Posts by RiV-

    10.4.0 Changelog:

    [Feature]: Build list calls (build, demolish, cancel a construction/technology) are changed from full page reload to ajax call


    When queing buildings the page is still reloaded. For example when you're on page=supplies and queue a Metal Mine, the construction is queued via ajax, but at the same time the websocket receives a message to refresh the page.


    However when you queue a Metal Mine while on page=facilities (via ajax) then the page is not reloaded but the new queue is loaded via ajax after receiving a message via websocket.

    Thanks a lot RiV ! That's exactly what i was looking for ! Is there somewhere a documentation for knowing what are each data corresponding to ? Like for example : "building_type" : 1 i guess its the Metal Mine but for the others things, is there a documentation who details everything ?

    /api/localization.xml has the IDs.


    And can you explain me about the "full" parameters on the API ? I tried different value like 0, 1 and 5 and i didnt see any difference :/?(

    Full means you get RESULT_CODE and RESULT_DATA. Setting it to 0 means you only get the RESULT_DATA object. It's explained on the page as well: "do you need the full info or only the RESULT_DATA object?"

    Today I'm glad to announce the release of AntiGameReborn 9.0.0 with a redesigned fleetdispatch, working routines and lifeforms support. If you have questions or bug reports, consider joining us on the Discord.


    A huge thanks to @vikenemesh and @Bistre who both helped a lot developing this version.


    IMPORTANT: This version includes a complete rewrite of the fleet dispatch system. That means AGR handles everything, and no vanilla OGame functions are used. Flight times, deuterium consumption, target checking/validation, dispatch—EVERYTHING is calculated and executed by AGR. Please be aware that there could be bugs related to these changes. We strongly advise you to be wary when using the redesigned fleet dispatch, especially when sending important or critical fleets. Consider this as a friendly reminder that you use addons at your own risk, and I cannot be held responsible for any potential damage that may occur by using AGR.


    [Feature] Fleetdispatch rewrite and redesign, this also fixes the routines

    [Feature] Added support for Lifeforms, see below for details (thanks @Bistre)

    [Feature] Preselect 1 colony ship when colonizing from galaxy view

    [Feature] Added "Delete duplicates" button to spy table

    [Feature] Shortcut to open jumpgate (key above tab key)

    [Feature] Arrow keys shortcut for cycling through jumpgate targets

    [Feature] Added hotkey "C" to cycle through selected player's coords if this option is enabled for the galaxy icon

    [Feature] Added support for skippable systems

    [Feature] Added option to set target percent for max metal finds in expeditions

    [Feature] Added option to ignore food for max and most buttons

    [Feature] Language change option now applies to all of AGR instead of only the menu (relog after changing language to apply the change!)

    [Feature] Announcement system (see Menu -> General -> Announcements), AGR will check for news every 60 minutes or when you login

    [Feature] Added shortcuts I and O for previous / next planet

    [Lifeforms] Cost information is displayed for Lifeforms with support for Construction tab (including cost reduction)

    [Lifeforms] Expedition routine takes lifeform bonuses into account

    [Lifeforms] Energy production from Lifeform bonuses is considered

    [Lifeforms] Lifeform bonuses to ship stats are considered

    [Lifeforms] Added food to fleetdispatch

    [Polishing] Jumpgate "always remain enough cargos" now factors in capacity of all ships

    [Polishing] Added thousand separator to ship count in eventlist

    [Polishing] JS files and CSS are now loaded via manifest to improve page building

    [Polishing] Fixed several things in page building

    [Polishing] Transport button in panel now always preselects Transport mission (overwrites Deploy setting)

    [Polishing] Made spy table more compact with customization option to short number formatting

    [Polishing] All missions are now always selectable in fleetdispatch and once manually chosen AGR should not change the mission again

    [Polishing] Show population requirements in text overlay

    [Polishing] Removed "Show after next level, when already in construction" option, AGR now always targets the level that is shown by OGame

    [Polishing] Removed redundant eventlist settings for Fleet2 and Fleet3

    [Polishing] Spytable: Detail view no longer uses short number format

    [Polishing] Overview: Made planet information wider for the rich boys and girls

    [Polishing] Some clean up in the menu

    [Misc] Lanx range bonus for explorer class

    [Misc] Removed amortization time from mines

    [Misc] Added geologist bonus to max. crawler count

    [Misc] Show max. buildable units without commander as well

    [Misc] Differentiation between fleet speeds (peaceful/holding/war)

    [Bugfix] Content passing for miniFleet and checkEventbox

    [Bugfix] Focus is now set on continue button when clicking on things in routine calculator

    [Bugfix] Increased row count to 10 in ship compositions

    [Bugfix] Auto switch planets on collect/fleetsave routines working again

    [Bugfix] Last routine working again

    [Bugfix] Message player from tooltip in galaxy view wasn't working if chatbar was enabled

    [Bugfix] Remove duplicated (R) in fleet movement

    [Bugfix] Rounding error in building costs

    [Bugfix] Added token to message deletion (8.4.0 hotfix)

    [Bugfix] CSS fixes in galaxy

    [Bugfix] Fixed next mission not being shown in window title

    [Bugfix] Fixed some issues with the extension not being loaded in Firefox

    [Bugfix] Fixed links in the coords box

    [Bugfix] Fixed speed setting not being applied in the spy table for probe attacks

    This tool is tolerated. 19.04.2023


    Few things that are unrelated to toleration:

    • You define addButton() but never use it.
    • You construct the main class by assigning it to unsafeWindow.ogl. You seem to have copied this approach from OGLight, so both OGLight and your script are writing on the unsafeWindow.ogl property, which could create compatbility issues. I suggest choosing a different property name.
    • Your script is loaded on all pages in OGame, even though it is only needed on messages. Try limiting it to that page by adjusting the @match property in the script header.

    I wonder if I understood option 2 correctly.

    I can go on with this project, but I won't be able to get approval without a proven innovation. So I have to keep working, right?

    Or will I never get approval if I continue on this project? I want to understand it correctly and work accordingly.

    Yes you understood correctly. You don't need toleration for development. But as long as it isn't tolerated you can only use it on the Public Test Servers.

    Again, you are requesting toleration for something that is basically a copy of an existing addon.


    There is basically two options for you:

    1. Work on Infinity itself and add the features you want to add via pull requests.

    2. Work on Infinity as base and publish it when you have an addon that justifies being published separately.


    You don't need toleration to develop an addon. You can do development on the Public Test Server. If you're unsure about a feature being allowed or forbidden, you can ask here or on Discord in the tooldevs-chat channel.


    An Infinity clone with Turkish translation + few more features will not be tolerated.

    Hi,


    OGame Infinity accepts pull requests on Github. For a sole translation, a new addon seems to be overkill.

    Please get in contact with Infinity developers and/or make a pull request to have your translations added to Infinity.


    So far your changes don't really justify a new addon. It looks to me like everything you're planning to do can be added to Infinity with pull requests.

    At the moment it's just a copy of Infinity with Turkish translation.


    As a note, in your youtube video you say you want to make Expedition fleets fully customizable. Please be aware that that would be a Commander feature and unfortunately not tolerable.


    For now your Tool is not tolerated.

    12/04/2023