The newest iteration in my StarCraft II Build Order Calculator is a minimalistic approach, in comparison to the previous builds. Unlike the last few ambitious builds that attempted time and resource calculation, this is an attempt at the absolute basics. It is also my first build calculator that is somewhat usable right at the moment, as opposed to merely offering a glimpse at where I want to go with this system.
This calculator contains all units for all 3 races and allows for race changing and resetting the build. It also begins to toy with styles and the UI, although I didn’t spend much time other than getting elements in the rough position that I would like them to be.
I dropped back to a more minimal approach because I felt like the more advanced approaches I was working on were going in the wrong direction. I’d ultimately like a more advanced system, but I want to rewind a bit and go back to basics and consider alternative approaches to the other systems, that relied heavily on large data structures to store data, at times storing it repeatedly for different purposes.
#1 by Kai at September 9th, 2010
Hey guys, I also responded in the TL forums. I, too, have been building a similar tool (http://sc2.mallea.net). Time calculations are a b!$%^! I have simply left it at basic addition, until I can figure out a better strategy. It’s cool to find other people with similar ideas!
#2 by visual77 at August 13th, 2010
There was a problem with the refinery not showing up, but I fixed that hours before your comment. Perhaps your browser is caching the older javascript file? Try doing a full refresh, which is ctrl+f5 in firefox and chrome.
#3 by Sky at August 12th, 2010
Is it just me or is the Refinery missing under the Terran buildings list? The Refinery icon is lined to Orbital Command =\
#4 by visual77 at August 12th, 2010
Thanks. Good luck to you, too.
I’m very open to some collaborative work on these projects. It’s clear we had extremely similar ideas, and it could greatly benefit both tools to bounce some ideas back and forth.
The time calculations are a huge pain. Multiple unit producing structures, reactors, chronoboosts, etc., all throw off timing a good amount. I’ve also toyed around with mineral calculations, based on how many workers are available, but MULEs will mess that up, and then I have to do energy calculations to know when MULEs can even be made.
Did you try anything that didn’t make it to your final build?
#5 by Justin at August 12th, 2010
It is really strange seeing someone go through the same road blocks that I did. I too struggled with the URL values (still struggling) and time calculations I’d imagine are a pain in the ass. GL to you.