Utility Script - Clan Display (and planet climate) in Map

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2686 days, 8 hours, 35 minutes ago
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dtolman
Utility Script - Clan Display (and planet climate) in MapWrite Reply
OK - made my first test project - I've added an option to the map tools to display your clans on the Map (which always annoyed me for being missing).

http://userscripts.org/scripts/show/130095

I have tested this on firefox and chrome so far. 

Thanks to Big Beefeater - his example was very helpful!
Thanks to mjs68508 for suggesting showing planet climate with color!
2685 days, 23 hours, 46 minutes ago
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mjs68508
RE: Utility Script - Clan Display in MapWrite Reply
Doesn't seem to work in chrome.
2685 days, 22 hours, 51 minutes ago
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dtolman
RE: Utility Script - Clan Display in MapWrite Reply
I just downloaded v.6 and tried it on Chrome, seemed to work for me.

Did you go to the star map, click on Map Tools, and see Clans?
What happens if you click on Clans?


2685 days, 21 hours, 23 minutes ago
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mjs68508
RE: Utility Script - Clan Display in MapWrite Reply
Ahhh, I see. O.K., it works. Nice and comforting when one is the borg.

Idea:
1. Arctic planets = blue circles
2. Temperate planets = green circles
3. Desert planets = red circles
2685 days, 11 hours, 3 minutes ago
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dtolman
RE: Utility Script - Clan Display in MapWrite Reply
Great idea! 

Just published 0.7 using those colors!
2685 days, 4 hours, 52 minutes ago
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mjs68508
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Thanks for the update. I think it is much more helpful this way. It helps to show, at a glance, where terraformers are needed, or areas of weaker defense.

On the downside, about 5% of planets are not done. 

On the upside, it shows this info for all planets, even allied and enemy planets. Fascists and Lizards will like that as bad temperature planets are prime for ground assault.
2685 days, 3 hours, 29 minutes ago
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mjs68508
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Added to links page:


2684 days, 21 hours, 40 minutes ago
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big beefer
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Since you are using the color to show temp, you may want to update the script to show a circle even for planets with < 100 clans. That should take care of the 5% or so mjs is seeing (or rather not seeing I guess). You could just bump the other radii out one level.
2684 days, 21 hours, 5 minutes ago
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dtolman
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Good idea - I tried it with a 6th ring, seemed kinda out of control.

Instead I have a smaller (radii 5) circle for 1-99 clans, and a larger circle (radii 10) for 100+
2684 days, 20 hours, 13 minutes ago
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big beefer
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
I'd maybe even do it for planets with 0 or less (unknown number) of clans. I know I have games where planets have no clans (amorph or otherwise unowned planets) but I know the temp. Also this should allow it to work with temps returned by bioscanners, where the number of clans on the planet is not known.
2681 days, 6 hours, 30 minutes ago
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dtolman
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Hmmm... maybe I'll just add a new temperature item instead - don't want the clan counter to lose too much focus.
2680 days, 23 hours, 50 minutes ago
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mjs68508
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Actually, I like this idea better (the separate temp idea).
2680 days, 23 hours, 14 minutes ago
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dtolman
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
OK - done. Now have a temperature only display - all with a single glorious circle. Let me know if you think I should use the colors on Clan for something else, or keep the same.
2676 days, 2 hours, 42 minutes ago
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dtolman
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
OK - this is now updated with a new option to display ownership with clans, or just ownership.
(using default race colors as per the graphs/charts).
2676 days, 0 hours, 42 minutes ago
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mjs68508
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
I have never been a fan of the mineral circles. So, the clan circles don't interest me too much. But, I really like the temperature button and I really, really like the ownership button. It helps me visualize possible opportunities and problems.

People have been suggesting that we be able to draw empire boundaries on maps. "Ownership" basically fulfills that request. I think it does it even better because you still see who owns exactly which planet. Yet, since it uses circles, we can keep the planets/SBs special colors that we like for special purposes.

Also, the circles seem to be just the right size. I also like the default colors for regular games. Looking at the graphs for a few months has conditioned me to those colors. It makes it a little weird with team and melee games. But, those are special conditions. I am sure after a few turns those will become familiar, also.

Thanks.
2675 days, 21 hours, 56 minutes ago
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vepr
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Very nice.

What scale do you use for the circles?  how many clans does each one represent?
2675 days, 21 hours, 46 minutes ago
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dtolman
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
1, 100, 250, 500, 1000, 10K
2674 days, 19 hours, 12 minutes ago
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tom n
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Really appreciate this utility. Thanks dtolman!
2651 days, 6 hours, 40 minutes ago
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dtolman
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
This has been updated so that it will use the custom colors from my Race Specific Color Mod (it checks to see if mod is active when the game is loaded, and uses the mods colors).
2648 days, 0 hours, 52 minutes ago
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cb1
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Another modification. (I did it on my own. My first JavaScript programming. So proud.) Another colour for the best colonist growth, between 40 and 60 degrees.
2646 days, 8 hours, 22 minutes ago
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dtolman
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Interesting idea. I could use a different shade of green to differentiate. Mind posting what you did?
2646 days, 3 hours, 42 minutes ago
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cb1
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
I assume you want the quick version, not the one that starts "Hmmm, I've dabbled in a dozen different languages, but not js or GreaseMonkey. Still, how hard can it be find the file, then find where it sets the colour and add another range?" (My tame professional programmer hides when I say things like that.)

I found this line:
        if (((temp <= 14)&&(temp>0)) && ((type==1) || (type==2))) {
            color = "blue";
        }
       
and immediately after it, put this line:
        if (((temp > 49)&&(temp<61)) && ((type==1) || (type==2))) {
            color = "orange";
        }

(Why orange? It was handy.)

The range was chosen after experimenting with
http://www.vgaplanets.ca/vgapcalc.php#taxhappy
1000 clans grow by 48 for those temperatures, 100 grow by 5.

The equations are also here:
http://www.donovansvgap.com/info/infolist32.htm
It may take some experimenting to deal with integers vs floating point, but close is good enough.

If you use a colour range, calibrate it by % growth, not temperature. It's a sin wave for most. Crystals have a straight line.

My next mod might be show 15 colonists, or planets with fewer than 10 supplies and/or factories, but that will only be useful to those with my habit of dropping off 10 colonists (which won't grow), and forgetting to leave supplies. Total minerals would also be nice. (Using the same levels as the built-in display is probably less confusing, but by freighter size would be useful.) Maybe other measures of how useful it will be to colonize, like potential tax revenue or minerals.

(I should stop brainstorming now, before we get to truly frivolous things.)

You've done the hard work.
2420 days, 2 hours, 0 minutes ago
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dtolman
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Been a while, but just made another addition to the script.

It now has an option to show you the total amount of supplies and money at a planet. Very handy when you're looking for $$$ in a hurry, like I found myself doing in a recent game.

Will look into porting this into v3 soon, now that Josh as folded some of the functionality of this into play.planets.nu (this mod still does a lot that the base game does not).
2246 days, 2 hours, 32 minutes ago
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dtolman
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
v1.5 for the new v3 client is now out. While many of the features of my mod made it into the new v3 client, others did not...............................
Installing this mod with v3 will add the following to the map tools:
-Display Temperature (0-15 in blue, 16-84 in green, 85-100 in red).                                               
-Display combined Supply+MC value.
                                                                                 
If anyone wants anything else added in, let me know and I'll look into it (I didn't add back the temp+owner, clans+owner - if anyone was using them, I can add them back in)
2109 days, 5 hours, 23 minutes ago
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figak
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
 When I display the mineral densities I see only what is on the ground, not what is on the surface. In some planets it's a lot on the surface.

When I disabled the script it was working again. Could you have a look?
2109 days, 4 hours, 14 minutes ago
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dtolman
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Thanks for pointing it out. I've uploaded version 1.51 which fixes the problem. Thinking of adding a command to highlight planets that can build a SB. Any other requests while I'm in there?
2109 days, 3 hours, 52 minutes ago
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figak
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Great, thats fast, Colour code by native race?
2106 days, 19 hours, 59 minutes ago
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dtolman
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Good thought. Any color suggestions? Reptiles are green of course. Amorphous red?
---
Also thinking of adding in a SB construction overlay. Blue=already built. Green=ready to go. Yellow=missing 1 component. Orange=missing 2 components. Red=missing 3 components
2106 days, 19 hours, 52 minutes ago
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big beefer
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
I had a resource viewer for the old version (have not updated and don't know that I will) that showed native clans by overlaying a letter over the planet (first letter of race or X for amporph, V for Avian). The size of the letter represented the government level. It worked well because you could see the native type, gov. level, and temp all at once, and didn't have to look at a color key. You might want to look at something like that.
2101 days, 20 hours, 58 minutes ago
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dtolman
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Know how many of your planets can build a SB? Or are just short of building a SB? Well with v1.6 of my map tool mod, you will now!

Just click on SB Potential, and I'll highlight your planets with how close they are to building a SB
white=built
green=ready to go
yellow=1 requirement short (money, dur, tri, or moly)
red=2 requirements short
grey=3 or more requirements short

Enjoy! http://userscripts.org/scripts/show/130095

---
Still pondering the native race addition (letters, circles, something else?). Open for any other handy suggestions for things to add.
1954 days, 11 hours, 25 minutes ago
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figak
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Looks like the minerals on the surface bug is back :(
1952 days, 19 hours, 56 minutes ago
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dtolman
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Thanks for pointing it out... must have missed something in the 1.6 version... will have fixed soon,
1952 days, 7 hours, 49 minutes ago
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megalomaniac
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Hi,

Just installed it. I still have v1.51 in greasemonkey which I disabled. I see some scripts seem to automatically update as I get mssgs when I open firefox

Cheers,

MEGA
1952 days, 6 hours, 15 minutes ago
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figak
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
"Base tech" races - I base the colours on the race image:

Humanoid Metal Grey
Ghipsoidal White
Amphibian Orange
Siliconoid Light Grey


Reptilian Yellow

"Cash" Natives as green.

Bovinoid Light Green
Avian Green
Insectoid Dark Green

Amorphous Red
1952 days, 5 hours, 11 minutes ago
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dtolman
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
OK - Just uploaded v1.61 to fix that bug - I built 1.6 off the wrong codebase - sorry about that! If you see any bugs with the new version, please let me know. For anyone on the current (as opposed to old) client, total added features are Temperature, SB Potential, and total Supplies and Money.

http://userscripts.org/scripts/show/130095
1949 days, 5 hours, 41 minutes ago
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dtolman
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Huzzah - v1.7 is now available! Annoyed by not being able to tell how much Money/Supplies/Money+Supplies you are generating across your Empire? No? Well, I was - so now there are three more overlays so I (or you) can tell what planets are producing your supplies and/or MCs.

Note that the overlays already show you the MCs and Supplies already present - this is to help in planning for the future.

Script is available at:
http://userscripts.org/scripts/show/130095
1949 days, 4 hours, 39 minutes ago
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figak
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Neat, please update the version in the source code, it is not auto-updating.
1949 days, 4 hours, 24 minutes ago
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dtolman
RE: Utility Script - Clan Display (and planet climate) in MapWrite Reply
Sorry about that - just updated the version.