guguizg on 09 Sep, 2021 23:11 in Builds & Guides
So, as we all know, terran economy is hard to do maths with and figure out build orders, there are a lot of variables and different methods of obtaining resources. My idea is to code a economy simulator, so I can optimize build orders without having to do it during a game. The results are obviously going to be theoretical, but I'm trying my hardest to consider every variable possible.I'll share now my first version of it. I did it on Excel's VBA and for now the user interface is not very friendy for non excel experienced users. Soon I'll realase more user friendly versions.Version 1.0How does it workThe tickspeed of the simulation is 1 tick per second, meaning that all the data will be updated every second 1 time. On the "eco" worksheet" you can assign a building to start building by typing on the second you want it to start the quantity of buildings you want to start building in that second. The resources are going to be removed from your bank (it doesnt check if you will be negative) automatically. After the building time is complete, you economy will be increased accordingly.It doesn't work at real time, you have to activate the macro "simulation" every time you want to update it.Next version: I'll add army expenses, such as getting marines, reapers, armory upgrades, walls, wall upgrades, generator upgrades, etc.Feel free to send me some feedback.
guguizg on 09 Sep, 2021 00:24 in Builds & Guides
Second and more important reason:With the same amount of supply (and not spawners) strikelings increase the "S" value more. For instance, if u buy a supply (45), with slowlings, you can afford 11 spawners, increasing the "S" value by 11, while if you buy 45 supply of strikelings, you can afford 15 spawners, increasing the "S" value by 15. If you have 10 extractors, that makes a difference of 40 minerals per minute, which and add up a lot considering that the economy of zerg is exponential - the more it grows, the faster it will grow.If you look at the attachment, a lot of things start to make sense, such as why you want to stay away from having many tanklings or many brutas (for your eco).Next steps: I would like to analyze how much eco damage capacity upgrades can cause to a zerg's economy and also the tankling maths to see how bad it really is. Also, would be interesting to see how much positive impact eco sharing can have on the zerg's economy.
guguizg on 08 Sep, 2021 06:53 in Builds & Guides
guguizg on 06 Sep, 2021 20:57 in Builds & Guides
guguizg on 05 Sep, 2021 17:49 in Builds & Guides
guguizg on 04 Sep, 2021 18:46 in Builds & Guides
guguizg on 04 Sep, 2021 00:05 in Builds & Guides
Metodology:1. First i used the map in Excel and designed a standard base with normal cyard and armory placement. Then i calculated the distances and used the movement speed from the batteries (3.0 and 3.5 for normal and advanced) for 2 different routes, generator>armory>cyard>generator (33.4 seconds for normal and 28.6s for advanced) and generator>armory>generator (24.6s for normal and 21.1s for advanced).2. Then i tested how much energy/second a battery can transfer. For that i used a siege tank that has 4k energy to get more precision. Turns out it is 200 energy per second for both advanced and normal. That didnt make much sense, because marines actually took a long time to charge up, but with this maths it would only take 0.3s.3. With that in mind, i emptied a bunch of marine's energy and put a battery to charge them. It took 20 seconds to fill 20 normal marines instead of 6, so 14 seconds were wasted swiching targets - something that happened 20 times. Therefore i assume it takes around 0,7 seconds for a battery to swich target.4. For a battery on a route, i created a variable called TTE: time to empty, which is the tame it takes for it to empy its reserves before going back to the generator. So that way i can calculate how long it takes for a full battery to come back empty. Now, marines can hold 60 energy, vets 120 and elites 180, so a full normal battery takes 11.6 seconds to unload to marines, 7.58 seconds for vets and 6.2 seconds for elites, while a advanced battery is 41.6, 27 and 6.2. Note that the time it takes decrases, because the battery takes longer to swich targets than to charge a target, so the more capacity each target has, the faster it will be.5. Now i know how long does it takes for a battery to do a full cycle so i can extract how much energy per second your marines can consume. For plain marines, a full armory route including TTE would take around 36.3s to complete and a cyard route would take 45.1s; a advanced battery would be 62.8s and 70.3s. So for plain marines, that would mean 19.2 nrg/s on short route, 15.5nrg/s on long route and for a advanced battery, 39.8nrg/s and 35.5nrg/s. I'll spare u more text and just attatch a sheet.Conclusion: A normal battery can carry around 20 energy per second on the amory route (the most used) and a advanced battery varies between 40 and 60nrg/s depending on what marine tier you are on. With that you can controll how many batteries you need with your generator upgrades: for every 7 upgrades you would need a aditional normal battery or every 13-20 upgrades for a advanced battery if you are using all your generator's energy to shoot with your marines.Problem: I didnt consider batteries goofing on the patrol routes, sometimes they can get stuck on units, but i guess u can fix that with a precise rally.Next steps: When is it worth it to get power pylons?
guguizg on 03 Sep, 2021 22:36 in Builds & Guides
Problems: I did not consider "overkilled" units. For exemple, if a fully upgraded elite shoots a 10HP zergling and shattering get 2 more 10HP zerglings, ure basically wasting more then 100 damage, so its kind of complicated. Now that i think about it, strikelings can just suck up a lot of dmg even having only 1HP. For that reason, maybe firebats can be used to kill those tiny units before elites get to waste their damage on that. That is a topic to explore tho, but its not the time for that yet.Next steps: Now that we have all the information for terran units, we can study what zerg unit drains up the most energy from terrans, so movement speed, spawner cap, health, armor, will all be factors to be considered.
guguizg on 03 Sep, 2021 22:34 in Builds & Guides
guguizg on 03 Sep, 2021 22:32 in New Ideas