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Releases: UniTrader/UTCommandAndControl

Range Update UE Improvements

18 Oct 10:56
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UE improvements Changelog:
=> Moved Optional Changes to a folder with batch files
(alternative to creating multiple, optional, packages - Downloaded Version is the one representing how i want everything, but some things can be added or removed from this)
=> Fixed Issue with refueling when using my Navigation Scripts for all Bigships in the Universe
=> Also Updated Standalone Version of Nav Scripts replacement
=> removed some debug stuff I dont need
=> added Logging of activities to Playerlog (Feedback wanted!!!)
=> Changed: emptycargo routine now prioritzes Homebase
=> Changed: minimum Trade amount now 10% of Cargo bay (as before) or 1/4 of Ship Value for the base price of the Ware
=> Added: Restrict Trading to Player Stations only (for whoever needs this)
=> Removed some stuff i dont need
=> Externalized all Text to Language Files - have fun translating ;)
=> Added Compatibility for Vim Razz' Human ressources by setting the $actor.$InUse-Var
=> Added some missing Spoken Lines in Dialogue Tree
(feedback wanted! can some Lines be improved? are there logical mistakes with the used line? etc.)
=> Made all Spoken Text Optional (just tell your employees to never. say. a. word.)
=> Added Conversation Flow Control - the Workaround from the Previous Version is now unnecesary
=> Improved some stuff for re-usability

Range Update

03 Oct 09:07
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=> Added Manager Range Settings (honored by Trading and Mining)
=> Added hourly Wages and Experience Progress (based on Wages paid so far)
=> Added Risk Bonus (every 10 minutes) in case of an attack (any attack atm, will be fine-tuned)
=> Re-Introducing Manager Zone Trading with a new, non-Blocking method
=> Changed aquiration of Fuel Cells to be independent of Tradewares avoiding storing massive amounts of them
=> Added new Ressource Class of Consumables (Wares that are not used Regulary but where the Station sill has interest in ocassionally) - currently only used for aquiring Fuel
=> Added handling of Trade Wares (will Buy and Sell to stay exactly at wanted Amount - feedback welcome)
=> Added Slow Charge Effect to Jumpdrive in case no Fuel is available
=> fixed money Transfers from Captains who have excess funds by transfering them back to the Manager before removing a Trade Order
=> fixed a mistake in the Trade Amount Calculation
=> fixed Manager now uses Station Prices as Price Base to find better offers (will be improved to use Player Settings as price base as sonn as i have access to this setting)
=> fixed Manager was Mining Gas over his Limit
=> fixed gate queue not created properly
=> added handling of cases where a Ship which used to wait for gate passage abourts and does something else (should not happen, but better safe than sorry)
=> fixed error in movement scripts for some types of Destination
=> fixed Ships now wait till the Jumpdrive is restored if it gest destroyed instead of boosting to their Destination
=> Moved as many default Settings as possible to libraries/parameters.xml
=> Many Improvements to Dialogue Tree (no longer exits when changing a Setting, re-ordered some Menu Items to make often used items faster reachable)
=> Updated content.xml
=> fixed Captain waiting a while after completing his Orderlist (independent of waiting for Orders)
=> fixed debug output messages when Movement Scripts are used independentl of Manager Script
=> removed references to legacy values
=> fixed refueling Ships possibly not undocking
=> fixed emptycargo Order - it now works as intended
=> fixed: Mining now uses new Movement Scripts to get to Destination Zone
=> fixed: mining now throws out surplus Minerals which are not needed by the Manager (will be improved further)
=> Improved behavior of Manager Gas Collector Drones
=> fixed Legality Check for Ownerless Zones/Empty Space
=> secondary Ressources now have a lower prio than primary ones when sending ships buying/mining (max prio 0.75 instead of 1.00)
=> fixed/improved Money Transfers from Manager to Player are now handled by my Script (exclusively for Managers running my Script)

Movement Scripts update

30 Aug 19:42
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Added new Set of Movement Scripts for this Script to use instead of Vanilla ones
(standalone Version also available)

Changes compared to Vanilla:
= Group Coordination for Boosting and Jumping implemended (unused and untested so far)
= Added jump slow charge animation (unused in Vanilla)
= more intelligent Behavior for Gate Passage:

Global Queue for Gate Passage Added (only one Ship per direction will enter the Gate simultaneously)
Ships always enter Gates from the back to leave front clear for incoming Traffic
Ships immediately boost away after Gate passage to clear it asap = Changed/Improved Jump Beacon behavior
implemented Jump to random Object in target Sector instead of JB (in standalone used by Pirates, in main its a Setting for Captains)
uses really closest JB if there are multiple
if there are none the aforementoined random jump will be used instead
will jumpout in random direction, but never looking towards the Beacon

==> Important note: Autorefuel not implemented in move script. will solve it diffrently in my Project as it would have clashed with coordinated group jumps - Group will wait until everyone without fuel has finished the slow charge

hope i didnt forget any important changes - thats everything

also other smaller bugfixes i encountered

Version 0.02 - Mining update

09 Aug 07:51
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-> Fixed Mining for Ships (they should not Mine infinietly anymore, but also do Trading if necesary)
-> Added Gas/Liquid Mining to Manager (Drone usage needs improvement, but thats purely visual)
-> Fixed Manager ignoring needed Wares in some cases
-> fixed some other, minor stuff

Version 0.01

07 Aug 22:50
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