Posts by Warsaalk

    Hi everyone,


    As of today it's possible to join new universes using affiliate links of tool developers.

    Here's mine: https://hero.li/ogame-universeview


    It's a new way and easy to support us!

    Via this way 20% of the revenue generated by DM purchases of linked accounts will flow to us.

    Important to notice, nothing changes at your side, this is all done on the OGame side.

    Where they'd get 100% in the past, now it'll be 80% for them and 20% for us :thumbsup:


    You can use the following link to do this:

    https://hero.li/ogame-universeview


    BTW hero.li is created by Gameforge.


    Grtz,

    Klaas

    Well, for starters, I'm still alive lol.


    As for the update to V9, I've been thinking about this a lot lately.

    I don't want to let the the community, of course, but it's not an easy process.

    My current free time and resources are limited compared to 10 years ago, when I started building these tools.

    More specifically I probably won't be able to develop anything until late august.


    The few times that I actually had contact with GF, which was already very scares, was not really positive at the end, for example with the MCO update.

    For which I created the following post: We're being left in the dark, a point of criticism, a complaint.

    I've also spent hours and hours for my latest update to fix the bounce effect, without any help, feedback or appreciation from GF whatsoever.

    So I hope that you can understand that my energy and enthusiasm to continue this project is not very high.


    Just so you know, I'm not talking about the hard working community managers & admins ofc, they're awesome!

    I've had positive contact with some of them lately, we'll see if it has a positive effect.


    Last but not least, as I don't have much time, I won't be able to search for all the new formula's myself.

    I'm talking about the different combinations of classes etc, for calculating flight time, fuel consumption, ...

    If anyone has the time to create a full document that contains all the needed formula's, that'd make the life of a developer much easier and safe a lot of time.

    It is a must before I'd even consider updating TrashSim, else it'd be an impossible task.


    + the API stuff NoMoreAngel is referring to is also crucial.


    Grtz

    Dear Users,


    Version update 4.2.1, some more fixes for OGame v8.5 & the previous 4.2 update.

    Update is being uploaded to all the stores, hopefully it gets approved soon!


    Changelog:

    • Bug => Fixed tooltips new refreshing properly
    • Bug => Fixed galaxy debris not working when going through the galaxy fast
    • Bug => Fixed systems with deep space debris crashing
    • Bug => Fixed planets being added constantly when already existing in the planet database

    Enjoy & if you have any feedback don't hesitate to share it.


    Grtz,

    Klaas

    Enjoy & if you have any feedback don't hesitate to share it.

    Hello Wasaalk.. something is wrong with the tool for some reason is not showing new planets since 1 or 2 weeks ago.. looks the data base is not updated can you review it? ill appreciate


    I'm publishing a new update right now, hopefully that'll resolve your issues.

    To be more specific, is it not updating new planets from the API or doesn't it save newly spotted planets you see in the galaxy?


    For some players planets in galaxy view it shows List of other planets, yet some other coordinates for the same players it is simply non stop loading.

    I reset cookies and UniverseView extension. All same. So far did not find logical pattern for why is it happening.

    Browser : Edge

    I hope the new update will fix the non-stop loading issue.

    Can you give me some more details on the issue where it's showing the wrong list of planets?

    An example or maybe a screenshot.

    Dear Users,


    Version update 4.2.0, galaxy view fixes for OGame v8.5.

    Update is being uploaded to all the stores, hopefully it gets approved soon :)


    Changelog:

    • Bug => Fixed the player planet feature on the galaxy view.
    • Bug => Fixed the moon destruction feature on the galaxy view.
    • Bug => Fixed add favourite on the galaxy view.
    • Bug => Fixed the galaxy debris feature on the galaxy view.
    • Bug => Fixed the galaxy rank feature on the galaxy view.
    • Bug => Fixed the refresh clock feature on the galaxy view.
    • Added => New donation methods in the UniverseView menu

    Enjoy & if you have any feedback don't hesitate to share it.


    Grtz,

    Klaas

    Hi everyone,

    Just an small update.

    I've been working on an update and hope to release it soon.

    Thanks for your patience!


    Ok looks like OGame changed quite a lot of HTML in the galaxy view with the new 8.5.0 update.

    I'll take a look at the changes and try to get UniverseView up and running again :smile2:

    Thanks Wasaalk, is weird the bug, before the update you could go to galaxy place your mouse over the name and you got all the planets but now you need to search the name on the toll search and after you click the cords you want and go to the galaxy view you have access again to this stats (until you exit the galaxy view)... BTW great work this tool

    Well the OGame update broke UniverseView, it'll be fixed soon :)

    Ok looks like OGame changed quite a lot of HTML in the galaxy view with the new 8.5.0 update.

    I'll take a look at the changes and try to get UniverseView up and running again :smile2:

    Dear Users,


    Version update 4.1.5, quick fixes for OGame v8


    Changelog:

    • Bug => Extension crashed when getting the new fleet speed data, war speed will temporarily be used as main fleet speed.
    • Bug => Planet list on the fleet pages didn't work anymore, fixed it and moved it to the fleet page 1.


    Enjoy & if you have any feedback don't hesitate to share it.


    Grtz,

    Klaas

    Hi everyone,


    I'm looking for a full list of all the changes that happened and are currently not in TrashSim.

    Time is scarce currently and sadly I can't keep track of all the changes in the game as I'm also not playing the game at the moment.

    I am thinking about giving the simulator an update, so if anyone could provide me with the settings that are missing, then I'll look into it. :)


    Grtz,

    Klaas

    Dear Users,


    Version update 2.3.0.


    I've been wanting to update and fix the simulation formula for a long time now.

    But both my free time and my enthusiasm to update TrashSim were at a very low point.

    Support and responses from OGame haven't been the same as before the official release of v7, which makes me sad.

    I'm not going into this again, it makes me tired, for more info you can read this little thread: We're being left in the dark, a point of criticism, a complaint.


    Changelog:

    • Fixed: Overall simulation formula fixes. More about that below
    • Feature: A small testing back-office for me.


    So about the simulation formula fixes, before fixing the formula I first needed to run a lot of edge test cases to test a few hypotheses.

    Which took some time because I needed to work with new accounts every time because I couldn't downgrade my weapons technology.

    As some of you might know, the version 7 changes had some side effects on the simulation formula in-game (or there are just things we, or just I, didn't know before).

    Here are the conclusions I've come to when running all the tests, some of which are already know by some of you!


    1. First of all we have the "known by all" bounce effect

      We wanted to test if the bounce effect is also <= 1 on entities other than shields. After doing some tests on other types of defences and ships it seems to be the case. Everything below or equal to 1 bounces. But there's a different between the bounce % and the actual damage % on the shield. The bounce effect is calculated on attack / shield, whilst the damage % on the shield is floor( attack / shield ). -> check "percentage rounding" below for more info.

      ------------------------
    2. The damage effect

      Here we wanted to see if the damage percentage of the last ships spills to the hull points of the enemy entity. So if a ship has a damage percentage of 1.5%, the actual shield damage will be 1% per ship. So it takes 100 ships to kill the enemy entity. Now, will the 100th ship spill the 0.5% that's left on the hull? Well we haven't found a way to confirm this... sadly, because of the explosion flags :(

      -------------------------------------
    3. Damage percentage rounding

      In this test cases we're testing how the actual damage percentage is rounded. For instance if a ship has a damage percentage of 1.33333 or 1.66667 will it be ceiled to 2, floored to 1 or rounded -> above 1.5 to 2 and below to 1.

      In the tests we've noticed that everything below < 2 is rounded down to 1. So every damage percentage is floored to its nearest natural number. So 4.5654 to 4, 34.6363 to 34, ...

      Side note, something strange happens in case 24 & 27 (same set-up). The cruisers have the exact amount of power 50 * 600 = 30.000 which is the same as the shield shield being 30.000. Yet the LF in slot 2 are not able to kill the shield. So it appears the shield is still standing...

      This might not be the case for other defences, could only apply to shields. Case 29 is an example of that, there the PF its attack equals the HL its shield and the Recs in slot 2 do kill the HL. The recs's attack damage is below 1% just like the LF in the case 24 & 27.

      After some more testing on the it actually happens on every other enemy entity, so not only shields. Case 29 is an exeption as damage percentage is only calculated when the attack power is lower than the original shield value. If it's the same of more than it'll kill the whole shield. -> check "shield percentage fail" for more info on this.

      -----------------------------
    4. Shield percentage fail ?

      We've noticed something that we didn't know in forehand. If you check "percentage rounding" than you'll notice that if the ships (that don't bounce +1%) deal the exact amount of damage as the shields value it still stands. But this is only the case when the damage % is exactly the same as the actual shield damage %. So if the damage % is 2, than the shield damage % is also 2; if the damage % is 2.5, than the shield damage % is also 2. In the first case the shields still stands, so fodder (that would bounce) will fail and in the later the shield is destroyed, which means that fodder can kill the enemy. Which makes us believe that there is some sort of attack power spill, check "damage effect" for more info.

      In the Excel file these lines are marked in yellow.

      ----------------------
    5. Decimal rounding

      So here we wanted to test is the attacking power of, for instance, a small cargo is rounded. As they get an extra 0.5 for every weapons level. The test cases from 80 up until 99 confirm this, the attack power seems to be rounded down to it's nearest natural number. So 6.5 -> 6, 8.5 -> 8.


    You'll also find an Excel file (in a zip) containing all the tests I've done with the corresponding OGotcha report URL so you can get a more visual idea of the actual combat.

    I hope the column names speak for themselves, I you need more info on that matter, just let me know.

    The conclusions I've written above are also available in the Excel file.


    The small testing back-office:


    To easily confirm all my cases and test future cases I've also created a little back-office where I'm able to add OGotcha report ID's to my test cases.

    This enables me to run simulations of actual combats in OGame, including my 100 test cases :wink3:

    Because of this it'll be easier to test both changes to TrashSim or even OGame and compare them to see if everything is still correct!

    Here's a little example of how it looks and also to show you what the simulation formula fixes have done.


    First a screenshot of the old simulation formula:



    And this is what it now looks like :biggrin:

    So before 34 of the 100 test cases I've done fail and now they all succeed.

    At the bottom you'll see what it looks like when a test fails (in this case it's about a expedition battle which seem to be a bit weird in some cases)



    I hope this was informative enough, next I'll probably take a look at the different classes changes, wreckfield etc


    Grtz,

    Klaas

    Files

    Hi everyone,


    I've found some time again to invest into my OGame projects. I decided, apart from the MCO changes, to take another, deeper look into the simulation formula again.


    After a lot of testing and trying, I've found a fix and have written some new conclusions + started preparing an update. Which I'll hopefully release somewhere this month.


    To prepare for the update I also needed to update OGotcha to work with TrashSim in the background. In the future this wil enable me, and maybe you to, to verify in-game results with simulations, a bit more on that matter can be found in the OGotcha thread:

    OGotcha - Simple CR Converter for OGame v6+


    More info will come soon along with an update!


    Grtz,

    War

    Hi everyone,


    I've released a background update for OGotcha, it contains no visible changes.


    From now on the original reports are also saved in the background. The previous data was a stripped down version of the whole combat report.


    This is all necessary for an upcoming update for TrashSim where I need more detailed information containing for instance the original ACS order. The new reports will be used to verify the correctness of the simulation formula. They'll be downloaded and put into a TrashSim simulation, afterwards the reports will be compared to the simulation results to check if they match.


    This way we'll be sure that TrashSim matches the in-game results and hopefully reduce the amount of incorrect simulations!


    Grtz,

    War