Archived Comments (locked)
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The following is an archive of comments made before threaded discussions was implemented (November 16th, 2008) |
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It looks like Ikariam finally implemented their own version of this script in the actual game in v 2.8. Therefore, this script doesn't seem to be needed anymore. Thanks to all of those who helped me tweak it along the way! It's likely that the popularity of this script actually encouraged the Ikariam developers to add this functionality to the game! |
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with the new version of the game 0.2.8 the script needs a bit of tweaking and the mouse over no longer works when you mouse over the number of ships it done not give you what it is carrying. but i love the script all worked well till 0.2.8. Thanks Matthew |
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Works just fine on nl in ff3. Remember that you put the script above Ikariam ++ in the script-list, or the inferior countdown from Ikariam ++ is used. This one uses actual time, while Ikariam uses decimal time (eg 3,8 minutes). Kudos! |
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Nicee |
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@Supernate
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Great script. Love it. Looks like there might be a bug when the arrival time occurs in the past. I have an attacking army that is in a long battle. This ship is now at the top of the ships travel screen. The end of the mission is calculated to be in the future, but the script keeps having problems on the first time stamp which occurs in the past, so the script keeps reloading continuosly until the browser window crashes. Since it can't convert the first time stamp, none of the others get converted either. I had to disable the countdown script for now. Would it be possible to not convert the time stamp on arrival times that already happened in the past? |
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Thanks Matthew - Looks like it is working ok to me. |
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thanks... i will see if it work |
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I tested Overkill's script and updated the install code. This should work now in most cases... Thanks for your hard work guys! |
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Awesome, so you guys have done some work correcting my NAN bug while I was away! Overkill has completely re-written the code using a much better method but I haven't had a chance to test it yet... :( If you all can confirm that the new code you've put together is working correctly, and someone can email that code to me @ matthewaaron at gmail dot com I will update the download link. Thanks! |
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yeahhh!!!!! thanks everybody |
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Save the source file to you hard drive. E.g, Save as C:\ITC.user.js (It needs to have the extension .user.js to work) and make the modifications mentioned below using your favourite editor. When this has been done open your browser, make sure greasemonkey is enabled, and type in the name of the file into the you browser address bar E.g, c:\ITC.user.js. You will then be asked to install the script as normal. Alternatively, it would be nice for Matthew to update the script in the download link. |
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hello
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Perfect - we now have a completely operational script! |
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To get this working with the tooltips on the merchantNavy screen, I changed:
TDs = document.getElementsByTagName("td");
with
mainview = document.getElementById('mainview');
TDs = mainview.getElementsByTagName("td");
in the returnTableCells_merchantNavy function. |
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I'm sorry, mercilessming. It was my mistake. I'm grateful for your contribution. I'll wait to Overkill's code. |
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That fixed the actual countdowns in both screens, now the only problem remaining is when you mouse over the ships in the transport screen and everything goes haywire. |
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Enven2, that fixes the trading port loading screen NOT the goods popup thing. I read below that has already been addressed by Overkill, no point in reinventing the wheel eh? |
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sorry, but that change doesn't work. same problem |
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To fix the port screen change the line:
to
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Made the change and the countdown is working now but the script still messes up the trade port loading screen. |
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thanks mercilessming. i changed that line and the script works better, but not perfect. if you pass the mouse over the number of boats (the third column), to see how many resources are been transported, the countdown stops, and if you do the same with boats coming from a combat, you get again the "NaNh NaNm NaNs" problem. if someone knows how to solve it, please, tell us |
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To fix this just replace the line
with
Cheers Matthew this is an invaluable script! |
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when you use the boats to transport troups and pillaging, you get de "NaNh NaNm NaNs" problem. look: http://img56.imageshack.us/img56/9860/saqueocb5...
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