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Topic ClosedPublic release of tool (HarmlessButler)

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HonoredMule View Drop Down
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Direct Link To This Post Posted: 29 Oct 2010 at 14:49
Ok, this one will be the last for a while:

HarmlessButler

New feature: added building and research queue completion events (as requested by Jerec Cross)
Bug fixed: timers once again update live when editing attack plans
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Direct Link To This Post Posted: 25 Oct 2010 at 12:18
I've got another big release today, and likely the last one for a while (barring bugs to fix).  The two big new features are unit/resource production hints and queue completion events which should both save time spent looking for what needs done and how much of it to do.

Full changelog:
  • Sidebar tabs better documented/explain themselves
  • Sovereignty category added to mail menu
  • Menus more consistently given whitespace on bottom to prevent accidental closing
  • Hover info on events now includes rough estimate of hours:minutes:seconds remaining (if that info is hidden on the sidebar itself, as with completion time)
  • Production pages now show (on form hover):
    • Resource/unit quantities producible with current resources
    • Daily production capacity for that building
  • Production overview (per building, not resource) added to city tab
    • Buildings ordered by "time to idle" and show queue completion dates
    • Only tracks buildings that have been once visited with an active queue
  • Production buildings about to complete their queue now show as sidebar events with descriptive icons
    • Details are controlled with city tab (ignore specific buildings per city) and settings (ignore queues that will be active for a very long time yet)
    • Can also now ignore timers that are still a long time away
  • Town switcher now avoids reloading action pages (could previously happen when an attempted action fails and is followed by town switch by rightmost menu--the switcher itself)
All changes to settings such as ignoring certain queue completion events take effect immediately.  There's no need to reload the page to test setting changes.
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Direct Link To This Post Posted: 22 Oct 2010 at 23:22
No it cannot.  The interface is not kind enough to provide id for the current town from any page (at least in a manner that can be manageably deduced), so I have to use name as the unique (to the account) identifier for a town.

Subsequently linking the town's metadata by id would be a huge hassle with a lot of extra function calls from within templates.  This is already the ugliest piece of the script and needs to be kept as clean as possible.  At any rate, such a change would require more extensive modification throughout the system than is worthwhile for a script that will be rendered obsolete with interface V2.

If anyone has already downloaded, note that I introduced a bug in grouping order while separating user data from parsed data.  Re-download to get the fix.


Edited by HonoredMule - 22 Oct 2010 at 23:24
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Direct Link To This Post Posted: 22 Oct 2010 at 22:41
Originally posted by HonoredMule HonoredMule wrote:


Note that while renaming a city will delete its account-parsed data, user-generated data is stored separately.  Original user data can be recovered by renaming the city to its original name.  You'll have to copy the data yourself when permanently renaming cities though.

Could that data be tied to the game_id of the town such that the name doesn't matter?
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Direct Link To This Post Posted: 22 Oct 2010 at 22:20
I've released a major new version with very noteworthy new features.  Users will want to upgrade as soon as possible. Cool

New features: town grouping, notes, and tagging
  • Grouping affects town listings on various menus and the town switcher
  • Tagging adds descriptive icons to town listings (Useful for denoting unit/resource specializations, and more tags to come starting with diplomatic units)
  • Notes are any desired preformatted text, shown with resource levels and tags on the town switcher's overview hover
  • These features are managed using a new sidebar tab
Existing and new user data now can be synced on a separate sidebar tab
  • Sync support now also available to all players with an account at Arcanum Illyria
  • Data synced includes bookmarks, town tags+groups+notes, and attack plans (settings are excluded for the sake of syncing across diverse devices that may for example not want to use screen space the same way)
  • Sync operation always uses encryption (it is up to you to use https when logging into the site for full data security)
Better maintenance of building information (buildings are updated when viewing their main page as well as when viewing the town map)

Note that while renaming a city will delete its account-parsed data, user-generated data is stored separately.  Original user data can be recovered by renaming the city to its original name.  You'll have to copy the data yourself when permanently renaming cities though.
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Direct Link To This Post Posted: 21 Oct 2010 at 05:43
That did the trick.  Thanks!  Thumbs Up
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Direct Link To This Post Posted: 21 Oct 2010 at 05:41
try changing the city name
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Direct Link To This Post Posted: 21 Oct 2010 at 04:35
I have a question.  I have the Harmless Butler script but it still shows my old city coords since I have used the teleportation spell so it will go to those coords when you select a town under My Towns.  However I just made bookmarks so it is not causing any problems, just wondering what you would suggest?  I should note that I have updated the world database when it prompted me.
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Direct Link To This Post Posted: 06 Oct 2010 at 00:03
Quick note:  A player from Toothless noted that he could not launch troops from cities that do not have Covert Ops researched.  Apparently the checkbox that appears when it is researched is only invisible when not, so HarmlessButler would still make it checked by default, and then hitting "Send" would fail since the stratagem wasn't allowed yet.

This never came up with older Harmless players who always research it as early as possible, but I do handle bug fixes for all users.  A new version has been released to fix this particular bug.  Note that you could always escape this issue by temporarily disabling the script, but I just want to clarify that this wasn't any kind of conspiracy to immobilize your troops. Tongue
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Direct Link To This Post Posted: 25 Sep 2010 at 00:52
Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
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