mulander / evolutionchamber

Automatically exported from code.google.com/p/evolutionchamber
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Way Point Parameters not being reset #168

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. Run a simulation and then change a parameter in a waypoint or the final, 
usually just increase or decrease the number of a particular unit you were 
looking for. When you run the second simulation the previous parameters are 
still being used rather than the new ones. Problem still exists when trying to 
"load" from the history menu.
2.
3.

What is the expected output? What do you see instead?
New parameters being run after a change is made and the simulation is run, 
instead the program continues to use the old parameters. New parameters are 
shown in the left hand tab, but the detailed out put shows the goals of the 
previous simulation.

What version of the product are you using? On what operating system?
0022, XP and Windows 7 64 bit

Please provide any additional information below.
Still an awesome program. This has helped me so much with getting used to Zerg 
build orders.

Original issue reported on code.google.com by jlamar...@gmail.com on 30 Nov 2010 at 5:54

GoogleCodeExporter commented 8 years ago
I can't reproduce this.  If I set the number of Drones in Final to 10, then 
run, it correctly results in 10 Drones being created.  If I then stop the 
simulation, change that number to 15, then run, it correctly produces 15 
Drones.  Loading from the History works as expected too.  You have to 
right-click on the History entry, then click "Load" in order to properly load 
it.  Simply clicking on the entry only displays the final build order in the 
right-hand pane...it doesn't populate the waypoint fields.

Original comment by mike.angstadt on 2 Dec 2010 at 2:12

GoogleCodeExporter commented 8 years ago
Perhaps that's what I'm doing then. I'll continue using and if I think I've 
come across it again I will be sure to find what exact parameters reproduce it.

Thanks

Original comment by jlamar...@gmail.com on 2 Dec 2010 at 2:40

GoogleCodeExporter commented 8 years ago
Thanks jlamar.  This is definitely a big problem if there's a particular 
situation where this happens.

Original comment by mike.angstadt on 2 Dec 2010 at 2:43

GoogleCodeExporter commented 8 years ago
This is likely the same as Issue 144, probably should be merged.

It is specifically that waypoint goals will be carried to the final goal *if 
there is no final goal for that unit*.

e.g.:
waypoint 0: 20 zerglings
final: 20 banelings
Expected final goal: 20 banelings
Actual final goal: 20 zerglings 20 banelings:

or, to prove it isn't just lings

Waypoint 0: 30 drones
Final: 50 zerglings 20 spinecrawlers

Expected final: 50 zerglings, 20 spine crawlers, and  10-15 drones
Actual final: 50 zerglings, 20 spine crawlers, 30 drones, and 400 minerals 
banked. 

An excerpt from the BO for the above:

-------Goal-------
Drones: 30
Zerglings: 50
Bases: 1
Spine Crawlers: 20
Minerals: 544   Gas:      0

Note the 30 drones showing in the final goal.

The build order actually creates all 50 drones before morphing 20 into spine 
crawlers. 

Original comment by kel.bolden@gmail.com on 2 Dec 2010 at 3:00

GoogleCodeExporter commented 8 years ago
Good point. I think I was doing baneling builds when I experienced the issue. I 
will test more with that and see if that's what I saw.

Original comment by jlamar...@gmail.com on 2 Dec 2010 at 4:09

GoogleCodeExporter commented 8 years ago
Merging into issue #144

Original comment by netpr...@gmail.com on 19 Jul 2011 at 7:30