Kronos Utils

By Kronos Last update Mar 19, 2008 — Installed 51,120 times.

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Johan Sundström Scriptwright

I probably won't (since city names are long, and space is scarce), but I may do something better, like showing what time it would take to attack a city from the city that you are currently in.

If you wanted to have city names there for some other reason ("to know from which city the attack came from" does not count as a reason here unless you note *why* that information would be useful to you), do tell, and you might convince me that they would indeed be useful there. My present gut feeling is that they would primarily add clutter.

 
Digian Scriptwright

Exactly, to know which city attack came from.

 
Johan Sundström Scriptwright

Rephrased query: what would it be useful for? As a reminder of which city is closest to the pillaged town, so you don't have to remember yourself? The bashing rule seems to be that you shouldn't attack any town more than six times in 24h, from wherever the attack originated (which makes sense, too :-).

 
Johan Sundström Scriptwright

I'd first like to understand how the bashing rule works. Should those counts be per city attacks were sent from, rather than your cumulative attacks?

I've set up a little docs and announcements thread on the script on a board, but judging by non-activity, the script must either not work in a plain install, or in Firefox 2 or something, or people be really scared about running GM scripts the official board mods / Gameforge disapprove of. :-)

 
Digian Scriptwright

Johan: on the military page, I see you have added a list of pillaged resources, this is very nice.

Can you also add, which city, did the attacking or defending please ? This would be a huge help.

 
Johan Sundström Scriptwright

No idea, without much more context about what circumstances triggers it, I'm afraid.

 
omer karagoz User

Thanks for the improvement

How can i fix this:

a has no properties
indent(Object name=Deck Weapons)greasemonkey.js (line 1715)
techinfo(undefined)greasemonkey.js (line 2003)
principal()greasemonkey.js (line 2694)
(no name)()greasemonkey.js (line 2903)
[Break on this error] undefined

 
Arya Scriptwright

fixed

// other resource flow
var income = { wood:flow.w };
var luxe = flow[luxuryType()];
var name = luxuryType("name");
var nam = luxuryType("glass");
if (name != "wine") // already did that
income[name] = luxe;

for (name in income) {
span = $("value_"+ name);
var node = createNode("", "ellipsis", "+"+ income[name], "span");
span.parentNode.insertBefore(node, span.nextSibling);
projectWarehouseFull(node, nam, number(span), income[name]);
linkTo("port", node).style.color = "#542C0F";

 
Johan Sundström Scriptwright

If you want help fixing things that don't work, and have an account on that server you can let me log in to to debug it, there are instructions further down in this thread for how what data I need to be able to help, and how to send them to me privately. It doesn't have to be an account you play from, but it is probably easier than creating a new one.

Arya got some bug fixes for islands with Crystal that way (by letting me log in to his account after he had finished playing for the day).

 
chey User

wow good improvement
but i'm playing on French server, and a lot of things dun work, maybe 20% of the thing work, 80% dun work :(

 
Johan Sundström Scriptwright

Hm. Don't be surprised if the looks of that list changes a lot before soon, by the way; it includes lots of stuff that has never been used anywhere. I'll probably prune it a bit at some time.

 
Johan Sundström Scriptwright

At present, run the script in English, Swedish or (maybe, but I do a lousy job of maintaining it) in French; all the other translations will probably break the UI, maybe badly enough to force you to read the comments below or the script docs above for the Tools menu way of changing languages back to English.

If you have translation improvements for any of the languages (always reinstall today's version before starting out)), see the top of the script after "en": for the English original messages to translate. Please paste a snippet like the below. If you surround it in a pre tag: Absolutely positively make sure that no line is longer than 80 characters wide, as you break the entire layout of this comments page otherwise.

Omer's last one that did will, thankfully, be gone from this page after another comment or two so people can read this page comfortably again. (So if you have some Portuguese, Spanish, Danish, or even a completely new language to contribute, after having played a bit to see where these messages appear and how, do post! Other players will be happy that you did. Example looks:

  "en": ["English", " Finished ", "Close", "Upgrade later.",
         "Building list", "Add building.", "Build at",
         "hours", "minutes and", "seconds",
         "confirm", "Language used", "Time of execution",
         "No building in waiting.", "Wood", "Luxe",
         "Researching", "Shown", "Hidden", "full: ",
         "JanFebMarAprMayJunJulAugSepOctNovDec", "empty: ",
         "; start expanding before ", "Enqueue",
         "Shift click to put at the head of the queue",
         "Shopping list", "Resources left ",
         "Resources unavailable by build time (and replenish time)",
         "Click for building info, use scroll wheel to browse levels"]

 
Johan Sundström Scriptwright

And, while probably apparent from the disclaimer I gave: the build queue may look like it loses items just when it starts or has started to build or upgrade something, and may indeed even do. I am not very interested in reports about that either; if you use it for anything, expect it to be flawed.

If you do leave it overnight to complete a series of upgrades and new buildings, I think your best chances of getting it to succeed without stopping mid-queue is to leave it either in city view or the building currently upgraded, as I think both get reloaded when completed -- which might kick in the next queued item. When you are playing the game, it mostly sorts itself out, as you (ir)regularly load new pages anyway. Again: don't report. :-) I'll likely tune and improve it faster without feedback about how badly it works right now. Remember I'm just doing this for fun, and being hammered about things I am aware of is not fun.

 
Johan Sundström Scriptwright

As I did some screen shots of recent hackery, I can always share it here too: I'm experimenting a bit with a build queue -- far from self-going yet, but it is already at a stage of "works a little when you are babysitting the game anyway, helping you remember to start upgrades you were planning". The secret sauce is alt-clicking a building to put an upgrade to it at the end of the queue, or shift-alt-clicking to put it first:

city view screenshot

(Click anything in the queue itself to delete it.) Furthermore, I have also gone a bit wild with the header. When it is fully laden and you are visiting the town shown in the name box, the data shown is correct as described in this shot:

page header screenshot

For each good in the top resource box, clicking the icon goes to your port to buy the resource, double-clicking the icon does the same but to sell, and clicking on the ellipsis for wine will take you to the tavern to adjust settings. For other resources, clicking that ellipsis is another less double-clicky shorthand for "sell".

When the resource count of how much is in your current stock is a link, it goes to the place that produces it (the sawmill, quarry, vineyard et cetera). I'm considering making the rest of them links to the vineyard/quarry et cetera of your first colony that has one (or maybe the one with the most expanded such resource, if you have more than one), but that's not implemented yet.

The warehouse tooltip there is a link to the warehouse, and its ellipsis is the number of safe-from-looting resources in it, given its current expansion level.

One more recent feature: the "resources needed to upgrade" indicator below a building you hover has become a link to the building info in the docs, so you can see what that next expansion level will get you with a single click (the next level will be highlighted in the table, so you see if it means your shipyard can produce a new ship, et cetera). Also, while hovering that "resources" tooltip, the scroll wheel lets you browse up and down levels to see what forthcoming upgrade costs will be, in time and resources.

A yellow tint means that you don't currently have that amount of resources, white background means that you do. The same shade is, by the way, also applied to the background of the building level, so you can always see at a glance which buildings you can expand right now.

The (awesome useful!) tooltip for your population indicator is probably not yet completely adapted to the 0.2.0 corruption mechanics, but I believe it gets it about right when you have 0% corruption anyway -- so it's probably a best case growth scenario indicator right now.

Note! In some cases, it misguesses the current maximum size of your town hall (when it has not found out about what expansion level it is at right now, or not managed to figure out which city id you visit -- because it is not in the url, for instance). At these times you will probably know yourself it is wrong, and not to be cared about. Lots of other stuff in the view will likely be wrong then too. All of it will most likely be silently fixed next time you are in the city view where the script can update itself about all building levels. Please do not report this bug. I'm aware of it.

Also, when the script seems to be wrong about how much resources it takes to build something or how many can fit in your town hall, it can be that you have researched a tech the script not yet knows of (Well digging, Holiday, Spirit Level, et cetera). Go to your library to teach it -- there is a link in the left pane of your Academy. Please do not report that either; it is another known dependency I will not do much about, unless you give me a way of reading out whether a tech is known from all pages in the game, without pulling in data from elsewhere.

 
KillDaddy User

nevermind, i'm a doofus. tried the suggestion below me and it fixed itself

 
KillDaddy User

I'm having a bit of a problem. It works fine on .org

But on .com all it's showing is my lumber and luxury production in the Kronos box. I have v .4 installed

 
Johan Sundström Scriptwright

Are you in the library (the list of all tech you have researched) when that error happens? If not, it will probably fix itself when you have been there.

 
omer karagoz User

i think the problem is:

tech has no properties
a.title = tech.does +" ("+ tech.points + " points)";

 
Johan Sundström Scriptwright

You are probably not running the English language version of the Kronos UI, which is the only one I have managed to keep up to date with all hackery the past week. Change languages in Tools -> Greasemonkey -> Commands -> Ikariam Kronos Tools : Your Language, and you have better chances.

And reinstall a fresh version, for that matter; I've tossed in lots of goodies the past few hours.

 
omer karagoz User

lang has no properties
principal()greasemonkey.js (line 1684)
(no name)()greasemonkey.js (line 1820)
[Break on this error] undefined
kronosutils.user.... (line 1351)

line 1351 in kronos utils:
a.textContent = lang[researching] +": "+ research;

i wish this is want you want

 
Johan Sundström Scriptwright

If you have the Firebug extension installed (and if not, I suggest installing it; it's quite excellent) you should have an error of some sort in its console (click the red error marker in the bottom right corner of the Firefox window), if you reinstall the script now.

Copy that and paste that error here (don't pre tag it), including the file/line number reference on the right of the console, and I'll probably be able to figure out what went wrong.

 
omer karagoz User
Image Hosted by ImageShack.us
Any suggestion???
 
Johan Sundström Scriptwright

Chey (and everyone else): Yes, all information that is shown is dependent on you having first visited a page where the information is shown. This will most of the time work out transparently except for when you have just upgraded the script to a new feature.

Thus, for wine, you must first have visited the tavern of every city that has one before you see for how long its stocks will last.

And if stocks last (∞), that means that on this island, your current wine production exceeds your current wine consumption pace, which means that it will indeed last forever. Mouse over to see how much wine is added and consumed per hour, and it'll show something like (+34/-11 = +23/h). With 23 wine added every hour to 619, you will never run out, so it's meaningless to show something like "(56h)" which would technically be a lie.

 
Johan Sundström Scriptwright

Digian: or (likely) we have not quite nailed all the rules for how to predict how many can live in a city. I'm starting to presume that Well Digging and perhaps Holiday only apply to your capital town? That would make the script overguess by 50 for all non-capital cities if you had Well Digging, or 100 if you had both techs.

 
chey User

wine dun working, here what it show me :
619 (∞)
only show the good hours after clicking on tavern.

money, u need to click on city hall, to c the good number of gold in left menu

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