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On October 07 2010 22:22 chocopan wrote: Nice website, nice all round in fact. Presumably multiplayer versions are incoming also perhaps maybe probably at all....? Right... we plan on having multiplayer and single player encodings of any entered build order. Export and import.
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This is flipping brilliant! Why didn't I know about this? I don't believe strict builds is "everything", but I definitely believe it helps to be as crisp and precise as possible. I've played a lot of 2v2 and 3v3, and the odd combination (by definition) of opponents makes it much more viable to just wing it than in 1v1, which is what I want to start playing more.
In short, cheers!
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Thankyou for the fix xorpwnz
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Wow I must say your website will be huge. It is well put together I like the filters for different builds. Can't wait to test that out
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Website looking good but there's still that 15 step limit for build orders on yabot which really limits the useability of the tool. I hope you can find a way to extend it infinitely.
edit: just noticed a bug. When you encode a build that skips some early steps like pylon at 9 gateway at 13 etc, when you build your first pylon and gateway it marks off the steps from your build even though you haven't reached that supply count yet.
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Do you have any plans to include Basin/Shakuras in YABOT?
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Quick question, and I apologize if this has been asked before, but I have genuinely tried to look everywhere to find it. I am also very much a n00b when it comes to build orders and multi-player, but I am trying to get better so that I can try some 1v1 ladder, so please bear with me . . .
I am trying to learn the 4 gate, 1 gas all-in . . . for Protoss (obviously). Anyway, I am getting my score higher and higher, and somehow beating the build order versus recommended supply count. I am getting scores in the 6 to 7 thousand range with my build order completed in slightly over 5 minutes.
I am assuming this is not great? At the end of the ten minutes, I have around 30 workers and an army bonus of about 2,500 or so. My APM is laughable, I know, at 40-50.
Any tips or suggestions would be helpful. If this build is supposed to be under 5 minutes, I think I could do that, but I still forget to make workers or get supply/mineral blocked at times. I can't imagine how bad it would be against a player who fights back or causes me to stop concentrating on my build order.
Anyway, any help here would be appreciated.
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Thank god! Thought this project was going to die. Great work Yabot-Team :D
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On October 10 2010 17:17 sc2fan wrote: Quick question, and I apologize if this has been asked before, but I have genuinely tried to look everywhere to find it. I am also very much a n00b when it comes to build orders and multi-player, but I am trying to get better so that I can try some 1v1 ladder, so please bear with me . . .
I am trying to learn the 4 gate, 1 gas all-in . . . for Protoss (obviously). Anyway, I am getting my score higher and higher, and somehow beating the build order versus recommended supply count. I am getting scores in the 6 to 7 thousand range with my build order completed in slightly over 5 minutes.
I am assuming this is not great? At the end of the ten minutes, I have around 30 workers and an army bonus of about 2,500 or so. My APM is laughable, I know, at 40-50.
Any tips or suggestions would be helpful. If this build is supposed to be under 5 minutes, I think I could do that, but I still forget to make workers or get supply/mineral blocked at times. I can't imagine how bad it would be against a player who fights back or causes me to stop concentrating on my build order.
Anyway, any help here would be appreciated.
Don't focus on the points. They are just a gimmick. Just try to execute your build order as neatly as possible. Like you said, don't get supply blocked, don't forget workers, experiment with the timing. See which build gives you the most units at a given time. For instance, it might be a mistake not to produce units out of your gateways earlier only to get the 4th gateway sooner. You might beat your timing record but your push might be weakened because you don't have as many units at the time. These things depend on quite a few factors (unit composition, do you cut probes at 16 in order to build more units... etc.). I would advise you to experiment a bit and find out what works best and what gives you the most units - because this is what the game is mostly and what an all-in build is all about.
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On October 11 2010 22:55 Merlinius wrote:
Don't focus on the points. They are just a gimmick. Just try to execute your build order as neatly as possible. Like you said, don't get supply blocked, don't forget workers, experiment with the timing. See which build gives you the most units at a given time. For instance, it might be a mistake not to produce units out of your gateways earlier only to get the 4th gateway sooner. You might beat your timing record but your push might be weakened because you don't have as many units at the time. These things depend on quite a few factors (unit composition, do you cut probes at 16 in order to build more units... etc.). I would advise you to experiment a bit and find out what works best and what gives you the most units - because this is what the game is mostly and what an all-in build is all about.
Thank you so much for your reply, and I totally see what you are saying. I am just trying to get a feel for what is decent. Points really don't matter, I agree, but I just don't have anything else to gauge how effective the build is. Based on your advice, perhaps looking at my army strength at the 7 minute mark coupled with my food supply and income. I guess I am asking for a goal in that regard, but I can do the work to figure out that myself.
If you don't mind, let me take a stab at showing how a n00b thinks in answer to your questions, and you can tell if I am thinking on the right level or about the right things.
Using this build, would I cut worker production at 16 supply to build more army units?
Answer: no.
Reasoning: At 16, I already have enough money to start a zealot, and enough income to continue probe production at a steady pace, and I am well situated to get my Cybernetics Core laid down, as well as continue pylon production to support the growing army and probe production. Thus, no need to cut production (in fact, there is no logical reason to do so).
Let's ask that question at 21 supply instead. The answer could be very different, and the variables are wider because at that stage I am also concerned about getting all four gateways built as quickly as possible. But if I can get more units more quickly buy cutting probe production for a few seconds or waiting a few more seconds to lay down that 3rd or 4th gate, I should at least consider it.
Another variable to consider is that you might have more of an army when the warp gate technology finishes, but it very well may be out of position (just built at your base and a long way from the front lines). If I had started my gates earlier instead of pushing out that extra zealot or stalker, then I would be able to place 4 units on the front lines immediately versus having to wait for some of them to make it to the enemies' base (or that 100 minerals I spent on the zealot earlier could be used to max out my army production with the 4 warp gates when completed AND build another pylon to get ready for the next wave at the same time).
Another question and n00b reasoning. Chrono boosting. Do I use it on workers or save it for Warp Gate technology?
Analysis - use CB a couple of time for workers before your Core is up, but use it exclusively for boosting that research once it is started. Don't get so caught up in fast worker production that it slows down the warp gates. If you have done a good job keeping your worker production steady, you will have plenty of income when it comes time to take the battle to the enemy.
Anyway - thanks again for the reply. I will keep working on it. If you or anyone would want to comment on my analysis, I would love to hear it.
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I don't know if this was mentioned, but whenever I use this map, I don't hear any Interface sounds. Is this just me?
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On October 17 2010 09:28 oPPRoBe wrote: I don't know if this was mentioned, but whenever I use this map, I don't hear any Interface sounds. Is this just me? No they are disabled in order to disable the annoying objectives list sound each time you build something. I'm looking for a workaround to this though.
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This looks amazing man, will give it a shot tomorrow. Keep up the good work!
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can anyone post a build order for mass MMM + expand?
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hey man I'm really enjoying the map, but was wondering where can we download the "Online YABOT build encoder tool " the redirect in the link you posted doesn't seem to have it. thanks for uploading this!
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On October 20 2010 07:26 UnholyRai wrote: can anyone post a build order for mass MMM + expand? If you end up finding a good one, post it as sc2builds.com
On October 21 2010 01:12 eits wrote: hey man I'm really enjoying the map, but was wondering where can we download the "Online YABOT build encoder tool " the redirect in the link you posted doesn't seem to have it. thanks for uploading this! The online encoding tool is still up at xorpwnz.com/yabot but this will soon be fully replaced by the build editor at sc2builds.com
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If anyone is attending Blizzcon, let me know if you're interested in a free sc2builds.com tshirt. I have some extras and would also like to meet you guys. PM me
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Any update soon with timing pushes and new ladder maps maybe ?
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How do you adjust the custom build order slot? It said something about bank file which I do not know where to find. Thanks this BO tester is awesome.
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I love Yabot! I just hope the offline version gets updated soon... positron you can type -help in the chat to get more info about saving your build to a custom slot
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