audriusrudalevicius / evolutionchamber

Automatically exported from code.google.com/p/evolutionchamber
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Multiple tech buildings (spawning pools, hydra dens) #203

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. Tell it to find a build for anything the needs a tech building (ex. 6 
hydralisks and an expansion)
2.
3.

What is the expected output? What do you see instead?
It should be building only one spawningpool, one lair, and one hydra den. 
Instead, it sometimes starts building multiple of those tech buidlings, slowing 
down the build. (ending up with 2 spawning pools)

What version of the product are you using? On what operating system?
version v0026, on windows XP

Please provide any additional information below.
Can you please just add a code or option that prevents it from testing builds 
with multiple of those tech buildings? it would need to test less different 
builds and produce a less confusing build at the end. Thank yo.

Original issue reported on code.google.com by 007.eric...@gmail.com on 25 Apr 2011 at 7:05

GoogleCodeExporter commented 8 years ago
Well, i'm not in the code team but i guess that should be possible.
Still, some buildings should stay available multiple times in the build order, 
like the roach warren, spire, infestation pit, etc.

Original comment by GSand...@gmail.com on 3 May 2011 at 11:28

GoogleCodeExporter commented 8 years ago
maybe the score should add a penalty on unused buildings. We could check for 
building usage while calculating. As long as 2 buildings of the same type are 
ever used at the same time, its a valid build. That would be good for the 
extractor trick too.

Original comment by bdur...@gmail.com on 14 Jun 2011 at 10:57