Improved buildqueue/idlebuilders
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Improved buildqueue/idlebuilders
I'm not sure if this has been suggested before.. Anyway, heres the idea:
In late(ish) game there are often a lot of builders all over, many of them idling because there is simply not enough time to give them orders. If I want something built, I really dont care which builders build it, as long as it gets done ASAP.
Therefore I suggest a system where the player gives 'build requests', and the closest idle (or otherwise most suitable) builder start working on it. There would be an AI controlling it, deciding what to build out of multiple requests (concentrate in economy if stalling, for example) and how many builders to send if several are available.
This way the player wouldn't need to search a builder manually, give it order, search another, give it order. Instead he could just request some buildings and let AI handle the micro. This would hopefully save some time, and make things more simple for the player.
It shouldn't replace the individual queue for each builder system, rather complement it.
In late(ish) game there are often a lot of builders all over, many of them idling because there is simply not enough time to give them orders. If I want something built, I really dont care which builders build it, as long as it gets done ASAP.
Therefore I suggest a system where the player gives 'build requests', and the closest idle (or otherwise most suitable) builder start working on it. There would be an AI controlling it, deciding what to build out of multiple requests (concentrate in economy if stalling, for example) and how many builders to send if several are available.
This way the player wouldn't need to search a builder manually, give it order, search another, give it order. Instead he could just request some buildings and let AI handle the micro. This would hopefully save some time, and make things more simple for the player.
It shouldn't replace the individual queue for each builder system, rather complement it.
Re: Improved buildqueue/idlebuilders
Assign your idle cons to Central Build AI, and then hit the select group button and give your orders to the AI. They'll all do whatever is closest and then move on to the next and the next.
Now, how happy are you from 1-10 that you can start using this feature right now?
It won't balance econ vs. other, but that's not something you want an AI doing, trust me.
Now, how happy are you from 1-10 that you can start using this feature right now?
It won't balance econ vs. other, but that's not something you want an AI doing, trust me.
Re: Improved buildqueue/idlebuilders
Ah well, spring always has some hidden features I don't know about... Like area attack and the flank/rear bonus.
As for how happy I am, I'd say 10, that is exactly what I was thinking of.
As for how happy I am, I'd say 10, that is exactly what I was thinking of.
Re: Improved buildqueue/idlebuilders
I never knew you could do that...
Re: Improved buildqueue/idlebuilders
You dont really need nor should have a lot of things being built at once. Its better to have as few things as you can being built each time because this way they get ready faster and start working straigh away, while if you are building a lot of diferent things at once they will all take a lot of time to get done and start working later. Example: If you tell 2 builders to make 2 flaks, you will have 2 flaks working in the time of 1 flak built, but if you tell 2 builders to make 1 flak and then other you will have 1 flak working in half of the time and the other later. If they were economy buildings, your economy would gain :)
Using that teory, late game you can just add a few "main" builders to groups, then tell loads of other builders to guard then, then select then easly using the group shortcut and tell then to build stuff... thats what I do :)
Using that teory, late game you can just add a few "main" builders to groups, then tell loads of other builders to guard then, then select then easly using the group shortcut and tell then to build stuff... thats what I do :)
Re: Improved buildqueue/idlebuilders
Thing is that you sometimes have workers scattered all over the place.If you only have a few things building that means workers would have to move all the time from place to place across the map and you wont be using your build power correctly.
Another point is that when you have a very big base your main objective is to keep your builders busy since actually managing things in a fuly rational way in your base is almost impossible when you have like 2 fronts and tens or hundred s of units you need to attack and/or defend with.
Another point is that when you have a very big base your main objective is to keep your builders busy since actually managing things in a fuly rational way in your base is almost impossible when you have like 2 fronts and tens or hundred s of units you need to attack and/or defend with.
Re: Improved buildqueue/idlebuilders
RThis only applies to mods that permit con assist.manored wrote:You dont really need nor should have a lot of things being built at once. Its better to have as few things as you can being built each time because this way they get ready faster and start working straigh away, while if you are building a lot of diferent things at once they will all take a lot of time to get done and start working later. Example: If you tell 2 builders to make 2 flaks, you will have 2 flaks working in the time of 1 flak built, but if you tell 2 builders to make 1 flak and then other you will have 1 flak working in half of the time and the other later. If they were economy buildings, your economy would gain :)
Using that teory, late game you can just add a few "main" builders to groups, then tell loads of other builders to guard then, then select then easly using the group shortcut and tell then to build stuff... thats what I do :)
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Re: Improved buildqueue/idlebuilders
Make most of your builders guard a few builders to make your builders more manageable.
Re: Improved buildqueue/idlebuilders
Manored: Managing economy in a game where you only need a few groups is simple to do manually. I was thinking of 1v1 CCR for example: you need to manage tons of builders in the frontline to build mexes, radars and llts and most importantly respond to reclaim opportunities. On top of that you need to keep your base running smoothly, respond to enemy movements, scout and attack. There sometimes is simply not enough time to optimise your buildstrat manually.
I know, 'click faster n00b' - I have ~40 cmd/min at most
so I need hax to compensate the lack of speed. That being said I don't think that as the base / area to manage grows the player should be forced to work faster and faster, but rather make use of new tools.
I know, 'click faster n00b' - I have ~40 cmd/min at most

Re: Improved buildqueue/idlebuilders
I think the whole point of 1v1 CCR is to prove your APM, nothing else.
Re: Improved buildqueue/idlebuilders
resources would be stockpiled while the units were moving around, no waste at all. and if you have a really large area to cover you will want units + detection power and not fixed defenses.Gota wrote:Thing is that you sometimes have workers scattered all over the place.If you only have a few things building that means workers would have to move all the time from place to place across the map and you wont be using your build power correctly.
Another point is that when you have a very big base your main objective is to keep your builders busy since actually managing things in a fuly rational way in your base is almost impossible when you have like 2 fronts and tens or hundred s of units you need to attack and/or defend with.
I suppose that in mods that dont permit constructor assist that would in fact be hell, unleash economy was slowed down accordingly :)
responding to reclaim oportunities is easy: Just set area reclaim + repeat where the wrecks are gonna be :)
Re: Improved buildqueue/idlebuilders
You'll probably keep getting faster, the more you play.Teutooni wrote: I know, 'click faster n00b' - I have ~40 cmd/min at mostso I need hax to compensate the lack of speed. That being said I don't think that as the base / area to manage grows the player should be forced to work faster and faster, but rather make use of new tools.

Not really, I tend to get the highest cmds/min on small kbot maps. CCR proves you can manage a large amount of territory and run a maximally efficient economy.KDR_11k wrote: I think the whole point of 1v1 CCR is to prove your APM, nothing else.