Quote:
Originally Posted by Xtreeme
I saw in dsx.properties "attackplayer" function. Does it work?
I feel like farming the inactive might also be good.
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It does work, you just need to be careful. For example, there is no way for the bot to check if the village is clean, so it could be wasting a lot of units. It can also not check if the target is allied.
You need to use the maxPoints option in this case to make sure that only inactive people are attacked.
How to enable it: Set "attackPlayers=true", "lastWorldDataUpdate=01/01/2000 00:00:00", "maxPoints" to a safe value (see above) and restart DSX.
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Update: version 1.2
Changelog:
- add: build routine.
- change: now using tribal wars mobile api.
- change: using h2 as database engine.
- fix: player names / user name are now case insensitive.
As you can probably tell from the version number, a lot of changes happened.
Finally, Player/User names case insensitive. Small/Capital letters do not matter any more when you enter your login name.
Also, I switched to another database engine. It should be around 15% faster than the old one.
When updating from older versions: You need to delete dsx.properties / start with a blank folder.
The greatest and best change is probably that DSX is now using tribal wars' mobile api, enabling lots of cool things:
First, you can now log in on your computer and have the bot running in the background at the same time, without any of them being kicked out of the session.
Also, it seems like there is no bot guard monitoring the API. My test account did not get flagged within 48h permanent botting.
I added a build algorithm that upgrades production and other buildings like barracks, main, market etc.
It uses some predefined rules based on the highest production level.
Even though it is not perfect yet, it should be fine to use. It will not deconstruct anything and not upgrade main and market over level 20.
A customizable max-level-list will be added soonTM.
Make sure to give me some feedback if it makes a weird upgrade choice...
PS:
Just something about the API: It took me about 30 minutes to break the tribal wars API. For some reason inno games did not include a bot guard, but did they really think this "protection" would be enough?
As of right now, the new method should be safe. Bot packets look exactly like the ones the official app is sending. Also, the app has a high packet frequency, so that should not be a problem.
I might add some kind of security check, comparing the latest app version with the one the bot was made for...