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UCP 5.8 - Released (Rally Points and Custom Build Queues)


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WhatIsSol #1 Posted 25 September 2018 - 06:06 PM


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On nexus: https://www.nexusmod...hestars/mods/30


:::: Game Controls Update
Here is a short list of users controls that have been added or adjusted. I wanted to put them into one place so not to forget about them.

General Updates:
    The Right Mouse Button will now close most screens.  It is considered an escape choice.

Galaxy Map (Standard View):
    Middle Mouse Button will activate the action on the bottom right button: "Choose Research, Choose Production, etc."

Rally Points:
    A new Rally button "blue pin" option has been added to the fleet controls.  It can also be accessed via the shortcut key and is configurable in the Options -> Control menu for the game under "Rally Points".

    Automatically when you manually select a fleet and tell it to move to a location a hidden Rally point is created.  You can then select a different fleet and tell that fleet to head to the same direction using the Rally button.  This selection does get overwritten every time you manually tell a fleet to move to a location.  I use this for quick localized movements when I'm trying to get a lot of ships to the same location.

    A more permanent Rally point can be assigned to any colony that you own.  From the galaxy map click on one of your planets while holding down the CTRL key.  This will mark the planet with a Rally Point indicator "blue pin".  You can then select a fleet and tell it to go to this alternative Rally Point location by holding down the CTRL key while clicking the Rally button or using the CTRL + shortcut key combo

Planet Screen:
    Clicking on a "Done" or using the Right-Click close while holding down the CTRL key will in additional to the normal operation of exiting the screen, will center the galaxy map on this planet.

Empire Management Screen:
    Clicking on a planet while holding down the CTRL key will exit this screen and center the galaxy map on the chosen planet.

Tactical Battle:
    Pressing "[" and "]" will select the previous and next squadrons.  You can use this to assign specific orders to a squadron of ships


:::: Rally Points
Allows setting of rally points and sending fleets to that location with one click.  There are two rally points defined:

(RP1): Game will now automatically remember your last manually selected fleet destination. This one has no visible marking.
(RP2): You can also select a colony you own on the galaxy map and mark it using CTRL + Click, this will put a blue pin on the colony top bar

Pressing the Rally Button will send a fleet to Rally Point (RP1)

Pressing the Rally Button + CTRL will send the fleet to Rally Point (RP2)

Rally Point has a keyboard shortcut that is editable from the normal option menu.  The keyboard shortcut operates the same with respect to the CTRL key and which Rally Point a fleet will be sent to.


:::: Auto Build Queues
A new feature has been added allowing the creation of preset build queues.  This basically functions exactly as the builtin autobuild process except the user can now directly control what gets built and in what order.  It will automatically skip over structures you do not known, that cannot be built on that colony for whatever reason, or in some cases like gravity generators are not needed.

Two files are needed for this "AutoBuildQueue.yaml" and "AutoBuildQueue.csv" feature and they are included with this mod.  It include four preset queues: Default, New Colony, Production Center, Research Center, and Growth Center.

Some notes about queues:
* The first entry in "AutoBuildQueue.yaml" MUST be default.  This instructs the game to use the builtin autobuild process.  Any structures assigned to this queue will just be ignored.  
* Do not delete or reorder queue entries in the "AutoBuildQueue.yaml" file during a play through.  This can cause save game crashes and other undesirable results.  
* You are free to add new queue entries to the end during a play through
* You are free to change what structures are in a queue or what order they should be builtin without causing any problems
* Multiplayer: Completely untested but in theory if it works at all everyone must have the same exact queues setup or you will suffer unrecoverable desyncs during play


:::: Fixes Included in this patch
Bug. If a blueprint is upgraded for a ship that the player is currently building in bulk or that they have in their workInProgress queue waiting for completion in bulk, the bulk item will get permanently stuck in the colony's build popup list.  This item will not be able to actually be built as it will be auto-removed every turn from the production queue.
Fix. Stopped this insanity, this fix will not repair games that have already encountered this issue, but will prevent recurrence.


Bug. A fleet that encounters an unknown race's military outpost can be blocked from continuing.  First contact does not happen and the fleet is unable to attack the military outpost.
Fix. Triggered first contact logic for this occurrence. Allowing communication and combat.


Bug. Dauntless target re-selection is using an incorrect fixed radar range, resulting in missiles not re-targeting when they should
Fix. Radar range is now using an estimated travel distance of the missile versus it’s max range


Bug. If using automated target selection observed the AI firing all weapon slots on a single ship, resulting in absolute overkill.  Most easily observed by watching the Orion Guardian fire off all its death rays against a single frigate that has no shields.
Fix.  Adjusted logic such that if a target already has enough incoming potential damage to be destroyed the next weapon slot that is ready to fire will target a different ship.


Bug. Leader Bonus "Beam Attack" is only applying damage bonus to "shipmodulesubtype_beam" weapons.  Given that the game treats "shipmodulesubtype_beam" and "shipmodulesubtype_cannon" weapons exactly the same in all other regards this seems to be a bug to me.
Fix. Just added in that weapon subtype category into the valid types to receive this damage increase.


Bug. Crash bugs found during real time tactical combat - one reported and one encountered during testing, both appear to be race conditions or out of order processing problems
Fix. Just another set of defensive fixes for this to handle the error better than crashing the game


Bug. Lucky racial trait is supposed to make you less likely to be attacked by the Antaran's during their raids but this logic was never implemented
Fix. During Antaran's civilization target selection a "lucky" race will have a 50% chance of being skipped for target calculation purposes assuming "Allow Racial Traits" is turned on.


Bug. Calculation for Armor Combat Rating does not include the race's trait "perk_ground_combat_rating adjustments"
Fix. Added this missing calculation


Bug. During galaxy generation when completing the fill for star types the game is using the wrong operation Max vs Min resulting it in filling with the least wanted stars.  This causes a distribution error.
Fix. Just switched from Max to Min. This does not make it a perfect distribution but is an improvement.


Bug. During multiplayer games while typing in Chat, pressing Enter (default key for next turn), will cause your fleets to move if they have pending actions
Fix. Added the proper check to ignore this key if you are actively typing in chat


Bug. Out of order processing for end turn civilization and diplomatic deals can result in the game incorrectly scrapping structures and/or fleets.  This only occurs if your total balance is less than or equal to your diplomatic deals.
Fix. Changed logic, so instead of scrapping structures on a race's turn, moved that logic to a postTurn processing event that occurs after all diplomatic deals have been settled


Bug. Out of order cleanup on StageDisplomacyView Object, object is destroyed before releasing message sinks
Fix. Just corrected the ordering of this object's cleanup


Bug. Buyout cost does not take into account any accumulated production points a colony has from a previous construction effort
Fix. Just corrected this mistake


Bug. Random event Supernova does not have any lasting indicators unlike all other random events.  Personally, I always forget which planet has this, especially if I come back to game at a later date
Fix. Added event icons for Supernova to both the colony planet's screen and the empire management screen


Bug. Choose Research and Research Completed Screen, some of the fields can be truncated.  Mainly noticeable on Space Academy and in mods such as 5X
Fix. Corrected truncation on those fields.


Bug. Empire Economic Tooltip is missing the breakdown for independent allies that provide credit bonuses to a civilization
Fix. Just added the missing breakdown item.  Performed some other minor cleanup on this tooltip.


Bug. Empire Research Tooltip is missing the breakdown for independent allies that provide research bonuses to a civilization
Fix. Just added the missing breakdown item.


Bug. Addeed some missing sound effects to the link table
Fix. Just linked the sounds to existing game content


Bug. Lithovore growth rate is not being affected by difficulty level or gravity.  This seems an over-site and is leading to apparent balance issues in multiplayer games.
Fix. Modified code to make it take in effect difficultly level and gravity.


Bug. Tactical combat the specials Displacement Device and Subspace Teleportater are not working correctly.  Errors include wrong range indicator being displayed and randomly working and not working
Fix. Removed range indicator since that should not have been displayed, correctly set targeting selection to make the special work as intended and not seemly at random


Bug. Ship Blueprint value "PD Effectiveness" can have a calculated value over the number of PD weapons a ship has which is not possible, since a single PD weapon can only destroy a single missile.
Fix. Just capped this value to the number of PD Weapons a ship has.  This value is used in the Ship Defense Calculation so that was affected by this change as well.


Bug. <UCP-5.7b fix> Colony focus type "Clean" does not take into account leader bonus that reduces pollution.
Fix. Just corrected this - should be more optimal


:::: Enhancements
Add. Added Rally Point Support - Two defined Rally Points (RP1 and RP2). (RP1): Game will now automatically remember your last manually selected fleet destination. This one has no visible marking. (RP2): You can also select a colony you own on the galaxy map and mark it using CTRL + Click, this will put a blue pin on the colony top bar; Pressing the Rally Button will send a fleet to Rally Point (RP1); Pressing the Rally Button + CTRL will send the fleet to Rally Point (RP2); Rally Point has a keyboard shortcut that is editable from the normal option menu.  The keyboard shortcut operates the same with respect to the CTRL key and which Rally Point a fleet will be sent to.


Add. Added custom user defined build lists for colonies.  This features allows the player to setup a predefined list of structures and projects for construction.  You can then assign this list to a colony and it will automatically build in that order.  It will skip structures and projects:  that you do not possess the tech for, the planet does not support due to environment, the planet has the wrong mineral levels, or the planet is missing a needed resource such as a moon or gems.  It will also skip over the gravity generator if that inhabited planet’s race does not suffer a gravity penalty.  If nothing is found that matches from the list, you will be prompted to select a build order as normal for that colony.


Add. Added Right Mouse Button support to most screens.  This will now close most UI screens, some screens are excluded due to issues caused by this functionality.


Add. Added Middle Mouse Button support to the Planet Screen that will open the Colony's Build Popup Screen


Add. Added Middle Mouse Button support to the Galaxy Map.  This will active the current bottom right button action.  This allows you to quickly jump to colonies or fleets that need orders for instance.


Add. Added CTRL key support to the Planet Screen.  Holding down the CTRL key while clicking the "Done" button or using new Right-Click Exit feature will exit the screen as normal and move the galaxy map to this planet


Add. Added CTRL key support to the Empire Management Screen, clicking on a planet's image with the CTRL key held down will exit the Empire Management Screen and take you to the planet on the galaxy map


Add. Added Notification Reduction for colony production output.  This will stop some of those unneeded end of turn notification.  It is highly configurable,  You can have all notifications on for a certain number of turns, any Colony Flagged will always output all notification, or you can configure a list of structures and projects to be notified upon completion


Add. Added support for some new hotkeys on the galaxy map, Espionage Screen = F4, Leader Screen = F5, and Ship Design Screen = F6.  There is no UI to changes these values. These are default mapped to different actions, to get them to work you need to go into the interface screen under options and make a few adjustments.  Setting Empire Screen = F1, Research Screen = F2, Diplomacy Screen = F3, Planet Screen = F7, Fleet Screen = F8, Path to Victory Screen = F9, and Options Screen = F10 will give the logical screen progression layout.


Add. Added support for tooltips to dropdown combo box rows.  Right now this is only supported on the Planet Screen for the Colony and AutoBuild Focus dropdowns


Add. Planet Structure List is now sorted by name instead of the internal hash map - this one has bugged me forever.


Add. MOD SUPPORT: Added support for armorCombatRatingBonus in the PlanetDefenses.yaml table.  This works the same as the current infantryCombatRatingBonus but for armor.  


Add. Added Marine and Armor Combat Rating and Hits to the colony Defender tool-tip, same data that is currently displayed for the combat colony screen.


Add. On game creation, your home star system will be fully explored.  This can be turned off in the globals.yaml under setting AUTO_EXPLORE_HOMESTAR.  Defaults to 1 which is on, set to 0 to disable


Add. Modified logic for pirate spawning so instead of counting from start of the game, it counts from first pirate spawn to determine what blueprint to use.  This should help a bit in pre-warp startups.


Add. Added count down for next Galactic Council Vote on the Path to Victory Screen.


Add. Added new colony focus "Growth".  This focus will try and split the population between food and production output.  It will not put any workers on research unless they are on strike or the planet is full.


Add. Modification to the Espionage Screen so it now includes Spy Level in its sorting by Spy logic.  Also modified it so it would properly recall your last sorting index and direction instead of resetting all the time


Chg. Discarding the "threatening fleet detected" notification if the fleet owner is a Monster or Orion civilization


Add. Orion homeworld will now have the artifact resource


Add. Added support for loading and clearing racial traits on the custom race screen.  When you confirm your options by hitting "Next" they will be auto-saved.


Add. By default I'm setting the AI's heavy army value to the max.  This change is to make them build stronger fleets.  You can turn it off by setting the value AI.SP_GeneralStrategy::HEAVY_ARMY to 0 if desired in Globals.yaml


Add. Removed the distraction of the underlying galaxy map popups when you are viewing the Fleet Management Screen or Known Planets screen.


Chg. Refreshed/Added some CSV settings that control tool tips displays (the ones that are relative to base game) from Spud Dastardly's "5X - The Ultimate Balance Mod v4.2.1" with permission of course


Chg. Improved startup time by reducing loading of assets and skipping fade ins/fade outs. Also tied all the intro videos to the "ShowIntroCinematic" configuration setting.  So if for some reason you want to see all the intro videos you can now.


Chg. Made another adjustment to the Ship Blueprint Defense Rating Calculations.  I'm hoping this corrects issues with that value going extremely large when certain specials are equipped.


Exxcelerant #2 Posted 06 November 2018 - 09:37 AM


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Just noticed the new addition of custom AutoBuild queues and this is great.  I'm curious if queues can be set up to have more logic in them?    Like radiation shields can be built on any planet, but are only really *needed* on radiated planets.  Similar for toxic Processor and Toxic worlds.  Or only build deep core mines on planets of large size or higher?    Also  repeating builds like continuously churn out civilian transports if population is over some threshold.




WhatIsSol #3 Posted 08 November 2018 - 08:22 PM


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Not currently.  Possible I might add additional logic at some point.  But for the moment what you are asking for is not possible

Exxcelerant #4 Posted 09 November 2018 - 05:34 AM


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That's fine for now, custom autobuild queues has been something we have wanted since release.  I'm playing with setting up custom queues now, making a queue that includes structures from 5x and Diverse Specials mods.  From my testing so far though,  it seems custom queues won't build the  Crust Prospector, even though almost all of the example queues list it first.  Only setting autobuild to the 'default' queue seems to get autobuild to build that.   Also it's hard chasing down the item names for stuff, so making new queues is an interesting deep dive into the game mod files.



WhatIsSol #5 Posted 10 November 2018 - 05:56 AM


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Not seeing any issues with Crust Prospector? Could you maybe be forgetting that it can only be built on poor or ultra-poor worlds? The queues will skip any structure that can not be built on the planet or that you do not have the tech for.


Yes building queues are more of an advanced feature. I unfortunately have no plans to build an in game UI for this – it would just be too much trouble for the results. There was someone on steam that I thought was going to make a separate UI for it - but I do not know if they ever did.

Exxcelerant #6 Posted 12 November 2018 - 05:20 PM


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I found the Crust Prospector problem by going to a poor resource planet, clearing the queue, and activating autobuild.  I cleared and re-activated autobuild for each of the various autobuild queue options.   Only with default did it want to build the crust prospector.


Is there a way to get a complete list of structure item names?   I can't find a few, such as the cybernetic uber transformation colony project.    Also I'm guessing ships can't be put in autobuild queue as their names change as the game goes on and tech levels advance.


Could an autobuild queue be created to just repeat the last build?  Could solve some UI issues if one just sets a build and then turns on 'repeat this build' autobuild.

WhatIsSol #7 Posted 12 November 2018 - 09:23 PM


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I tested the crust prospector myself and it worked just fine?  You have any other mods installed?


At the moment you have to check all the yaml files for structure names.  I did and a function for outputting to output_log.txt but think I removed it before release.


Ships are not allowed.  Way that queue works if I allowed ships it would just endless build them and with the shifting names just would not work.


Repeat build could be useful.

Exxcelerant #8 Posted 17 November 2018 - 04:51 AM


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Well of course I have other mods installed.   5x and Diverse specials and 5x/UCP compatibility mod of course, all from Steam.  I may have mucked something up playing  with my custom queues. I'll try a clean install on a spare laptop and see if I can reproduce the crust prospector issue.


And again, thanks for this, some improvement to the build queue is something we've wanted for a long time!


WhatIsSol #9 Posted 18 November 2018 - 01:17 AM


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Yeah that is 5X it changes the key name of that structure from "structure_crust_prospecting" to "structure_crust_prospecting_mod".  UCP is trying to build "structure_crust_prospecting" which is no longer available.

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