Grepolis bot (Now with attack option)

06/17/2010 10:43 Cheatator#541
Quote:
-Fixed compatible issue with patch 1.15
Don't forget, in french, fr.grepolis.com is in another version (1.14), i think the modification for 1.15 EN can 'destroy' the compatibility with 1.14 FR if the change is big.
But currently i'm not at home, i can't test ;)
06/17/2010 10:52 Utharnl#542
@tinyphrag
You probably know uTorrent. I think I can make something similar to that to manage the time.

Queueing units is already for some time on the todo list. Will be the first new feature I will add. I have some ideas for it and I think it shouldn't give too many problems.

Forum view is nice indeed but will first add the more important features

@Cheatator
Yeah I know but I have compared the html code of 1.14 and 1.15 and made it so that it will work for both versions.

~Uthar
06/17/2010 13:36 kamikazeschaf#543
i have a problem with attacking.
when the bot located the farms, instead of attacking he just reconnects.
any suggestions? i think the settings are fine, a new prob with v 1.5?

problem solved. in one column of the attacking units i left the bracket empty instead of adding "0".
nvm.^^
06/18/2010 09:15 Utharnl#544
@AngelusAbsolutus
Everything is explained in the guide (in the start post). Anything specific that isn't working?
I could point you in the right direction then.

~Uthar
06/19/2010 17:21 XXXScarfaceXXX#545
Hi @ all

Can I run a computer with two bots (two accounts)??
06/19/2010 17:32 Utharnl#546
Yeah you can do that by moving a copy of the bot to an other directory. After that you can run both copies at the same time.

~Uthar
06/19/2010 17:40 XXXScarfaceXXX#547
Quote:
Originally Posted by Utharnl View Post
Yeah you can do that by moving a copy of the bot to an other directory. After that you can run both copies at the same time.

~Uthar
thx uthar:handsdown:
06/20/2010 07:56 tinyphrag#548
Hey, so, I was thinking about some more simple ideas. Just throwing them out there, I'm sure some of them you may have already thought about.

(oops I didn't realize someone had mentioned this first idea, I'll leave it anyway for the detail)
First of all, being able to see how many people you have that you can put to work then showing how many each upgrade takes when you hover over each building. This is probably not too hard once you look up what each level takes then calculate it based on what number it is in the queue. Shouldn't be too hard as long as you can actually grab the value of how many people you currently have that can work. (might have to add up all the buildings you have etc. in order to know the value unless you can read it from the place it prints or something up in the top right corner).

Another idea was actually showing the pre-requirements for each building. I'm pretty sure you already know when a building doesn't fit the requirements because the command button is grayed out until you have filled the requirements. If you could just make it visible and what the value should be, that would be kinda nice.

Also, was thinking about a somewhat iconic gui, right now all the available options are listed in the menu's but instead of doing that, maybe have them as buttons along the top. I know it sounds weird, and kinda pointless in a way, but having buttons instead of menu items illuminates 1 click from the process. Might sound stupid but I use it on a duel screen so being able to watch the bot and click 1 button when I need to get to something quick (because I'm doing something on the other screen that requires my attention too) it would just speed things up. Good news is this idea should be a very quick one to make also (command button or other object with a picture that points to the code that the menu objects already have).

Sorry the post was kinda long, I don't know how interested you are in new ideas for this project but regardless, just wanted to throw out another 2 cents because I really do like your work =)
06/20/2010 10:46 Utharnl#549
Keep the ideas coming tinyphrag, I'm still finishing a few other things but will start working on new features after that.
I will write your ideas down and see which of those are possible. At first glance "available people" and "Requirements for buildings" shouldn't be any problem.

~Uthar
06/20/2010 13:06 FrEe2fLy#550
Hi there. I'm a top player in this game and I follow your work since the first versions.
Although I've been avoiding to use the bot for a couple of reasons until now (it's not as efficient as me, as long as I have some spare time, and it could get me banned).

Anyway, I started using it yesterday and I've got some questions and possible ideas.

1st - Shouldn't the bot save the configurations from the last time? Every time I start the bot I must set the army / farmers settings all over again for every village because they are all at zero.

2nd - wouldn't it be possible to change a bit the way the bot attacks the farmers?

Right now the bot selects a village, sees if you have the selected army, sends it and selects the next village (this gives us only one attack per village each time the bot runs).

Wouldn't it be more profitable seeing if I have the selected army, sending it and rechecking if I have the selected army again to send it more times to different farmers before selecting the next village?
This would make the bot more efficient and with a more human-like behavior.

3rd - About the options we have on the attacks/supports themselves... If you have a village with archers and chariots, the right option for supporting a farmer is sending 75 archers or 18 chariots (for the 15 increase maximum on the strength of a village per attack) , but there is no way we can do that now, so we must choose what to use, leaving some army still and doing nothing.

Is there any way you could tell the bot to send 18 chariots at a time until there are none left and then start sending archers after that? Or "send 18 chariots for supports. If they are not available, send 75 archers. If they are not available, send 75 swordsman, and so on..."

These are just some ideas to make the bot with a more human-like behavior, more efficient and therefore faster on the farming process!
06/20/2010 21:38 Unghiutza#551
FrEe2fLy is right, those options could make the bot more eff.

But I have one question, lets say i have 150 archers, can I make the bot to attack with 75 archers one farm and with the other 75 another one or something like that?

LE: I don't know if this has been said but an option to train soldiers would be awsome... :X
06/21/2010 09:43 kingwill03#552
does the support option mean strengthen the vilige?
06/21/2010 11:34 shoosners#553
Hi, I have a problem. Starting bot> logs> choose the buildings to build> Timer Bulid 1min. > Starting

Bot Farmi well, but the buildings do not want to expand: \ Everything ok except the buildings: (what to do to develop a? (Material I)
06/21/2010 12:27 Unghiutza#554
What do you mean by EXPAND?
06/21/2010 12:31 jli2#555
After working very hard in Grep, I finally found this tool! Many thanks for the developer.

Even I am a new user for this bot (just 1 day), but I would like to contribute some ideas to improve it:

1. Just like 'FrEe2fLy' mentioned, the loot mode could be improved by sending multiple batches at the same time. For example, when the bot locates a target farm with enough mood, then it could calculate the required strength (100-x) and then work out the required supporting batches to reach strength 100. (25 riders/75 foot soliders/18 chariots for 15 strength increase). After sending these supporting batches, the attacking batch will follow them.

2. Stop looting when the warehouse is full. Bot could continue sending the supporting units, but the attacking units should be halt.

3. Automatic culture activities. Another time consuming (or critical) activity in Grep is holding the culture activities. It is truly helpful if the bot could detect the completion of the culture activities and continue it when the resources are enough.

4. A proxy option will be necessary for loading multi accounts.

Thanks again for making this excellent tool to relief us from the painful routines.