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New Armies Due Next Turn Calculation

PostPosted: Sat Apr 14, 2007 7:46 pm
by tahitiwahini
I've made a modification to stocksr's latest Conquer Club - Roberts Mods greasemonkey script. It changes the way armies due next turn are calculated.

Explanation of the armies due next turn:

Armies due ((T + C) * (M + 1) + E)

T = Armies due for owning territories
C = Armies due for owning groups of territories (continent bonus)
M = missed turn multiplier (number of missed turns)
E = Expected Armies due for cashing in a set of cards

The E term assumes that a player will cash in a set as soon as one is formed. It calculates the number of armies based on the probability of having a card set when holding a given number of cards. In a flat rate game it uses the relative probabilies of having a particular color-combination to determine the average number of armies that would be due if a card set were cashed. For all card games it also includes an estimate of the average number of additional armies that would be due if the player owned the territory named on a card cashed.

While it is possible to exactly calculate the T, C, and M terms, the E term is just an estimate of the average number of armies that could be obtained if the player were able to cash in a set of cards in the next turn. It is based on statistical probabilities that vary depending on the number of cards held by the player. The armies due next turn also feed into the strength calculation. The calculations are explained in this thread:

http://www.conquerclub.com/forum/viewtopic.php?t=15620

If you are adventurous, you can give it a try. This is an unofficial beta version, if there are any problems please post them to this thread.

You need to be using Firefox and have previously installed greasemonkey before you can use this script.

You also need to disable any other Conquer Club script (for example, Conquer Club or Conquer Club - Roberts Mods) you may have been using. To disable these scripts right-click on the red smiling greasemonkey icon, and then left-click on Manage User Scripts... In the Manage User Scripts window click on any existing version of the Conquer Club script and click the Enabled box so that the script is no longer enabled. When you are done, all the Conquer Club scripts should be grayed out, then click OK. Now you are ready to get the new script from here:

http://www.mediamax.com/tahitiwahini/Ho ... ds.user.js

If you visit an existing game window you may have to hit refresh to see the results of the new script.

If you want to switch back to the script you had been using before, you must disable the Conquer Club - Roberts Mods With Tahiti Card Calculation and enable the previous Conquer Club script you had been using. To disable the new and enable the old, right-click on the red smiling greasemonkey icon, and then left-click on Manage User scripts... In the Manage User Scripts window click on Conquer Club - Roberts Mods With Tahiti Card Calculation, then click on the Enable box to disable (gray out) this script. Then click on the old Conquer Club script you had been using and click on the Enable box to enable that script. When only one Conquer Club script is enabled (not grayed out) then click OK.

If you visit an existing game window you may have to hit refresh to see the results of the script change.

Any feedback from using the new version of the script is welcome. Please post any comments or questions to this thread.

Good luck.

PostPosted: Sun Apr 15, 2007 1:18 am
by IronE.GLE
Looks pretty good. I didn't like the default %50 fade but that was remedied easily enough. Look foward to using it against you :lol:

PostPosted: Sun Apr 15, 2007 6:38 am
by tahitiwahini
IronE.GLE wrote:Looks pretty good. I didn't like the default %50 fade but that was remedied easily enough. Look foward to using it against you :lol:


I can't take any credit for the fade option, that's stocksr's innovation. It's one of the most important ones though. Prior to the fade option I could barely see the armies on the relatively dark colored classic map on one of my monitors (despite fiddling with the brightness and contrast). The fade option has made all the difference on this particular monitor and I can now play the classic map on it and see where all the armies are (40% fade seems to work best for me on this monitor).

I also can't take credit for all the other parts of the script that are Tr0y and stocksr's doing. My sole contribution is the change to the armies due next turn calculation.

As for using it against me, I've been using it myself for the last couple weeks and I'm sorry to report it hasn't made me invincible. :) It just helps quantify some information that wasn't quantified before.

PostPosted: Sun Apr 15, 2007 7:07 am
by Blumoki
Way to much detail for me, i just like playing the game
:lol: :lol: :lol:

PostPosted: Sun Apr 15, 2007 11:57 am
by t.e.c
i think you need to get out of the house more.

to get rid of map fade

PostPosted: Sun Apr 15, 2007 1:24 pm
by BeastofBurson
to get rid of the maop fading look for this in the script:

DEFAULT_OPTIONS['fadeMap'] = 0; // 0 = No Fade 1 = Total WhiteOut

change it to this:

//DEFAULT_OPTIONS['fadeMap'] = 0; // 0 = No Fade 1 = Total WhiteOut

then look for this section:

/* -- Add Map Shadeing --*/
map.innerHTML = '<div id="fademap"></div>' + map.innerHTML ;
GM_addStyle(' #outer-map { position:relative;} #fademap { height: 100%; width: 100%; position:absolute; } #inner-map img { position:absolute; } #magicmap { height: 100%; width: 100%; position:absolute; }');

if (OPTIONS['fadeMap'] != 0 ) {
GM_addStyle(' #fademap { background:#ffffff; opacity:' + OPTIONS['fadeMap'] + '; } ');
}

change it to this:

/* -- Add Map Shadeing --*/
//map.innerHTML = '<div id="fademap"></div>' + map.innerHTML ;
//GM_addStyle(' #outer-map { position:relative;} #fademap { height: 100%; width: 100%; position:absolute; } #inner-map img { position:absolute; } #magicmap { height: 100%; width: 100%; position:absolute; }');

//if (OPTIONS['fadeMap'] != 0 ) {
//GM_addStyle(' #fademap { background:#ffffff; opacity:' + OPTIONS['fadeMap'] + '; } ');
//}


I do have a question tho...why the t,r,etc on the map?

we all know our colors...(i would presume)....just a thought

Re: to get rid of map fade

PostPosted: Sun Apr 15, 2007 2:35 pm
by stocksr
BeastofBurson wrote:to get rid of the maop fading look for this in the script:

DEFAULT_OPTIONS['fadeMap'] = 0; // 0 = No Fade 1 = Total WhiteOut

change it to this:

//DEFAULT_OPTIONS['fadeMap'] = 0; // 0 = No Fade 1 = Total WhiteOut

then look for this section:

/* -- Add Map Shadeing --*/
map.innerHTML = '<div id="fademap"></div>' + map.innerHTML ;
GM_addStyle(' #outer-map { position:relative;} #fademap { height: 100%; width: 100%; position:absolute; } #inner-map img { position:absolute; } #magicmap { height: 100%; width: 100%; position:absolute; }');

if (OPTIONS['fadeMap'] != 0 ) {
GM_addStyle(' #fademap { background:#ffffff; opacity:' + OPTIONS['fadeMap'] + '; } ');
}

change it to this:

/* -- Add Map Shadeing --*/
//map.innerHTML = '<div id="fademap"></div>' + map.innerHTML ;
//GM_addStyle(' #outer-map { position:relative;} #fademap { height: 100%; width: 100%; position:absolute; } #inner-map img { position:absolute; } #magicmap { height: 100%; width: 100%; position:absolute; }');

//if (OPTIONS['fadeMap'] != 0 ) {
//GM_addStyle(' #fademap { background:#ffffff; opacity:' + OPTIONS['fadeMap'] + '; } ');
//}


I do have a question tho...why the t,r,etc on the map?

we all know our colors...(i would presume)....just a thought



Or you could use the options menu on the game page to set the fade to 0%

Regarding the color letters - that is there for the color blind people playing the game, AGAIN turn it off if you dont like it - the option is on the menu


EDIT: Remove block caps (caps lock is such an annoying key)

my mistake

PostPosted: Sun Apr 15, 2007 3:29 pm
by BeastofBurson
actually i didn't see that til your post...so nevermind and thanks for pointing it out so rudely

Re: my mistake

PostPosted: Mon Apr 16, 2007 7:28 pm
by tahitiwahini
BeastofBurson wrote:actually i didn't see that til your post...so nevermind and thanks for pointing it out so rudely


I think you were a bit hypersensitive. I went back and read what stocksr said and his post seemed more helpful than anything else (even with the CAPS LOCK).

Nevertheless, thanks for your comments.

thats what I meant

PostPosted: Mon Apr 16, 2007 8:17 pm
by BeastofBurson
thats what I was referring to and yes I did thank him and said I hadn't even noticed it, but caps are not needed....

My apologize if I seemed "hypersensitive"......

and I do like the add-on......

Re: thats what I meant

PostPosted: Mon Apr 16, 2007 8:28 pm
by tahitiwahini
BeastofBurson wrote:thats what I was referring to and yes I did thank him and said I hadn't even noticed it, but caps are not needed....

My apologize if I seemed "hypersensitive"......

and I do like the add-on......
8)

PostPosted: Tue Apr 17, 2007 4:31 am
by stocksr
I have merged the additional info from this version into the .7 release of my script.
See http://www.conquerclub.com/forum/viewtopic.php?p=353129#353129

The only change I made was to the way it is displayed, as I put it in it's own column in the stats table. Mostly because I find the armies due calculation as it is very usefull, and when I tried using the version from this thread, I found that I kept subtracting the estimate from the total in my head.

Any comments or bug reports with the script please post over in this thread, and comments about the maths please post here.