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Author Topic: City Management Module  (Read 12643 times)

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Offline madrulf

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Re: City Management Module
« Reply #15 on: July 22, 2008, 07:34:32 am »
Updated to 1.3

Added city location to !settings city and removed !build config

Checking inputs for bank resources now to make sure it's numeric value

Bank now tracks coins by using !build bank coins <amount in silver> - for example, if you have 65G 80S in your bank use !build bank coins 6580


Next update will have the build menu. Just got rather busy recently.


Also wanted to see what you guys thought about the way resources required to complete <group> is handled. My guild's architect thought it was bugged, that we have 60 Gold in our bank, but it says that we still need 15 G 30 S for required resources. My response was that the resources required is just the total needed for remaining buildings, not the amount after subtracting what was in the bank. The reason for this is because, though it's logical for a guild to build the buildings before walls, it's not necessary and I can't determine where the gold is going to be spent. Buildings and Walls are tracked seperately as some guilds progress to Tier 2 buildings before completing Tier 1 Walls, and I'm sure is also the case for T3 Keep before T2 Walls are all up. If other people would like to see the calculation handled differently, I might add another setting for it.
Bear Shaman Forever.

Offline Organizer

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Re: City Management Module
« Reply #16 on: July 22, 2008, 01:48:12 pm »
Not sure what I am doing wrong; used 1.2 with r4 without issues, upgraded to r9 today and the new 1.3 and getting this error now... also tried 1.3 with r13 and my stable r4 - same error...

Parse error: syntax error, unexpected '{' in G:\bebot\custom\modules\City.php on line 737

Offline durroch

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Re: City Management Module
« Reply #17 on: July 22, 2008, 01:59:51 pm »
Missing a ")" on line 737 ;).
It should be
Code: [Select]
if (!is_numeric($qty))

Thanks for the update!

Offline Organizer

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Re: City Management Module
« Reply #18 on: July 22, 2008, 03:58:38 pm »
If I might request another function or two to this amazing piece of work :) We stopped using the supplies mod and switched to this...

People needs reminding now and then and supplies added a cron task job that would remind people what is needed at a given interval, would this be possible for this mod as well, e.g. pick up what is still missing for the current tier and announce this in guild with a link to the full overview. Maybe have a an setting function on what to include in the announce, e.g. current tier building, current tier walls and/or both. I presume no guild really needs to include any next tiers to such an announce. If this is to advance even just spamming the overview link at certain times or intervals would be super great...

Thanks in advance!

Offline madrulf

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Re: City Management Module
« Reply #19 on: July 22, 2008, 06:11:45 pm »
Well, don't know how I managed to edit the file when I had it running on my bot while adding it to the archive. 1.4 is a bug fix release. If you guys have already fixed the syntax error, you don't need to download this.

Organizer: I'll look at adding a cron with the options you've described.
« Last Edit: July 22, 2008, 06:15:01 pm by madrulf »
Bear Shaman Forever.

Offline Vrykolas

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Re: City Management Module
« Reply #20 on: July 22, 2008, 06:32:36 pm »
Mandrulf: you may want to talk to Kardsen about combining this with the supplies module he wrote (http://bebot.link/aoc-modules/need-help-*supplies-needed-module/)

Offline Organizer

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Re: City Management Module
« Reply #21 on: July 23, 2008, 12:28:03 am »
Thanks madrulf, would be great ;)

I'm no architect but in the list of buildings it lists one called "Library"? We have built all tier1 buildings as to my knowledge and have no Library. We do however have a "University", did Funcom rename it at one point or what?

I see as well on the official webpage that there is no Library listed, only Universety -> http://community.ageofconan.com/wsp/conan/frontend.cgi?func=publish.show&func_id=1096&table=PUBLISH&template=news_no_feature&selected=1096

Does anyone know more about this?

Offline madrulf

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Re: City Management Module
« Reply #22 on: July 23, 2008, 08:15:46 am »
Organizer: I'm not certain. I went by the names given when activating an unbuilt Profession object. The name there is Library, however it requires a University Plan and says University in the description. I suppose I can rename it to University in next update with build menu. I should have time to work out the build menu tomorrow. The primary goal is to eliminate the need for typing out the '!build x y z' commands, 90% of the time.

Vrykolas: I didn't really consider it. My guild has been advertised as casual and my reason for making the module was to allow players to see how far we've come along from the start. Now that I've released the module and trying to meet the needs of the public, it may not be a bad idea. I felt that Supplies Needed was invasive (records names of players that contribute and demands resources) and didn't fit the "no commitment" nature of my guild, which prompted me to create my own module. :) We'll see how City evolves over the coming weeks.
« Last Edit: July 23, 2008, 08:20:57 am by madrulf »
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Offline Noer

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Re: City Management Module
« Reply #23 on: July 23, 2008, 09:27:28 am »
You can make it an optional sub-module if you are worried about the intrusiveness. :)

Offline Organizer

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Re: City Management Module
« Reply #24 on: July 23, 2008, 02:16:47 pm »
Just wanted to report a possible minor bug when using the !build bank x y function and the x is not recognized, the error i get today at least in cases is "Unknown building material 'Coins'." -> presuming coins should have been whatever X I tried to add and not always coins.

Offline Glyph

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Re: City Management Module
« Reply #25 on: July 23, 2008, 05:02:55 pm »
The cost in money has been updated. You should update the built in numbers to reflect the latest path. Not sure about the exact numbers however.

Offline madrulf

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Re: City Management Module
« Reply #26 on: July 23, 2008, 07:57:08 pm »
Glyph: The current coin costs I'm going on are

Tier 1 Plans: 101 Silver (2*38 Paper + 25 Ink)
Tier 2 Plans: 153 Silver (2*64 Paper + 25 Ink)
Tier 3 Plans: 249 Silver (2*112 Paper + 25 Ink)

I'm not an architect, so unless recipes have changed, everything is accurate.

Organizer: Thanks for pointing that out, I'll fix that next release.
Bear Shaman Forever.

Offline saik0

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Re: City Management Module
« Reply #27 on: August 01, 2008, 05:45:40 pm »
Very nice module, one nice feature would be a confirmation link. In order to pull that off though you would probably want the "preparing" message always sent to the source in a tell. Then maybe always send the "built" message to guild chat.

Also it's not subtracting what the guild has from what is needed to build, is that intended?

Offline Organizer

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Re: City Management Module
« Reply #28 on: August 03, 2008, 02:34:21 am »
Quote
Also it's not subtracting what the guild has from what is needed to build, is that intended?

Its intentionally for now not doing that as per a post from the author, would really have liked to see something on that as its hard to get a understanding of what exactly is missing, although I see the arguments of what makes it difficult to do as well... maybe add some settings option for each guild to decide what it should calculate against. He might be working on something as suggested earlier from me but presume he's been busy as there has not been any update for a while :)

Offline madrulf

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Re: City Management Module
« Reply #29 on: August 11, 2008, 02:57:35 am »
Sorry for lack of updates. Been really tied up lately, haven't had much time to play either. I've got half of the next release worked out, but still got cleaning up to do. I'll have something out this week.

As for how resources will be handled -- If you have the resources in the bank, building a structure will reduce that amount from your stock, as long as you have that much material in stock. Otherwise it will set the stock to 0. This will allow for guilds that just installed the city module to immediately click links to build the city up to its current state without having to enter absurd values for bank materials.

Looking into the far future, I'd like to consider merging this module into that supplies needed module. Perhaps creating a module that operates the guild's bank, and then make it a prerequisite module for the city module.
Bear Shaman Forever.

 

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