RTS's unit production system

Discussion in 'Software' started by caroxoze, Dec 28, 2009.

  1. caroxoze

    caroxoze Private E-2

    Hello all.

    I’m a student and I’m currently working on my thesis which consists in building an automated system to optimize the production of units in RTS’s. The idea is that the user only needs to say which units he wants, the amount and the location. The system will take care of the rest.

    I’m hoping that you guys can help me out with one thing… I’m looking for games that possess the following construction system:

    • The “barracks” can produce units A, B, C and so on. Several units can be ordered forming a queue.
    • If the barracks is producing unit A, changing to any other type implies additional cost besides the cost of the unit

    For example if I wanted to produce 2 units of type A and 1 of type B, producing in the order ABA would be more costly than producing in order AAB or BAA.

    This last feature is very important for my work and I’m looking for games that have a unit production system like this. Do you know any game like this?

    Thanks for your help.
     
  2. thesmokingun

    thesmokingun MajorGeek

    you had me until the last part about changing order and cost. any rts game that i can think of only uses fixed costs, regardless of the order.
     
  3. Migs

    Migs Private E-2

    love RTS games, although i cant understand your question lol can you make it a little clearer for me? ( not your fault, i just have difficulty grasping things lol >.< )
     

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