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Re: ConquerStats - shows several ingame statistics

PostPosted: Thu Oct 02, 2008 9:52 am
by cspare
Twill wrote:Cspare - pretty please start a new topic for the chart (or the stats), it's going to get really confusing to keep 1 thread on 2 topics from getting out of hand...


Ok, good idea. From now on this thread will be used for the Ingame analysis script (see updated start post).
This post will be used for the Score Charts.

Re: ConquerStats - Ingame analysis

PostPosted: Thu Oct 02, 2008 9:52 am
by yeti_c
Would be good if a Mod could go through and split some it out?

C.

Re: ConquerStats - shows several ingame statistics

PostPosted: Thu Oct 02, 2008 2:52 pm
by hecter
yeti_c wrote:
hecter wrote:
yeti_c wrote:
hecter wrote:I was playing a speed game in a tab that stayed on that speed game, it never changed. The speed game started and ended on that tab and the chart didn't update once.


It wouldn't do - as it has no knowledge that you have finished that speed game.

C.

But it should update... As I'd like to know how people are attacking each other, ect. as the game plays out...


I think we're talking at cross purposes - I was talking about the charts - you were talking about the stats...

C.

Sorry, I mean the table, the stats... Not the graph.

Re: ConquerStats - Ingame analysis

PostPosted: Sun Oct 12, 2008 10:17 am
by hecter
Here's an interesting one...
Image
DoragonAyumamon

Re: ConquerStats - Ingame analysis

PostPosted: Sun Oct 12, 2008 10:44 am
by chipv
hecter wrote:Here's an interesting one...
Image
DoragonAyumamon


There have been numerous posts about this problem. I'll leave you to find them but the problem will not be solved before Tuesday.

Re: ConquerStats - Ingame analysis *updated*

PostPosted: Mon Oct 13, 2008 3:19 pm
by cspare
I've uploaded a new version of the script. This version includes a chart with reinforcements per turn for each player.
Download: here
Screenshot:
Image
Another thing I've included is an update notifier, similar to BOB's, which alerts you when I release a new version of the script.

The chart is hosted in a Silverlight (more or less Microsoft's version of Flash) application, so you will need to download the Silverlight runtime if you don't have it already. A download button will automatically appear in the game-screen when you need to download it. You will still need Greasemonkey to insert the chart into the website.

Feel free to comment;)

Re: ConquerStats - Ingame analysis *updated*

PostPosted: Mon Oct 13, 2008 4:36 pm
by OliverFA
Ooooooooh so cool.

You will say that I am asking a lot. But... What about having the same chart about armies that each player had at the begining of turn?

Re: ConquerStats - Ingame analysis *updated*

PostPosted: Mon Oct 13, 2008 4:48 pm
by OliverFA
A small comment: I think it would be more understandable if the reinforcements for dead players were 0. Right now, when a player is eliminated, his line stops instead of going down to 0, and can induce a bit of confussion.

Re: ConquerStats - Ingame analysis *updated*

PostPosted: Mon Oct 13, 2008 4:50 pm
by OliverFA
Sorry to write in different posts, but I am just trying the new feature right now. In maps with games autodeplayed to territories, those armies are not displayed in the graphic. For example, in the New World map it does not display the armies from landing ports and homelands.

Re: ConquerStats - Ingame analysis

PostPosted: Mon Oct 13, 2008 6:47 pm
by hecter
chipv wrote:
hecter wrote:Here's an interesting one...
Image
DoragonAyumamon


There have been numerous posts about this problem. I'll leave you to find them but the problem will not be solved before Tuesday.

I've seen lots of posts about how it shows nothing, or a line of text, which pops up for me a lot, but not one that just kinda goes all wonky like that...

Re: ConquerStats - Ingame analysis *updated*

PostPosted: Tue Oct 14, 2008 1:39 pm
by cspare
OliverFA wrote:Ooooooooh so cool.

You will say that I am asking a lot. But... What about having the same chart about armies that each player had at the begining of turn?

Yea that would be nice, but that is currently not possible because the game logs don't provide that information yet. They have announced that there will be a game log improvement soon that will include such information. I can't wait:)

OliverFA wrote:A small comment: I think it would be more understandable if the reinforcements for dead players were 0. Right now, when a player is eliminated, his line stops instead of going down to 0, and can induce a bit of confussion.

Hmm I'm not sure I'd agree with that, I prefer it to end the line. I might implement it when more people want to show 0 though.

OliverFA wrote:Sorry to write in different posts, but I am just trying the new feature right now. In maps with games autodeplayed to territories, those armies are not displayed in the graphic. For example, in the New World map it does not display the armies from landing ports and homelands.

Good point, I'll address this in next version, guess that will be somewhere this week.

Re: ConquerStats - Ingame analysis

PostPosted: Tue Oct 14, 2008 1:43 pm
by cspare
hecter wrote:
chipv wrote:
hecter wrote:Here's an interesting one...
Image
DoragonAyumamon


There have been numerous posts about this problem. I'll leave you to find them but the problem will not be solved before Tuesday.

I've seen lots of posts about how it shows nothing, or a line of text, which pops up for me a lot, but not one that just kinda goes all wonky like that...

Allow me to explain ;) The issue here is that the data files provided by conquerclub that are used for the script seem to be broken for some people. So the issue chipv is refering is to the data problem, and not a problem specific to ConquerStats. Basically there are more scripts that are affected by the problem, ConquerStats is not the only one.

Re: ConquerStats - Ingame analysis *updated*

PostPosted: Tue Oct 14, 2008 3:26 pm
by cspare
ConquerClub decided to change some of the game's term without communicating in advance. These where breaking changes that caused ConquerStats to stop working. I updated the script accordingly.

Re: ConquerStats - Ingame analysis *updated*

PostPosted: Tue Oct 14, 2008 3:54 pm
by chipv
RECENT SITE CHANGES REQUIRE CHANGES TO MOST SCRIPTS.

Thread is being locked until they're fixed.

EDIT: Script fixed already, nice work, cspare.

Re: ConquerStats - Ingame analysis *updated*

PostPosted: Thu Oct 16, 2008 4:48 pm
by cspare
I just released ConquerStats v1.1.3.
This version of the script uses the final release SilverLight 2.0, whereas previous versions used the beta 2 version. People who already had Silverlight beta2 installed should upgrade, a download button will appear when necessary. This will only take a few seconds.

Re: ConquerStats - Ingame analysis

PostPosted: Thu Oct 16, 2008 4:57 pm
by OliverFA
The link for installing Silverlight is wrong.

Here is the right link http://www.microsoft.com/silverlight/re ... aspx?v=2.0

Re: ConquerStats - Ingame analysis

PostPosted: Thu Oct 16, 2008 5:08 pm
by cspare
OliverFA wrote:The link for installing Silverlight is wrong.

Here is the right link http://www.microsoft.com/silverlight/re ... aspx?v=2.0

Oehh, right, thanks. forgot to update the download link ;)

Re: ConquerStats - Ingame analysis *updated*

PostPosted: Thu Oct 16, 2008 5:44 pm
by OliverFA
cspare wrote:
OliverFA wrote:Ooooooooh so cool.

You will say that I am asking a lot. But... What about having the same chart about armies that each player had at the begining of turn?

Yea that would be nice, but that is currently not possible because the game logs don't provide that information yet. They have announced that there will be a game log improvement soon that will include such information. I can't wait:)


Oh what a pitty! Well, I can't wait for them to provide that information either ;-) When they do, you could also add a graph showing total armies by each player per turn.

cspare wrote:
OliverFA wrote:A small comment: I think it would be more understandable if the reinforcements for dead players were 0. Right now, when a player is eliminated, his line stops instead of going down to 0, and can induce a bit of confussion.

Hmm I'm not sure I'd agree with that, I prefer it to end the line. I might implement it when more people want to show 0 though.


I know is just a personal preference. But graphics always look more impressive when the eliminated player's line gows down to 0 in his last turn ;-) Or maybe you could add it as an option, so everybody could have it their way.

cspare wrote:
OliverFA wrote:Sorry to write in different posts, but I am just trying the new feature right now. In maps with games autodeplayed to territories, those armies are not displayed in the graphic. For example, in the New World map it does not display the armies from landing ports and homelands.

Good point, I'll address this in next version, guess that will be somewhere this week.
[/quote]
Just tried it with a New World map but it doesn't show yet. I suppose it is still in the to-do list?

Thanks for your nice work :-)

Re: ConquerStats - Ingame analysis

PostPosted: Fri Oct 17, 2008 3:54 pm
by cspare
I've just updated the chart, it now allows you to filter on players and reinforcement types.
Screenshot
Image

You do not have to download (or do) anything if you already have ConquerStats 1.1.4 installed: The new chart will automatically appear instead of the old one.

@OliverFA, this should fix your issue with the new world map, could you please verify?

Re: ConquerStats - Ingame analysis

PostPosted: Fri Oct 17, 2008 4:02 pm
by chipv
Awesome stuff, cspare.

Re: ConquerStats - Ingame analysis

PostPosted: Fri Oct 17, 2008 4:18 pm
by BENJIKAT IS DEAD
Great stuff.

Any chance of having team totals? (cf BOB)

Re: ConquerStats - Ingame analysis

PostPosted: Fri Oct 17, 2008 4:42 pm
by OliverFA
cspare wrote:@OliverFA, this should fix your issue with the new world map, could you please verify?


It works perfectly. Really useful now. And not only very useful, but also very nice. Thanks a lot :-)

Another suggestion (you will kill me for making so many suggestions ;-) ) but now that you managed to differentiate the reinforcements for the chart, would be nice to do the same for the "Reinforcements" table (see image)

Image

In that game there are no cards. And now the chart understands perfectly that they are territory bonuses, but the table still classifies them as card bonus.

Re: ConquerStats - Ingame analysis

PostPosted: Sat Oct 18, 2008 6:35 am
by BENJIKAT IS DEAD
Another suggestion - a toggle to show cumulative totals?

Re: ConquerStats - Ingame analysis

PostPosted: Sat Oct 18, 2008 7:38 am
by cspare
OliverFA wrote:
cspare wrote:@OliverFA, this should fix your issue with the new world map, could you please verify?


It works perfectly. Really useful now. And not only very useful, but also very nice. Thanks a lot :-)

Another suggestion (you will kill me for making so many suggestions ;-) ) but now that you managed to differentiate the reinforcements for the chart, would be nice to do the same for the "Reinforcements" table (see image)

Image

In that game there are no cards. And now the chart understands perfectly that they are territory bonuses, but the table still classifies them as card bonus.


Yea good point:) I'll update the table and add some tooltip information soon. First I'm planning to have the table auto update while playing, so there's no need to refresh the page.

Re: ConquerStats - Ingame analysis

PostPosted: Sat Oct 18, 2008 7:39 am
by cspare
BENJIKAT IS DEAD wrote:Another suggestion - a toggle to show cumulative totals?

I'm not sure what you mean. Would you like to see the total reinforcements for all players for each turn?
Team totals is a great idea btw, it's on my todo list:)