Page 11 of 69

Posted: Thu Jan 03, 2008 11:58 am
by Frop
Everything's back to normal again with 3.2.3 and the FOW terr. calculator = sweet! Thanks again yeti!

Posted: Thu Jan 03, 2008 1:06 pm
by arizona
has something changed?

BOB seems to no longer work on my games. I've got two going right now, one on the classic and one on Age of Merchants.

In both it's as if Greasemonkey was turned off. It's not. My other scripts work....

I've tried uninstallign and reinstalling the latest.

Posted: Thu Jan 03, 2008 2:10 pm
by yeti_c
arizona wrote:has something changed?

BOB seems to no longer work on my games. I've got two going right now, one on the classic and one on Age of Merchants.

In both it's as if Greasemonkey was turned off. It's not. My other scripts work....

I've tried uninstallign and reinstalling the latest.


Works for all of your games for me...

Can you get the contents of your "error console" please?

C.

deadbeat alert

Posted: Thu Jan 03, 2008 3:26 pm
by GRAPE APE
how about a counter that shows how many games a person has deadbeated on .

buddy list

Posted: Thu Jan 03, 2008 3:27 pm
by GRAPE APE
buddy list - see and communicate with everyone on your list

Re: deadbeat alert

Posted: Thu Jan 03, 2008 3:29 pm
by yeti_c
GRAPE APE wrote:how about a counter that shows how many games a person has deadbeated on .


I'm afraid that won't be possible with Greasemonkey.

buddy list - see and communicate with everyone on your list


Strictly this is possible - but not from this script...

C.

Posted: Thu Jan 03, 2008 3:47 pm
by hecter
Do you think you could alter the FoW script to show us how many armies they get per turn? I'm not talking about fancy algebraic calculations here, I just mean something like you take the number of territories they received last turn, subtract any card cash-ins and autodeploys, and then put that in brackets beside their "Armies Due" thing.

Posted: Thu Jan 03, 2008 3:53 pm
by yeti_c
hecter wrote:Do you think you could alter the FoW script to show us how many armies they get per turn? I'm not talking about fancy algebraic calculations here, I just mean something like you take the number of territories they received last turn, subtract any card cash-ins and autodeploys, and then put that in brackets beside their "Armies Due" thing.


The problem with this is that there is no single "you got X" armies... I would have to add them all up - and that might take time and slow it down!?

If there was a "X got 15 armies in total" line in the log - it would be much better!!!

C.

Posted: Thu Jan 03, 2008 4:09 pm
by hecter
Alright, I guess I'll just do it the old fashioned way and dig through the log myself :)

Posted: Thu Jan 03, 2008 4:11 pm
by yeti_c
hecter wrote:Alright, I guess I'll just do it the old fashioned way and dig through the log myself :)


Also it would clog up the stats - as it's not actually a stat - it's guess info... if you see what I mean?!

C.

Posted: Thu Jan 03, 2008 4:16 pm
by hecter
yeti_c wrote:
hecter wrote:Alright, I guess I'll just do it the old fashioned way and dig through the log myself :)


Also it would clog up the stats - as it's not actually a stat - it's guess info... if you see what I mean?!

C.

Stop yelling at me! *runs off crying*

Seriously though, I'd just thought it would be a wee bit helpful to know how many armies your opponent received last turn. It's one of the big things I look for when looking through the log in FoW game.

Posted: Thu Jan 03, 2008 5:15 pm
by yeti_c
hecter wrote:
yeti_c wrote:
hecter wrote:Alright, I guess I'll just do it the old fashioned way and dig through the log myself :)


Also it would clog up the stats - as it's not actually a stat - it's guess info... if you see what I mean?!

C.

Stop yelling at me! *runs off crying*

Seriously though, I'd just thought it would be a wee bit helpful to know how many armies your opponent received last turn. It's one of the big things I look for when looking through the log in FoW game.


Hmmm - I'll consider it then!

C.

Posted: Thu Jan 03, 2008 5:19 pm
by arizona
yeti_c wrote:
arizona wrote:has something changed?

BOB seems to no longer work on my games. I've got two going right now, one on the classic and one on Age of Merchants.

In both it's as if Greasemonkey was turned off. It's not. My other scripts work....

I've tried uninstallign and reinstalling the latest.


Works for all of your games for me...

Can you get the contents of your "error console" please?

C.


sure. it's quite full. the bottom have red !'s (in order from bottom)

unsafeWindow.gameArmies has no properties

initialize is not defined

unterminated string literal
if (command == 'Post

And then a bunch of yellow !s mostly "Unknown proprety" or "error in parsing valeu"

Posted: Thu Jan 03, 2008 5:24 pm
by yeti_c
arizona wrote:
yeti_c wrote:
arizona wrote:has something changed?

BOB seems to no longer work on my games. I've got two going right now, one on the classic and one on Age of Merchants.

In both it's as if Greasemonkey was turned off. It's not. My other scripts work....

I've tried uninstallign and reinstalling the latest.


Works for all of your games for me...

Can you get the contents of your "error console" please?

C.


sure. it's quite full. the bottom have red !'s (in order from bottom)

unsafeWindow.gameArmies has no properties

initialize is not defined

unterminated string literal
if (command == 'Post

And then a bunch of yellow !s mostly "Unknown proprety" or "error in parsing valeu"


Hmmm - that sounds like a failed download of a page... i.e. the server failed to spit the page out properly... (The "if (command == 'Post" bit is lacks code but usally carries on more)

Can you Ctrl F5 on the trouble games...

C.

Posted: Thu Jan 03, 2008 5:52 pm
by jiminski
jiminski wrote:
yeti_c wrote:
jiminski wrote:Thanks mate! will do as soon as i have a go.


You can always upgrade now and look at your scotland game...

C.


yes i did that mate .. but it's not my go.

the problem i had was only apparent in play.

I had to manually refresh at each phase in order to deploy/attack/fort. (the whole thing froze after each time.

If you have a way to check that without it being my go i am more than willing to do that of course.



Scotland appears to be working fine now after the upgrade.

thank you as always Yeti!!

jim

Posted: Thu Jan 03, 2008 8:59 pm
by wrightfan123
What does the "TB" next to the armies due mean?

Posted: Thu Jan 03, 2008 10:20 pm
by Stoney229
yeti_c wrote:
hecter wrote:
yeti_c wrote:
hecter wrote:Alright, I guess I'll just do it the old fashioned way and dig through the log myself :)


Also it would clog up the stats - as it's not actually a stat - it's guess info... if you see what I mean?!

C.

Stop yelling at me! *runs off crying*

Seriously though, I'd just thought it would be a wee bit helpful to know how many armies your opponent received last turn. It's one of the big things I look for when looking through the log in FoW game.


Hmmm - I'll consider it then!

C.
How much would it slow the script down? It seems to me that just looking in the log for an opponents most recent turn is not difficult... not like you have to scroll through the whole log. Although, if there was an option to turn it off, then it wouldn't have to slow it down at all, right? Too bad you're not getting paid for this yeti!

Posted: Fri Jan 04, 2008 3:37 am
by yeti_c
wrightfan123 wrote:What does the "TB" next to the armies due mean?


TB = Territory Bonus - How many armies you will gain or lose on auto deploy territory bonuses -> Not to be confused by the amount of bonus you get for the amount of territories you hold!!

C.

Posted: Fri Jan 04, 2008 3:38 am
by yeti_c
Stoney229 wrote:
yeti_c wrote:
hecter wrote:
yeti_c wrote:
hecter wrote:Alright, I guess I'll just do it the old fashioned way and dig through the log myself :)


Also it would clog up the stats - as it's not actually a stat - it's guess info... if you see what I mean?!

C.

Stop yelling at me! *runs off crying*

Seriously though, I'd just thought it would be a wee bit helpful to know how many armies your opponent received last turn. It's one of the big things I look for when looking through the log in FoW game.


Hmmm - I'll consider it then!

C.
How much would it slow the script down? It seems to me that just looking in the log for an opponents most recent turn is not difficult... not like you have to scroll through the whole log. Although, if there was an option to turn it off, then it wouldn't have to slow it down at all, right? Too bad you're not getting paid for this yeti!


I was thinking about this - with this "Last Bonus" data field I can easily work out the "Deferred" armies stuff too...

I was looking for a fix for that... so this will actually be making an appearance soon.

C.

Posted: Fri Jan 04, 2008 3:43 am
by hecter
yeti_c wrote:
Stoney229 wrote:
yeti_c wrote:
hecter wrote:
yeti_c wrote:
hecter wrote:Alright, I guess I'll just do it the old fashioned way and dig through the log myself :)


Also it would clog up the stats - as it's not actually a stat - it's guess info... if you see what I mean?!

C.

Stop yelling at me! *runs off crying*

Seriously though, I'd just thought it would be a wee bit helpful to know how many armies your opponent received last turn. It's one of the big things I look for when looking through the log in FoW game.


Hmmm - I'll consider it then!

C.
How much would it slow the script down? It seems to me that just looking in the log for an opponents most recent turn is not difficult... not like you have to scroll through the whole log. Although, if there was an option to turn it off, then it wouldn't have to slow it down at all, right? Too bad you're not getting paid for this yeti!


I was thinking about this - with this "Last Bonus" data field I can easily work out the "Deferred" armies stuff too...

I was looking for a fix for that... so this will actually be making an appearance soon.

C.

Excellent :D

Posted: Fri Jan 04, 2008 5:05 am
by yeti_c
VERSION : 3.3.1

FIXED :
Deferred Armies now in a seperate column.
Last Bonus stat now added.
UI for Stats table cleaned up and header row put on 2 lines.

C.

4 play in Doubles match

Posted: Fri Jan 04, 2008 8:36 am
by sooupy
Can I get some help, in a game of eight( Doubles) BOB is not reading the 4th team at all. IN fact it Bunches teams three and Four on the same line, You can't even scroll over high lights of the game to see where 4th team armies are?

Kindly

Sooupy

Re: 4 play in Doubles match

Posted: Fri Jan 04, 2008 12:20 pm
by yeti_c
sooupy wrote:Can I get some help, in a game of eight( Doubles) BOB is not reading the 4th team at all. IN fact it Bunches teams three and Four on the same line, You can't even scroll over high lights of the game to see where 4th team armies are?

Kindly

Sooupy


BOB used to do that - can you ensure you've got the latest version and retest?

C.

Posted: Fri Jan 04, 2008 4:46 pm
by jiminski
I played a couple of goes for surfingmace on the Conquerman and it would not work.

it kept asking me to either A) turn off script or B) continue.
the only way to play was to chose the turn off script option or the game froze.

(this was after i updated to the latest version)

Posted: Fri Jan 04, 2008 4:48 pm
by hecter
jiminski wrote:I played a couple of goes for surfingmace on the Conquerman and it would not work.

it kept asking me to either A) turn off script or B) continue.
the only way to play was to chose the turn off script option or the game froze.

(this was after i updated to the latest version)

Ya... The xml for Conquerman is several thousand lines long, I believe, and it's too much for BOB to handle. My recommendation to you is to take all your Conquerman turns first, and before you enter a conquerman game, just click the little monkey in the bottom right corner to make him black and white and frowning. That means that greasemonkey is off.