AJAX BOB 4.7.1 Development/Discussion (don't post bugs here)
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VERSION : 3.0.3
FIXED :
Yowzer94's Clock Parsing Fix
Scotland & problem
VERSION : 3.0.4
FIXED :
MFontolans Clock formatting code
C.
PS Cheers to both Yowzer and Mfontolan - I used your code almost verbatim - I tweaked the formatting code slightly to always output a clock when format was OFF.
FIXED :
Yowzer94's Clock Parsing Fix
Scotland & problem
VERSION : 3.0.4
FIXED :
MFontolans Clock formatting code
C.
PS Cheers to both Yowzer and Mfontolan - I used your code almost verbatim - I tweaked the formatting code slightly to always output a clock when format was OFF.

Highest score : 2297
Unfortunately an error still persists for the Scotland fix.yeti_c wrote:VERSION : 3.0.3
FIXED :
Yowzer94's Clock Parsing Fix
Scotland & problem
VERSION : 3.0.4
FIXED :
MFontolans Clock formatting code
C.
PS Cheers to both Yowzer and Mfontolan - I used your code almost verbatim - I tweaked the formatting code slightly to always output a clock when format was OFF.
Code: Select all
Error: c has no properties
Source File: file:///C:/Documents%20and%20Settings/ ... /%7Be4a8a97b-f2ed-450b-b12d-ee082ba24781%7D/components/greasemonkey.js
Line: 3718
Last edited by yowzer14 on Mon Dec 31, 2007 12:23 pm, edited 1 time in total.
Thanks for the fix yeti... I assume the problem is the "&" entries? if problems persist I'd be happy to switch out the ampsersands for "and" or the full character reference (&).yeti_c wrote:Scotland is failing because the countries have encoded entries...
Berlin also has references for the german characters... I assume nobody has had problems there?
- Lobster Crush
- Posts: 93
- Joined: Sun Mar 18, 2007 12:18 am
- Location: Winneapolis, Minnetoba
hi crzyblue,
i've seen this before when playing on a slower internet connection. i think what's happening is that the "magicmap" required for map inspect isn't able to load (times out due to slower connection), so instead the text label of the map is used.
every time this happened to me, clicking "refresh map" cleared up the issue.
cheers,
LC
Still does not work for Scotland...did a complete removal including prefs.js settings.... Still shows in error console asyeti_c wrote:So doe BOB not work at all again?yowzer14 wrote:Yup, upgraded and still get an error.yeti_c wrote:Did you upgrade?
It works on my version...
C.
Can you tell me what settings you have (you may need to goto another map?)
Also can you clear your error console and retest?
C.
Code: Select all
Error: c has no properties
Source File: file:///C:/Documents%20and%20Settings/garyh/Application%20Data/Mozilla/Firefox/Profiles/407xoggh.default/extensions/%7Be4a8a97b-f2ed-450b-b12d-ee082ba24781%7D/components/greasemonkey.js
Line: 3718BOB Menu v: 3.0.4yeti_c wrote:yeti_c wrote: Can you tell me what settings you have (you may need to goto another map?)
C.
* Map Opacity: (50%)
* Map Centering Left:
(0 pixels)
* Map Centering Top:
(0 pixels)
* Text Map: Standard
* Jump to Map: On
* Stats: Extended
* Confirm Phase End: On
* Confirm AutoAttack: On
* Confirm Deploy: On
* Map Inspect: On
* Clock Format: am/pm
* Help/Info
* Check for Upgrades
- Aerial Attack
- Posts: 1132
- Joined: Mon Jun 04, 2007 7:59 pm
- Location: Generation One: The Clan
The above question only applies to Freestyle where you have the potential to lose a bonus mid-turn. I'm fairly certain that deferred armies is calculated almost identically to the way they were before being deferred.yeti_c wrote:Yeah territory bonuses - and new "deferred" armies stuff needs to be looked at - I also need to work out how they work (i.e. if you get deferred armies - and someone broke your continent - do you get that bonus or not)?
C.
Previously it was:
1. Total Deployable Armies = Armies Due * (Missed Turns + 1)
2. Attack Deployable Armies = Total Deployable Armies
Now it is something like this:
1. Total Deployable Armies = Armies Due * (Missed Turns + 1)
2a. Attack Deployable Armies = Armies Due * 1
2b. Deferred Deployment Armies = Total Deployable Armies - Attack Deployable Armies
So, as long as that calculation was completed before you lost your bonus - your deferred armies are good (or should be - I don't play much Freestyle).
-- Aerial Attack
P.S. If I get my AoRealms: AoMight Prince games up today - I'll take a look at the Armies Due code. (that's a HUGE if) and I'm not sure I could fix it anyways
Last edited by Aerial Attack on Mon Dec 31, 2007 5:40 pm, edited 2 times in total.
-
bball_girl
- Posts: 1
- Joined: Tue Dec 04, 2007 4:46 pm
quick question...
so i went to install the script and it says its version 0.7.20070607.0 is this the latest version? I thought the latest version was 3.05
VERSION : 3.1.1
FIXED :
Reworked Territory Bonus display.
A third column is added to the calculations called TB (Territory Bonus)
Also this column is calculated based on what is actually taken off/added as your territory bonus... i.e. if you have decay of 5 and you only have 3 armies on the territory - then this bonus is calculated as -2 (i.e. 3 will decay to 1)
All territory bonuses are still shown in the continent list after the figures though.
C.
FIXED :
Reworked Territory Bonus display.
A third column is added to the calculations called TB (Territory Bonus)
Also this column is calculated based on what is actually taken off/added as your territory bonus... i.e. if you have decay of 5 and you only have 3 armies on the territory - then this bonus is calculated as -2 (i.e. 3 will decay to 1)
All territory bonuses are still shown in the continent list after the figures though.
C.

Highest score : 2297
Re: quick question...
I think that is the version of GreaseMonkey...bball_girl wrote:so i went to install the script and it says its version 0.7.20070607.0 is this the latest version? I thought the latest version was 3.05
C.

Highest score : 2297
OK - seems the only way to code this will be to check for missed turns - and tot up all the armies assigned to the player that turn... which means more log processing - which means nasty slow code...Aerial Attack wrote:The above question only applies to Freestyle where you have the potential to lose a bonus mid-turn. I'm fairly certain that deferred armies is calculated almost identically to the way they were before being deferred.yeti_c wrote:Yeah territory bonuses - and new "deferred" armies stuff needs to be looked at - I also need to work out how they work (i.e. if you get deferred armies - and someone broke your continent - do you get that bonus or not)?
C.
Previously it was:
1. Total Deployable Armies = Armies Due * (Missed Turns + 1)
2. Attack Deployable Armies = Total Deployable Armies
Now it is something like this:
1. Total Deployable Armies = Armies Due * (Missed Turns + 1)
2a. Attack Deployable Armies = Armies Due * 1
2b. Deferred Deployment Armies = Total Deployable Armies - Attack Deployable Armies
So, as long as that calculation was completed before you lost your bonus - your deferred armies are good (or should be - I don't play much Freestyle).
-- Aerial Attack
P.S. If I get my AoRealms: AoMight Prince games up today - I'll take a look at the Armies Due code. (that's a HUGE if) and I'm not sure I could fix it anyways
Hmmmm - I'll have to think about this one...
C.

Highest score : 2297
- Ishiro
- Posts: 324
- Joined: Mon Jul 17, 2006 5:53 pm
- Gender: Male
- Location: Under the Rainbow
- Contact:
Aerial's explanation is more complicated than it needs to be. The way missed turn armies work now is:
Armies Due (calculate as normal)
Initial Deployment before attack phase = Armies Due
Deferred Deployment after attack phase = Armies Due * Missed Turns
If you are playing a classic game, hold Oceania and hold 12 countries, your armies due = 6 (2 + 4).
If you have missed one turn, you'll get 6 before attack and 6 after attack.
If you have missed two turns, you'll get 6 before attack and 12 after attack.
The simplest method would be to put the Armies due like you have now, but split the two numbers.
If the player missed one turn show: 6 (6)
If the player missed two turns show: 6 (12)
Then put a line under that section (below neutral) that says:
"Armies due lists any deferred armies due to a player in parentheses after their normal amount due."
Armies Due (calculate as normal)
Initial Deployment before attack phase = Armies Due
Deferred Deployment after attack phase = Armies Due * Missed Turns
If you are playing a classic game, hold Oceania and hold 12 countries, your armies due = 6 (2 + 4).
If you have missed one turn, you'll get 6 before attack and 6 after attack.
If you have missed two turns, you'll get 6 before attack and 12 after attack.
The simplest method would be to put the Armies due like you have now, but split the two numbers.
If the player missed one turn show: 6 (6)
If the player missed two turns show: 6 (12)
Then put a line under that section (below neutral) that says:
"Armies due lists any deferred armies due to a player in parentheses after their normal amount due."



