Argh that would not be an issue if my suggestions were carried out.
Er... do I really have to explain why there are logic problems with SC + Repeat? Again? You were around when I performed that experiment... I should have released a mini-mod to demonstrate
The
very short version is that there are no good ways to determine whether an expense is
valid.
Think it through- you're near-empty on resources, have a constant income, and have three factories on Repeat. One is building very expensive tanks you need as soon as possible, two are building not-expensive soldiers that are, from a play perspective, a secondary priority.
Which will invariably be built, in that situation? How can any piece of software possibly make the right choice, without foreknowledge of player priorities?
That is why there is no Repeat Build in most RTS games.
You pay up front, to add things to a queue, and that's it. We can have one system or the other, but there isn't any way to reconcile these things. I even tried a weighted-priority system, and it still caused major problems, because no matter how you weight it, you run into the same issues. I did not build a "maximum priority" control, which is another approach, but frankly that just adds yet-another level of UI mess.
Anyhow... personally, I think that SC-style systems are easy to implement in Lua, and don't really need engine-side stuff.