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Posted: Fri Mar 30, 2007 3:16 am
by yeti_c
Stocksr...
Not sure if this can be done but...
When you roll over the map you get the territories that you can attack...
However - it might be worth also showing the territories that can attack you? Perhaps with a Circle?
So square for attack... Circle for defend... Star for both? Or something?
Or perhaps different colours?
For a good example check out the KOTM map and roll over a King...
C.
Posted: Fri Mar 30, 2007 3:59 am
by stocksr
yeti_c wrote:Stocksr...
Not sure if this can be done but...
When you roll over the map you get the territories that you can attack...
However - it might be worth also showing the territories that can attack you? Perhaps with a Circle?
So square for attack... Circle for defend... Star for both? Or something?
Or perhaps different colours?
For a good example check out the KOTM map and roll over a King...
C.
Hi yeti_c,
Your ideas are good, however due to the way the data is stored, it is not an easy thing to add.
I have added to my list of good ideas to think about, but sorry no promises.
Posted: Fri Mar 30, 2007 4:04 am
by yeti_c
stocksr wrote:yeti_c wrote:Stocksr...
Not sure if this can be done but...
When you roll over the map you get the territories that you can attack...
However - it might be worth also showing the territories that can attack you? Perhaps with a Circle?
So square for attack... Circle for defend... Star for both? Or something?
Or perhaps different colours?
For a good example check out the KOTM map and roll over a King...
C.
Hi yeti_c,
Your ideas are good, however due to the way the data is stored, it is not an easy thing to add.
I have added to my list of good ideas to think about, but sorry no promises.
No worries - good luck if you can though...
It sounds like you'd have to reverse derive all the attacking possibilities by looping through all the territory data...
Could be done but may slow down loading of the screen up front - however I guess that you do loop through all of this data already to get the other info so perhaps not too much of a slow down?
C.
Posted: Fri Mar 30, 2007 4:37 am
by stocksr
yeti_c wrote:
It sounds like you'd have to reverse derive all the attacking possibilities by looping through all the territory data...
Could be done but may slow down loading of the screen up front - however I guess that you do loop through all of this data already to get the other info so perhaps not too much of a slow down?
C.
You are correct in your analisys, why not have a go at updating the code your self. if you get somthing working, let me have a copy and I will look at integrating your changes into the published version.
Posted: Fri Mar 30, 2007 5:18 am
by yeti_c
stocksr wrote:yeti_c wrote:
It sounds like you'd have to reverse derive all the attacking possibilities by looping through all the territory data...
Could be done but may slow down loading of the screen up front - however I guess that you do loop through all of this data already to get the other info so perhaps not too much of a slow down?
C.
You are correct in your analisys, why not have a go at updating the code your self. if you get somthing working, let me have a copy and I will look at integrating your changes into the published version.
Might do - "greasemonkey" is merely javascript isn't it?
C.
Posted: Fri Mar 30, 2007 5:26 am
by stocksr
yeti_c wrote: merely javascript
Hurmph!
Greasemonkey scripts are highly crafted exquisite examples of the art that is JavaScript programming.

Posted: Fri Mar 30, 2007 5:52 am
by yeti_c
stocksr wrote:yeti_c wrote: merely javascript
Hurmph!
Greasemonkey scripts are highly crafted exquisite examples of the art that is JavaScript programming.

Javascript programming is indeed an art form...
If art requires you to constantly test everything, repeatedly with a shit load of alert calls in anyways!!
C.
Posted: Sat Mar 31, 2007 3:52 pm
by cicero
It shows how observant I am that I have only just noticed your beautiful extension to the official CC Greasemonkey script. I think I have probably been too busy losing games to notice
I'm not as impressed as I might otherwise be simply because I know what to expect from you
After some study I believe I understand the enhanced features. If so this request will make sense.
Can you update the heading of the first stats table column from
Name to
Name (cards) [consecutive turns missed]?
The text in the square brackets is probably too long to be practical, but hopefully I have understood the meaning of the square bracketed digit. Perhaps another user can think of a more concise, but meaningful, description.
Thanks
very much for the script Robert.
Posted: Mon Apr 02, 2007 4:06 am
by stocksr
cicero, You are correct in your understanding, the number in square brackets is indeed consecutive turns missed.
cicero wrote:Can you update the heading of the first stats table column from
Name to Name (cards) [consecutive turns missed]?
I am currently leaning towards
however I am also considering, moving the card count and the missed turn count into separate columns.
Please discuss.
Posted: Mon Apr 02, 2007 2:57 pm
by cicero
Another feature request ...
All the options require that the user edit the script file.
Any way that could be incorporated into a clickable panel along the lines of:
colour blind mode is OFF
text map mode is OFF
etc ... ?
Or is that genuinely beyond the scope of JS ?
Cicero
Posted: Tue Apr 03, 2007 4:30 am
by stocksr
cicero wrote:Another feature request ...
All the options require that the user edit the script file.
Any way that could be incorporated into a clickable panel along the lines of:
colour blind mode is OFF
text map mode is OFF
etc ... ?
Or is that genuinely beyond the scope of JS ?
Cicero
It's in the works stay tuned.
Posted: Fri Apr 06, 2007 5:35 pm
by stocksr
NEW VERSION we are now on .6 (yes I know I missed .5 - that was a limited release for testing, friends and family only)
http://www.robertstocks.co.uk/conquerClub/conquerClub-rjs.6.user.js
CHANGES
Code: Select all
-----------------------------------------------------------------------------
New features in Version RJS.6
-----------------------------------------------------------------------------
* Adds Options Menu and moves settings into browser storage.
There is no longer any need to edit the script to change options; it is done using the on page menu.
* Handle Special case of playername in log not matching playername in player list ( See Game 332574)
-----------------------------------------------------------------------------
New features in Version RJS.5
-----------------------------------------------------------------------------
* Add Inspect - show information on hover
* Change map highlights to be fully transparent
* Add Continents information to statistics table.
* Bug fix in statistics table: Changed the * indicator next to Territories
to show * to indicate taking 1 territory will lose an army ** take 2 and *** take 3.
[Indicated the wrong number of armies in previous versions.]
Posted: Fri Apr 06, 2007 6:02 pm
by poo-maker
The options toolbar is so useful, i wasn't able to open the script to edit the fade options in version 5, thanks alot.
Posted: Fri Apr 06, 2007 11:01 pm
by mibi
i edited the script but it doesn't change, still color blind. and if i re-edit, the changes are still there.
or where is the on page menu??
Posted: Sat Apr 07, 2007 2:48 am
by Taff
Sorry to seem to be an idiot
](./images/smilies/eusa_wall.gif)
but how do you get into the script to edit it. I only want to turn the colour blind options and the fade off.
Posted: Sat Apr 07, 2007 3:31 am
by stocksr
Starting from the .6 release you can't edit the options in the script. You have to use the menu on the game page, look below the main menu on the left.
Posted: Mon Apr 09, 2007 8:03 pm
by FalconBeach
Thanks a lot. Now I can hax without my friends knowing lol :p
Posted: Mon Apr 09, 2007 8:15 pm
by Windparson
Man! If this gets any better, I know my wife is going to divorce me! The mods are just terrific. Don't know what I did before this came a long!!
Thanks again,
Windparson
Posted: Mon Apr 09, 2007 8:38 pm
by Luke035
Kudos for another great improvement in adding the toggle button options to the Game Menu area! I haven't told my friends about these great add-ons. Does that make me a bad guy when I play against them with this "extra knowledge"?
Posted: Sun Apr 15, 2007 3:15 pm
by yeti_c
Stocksr...
This is cheeky I know - but can you make a new version #without# the card counting (now that we have it as standard)...
Another great option would be to be able to show the countries that make up a continent some how (similar to attack/defend highlight)... don't know how you would do it though -> where to rollover for it etc but I've got a game on the Germany map - and I'm buggered if I can tell which continent is which from the key!!
EDIT : Perhaps in your new "continents" on the right you can rollover the name there and it could highlight which countries these are...
Of course if you can just make it play the game for me and always roll 6's then you'd be ace!!!!
C.
Posted: Sun Apr 15, 2007 10:13 pm
by Ishiro
How about integrating confirmation dialog popups from my script into your script and allow them to be toggled on and off per button in your settings? Lots of people might find that useful.
Posted: Mon Apr 16, 2007 2:39 am
by stocksr
yeti_c wrote:Stocksr...
This is cheeky I know - but can you make a new version #without# the card counting (now that we have it as standard)...
Another great option would be to be able to show the countries that make up a continent some how (similar to attack/defend highlight)... don't know how you would do it though -> where to rollover for it etc but I've got a game on the Germany map - and I'm buggered if I can tell which continent is which from the key!!
EDIT : Perhaps in your new "continents" on the right you can rollover the name there and it could highlight which countries these are...
Of course if you can just make it play the game for me and always roll 6's then you'd be ace!!!!
C.
Give a day or so and I will remove the card counter,
Regarding working out a map, try turning the text map on, its what I use.
Regarding rolling all 6s I could do that but I would have to give the other player 12 sided dice to compensate.
Posted: Mon Apr 16, 2007 2:42 am
by stocksr
Ishiro wrote:How about integrating confirmation dialog popups from my script into your script and allow them to be toggled on and off per button in your settings? Lots of people might find that useful.
Good idea - can you point me to the most up to date version so that I integrate the correct one.
Posted: Mon Apr 16, 2007 4:40 am
by Ishiro
stocksr wrote:Ishiro wrote:How about integrating confirmation dialog popups from my script into your script and allow them to be toggled on and off per button in your settings? Lots of people might find that useful.
Good idea - can you point me to the most up to date version so that I integrate the correct one.
You can get it from this thread:
http://www.conquerclub.com/forum/viewtopic.php?t=7051
Posted: Tue Apr 17, 2007 4:14 am
by yeti_c
Stocksr - just thought of another addition...
When you have Cards sometimes you might want to attack that territory so that when you trade you get the bonus...
Finding said territory can be hard (esp in Tamriel (or made up maps)) If you roll over the card name could it be highlighted on the map?
C.