[G] Unit production calculator - Page 5
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idonthinksobro
3138 Posts
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genius_man16
United States749 Posts
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enigmaticcam
United States280 Posts
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sirrobert5
United Kingdom62 Posts
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P0ckets
United States430 Posts
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Eeryck
United States184 Posts
On March 04 2011 03:05 enigmaticcam wrote: Hope it's okay that I bump this, as I have a question. For terran, what does it mean when I change the number of command centers? For example, if I want to simulate two bases worth of production, I guess I would also specify that I have two command centers? But if I change the number of command centers (regardless of how many bases I have), then the final percentages change. I'm not sure I understand that, since the cost of a command center is a one-time cost, similar to the cost of building the production buildings, which you've already said that you don't account for. It is how many command centers you will be making SCVs out of to account for those minerals and required supply depots. If you expand the income section then click on "more bases" it will add an additional base and you can see the percentages correctly for the correct number of saturated bases. | ||
enigmaticcam
United States280 Posts
On March 04 2011 05:20 Eeryck wrote: It is how many command centers you will be making SCVs out of to account for those minerals and required supply depots. If you expand the income section then click on "more bases" it will add an additional base and you can see the percentages correctly for the correct number of saturated bases. So it's not the CC itself, it's the double-production of SCVs and the supply depots the SCVs will need. That makes sense. I guess I assumed it was calculating under the assumption that I've already made all the SCVs to saturate the bases fully, but in a real-world context that wouldn't happen till the late-game. Thanks! | ||
Shurafa
United States79 Posts
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Danglars
United States12133 Posts
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Mahtasooma
Germany475 Posts
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Uraotoko
Chile15 Posts
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FlaminGinjaNinja
United Kingdom879 Posts
On July 15 2011 20:23 Uraotoko wrote: I can update the code to the latest patches... but i require his permition. I sent him a message but he is not responding. Im sure he can probably do it himself since he did make it in the first place ^^ It would probably be good to keep it updated with each patch, reduced obs build time and zealot time and increased stim are the only things i can think of other then the ghost change, also i dont think stim can be included because its not a unit | ||
Uraotoko
Chile15 Posts
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InfamousSC2
United States35 Posts
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Alchemind
Albania142 Posts
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JoeAWESOME
Sweden1080 Posts
On July 16 2011 14:41 InfamousSC2 wrote: for the zerg calculator is there any way to factor in queens? there isnt a lot for it with the rest of the units Kinda hard to have queens in the factor as the larva inject wont be perfect from the player so its hard to count that in | ||
Shonof
Netherlands9 Posts
http://sc2calc.org/build_order/?buildOrder=9 Overlord 12 Spawning Pool 16 Queen, then constant Spawn Larvae 18 Extractor 17 Extractor Trick into Zergling [2]%0A19+Overlord%0A19+Hatchery%0A21+Queen%2C+then+constant+Spawn+Larvae%0A23+Overlord%0A%23+29+Send+a+drone+to+the+3rd%0A29+Overlord%0A34+Hatchery%2C+then+Queen%0A%23+kan+soms+niet%0A34+%2B3+on+gas%0A34+Extractor%2C+then+transfer+3%0A36+Overlord%0A44+Lair%0A44+Overlord%0A54+Evolution+Chamber%0A53+Roach+Warren%0A53+Overlord This is the limit the calc can take. I want to add a overlord on 55 food at the bottom, but then the calc doesn't work anymore | ||
KingKiron
36 Posts
@100 gas Metalbolic Boost Does not work, but the command @100 gas Supply Depot Does work, what gives? | ||
MidnightZL
Sweden203 Posts
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Haploid
Netherlands89 Posts
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