Build 20100609


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.

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  1. #1 by Carrarn on September 21, 2010 - 11:51 pm

    Ah yes i noticed that aswel, however sofar i have not needed the exact timer yet.

    I have however started making functions to calculate the things you talk about, because i will need them in the future. It isnt impossible, just anoying.

    Sofar i have only really started paying atention to the crystal part, the vespine is more of the same and can be added after.

    What im doing right now is working with a normalized resource per second derived from the time it takes 1 harvester to bring back 5 resources and the number of harvesters.

    I have narrowed it down to 2 super functions i will need, 1 is to get the resources still needed for a building as fast as possible, the 2e to use any time from buildings that are still beeing build to increase the resource per second or the start of new buildings depending on mulitple targets selected.

    Im using recursive methods and external parameters for this. As soon as i got some stuff working il post something here.

  2. #2 by visual77 on September 21, 2010 - 8:36 am

    Carrarn :

    Hi,

    Ik just found this, i saw your tool on the web and couldnt find any of the others until i saw some links here :)

    I hope u dont mind but i added some time stuff to your basic version on http://sc2build.com/

    i tried mailing it to you seeing as it isnt my code but the gmail thingie is just a handle for chat.

    I might take a go at something similar 2, but im confused why your all having trouble with the time? Isnt adding a time per unit and a total time at the top sufficient? (atleast for my uses it is)

    The problem with calculating time is that it isn’t simply cumulative like minerals or gas is. If you make 4 probes, and a pylon on 9 supply, you can’t just say that the time is 4*17 + 25, because the 3rd and 4th probes overlap with the pylon. In addition, there are other oddities like chronoboost and having multiple unit producing structures.

    I’ve been trying a number of things to calculate the correct time with precision, but nothing has worked out very well.

  3. #3 by Carrarn on September 21, 2010 - 5:22 am

    Hi,

    Ik just found this, i saw your tool on the web and couldnt find any of the others until i saw some links here :)

    I hope u dont mind but i added some time stuff to your basic version on http://sc2build.com/

    i tried mailing it to you seeing as it isnt my code but the gmail thingie is just a handle for chat.

    I might take a go at something similar 2, but im confused why your all having trouble with the time? Isnt adding a time per unit and a total time at the top sufficient? (atleast for my uses it is)

  4. #4 by Kai on September 9, 2010 - 1:26 pm

    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!

  5. #5 by visual77 on August 13, 2010 - 8:56 am

    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.

  6. #6 by Sky on August 12, 2010 - 7:39 pm

    Is it just me or is the Refinery missing under the Terran buildings list? The Refinery icon is lined to Orbital Command =\

  7. #7 by visual77 on August 12, 2010 - 12:19 pm

    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?

  8. #8 by Justin on August 12, 2010 - 10:16 am

    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.

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