Posts by OddWH

    Hello, just updated the script :


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    Changelog 2.6.2 :


    [Patch] : Updated metadata function to collect fleet speed on ogame v8.1

    Please note that I havn't been able to keep the compatibility with antigame... if you have antigame activated, you will not be able to validate fleet 2 menu by pressing enter. I think the problem is more located on antigame' side than mine (as with antigame disable, it works perfectly).

    Hello,


    Sorry, I didn't saw it until... today when the update came in France.

    Here is the next version coming :

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    Changelog 2.6.1 :


    [Patch] : Issue with spy report data collection fixed for Ogame V8

    Note : This version isn't updated yet for travel time with alliance classes.

    FYI, as said in the changelog, I still have not updated yet the travel time formula. It will come later.


    Another small information : currently, I stay focused on just keeping the script alive :) I don't have much more motivation to get involved in the game since the drama with v7. Sorry for the delay with v8, didn't know they changed spy report structure so for me everything was fine

    Hi, here is the changelog for the new update :

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    [Feature] : Possitility to colorize a travel time longer than x minutes (you set travel + back time)

    [Feature] : Spy reports are now stored 96h instead of 24h for users with commander account

    [Feature] : Possitility to auto adjust the % of ships to send depending on spy report age. (ex : 5% of more ships per hour of spy report age)

    [Feature] : "+" button now becomes a "-" button to close the quickfilter table when opened.


    realviriato : How many spy reports did you collect ? The script can have some heavy loading time when you store a lot of spy reports (2 sec for displaying the table is not uncommon), this is because of the amount of calculations. O-Table can be slow when displaying the table but shouldn't slow down your whole page once the process is done (or prior).

    Hi,


    I limited the SR age limit to 86400 sec (1 day) because I want to avoid the possibility to store SR for a longer time. This is necessary as Ogame has its own feature in the commander with favorites.

    Same thing for CR, limited for one week where you are allowed to do some modifications (Modify data values or delete a CR)


    I don't know if we can extand to a longer time without entering in conflict with Commander.


    NoMoreAngel : What would be the longest time we could allow to store SR on the script ?


    One week could be maybe good for SR too, let's see :)


    Anyway, new update for today :



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    Changelog 2.5.3 :


    [Patch] : O-Table checks if universe has the market feature enabled or not

    Hi,


    I just updated the script. I hope everything will run fine for all, and no data crash.


    You can find the detailed changelog below :

    Hi,


    Ok, thanks!


    FYI, the next version of O-Table will be released tomorrow at 1pm (french clock). Please read that :

    I made a complete re-work on storage management. The script started to be too heavy for tampermonkey and chrome. This is because every CR, every SR had its own data entry on tampermonkey. As example, on my "classic" usage of O-Table (I spy 300 inactives daily and do around 150CRs), my script had something like 2000 entries constantly stored on the script.

    With the old version, when I'm collecting CRs by hundreds, the script can overload the browser, which has in consequence a crash of AGR and a looooot of lags. I sometimes need to wait a few minutes to get a full recover of the page after collecting 10-15 pages of CRs. This was because storing 50CRs needed to call something like 300 times the setvalue function. With the new version, it only calls it something like 10 times :)

    With the new update, no more lags on collecting/deleting datas ! :)


    Important information to read :

    - After the update, your Spy report table will be empty. If you use your table the whole day as I do, please just be careful to remember what line number you attacked before the update. Just remember to use the empty table button once, as olds SR are still stored but not used (no impact on performance btw).

    - All your CR data will be migrated. This migration process is launched when you click on the display or collect button on CR page. Please note that once the migration is done, you will get a page refresh. Important notice : The migration process is heavy as it deletes all your old datas, so your browser can take a few minutes to respond. This will happen only once :smile2:


    I did a lot of test to be sure the migration process doesn't corrupt datas, but if you're afraid to lose datas, you can backup your datas by doing this :

    - Go to your tampermonkey dashboard on the tampermonkey button (at the right top of your browser)

    - Click on the setting tab from tampermonkey interface

    - Change configuration mode to Advanced

    - On tampermonkey interface, go back to your installed userscript tab.

    - Click on O-Table and go to the storage tab

    - Copy and store all your datas on a notepad


    This way, your data will be saved :)


    I'll post the full changelog this evening.

    This could be an interesting feature so let's ask to NoMoreAngel and Naynay to get their opinion about that. In the past I already asked if it would be allowed to count planet production when opening detailed spy reports, NoMoreAngel said yes, as it seems smilar, it could be good too.


    Yeah we had the same universe 50 in France with 50 galaxies, but merged now. I don't think something like this will reappear in the near future. Anyway I should update the code to make something dynamic by checking the amount of galaxies the user entered in their options (or checking API, I don't remember but I'm quite sure we can get this info somewhere...).


    I don't really understand the purpose to test if there is defense on a planet by attacking with 1 probe, as when you spy, you should already see if it's safe for not :)

    Hi,


    I have an user that reported me an issue with UniverseView in French community : their script has been updated and is not compatible anymore with O-Table, do you have this script ? This user told me that he disabled all addons, but he forgot this one as it's not a tampermonkey addon :)


    Anyway, please share me by PM the console log when it collects SR (Right click > Inspect and console tab), and a screenshot of your spy reports, to see if I see something wrong. Thanks!



    Today, new update :

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    [Changelog 2.4.0]

    - Feature : Pathfinder attack button

    You can now launch attacks with pathfinders, like with small/large cargo. Everything is the same (you have MSU/Hr looting, trip time, etc...).


    Please note : As with the probes, you need to have AGR disabled when you launch attack, elsewise, the mission will not be pre-selected.



    Hi, small update for today :


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    Changelog 2.3.4 :

    [Feature] : Option added to chose the amount of spy probe when spying

    [Bug v7] : Auto research collect is now fixed.

    The option is at the last line of" Account Techs and Universe Settings" in O-Table options.


    I didn't create an autocollect for amount of spy probes as it would have needed to create the same system that I use to display O-Table in message page. It would require me time for only one small option.

    DSobscure : Thank you, I just did an excel sheet with all gains vs probabilities on MSU for each Type of pirate, resource gain, etc... And it seems like you are right :|


    What seems important is the black hole probability, but that's not a secret


    I need to check more to be sure but doesn't seems so much profitable over time...

    Hi,

    piink , if you could read that, thank you :)


    I was wondering about what you can get with discoverer class, so I did some tests in Devtooluniverse.


    Here some statistics :

    You have a 1/10 rate to get a pirate/alien encounter.

    You have something like 1/500 rate for a black hole (smaller or larger, we're not sure as the rate is extremely low).

    Almost every pirate/alien has a fleet that is 0.3x the size of yours.


    So, based on that, here are the possible profits with DISCOVERER CLASS, just imagine sending waves of 100k Battlecruisers :


    From my point of view :

    The discoverer class outperforms all others classes and it's impossible to compete with another class.

    In v6 ogame, the game was quite fair : the more you spend time, the more reward you get. Looting inactive accounts was possible for every raider/miner, whatever was your game style.


    Now, if you're not a discoverer, you cannot compete, that's all. And bigger is the fleet you send, bigger will be the reward. Here, my calculations were based on a "small" fleet of 14Bn MSU value, but we've seen one guy in France who sometimes sends his expeditions with 10k Deathstars. Just imagine what profits he can do.


    Is it fair ?


    Some points that could fix it, IMO :

    - Reduce the DF % for discoverer class for something between 10 to 15%, or

    - Increase the DF% for others class for something like 15%, so others classes will be able to do expeditions too or

    - Create a max cap size for pirate/aliens

    - Increase the black hole rate if you send bigger fleets, with a formula like when you send more deathstars to moonbreak moons


    Anyway, please consider that :

    - The Collector class is a passive bonus, this should be the smallest bonus of all classses, but this class should be able to perform with others with inactive looting, or expeditions. Imo, this class is well balanced now

    - The General class is an active bonus, and should be the class that give you the best bonuses as these are really specific for raiders and the hardest to profit. Why not consider a small RF improvement for this class ? Like 10% more RF, or even more fleet slots than only 2.

    - The Discoverer class is a semi-active bonus : you have to send ships, but in a no-brain mode. The bonus given should be between Collector and General classes.


    Current bonuses from the best to the worst : Discoverer/Collector/General

    Suggested bonuses from the best to the worst : General/Discoverer/Collector

    Hi,


    I've been noticed about this bug in the french community. I'll do a fix soon, but I'm not sure if it will be done this week as I will lack of time..

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    Changelog 2.3.3 :

    [Links] : Old links has been put back to make it work with AGR

    [Fix] Amount of recyclers sent was completely wrong

    NOTE TO ALL PROBE "Looters" ? (idk if this word exists in english ^^) : Attacking with probes or recycling by using script button will not auto select the mission if you have AGR enabled.

    I don't know but it seems like AGR overwrites everything when sending ships, even my script missions. As AGR doesn't have a probe looting feature, it removes my mission. Sad :(


    I'll have to make a fix for that, but for now, when using O-table with probes, please disable AGR to make it work only during your sending phase.


    Thank you!


    EDIT : whoops it doesn't keep the value... I've hidden my solution that doesn't work currently

    Hi,


    I found a solution for O-Table that NoMoreAngel suggested I should share.

    In fact, this solution has been mostly suggested by Chouette in the french community, I just customized it for O-Table.


    Ok, you might have seen that if you use old links to pre-select amount of fleet for your script, no fleet are pre-selected when you go in fleetdispatch page.


    For O-Table, I added this code :


    This code is direcly in the script (not in a function).


    For each spy report in my spy report table, I generate these kind of links :

    https://s802-en.ogame.gameforg…letransporterSmall=131111


    It checks if there is "fleetdispatch" in the URL and then splits the custom link at "Otable".


    After that, you just get the type of ship + amount from the link, and you put that in the inputbox from the page.


    And that's done :)


    Note : at this point, the "next" button stays grey, like if nothing was entered in the input box. User has to press enter key once and that's good, but an error message appears.

    I put a element.focus to avoid to have to click on the inputbox each time.


    I'll add soon a 1x auto enter to do a small workaround for this issue (this auto enter will be removed once GF fixes his own function).

    Just a small update :


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    Changelog 2.3.1 :

    [Fix] : Wrong formula for amount of SC/LC

    [Speed] : The script doesn't wait anymore the fleetdispatch page to be completed to fill the ship amount (it's a bit faster now)