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My MoO Planetary reserver "Bot"

My suspicion is that = gives you as close as possible to the same as the planet's net production (i.e. after adjustment for ship upkeep etc.) rather than base production (which is what you can double). Might be worth testing.
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(March 31st, 2016, 23:31)thrawn Wrote: I tried it on Windows 7 but it didn't work. '=' works the same way as before and Ctrl-alt-a makes the mouse pointer disappear for a moment but nothing happens.

I haven't test i on windows 7 I've tried to make is a windows compatible as possible in regards to coordinates. I will see if ican find a Win7 Computer to test it on.

Some question:
Did you cope from the latest post ?
Did you set up dosbox correctly /

windowresolution=original
autolock=false
scaler=normal3x
in the dosbox-0.74.conf file

Did you run dosbox in windowed mode ?

If these are not set right coordinates and/or mouse control will not work.


I really wish dosbox would offer normal4x and higher.


(April 1st, 2016, 08:16)rho21 Wrote: My suspicion is that = gives you as close as possible to the same as the planet's net production (i.e. after adjustment for ship upkeep etc.) rather than base production (which is what you can double). Might be worth testing.

That sounds very plausibil. I will look into that, this is kinda good i guess. Then the undershooting should be reduced when you reduce waste cost.
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Thank you for all the info. im at work atm soo i have to chew through it again later tonight.

I really want to avoid reading alot from the screen for the 2 resones
1: its stil very slow ( but proper optimizain can remove most of this)
2: its really annoying to code cause i have to reade individuel pixels at specific cordinates. and some font in MoO are not fixed width. aka the digits are not always in the same position. like 188 and 111 the first digit on both ( the "1") will be in different position. So it will require alot of comparing back and forth to really understand what values the numbers represents. had it been a fixed size font it would be a lot easier.
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So I just discoverd thta you dont needot go into the planteray list to use the "=" key.
if you are jsut having a planet select on the main screen and hit "=" it will transfer funds into the planet. however it doesnt tottaly update the scrrne only the full potential production number goes up,
but if you enter hte planeraty list and gho back out emediatly. all numbers are updated so it probably just a cosmetic bugs that it didnt get updated.
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(March 22nd, 2016, 20:21)Ianus Wrote: When you press the = key while allocating reserve spending the game will auto allocate enough reserve funds to double production for that turn. Roughly anyway. It always under-allocates, sometimes by a significant amount, and if the reserve is so large that a single click will over-allocate then it will allocate zero. My point is can your script make use of this game feature instead of using 50% of available funds? As it stands now this is a cool proof-of-concept but is basically useless for a real game.

WOW! I did not know this. Now I have to put it in ROTP. Thanks for the info!


edit: ok, got it working. Here's how it will work in ROTP. When you open the transfer window to a colony, the slider will automatically be set to the minimum amount of transfer (rounded up since it divided into 50 ticks) needed to maximize the use of reserve for the colony. So it will literally be as easy as "1. select colony. 2. click transfer reserve. 3. hit ok"

If a colony is already at it's max, the slider will default to 0 ticks.
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just a quick warning about a stupid "bug" in my script
it only detects for U for Ultra rich.... well seems to be that Ultra Poor start with an U as well

Soo stupidly enough my script ad funds into ultra poor planter
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I agree. I just had a look at the initial gameplay video on the Remnants of the Precursors website, and WOW! It looks amazing!
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