ... etc.
On February 09 2011 05:20 m4tt3w wrote: Is it possible to cancel a building while it's getting built. I'm trying to see how it impacts my game to cancel my expansion as Zerg but I don't see any ways to cancel it while it's building. Er... let me think about that one. Ok, done thinking. I added a command for building and immediatelly cancelling a building. Feel free to suggest a different syntax, this is just what occurred to me: 9 Overlord 13 Spawning Pool 13 Fake Hatchery (<--- that builds and cancels the hatchery, refunding some minerals in the process)
On February 22 2011 18:10 SlyBeetle wrote: Ghost Build Time: 40 or 50? Air Armor Level 1 / Minerals 150 / Gas 150 Line 2 : Unknown command # don't forget to send the probe back
Got it. Fixed all three of those. And I added the kill-command. To kill off some Marines, just write: 22 Kill Marine [4] It doesn't actually check whether you have built them Marines, so feel free to kill as many as you like.
On February 24 2011 03:10 Alejandrisha wrote: it seems to think that stalkers cost 50 minerals O_O I have absolutely no idea why you would say that. I checked and rechecked, and building a Stalker subtracts 125 minerals.
Thanks for the feedback, guys. I haven't been able to get around coding much lately, but I have not abandoned the project.
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