I (ArmEagle) have gone Immortal (as third) on Theoris, after I was done on Sabah a while ago. I leave the GreaseMonkey script in the hands of Pegasus, who has been a great help in the past.
You can keep using this thread as before though.
Download The Grease Monkey script here (updated to directly link to Pegasus' website).
I have been reading the forums a bit though and read about some suggestions some players had and I also had some things I thought could be done better. I had been using Firefox' extension GreaseMonkey before with some other sides for only small adjustments. So I started tinkering around with this game too. And after some time I had quite a bit of features that I started sharing with my friends. Now I've come so far that it would be a shame not to let other players use it too.
Below you'll see a complete list of features. But let me just clarify that all this script does is altering the interface. In some cases it does some calculations based on information retrieved from different sections of the page. But nowhere it automates or communicates with the game server. Just to be sure I asked Reed for his permission and just a bit ago he said this script would be ok.
So far for all the technicalities, here is the list of features:
- Labels for all plots showing the plot name, level and (max) workers.
(Had to change z-index ordering of several elements to make these labels
always show on top. Because of that groups of citizens, etc, could show
above buildings where they should not. This is fixed for the 4th group,
but I never leveled a city past 9, so I can't tell past that.)
This can be disabled in the Options panel in the top left.
- Clicking on all resources now opens the first plot making that item.
- Similarly added buttons (to the left of the cities bar) to direct link
to the Warehouse and Exchange. (Long nome+city names would wrap, now
limiting the width and preventing wrapping.)
- At each resource a 'timer' is added.
-- When this resource is (said to be) used more than produced this will show
the time till you run out of the item.
-- When the net production is positive this will show the time until the
warehouse will be full (or 'infinity' if this is greater than 500 days)
-- This will not show when the warehouse is being upgraded because then it is
too difficult to retrieve the warehouse level.
- Similarly the upgrade and found city windows will show you how long till each
resource is completed for you to upgrade.
- With v0.40 the found city window had this market overview added. But the data
wasn't styled for easy reading. This is now re-parsed into a list ordered by
the 'relatively' cheapest resource.
-- Also added a button (next to Market/Exchange) to show the found city screen
for your current city.
*** NOTE *** I did NOT test what happens when you try to found a city ***
*** 'over' your current city. Do NOT try to! ***
- The 'new scroll' animated icon isn't very clear. When a new scroll is
received the background of the city window will light up. And optionally
an alert will popup (blinking the browser when inactive - default: off).
- Changed the server clock (upper right corner) to use a more accurate way
of keeping the server time (by default this has a skew).
- In the nome view window you can enter nome coordinates instead of only
nome names now.
- If 'Barracks' isn't at the start of the title, remove it (shows just
- Made small-caps for Scribe Wall optional since the game changed it to normal
with v0.47 (last part of the CSS code near the end), as suggested by shasamrat.
This is optional and you have to set WALL_SMALL_CAPS to true, just below here.
-- Added a config option to keep the Small Caps if wanted.
- By default Scribe Wall text is bold again now. Change with WALL_BOLD.
- Like with Warehouse limits, same for Exchange (Ships) and Palace (Laborers) to
reach the limits.
- Added time left display of minutes.
-- Coloring time left red when <1h and orange when <48h.
- Can set the market 10% bread tax in the Found City Market Overview by setting
MARKET_OVERVIEW_TAX to 1.1. By default it is 1; basic resource cost.
- Also added a tooltip to the ordered listings explaining what each part means.
- Showing the basic production bonus next to the [!].
- The script should now be working with Monument sites.
- The transports overview now lists the totals of incoming goods (and added to city stock in parenthesis).
- Changed my 'Exchange' icon to a new one in a city. One half opens the Exchange normally. The bottom part opens the Exchange and then switches to the 'To Monument' view.
- In the Exchange and Trade forms you can now click on a resource icon. That will toggle that resource's background color. This can be used to set per city what resources you should not trade away. (Sometimes I or friends would send out gold in a gold:emeralds trade where they were supposed to send out the emeralds and get the gold)
- Thanks to Pegasus added the option to toggle between time left or limit of resources.
- Added the option to ask for confirmation on trades with other people
- In this update I added the start of something completely NEW!: Store Trades
- In the trade windows with other people a new button is added 'Store Trade'. This gathers all data from the form and stores it (in a cookie - thus amount of stored trades is somewhat limited, but you'll be warned).
- I added a new button which opens a new window that lists all your stored trades per city.
- - You can deleted them with the [x] on the right.
- - Or open the stored trade in a trade window with the icon on the left.
*** You don't have to be your the trade's 'source' city, the trade will automatically take place from the right city (see the amount of ships) when you submit. But after that the game will switch to that city.
- - I do plan to add some more features, like setting a note, a 'timer' and make this work for your inter-city trades.
- Added an overview window (access trough the new Horus' Eye button). This shows an overview of resource production, laborers and plot levels
- Added access keys to the tabs of Scribe Wall, Game Log and my Overview window. The access keys are 1-3.
Based on your browser and settings they require a different mod-key (ctrl/&alt/&shift) to be held down while being pressed. I don't think 1-3 will cause any issues with default browser behavior. But you can easily disable it in the options window.
Thanks go to Kosminhotep for suggesting this.
- In a Bandits Outpost window you can set that outpost, which allows the use of the new button on the resources 'Units' list header. Then clicking that will open said bandits outpost directly. This allows for easy contribution of troops from any city or monument, without having to go trough all the nomes.
- In a Bandits Outpost window each player's contributions are calculated to show the rewards in luxury goods and bread they'll receive. It also shows the percentage of the current total 'donation' for each contributor (counting charioteers double). And it shows the percentage of completion of each type of troop.
- Added a toggle 'Include Transports'. If enabled this will include incoming resources for the upgrade UI and Overview with the stored amounts (if you've viewed the Transports window of course). For the upgradeUI this does not take transport times into account for the time estimates. The toggle does not auto-update the view.
- When trading on the Scribe Wall, you have to click the player name to get their list of cities to send your ships. This moved you away from the Scribe Wall. I now scan the Scribe Wall chat and replace the link that opens the player profile and show the important (trade) details in a small popup now. For easy use it closes on any link click.
- You can now set words that will highlight a row in Scribe Wall (click 'Wall Highlights' in the options box to configure). The background of the row will be colored red and the amount of 'hits' is shown in the top right. You can use this to hilight for your own name, friends, or specific goods. (See these comments in the code for more configuration options)
- On the market showing the relative price of goods to their production cost, like in the city founding screen.
- Using the same configuration option as for the plot labels, the nome view show labels for cities and monuments now too.
- When enabled ('Movable UI' in the options), you can drag around the Scrolls Box, Allies Manager, Papyrus Scroll and (other) Trade Window (after ctrl-clicking to toggle dragging). The positions are stored between sessions. Some of these windows are re-styled to make them take less space. Shift-click the elements to toggle their size.
- Added a filter option to the Game Logs. No fancy search options/combos, but you can search for both text in the log entries, as well as the transported resources.
- You can directly open the Transports window of a city or monument by shift-clicking it's icon. That will also change the bottom UI. This way you can quickly get the script to scan all production and incoming goods. This is handy for getting all resource data for the Overview window, saving half the clicks and even more time.
- As has been suggested some time ago, I added a button to the Labor Tool. This will show and set the amount of laborers needed to (at least) break-even production of the resource, for all resources but Limestone. For Bread, Bricks, Baskets and Pottery this tries to set the used resource to BEP instead.
- Changed all repeating scans into hooked functions (hooked into the game's functions).
- The Immortality cost is parsed for completion (time) now too. But only when you view it in a level 22 palace.
- Coloring required warehouse level green or red based on whether you meet the requirement (when the warehouse level is known, else it stays unchanged).
- Showing total bread value (and amount of orders) in your sell orders list (in parenthesis in the header).
- Added a toggle that lets you show the resource production in a day instead of just one hour.
- When you have the (compose) mail form open (to the trade contact) while storing a trade, the Stored Trade entry will now have a mail icon. Next time you send such a Stored Trade, a pre-filled mail will show up after the trade window closed. You only have to submit the mail yourself then.
- The Labortool form was a weak slave, submitting to nothing from the textfield. Now it acts like the "Apply" link. Now you can adjust the number in the textfield and press Enter to apply.
(Screenshots by Aloarath and me)