AEH Astro Empires Helper

By m4rc0 Last update Mar 5, 2011 — Installed 3,027 times.

Script Summary: Tools for Astro Empires



Version: 1299313536213

Note

Astro Empires Helper is heavily under deveopment, so the info and features are submitted to alot of change !

This script works with skin set to AUTO or DEEP SPACE!
Server time format should be 2010-01-10 21:58:51


Description

This greasemonkey script enhances the way Astro Empires is presented to you and interacts with you. This means that Astro Empires Helper (AEH) will alter the data in the screen presented and help you make better decisions. Sometimes it means that AEH will add new features to the GUI helping you getting more outof Astro Empires.

Features

Menu system
A simple menu that is displayed on the top left side on the browsers screen. This menu is dragable and can be placed anywhere in the browsers window.

Locations
This feature will give you the ability to mark astros in 4 different categories: Bases; Jumpgates; Targets; Miscellaneous. Bases are intended to mark your and your guildmates bases. Handy if you want to flight off to a gather point. Jumpgates are your and your guildmates jumpgates. Use this category ONLY for jumpgates. These jumpgates will be used to calculate the fastest way from astro A to astro B (see advanced move). Targets are astros marked to be hit by your guild. Miscellaneous astros are any astro you want to mark for general purpose. Every marked location has a description. The script will try to auto-fill the description based on the ownerinfo or astroinfo. An astro can be marked by clicking the yellow star with the green "plus". This will popup a small menu with the 4 categories. The added astro can be edited and deleted. The location window can be "rolled up" and is see-through if not in use. The window is dragable and can be placed anywhere within the browserscreen.

Player and Guild highlighting
With this feature you can mark players and guilds on the loaded page. The guildtags and playernames can be marked by selecting a color from a colorpicker. The tags and names can also be marked as blink (handy for KOS for instance).

Advanced move
This is your intergalactic TOMTOM. By selecting the units and destination astro this button will adviced you on a alternate flightplan(based on your stored jumpate astros (see Locations). If you choose for the newly adviced route, the script will "remember" the new flightplan, and fly this route for you. It will therefor auto-load your username, baseinformation, jumpgateinformation and fleetinformation. This way it known where your fleets (the ones in the routes window, see the menu) are. So it can guide them through the intergalactic heavens. You will you notified by fading popup if data is being auto loaded from the server. You can cancel a route in 2 ways.

1. you recall your fleet the normal way... (and you forgot the cancel it in the routes window) then at the time the fleet should have landed on the "waypoint"-astro the script check if the flight is actually landed (ofcourse it didn't because you cancelled it! you dummmy). If the fleet didn't landed it scans for fleets being it transit for that astro (it could be that the time-calculations are a bit off, or you send a second fleet to that astro). If there is another fleet in transit, the script will wait for that fleet to land and see if the units it wants to transfer to the next (waypoint) astro are in that fleet. If no fleet is landed nor are there any fleet in transit, it will delete your "advanced routed" entry from the list. In other words... if you recall a fleet that is "advanced moved", it will eventually cancel that fleet from the list.

2. you can cancel the flight through the routes-window... this way the adviced route is ended and the fleet will continue to that adviced waypoint, which will then be it's destination!

The script will autoload pages at the momment a fleet needs to be set to the next waypoint. LEAVE YOUR COMPUTER ALONE FOR THOSE FEW SECONDS!!! You will see the script getting information from the server by fading popups and eventually it will load the move-page, set the data for the next waypoint and submit the page and the process is done. REMEMBER THIS: if you set a lot of routes and shutdown your computer and login a day later or so and a lot of those routes need to be set to their next waypoints, THE SCRIPT WILL LOAD A FEW TIMES.... it will look a bit uncontrolled.... LEAVE YOUR COMPUTER ALONE IN THAT STATE!!! If you decided to leave your computer switched on during those planned routes, then the script will reload the current page from the webserver. This intervaltime will be the smallest duration of your planned routes. This reload will restart the script. This way your routes get progressed in a controlled way AND you will get the calculated times!!! Even if you are not behind your computer. If your switch off your computer the script willl ofcourse not run and can't process your routes!!! Still it can reduces the times of your flights significantly if you have switched off, but you won't get the maximum advantage....AND YES.... if you stay switched off for a long time is better to use the normal move button.... but I think I dont have to explain that one, do I?

Always show empire menu bar
As the title implies.... a empire bar that will always show

Finish times
This feature will show below the countdown timer a finishtime on the construct-, production-, events-, scanner-, map-, commander- and fleet pages. The different stages will be highlighted in 8 steps from dark grey to dark green to light green. The steps are 1,2,3,6,12,24,48 and > 48 hours.

Colored scanner page
This feature will color the destination astros on the scanner page. Orange when it in your system. Red when the destination is your astro. The destination will color green if it's guildmates landing on your astro.

Scout option
This option gives you the ability to scout out astros & fleets and record. Later these can be exported to a CSV-file. So you can import it in MSExcel or whatever.

The astro will have a small blue planet added to the main-menu. by clicking on that image the info is recorded for the whole system. In the datamenu you can export/import as usual. The scoutmenu will give you the ability to export to CSV.

When you have a scout or base in the region., this option becomes availiable! It will check for the scout so get get in the region. The script will show the astros its gonna scout, CHECK IF THE ASTROS ARE CORRECT! The admins can include fake links, which will give the script away! After accepting the astros, the script will start scouting. Let the script scout until the lightbox closes!

Detection times op fleet page
This option shows the detection times of the transported fleet underneath the fleetnames on the fleetpage. Names in RED are being detected by people on their scanners. Names in GREEN are still safe...

Attack status
This option shows you the attack status you have against an other player. This attack status is indicated by a symbol in front of players name. There are 5 different statuses

× - YOU can't attack this player (newbie protection)
√ - YOU can atttack this player and this player is lower in level than you
† - you can be attacked by the OTHER PLAYER, who is less than 10 levels higher than you
∏ - you can be attacked by the OTHER PLAYER, who is more than 10 levels higher than you
‡ - you can't be attacked by the OTHER PLAYER (newbie protection)


Detection times
On the fleetpage underneath the fleetnames, the detection times are shown. So you will know when the fleet will show up on scanners of those other players.

Times in GREEN = FLEET is save and not on scanners
Times in RED = (you guessed it) FLEET is shown on enemy scanners.


profitable base detection
When opening a base page (ie. base.aspx). The base is check if profitable for being hit.
This indication is next to the title of the base.



Routes from any base to any astro
You can now calculation the quickest route FROM any give base to it's destination.
There is no need to have fleet on the starting base. It need to be a base thou! Next the the astro image there will be a small icon visible, where you can start calculations.

Intended features

- Make constructonqueue dragable
- Enable/disable features


Change log

version 0.2.44
- bugfix: base/fleet detection in new map for scout option.

version 0.2.44
- added: remove advertisment
- adaptive: Adjust auto-scout to interactive Map.
- addition: Add more info to the profitable base detection.

version 0.2.42
- change: changed the way updates are checked... thanks to Marti! :).

version 0.2.38
- fix: guildtag not correctly loaded.

version 0.2.37
- fix: problem when being unguilded.
- change: finishing time disabled, now use the build in version from AE.

version 0.2.36
- new: profitable base detection.
- new: routes from any astro to any astro.
- improvement : Made Enemy coloring server independent. YOU NEED TO DELETE THE CURRENT ENTRIES FIRST
- improvement: adv. move reload function.

version 0.2.31
- improvement: page reloader for the adv. move feature.
- New: indicator attack status other players (see feature list for info).
- New: scanner detection times on fleetpage (see feature list for info).

version 0.2.29
- fix: script full multi-server now.
version 0.2.28
- adoption fix: Scouts script needed to be fix, 'coz of html changes.
version 0.2.27
- New feature: Detection times are shown on the fleet page (see description above).
version 0.2.26
- EXTRA Script updated to adopt to new timer option in display menu.
version 0.2.25
- Script updated to adopt to new timer option in display menu.
version 0.2.24
- Script updated to fix scout option.
version 0.2.23
- Script is now multi-server. except for enemy highlighting and windowspositions (let me know if this is wanted)
version 0.2.22
- bugfix units due to empire bar
version 0.2.21
- Updated empire menu =)
version 0.2.20
- Replaced on the web.... =)
version 0.2.17
- Change the auto-reload feature from the advanced move button.
- Implemented a auto-scout feature on systemlevel.
- Removed the scout-feature on astrolevel.

version 0.2.8
- Bugfix for the advanced move button (units carring fighters are now moved over jumpgates
- Bugfix EmpireMenu messed with movepage (autocalc speed,distance etc.)

version 0.2.5
- Bugfix

version 0.2.2
- Added message for wrong datetime format

version 0.2.0
- Added ETA info on the research, production and construction queues

version 0.1.220
- added jumpgate level in description, this will be updated on the next update of your jumpgates
- added guild check for jumpgate list. So when a guildie leaves, that jumpgate will be deleted on the next update
- improved notify window

version 0.1.212
- Bugfix for adv. move routines

version 0.1.210
- added jumpgate level in description, this will be updated on the next update of your jumpgates
- added guild check for jumpgate list. So when a guildie leaves, that jumpgate will be deleted on the next update
- improved notify window

version 0.1.206
- Adaptive change: Seems they build-in a policy that you can't transfer a landed fleet within 5 sec. So added some extra in transfering fleet...

version 0.1.202
- Fixed bug with scannerpage


version 0.1.201
- Fixed bug with username/guild

version 0.1.99
- Fixed bug "Adv. move button"
- Added scoutoption (fleet + astro) (find option not implemented yet!)
- Bugfix scannerpage
- adopt to html changes last patch website

version 0.1.73
- always show Empirebar
- show finish times
- Colored landing astro

version 0.1.62
- Guild/player highlighting.
- Advanced move.

version 0.1.17 Initial release
- Functional locations module.
- Menu module (early version).







__current_version:2222222222222|0.2.42