Added empty methods for getting army, economy and defense potential
Started work on economyPotential... problems atm
Some output is changed...
Implemented basic counter build order in StratMgr
Army composition updated more often + bugfix

The counters list is now resetted for every update
The build order does not have duplicates now
Removed debug messages
BN is not updated if it's not created
Merge branch 'develop' into statemachine_overall
A simple version of economy potential now works
BuildOrder asking is changed

Production Manager now only asks strat manager when it actually wants a
new build order, not many times when searching for one thing.

Prod Mger also force updates the build order after certain intervals
Update timer starts when search starts

Instead of starting it each update. Thus the search shouldn't be stuck in
a long long endless search.
Removed interceptors from some loops because weird units make things crasch
Added carriers manager to be RangedManager
RangedManager now creates sub units and micros them as ranged units.
Added scarabs to the exceptions in buildordersearch
upgrades and techs are counted, but not saved between frames...
Searching buildSpots is less frequent if unsuccess

Instead, if one search fails, let all buildings wait 10 frames, because we
probably just need to wait for a pylon
Merge branch 'develop' into attack-state

Conflicts:
	UAlbertaBot/Source/StrategyManager.cpp
Force update BuildOrder less freq, bugfix

bugfix was in ACG method. It now actually checks if the unit has counters
before adding it