|
|
Yes! I have been eagerly awaiting this, awesome stuff Thanks!
|
wow nice stuff. Are those "not enough minerals" warnings intended or bugs?
|
The "not enough minerals" warning means that at particular time you don't have enough minerals to build it. However you can still issue the order and it will add it to the timeline at the point you do have enough.
|
Here is some more information about how to use this tool for new users. Quoting my old post at the time I first released it:
The purpose of this tool is to examine, optimize and share builds and to fiddle around with ideas before trying them out in game. The simulation can handle most things like energy, larva count, mineral/gas patch saturation, expansions, chronoboosting, mules, upgrades, larvaspawning from queens, scouting, extractor trick etc. It does not take travel distances into account however, so it usually represents the best case scenario.
How it works in a nutshell - Actions such as building a probe, start mining gas or sending out a scout are added to a list. This is your build order. - Simulator traverse the list in order, always executing next item in list as soon as possible. - Build timings are visualized in a timeline categorized by type (workers, buildings, units etc). - Set time to any point and you can see current resources and available actions. - Drag and drop orders in list to find out optimal timings. (Drag and drop may not yet work in all browsers.) - Click items to remove them. Hover over them to see more information. - Save and share builds by copying the URL.
Some actions may need a bit more explanation - To chronoboost, place one or several chronoboost BEFORE the unit/upgrade you want chronoboosted. - Use the pause action to delay the next action from the point it otherwise would have started. - Use Go out with workers to simulate scouting or worker transfer - Use Hatchery in Base if you want another Hatchery without making another set of mineral and gas patches available. - Extractor trick will build an extractor and then cancel it three seconds later. Use pause to time it correctly. - Addon switching is handled automatically. For example if you build a banshee and you have a tech lab it assumes you have switched them even if you built the techlab on your barracks. If you want to simulate hovering around with buildings, use pause.
|
This is a pretty cool tool on the first sight. Appreciate it.
|
thank you! I waited for that :D
|
YES!!!! I use this all the time. I had to write my own C- program to do similar stuff, but I liked his interface so much better.
|
On May 21 2013 16:56 DeltaOne wrote:Here is some more information about how to use this tool for new users. Quoting my old post at the time I first released it: Show nested quote +The purpose of this tool is to examine, optimize and share builds and to fiddle around with ideas before trying them out in game. The simulation can handle most things like energy, larva count, mineral/gas patch saturation, expansions, chronoboosting, mules, upgrades, larvaspawning from queens, scouting, extractor trick etc. It does not take travel distances into account however, so it usually represents the best case scenario.
How it works in a nutshell - Actions such as building a probe, start mining gas or sending out a scout are added to a list. This is your build order. - Simulator traverse the list in order, always executing next item in list as soon as possible. - Build timings are visualized in a timeline categorized by type (workers, buildings, units etc). - Set time to any point and you can see current resources and available actions. - Drag and drop orders in list to find out optimal timings. (Drag and drop may not yet work in all browsers.) - Click items to remove them. Hover over them to see more information. - Save and share builds by copying the URL.
Some actions may need a bit more explanation - To chronoboost, place one or several chronoboost BEFORE the unit/upgrade you want chronoboosted. - Use the pause action to delay the next action from the point it otherwise would have started. - Use Go out with workers to simulate scouting or worker transfer - Use Hatchery in Base if you want another Hatchery without making another set of mineral and gas patches available. - Extractor trick will build an extractor and then cancel it three seconds later. Use pause to time it correctly. - Addon switching is handled automatically. For example if you build a banshee and you have a tech lab it assumes you have switched them even if you built the techlab on your barracks. If you want to simulate hovering around with buildings, use pause.
Actually remarkably helpful. Didn't see the initial post, and just had a cursory knowledge of the system.
|
Some new features today: • Flexible width • Text export • Instructions page • Realtime playing the build for practice purposes
You might want to make a hard refresh of the page to see the update in your browser.
|
|
Thank you. It will be fixed next update as well as the speed of playing to match the speed in the game.
|
Wow i just checked out the site... this is amazing! its incredibly intuitive and so easy to use and understand..!
now i'm not the kind of person who fiddles around with builds n stuff, i just play.. but i hope there are people out there who use this site, if not its because they dont know about it yet... need to get the word around better.. i'm surprised this isn't featured or highlighted here on TL...
maybe you should ask for support from TL, so maybe they could have a link to your site somewhere...
Really good work.. must have taken so much time to make! Thank you!
|
|
the seeker missile and nitro packs upgrades don't exist in HotS
|
I *think* the chronoboost bug should be fixed now. I removed seeker missile and nitro pack as well. Thanks for the reports.
|
nice site, how do i switch building on a reactor?
|
It does this automatically. If you use the button "Two Helions" for example it figures out the reactor must be on a factory and that no other addon can be on that factory at that particular time. With other words, you do not need to think about switching addons. It figures all this out for you.
(Currently some combinations in Hots are missing using the reactor. I will add them later this week.)
|
I'd like a "take worker off gas" option :D Otherwise, awesome! Thanks for the HoTs support (I enjoyed using this in WoL).
|
That's a pretty nifty little site, I wonder if pros ever use these kind of tools.
This is really good for getting benchmarks on openers I guess. ^^
|
On May 27 2013 17:27 DusTerr wrote: I'd like a "take worker off gas" option :D Otherwise, awesome! Thanks for the HoTs support (I enjoyed using this in WoL). You can just klick on the mineral icon to switch workers from gas to minerals.
|
@DusTerr: click the "Mineral SCV". It does just what you want.
|
Really cool idea and implementation, however I'd like it to have a "delay" option, in which you can set a 1-10 second delay between building drones or tasks in general. As it is right now I can't account for inaccuracies on the players side, the tool expects the players to play perfectly.
Also I can't tell it to build a queen right when the expo is finished, it just builds the queen in the main. As a User I expect the tool to start building the queen where my timeline currently is.
|
There already exist such a feature. Simply insert a pause (hour glass icon) before the order to delay it any amount of seconds. This is useful to simulate various things such as inaccuracies, walking distances, addon switching etc. Otherwise the planner will execute your order as soon as possible, even if it is before or after where the current timeline is. This might be confusing at first, but when you start using the planner more you will learn to appreciate this feature. In this way you don't need to manually calculate when it is possible to execute your next order. When you think about it, in 99 times of 100 you want to execute it as fast as possible. Only in rare cases, such as moving workers to gas you might want to delay the action, and this is what the pause feature is for. Hope it clears it up a bit.
As to where the queen is built, the planner don't care, just as long as there is a hatchery free. If you want to simulate the queen being built in the expansion, just make sure the order of building the queen happens after the expansion is finished. This means inserting other orders before the queen order.
If it is confusing remember just this: You are simply telling the planner what order you want to build things. The top bar is your input. The planner calculates and layout the optimal times in the timeline below. Drag and drop orders back and forward in the order input to see how it affects timings.
|
Thanks for the update first of all! Is it just me or building 2x widow mine option is missing? As is see just 2x hellion and 2x hellbat between reaper and viking. Ty in advance!
Edit: nvm its just me being silly, its next to normal widow mine :/
|
I will move around the ordering a bit to make it more consistent. Also there are some orders missing such as building a helion and a hellbat simultaneously with a reactor. It will be in the next update.
|
Nice tool! Just set up my first terran build order which i've been working on! Will make it a bit hard to test seeming i dont have a second monitor to run it on whilst playing sc
|
|
the new reactor system needs a fix, they cost the same as the single units
|
On May 31 2013 03:03 jamella wrote: the new reactor system needs a fix, they cost the same as the single units
The new reactor system works as if both, the barracks and the reactor can produce units. So in addition of clicking the "R"-button you should press the normal button as well.
This way combining two different units requires less buttons.
|
On May 31 2013 06:55 GDur wrote:Show nested quote +On May 31 2013 03:03 jamella wrote: the new reactor system needs a fix, they cost the same as the single units The new reactor system works as if both, the barracks and the reactor can produce units. So in addition of clicking the "R"-button you should press the normal button as well. This way combining two different units requires less buttons.
Oh lol, my bad
|
I cant get the extractor trick to work even though I have tried all possible combinations I can think of. Does it work for anyone else and in that case can you explain how to do it? Or is it bugged?
|
The system has been reworked to a more general system after the replay import implementation, so to cancel the extractor you now use shift-extractor instead of the special action that has now been removed.
|
I think I must be missing something really obvious... No matter how I try to use the "Pause" feature, all I get is a single, 1-second pause.
EDIT: Yep, really obvious... Just click the hourglass more than once.
|
you can hit that button more than once. I guess you are not aiming for a several minute pause.
|
|
|
|
sc2planner.com is going to come up again, hopefully within a few days. We are in the process of moving it to a new host with new management. Sorry for the inconvenience.
|
Praise the Lord. sc2planner is back!
|
|
Great ! Good luck for the future of this cool website
|
Is sc2planner going to be updated for the release version of LotV?
|
|
|
|