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Script Summary:
An Ikariam game script to gather information from player towns and provide shortcuts to common functions. Version: 1.3.3 |
this script has 2 topics, 7 posts |
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This is the script formerly known as Ikariam General Overkill. The goal of this script is to memorize as much data as possible to prevent having to constantly load pages, and to interpret the data so you don't have to use your brain. The popup is designed to be as compact as possible while giving you as many shortcuts as possible. Additional information is displayed as tooltips.
How To Use
This script memorizes data as you play the game. It does not load any pages in the background. Currently, this script memorizes data from these pages:
- ALL PAGES
- your population, resources, resource capacity
- TOWN
- buildings
- INDIVIDUAL BUILDINGS
- just that building. Resource goals and adding to the construction queue are done from here.
- PLUNDER
- your army before pillaging
- ARMY
- BARRACKS
- your army
- NAVY
- SHIPYARD
- your navy
- WOOD MILL/RESOUCE MILL
- the current mill levels, donation levels, and how much each player has donated. Changes in donation level are appended in red after each player's donation amount.
This data is presented in the popup, which is opened and closed by a keyboard shortcut, or by clicking on the Sidebar Box title.
Features
- Sidebar Box
- View current city's resource production, items in the building construction queue, and open/close the popup.
- Popup
- Title Bar
- Has a link to this page, shows your current version, and lets you pick a keyboard shortcut and how it works. You can also drag the popup anywhere to reposition it.
- Buildings
- All buildings in all your cities. If there's activity in the building, a countdown timer is displayed showing when that building will be free. Clicking on the town name will show that town.
- Resources
- Resource levels in all your cities are on top, while the capacity is on the bottom. The time on far left is how long since that city has been updated, and just right to that is your mill levels. Hovering over the mill levels gives you more information about that town's mills. Hovering over the capacities gives you more data about that town, including your production stats, how many days of wine you have, and how long until your warehouse is full. Click on the town name to change to that town. Click on the arrows to transfer goods between towns.
- Army/Navy
- Your forces. Click on the arrows to deploy forces between towns.
- Transport Page
- Additional boxes will appear. The first new box shows how much to send if you want to try and evenly distribute all of your goods, and the second new box shows how much to send if you want to try and max out the destination town's warehouse.
Recent Changes
1.3.3 - building some building queue times have randomness added, temporary fix for transport view to play better with other scripts.
1.3.2 - small Ikariam 0.3.2 fixes/updates
1.3.1
• FIXED annoyance handling uninitialized towns
• TWEAKS to construction queue handling
• BARRACKS/SHIPYARD/WORKSHOP unit and upgrades are memorized
• DRAG AND DROP of the popup window has been added back as I found a quick fix
1.3
• Completely redid the construction queue. You can now queue multiple buildings and more than one level (just click multiple times). Can't queue building in empty spaces. Timing is extremely conservative for now.
• Will take knowledge of resource production and wine consumption to estimate a town's resources.
• Works with garrisoned towns.
• Preliminary Ikariam 0.3.2 updates.
Tips/Tricks
• To stop harvesting, but still retain the links resources in the popup, leave one worker harvesting.
• To hide the resource completely in the popup, take all the workers off.
• The warehouse reminder for goals won't show up if you're using the keyboard shortcut and it's set to HOLD because having a key pressed suppresses the TITLE attribute from showing.
• You can double click almost any cell in the popup and it will become highlighted with a blue background. This is useful for reminding yourself to look at certain buildings, resources, forces.
Major Differences from General Overkill script
• uses jQuery
• different data structures
• adds a lot of text that will need to be localized later
Known Issues
• Army gets forgotten sometimes. I can't replicate.
• Can't queue a building upgrade sometimes (barracks, shipyard, hideouts). The workaround is to remember to queue the upgrade BEFORE you start training units.
• Text is not localized.
• grabbing times from barracks/shipyard/hideout/workshop for non-building upgrades can be iffy because of timing.





