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Astro Empires Tools

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Wednesday, June 10, 2009

Automatic Movement

We have 2 types of auto movement features. They are called AutoLaunch and AutoMove. AutoLaunch requires the 'Time Helper', 'Launch Reminder', and 'Move Presets' be enabled. AutoMove requires the 'Move Presets' and 'Auto Move' be enabled. These settings are found on the 'Fleet / Movement' tab in the AE Tools settings.

Both AutoLaunch and AutoMove must be set from the fleet move page of the fleet you want to auto launch/move. So, go to the move page of the fleet you want to auto launch or move.

Before you can move any fleets, you need to select ship quantities and choose a destination. These need to be saved for use. The 'Move Presets' places a link on the move page to record the current destination and ships for use at a later time. One of those uses is to fill in the data for an automatic move. So, the first step in setting either auto movement feature is to choose your ships and select your destination, then click the 'Set Move Preset' and click 'OK'. Your preset is now set.

Preset Data can always be viewed on the main fleets page by clicking 'View Preset Data' on the top right of the fleets list.

AutoMove

After a preset has been set, a link titled 'Set Auto Move' will appear right above the move button. Click that link to open an entry form to enter the server time you want the fleet to launch. This form was floated so you can scroll around to see clocks or use the 'Time Helper' to calculate your launch time. The form will be preset with the server time when the page loaded.

If you set a time and it is wrong or plans change and you need to adjust, just cancel the AutoMove and click 'Set Auto Move' again. Your previous entry is remembered for easy edits.

Once you enter the time to move, click 'Start AutoMove' to start the AutoMove. A semi-transparent box covering the move button will appear. A little see-through so you can see the server clock and the arrival clock behind it if your using them. This box contains the move time and a count-down clock. A few notes to remember are posted with the times. If you no longer need the notes, click 'Hide' and the system will remember to hide them until you click 'Show'. When the counter reaches 0, the fleet will move.

** That page must be open with the counter running when the counter reaches 0 or the fleet will not move.

You may leave the page and return at any time before the counter reaches -3. (3 second window for javascript bumps) You can even turn your computer off and come back the next day, and if the counter has not yet reached 0, the move will still be active and counting when you return to the move page. If you return 3 seconds after the launch time, it will be ignored. Though, presets will still be entered in case you wish to launch manually right away. If an AutoMove is not set, presets are not loaded. Manually click them to enter.

Presets are not required for launch of an AutoMove. Preset values may be changed at any time before launch time. Presets can even be deleted. Presets will be cleared when the fleet launches so you don't have a bunch of old settings in memory to worry about cleaning up later. To view or clear preset data, see the fleets page and click 'View Preset Data' at the top-right.

** Desination and ship quantities may be changed at anytime before move. Only the actual values currently entered in the form at move time will be used. Presets are not used at move time, but during page load. They are so you can leave the page and return easily. Though, presets are required for AutoLaunch.


AutoLaunch

The 'Move Presets' turns the launch reminder feature into an AutoLaunch. If you enable the launch reminder, upon setting a reminder it will ask if you want to auto launch your fleet if presets are enabled. If you select yes, then when the reminder goes off, it will change to the launch page, fill in your presets, and then launch the fleet.

AutoLaunch only works on 1 fleet at a time, as this is different than AutoMove that works on any number of the fleets you have at the same time. AutoLaunch is an add-on to the Fleet Reminder which only works on 1 fleet but this will launch from any page with AE Tools running.

One thing to note about AutoLaunch is they don't expire like AutoMoves. You can come back a day late and AutoLaunch will try and launch immediately. This was put in as a feature and not a limitaion. AutoLaunch was designed for mass movements within the guild. These are either heading into battle or leaving a hot zone. Either way, you don't want to forget the move or you want it to happen asap if something went wrong. So, if you loose power in the middle of the night and your computer was shut down, as soon as you get up and login, you fleet moves immediately without your need to remember. Either way, you'll notice the move taking place and you'll see the results. Hopefully the message isn't 'no fleet to move' cause you got derbed when you left your RCs on the pile while you slept...


Redirects are disabled for both so you can see your move results. You must follow all the same rules as a regular move. If you enter a bad destination or have too many fighters for your hanger space, you will see the error on the fleet page shown after any move. You will see a message in large print letting you know this result was from an automated launch/move. The fleet id show on the message will be from the originating fleet. If the whole fleet did not move, this will not match the fleet in movement, but the fleet it left from.

AutoLaunch and AutoMove can both be run on the same fleet as there are safeguards in place to allow this to happen. Just make sure they are in seperate windows/tabs and you can see both clocks running. The move page with AutoMove running will disable AutoLaunch and Fleet Reminders on that page only, while the AutoLaunch will disable AutoMove if it opens the page itself to launch. If you do have both running on the same fleet, put the AutoLaunch on a page other than the move page.

** This may sound strange to have 2 different auto tools, but concerns with system overhead for users with 'not so new' computers and the need to have more that 1 fleet auto set, led me to this point. For example, the constant hashing of what fleet to move, which has priority to move, and which window/tab you have open does the move occure so they don't all clobber each other or try to move the fleet for each tab, etc. This would put a lot of processor time on every page you view. So this is why we have only one AutoLaunch. The AutoMove can run on many pages as its basically just a timer counting down to zero, then launch.

Tips on use of automatic movement.

AutoLaunch has one great purpose.

- A coordinated landing time for your guild -

  • The leader posts an arrival time.
  • Everyone enter the arrival time into the time helper below the move button.
  • Enter the ships and destination and save the preset.
  • Click calculate depart time, then click set reminder.
  • Select 'OK' when asked to turn the launch reminder into AutoLaunch and walk away.
Now... All guild fleets will land on the location at the arrival time regardless of starting location or fleet speed. If the launch time has past when you enter an AutoLaunch, you will launch immediately but looks like you'll be a little late. Also, if you were not logged on or did not have AE Tools running during an AutoLaunch, it will launch immediately upon login or AE Tools start.

How about if you have 2 more hours to wait for your RCs to sweep up. Set the AutoMove on that fleet to move 5 seconds after the sweep up of debris. This will help you not pick up too much of the debris pile and make sure to get those RCs to safety.

If you do have to leave a fleet vulnerable and go offline, split up the AutoMove into sevaral smaller moves/fleets. This way if you get only slightly damaged and loose maybe a fighter or 2, this will not cause an error on moving all your fleet, some will get away at least.

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