Script Summary: Shows the number of Solar Sats that need to be built, in order to make the energy balance positive.
Version: 1.05
This script is largely inspired by the script affiche sat by vulca. However, that script has several problems:
- It no longer determines correctly whether a universe is "genuine" redesign or an old universe "converted" to the redesign (which matters, because the formulas for energy production by the solar sats are different). With the new login page, all universe names begin with "uni", not just the "converted" ones.
- It doesn't take into account the presence of an Engineer.
- It requires the presence of InfoCompte3. While that's a great script, not everybody uses it and requiring it just to get the temperature of the current planet is a bit too much IMNSHO. ;-)
So, I decided to write this one. It doesn't have the problems mentioned above.
Note that it assumes that your solar sats are running at 100%. If you have configured them to run at a lower productivity, the results displayed by the script will be incorrect. But, if your energy balance is negative, why don't you have your solar sats running at 100% anyway?! ;-)
2010-07-18. Version 1.01. Implemented multi-language support. Tell me, if the abbreviation of the word "Satellites" is not correct in the language of the server where you're playing OGame.
2010-07-24. Version 1.02. Changed the Russian abbreviation of the Solar Sats to something more appropriate for that language. Negative maximal temperatures were not handled correctly (they were handled as if they were positive) - fixed. The script didn't work at all if the player had only one planet - fixed.
2010-07-27. Version 1.03. Serous rewrite. The information about the missing sats after the energy balance was confusing Antigame. Although, strictly speaking, this is Antigame's problem (in its code for parsing the number there) and although it could be avoided by installing this script after Antigame, I don't like to cause trouble to other people's scripts. In addition, it was suggested to me that it would be more logical to put this information on the page where the Sats are build - because it is the only place where you really need it. So, this version implements this suggestion.
Note that if you have a previous version of this script installed, you'll have to uninstall it before installing version 1.03. This is because in version 1.03 the pages on which the script is active have changed - and such a change won't be reflected in GreaseMonkey if you simply install over an already existing version.
2010-07-30. Version 1.04. Some found the fact that the number of sats was displayed as negative to be counter-intuitive, so it is displayed as a positive number now. Also, the number is now clickable. Clicking on it would automatically enter the required number of sats in the field that specifies how many should be built. No check is made whether you have sufficient resources for that many sats (in order not to conflict with a Commander function). If you don't have enough resources, the game will start building only as many as it can. Also, no check is made if the number exceeds 9999. (In the redesign, you can start building only batches of ships and defenses that do not exceed 9999; if you want to build more - and have the resources for them - you'll have to start building another batch manually; this script doesn't do this.)
2010-10-12. Version 1.05. Since the "full" redesign (with the ability to have more than 9 planets) is being introduced into the old universes, the formulas for energy production from the solar sats is changing there and is becoming the same as in the named universes. This version of the script uses one and the same formula in all universes. Warning! Do not install this version if your universes has not been converted to the "full" redesign yet!



