[REL] [Build 51531] Economy UI Mod v4.1

Discussion in 'Mod Discussions' started by YourLocalMadSci, July 2, 2013.

  1. YourLocalMadSci

    YourLocalMadSci Well-Known Member

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    Re: [REL] [Build 50355] Economy UI Mod v3

    I've been a bit remiss in updating recently, so i've not checked the most recent version. I'll do an update as soon as I can.

    It may still work, but you should try installing it manually. I've not updated the fact that defeated players are referred to as "Annihilated", but this is a tiny change.

    I'm currently working on making the TEI animate, and look nicer. I've not had much luck yet though, so this may have to wait for a future update.
  2. jacoby6000

    jacoby6000 Member

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    Re: [REL] [Build 50355] Economy UI Mod v3

    The latest build had some UI modifications (tabs) so while it may work with the new build, you'll lose any of the new functionality from the new build until this mod gets updated.
  3. cwarner7264

    cwarner7264 Moderator Alumni

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    Re: [REL] [Build 50355] Economy UI Mod v3

    I will give it a go, waiting for the next version with bated breath :)
  4. YourLocalMadSci

    YourLocalMadSci Well-Known Member

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    Re: [REL] [Build 51118] Economy UI Mod v4

    The mod has been updated for the latest version of PA. In addition, I have redone the border surrounding the TEI, so as to be a little less eye-cripplingly bad. Download available from the OP, and should now work with the mod manager.

    Enjoy!
  5. tatsujb

    tatsujb Post Master General

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    Re: [REL] [Build 51118] Economy UI Mod v4

    incompatible with 51531 plz update :>
  6. YourLocalMadSci

    YourLocalMadSci Well-Known Member

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    Re: [REL] [Build 51118] Economy UI Mod v4

    Really? There wasn't even the barest smidgen of interest at the last update, so I thought nobody was bothering with it.

    Very well. Heres the version I'm using myself.



    Its not making use of the new modding system yet. I have a version under development which does, but I'm having issues using jquery to replace things in the html file. Thus, this one installs the same as normal.

    As long as there is interest, i will continue to update, and add to the mod. I'm currently playing about with making the pie chart animate, but I've not had much luck yet.

    Attached Files:

    Raevn likes this.
  7. cwarner7264

    cwarner7264 Moderator Alumni

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    Re: [REL] [Build 51118] Economy UI Mod v4

    Sorry I've not been more vocal with my feedback on this! Didn't want to be a pain asking for an update!

    This is an excellent mod and I find it exceedingly helpful for economy management :)
  8. hanspeterschnitzel

    hanspeterschnitzel Active Member

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    I can't select my commander anymore or let him build when I use the mod with the most recent version of PA. :(
  9. tatsujb

    tatsujb Post Master General

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    Ya new vers. for 51853 plz :>


    <3


    I want to intergrate your mod to my mod pack, may I?
  10. tatsujb

    tatsujb Post Master General

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    apparently I never posted the video I have where you can see it on this thread yet : http://www.youtube.com/watch?v=ZIOvXdK6Dr4

    It's a bit late. are you going to make a new version and would you be interested in having your mod be part of the mod megapack?
  11. YourLocalMadSci

    YourLocalMadSci Well-Known Member

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    The next two months are going to be an extremely busy time for me. As a result, I will possibly be a bit late in getting updates out, although I will endeavour to keep up when I have free time.

    Feel free to include this mod in a modpack for the time being.
  12. tatsujb

    tatsujb Post Master General

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    Thank yeeeeeeeee
  13. Gorbles

    Gorbles Post Master General

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    Going to be using this I reckon! Does it work with the latest update?

    A quick request that I understand you probably don't have time to grant. What does the indicator in the middle do if you're limited by both Metal and Energy? The OP lists one, the other, or neither (not both).
  14. cola_colin

    cola_colin Moderator Alumni

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    afaik you are always limited by one or the other. So your build rate is = max(metal-build-rate, energy-build-rate) Sure those values can be the same, but that's a rare case that doesnt really matter that much.
    At least that is what PA stats uses currently.
  15. YourLocalMadSci

    YourLocalMadSci Well-Known Member

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    cola_colin has it right. The stall fraction is computed independently for both values, and the colour is based upon the lowest value. As your metal usage is pro-rated by you energy stall, then it will default to an energy stall if both are the same.

    I'm afraid it won't work with the latest update. I've not been updating this for two reasons.

    1. Uber has yet to implement HTML fragment support in their modding system. Although it is possible to sidestep this with jquery commands, this brings me to my next issue...

    2. I just don't have the time at the moment. I'm in the middle of some very technically demanding work, as well as applying for jobs, and on those rare occasions when I do get home from the office in time to do something productive, I'm really not in the mood to do yet more coding (however minor). This situation will let up in late September/Early October, so I will be happy to resume work then.

    Make no mistake, when my schedule is less ridiculous, I intend to support and develop this mod, and potentially future projects as well. The only thing that would result in me not supporting it is if Uber were to include this kind of functionality in the unmodified game.
    cwarner7264 likes this.
  16. Gorbles

    Gorbles Post Master General

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    No worries at all, thanks for your response regardless!
  17. cwarner7264

    cwarner7264 Moderator Alumni

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    I wish you success in your job applications! Thanks for bringing this mod to the table in the first place, and I look forward to when you're able to give it more time.
  18. cola_colin

    cola_colin Moderator Alumni

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    Well sure I am, I copied that idea from your code after all. Thanks for the example :)

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