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[Release] Grepolis 2 bot

Discussion on [Release] Grepolis 2 bot within the Browsergames forum part of the Other Online Games category.

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Old 05/12/2011, 16:31   #211
 
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Haven't had any problems with that yet. Is the bot then displaying the "Next update" timer in the statusbar or something else?

~Uthar
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Old 05/12/2011, 16:46   #212
 
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Quote:
Originally Posted by Utharnl View Post
Haven't had any problems with that yet. Is the bot then displaying the "Next update" timer in the statusbar or something else?

~Uthar
hi uthar,
yeah, it does show it but its just stuck? i also found that after stop/start the "connected" timer remains hanging bot the bot runs again
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Old 05/12/2011, 16:49   #213
 
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Is there something in your debug.txt? Maybe I can find something related in there.

~Uthar
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Old 05/12/2011, 17:24   #214
 
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Originally Posted by Utharnl View Post
Is there something in your debug.txt?
~Uthar
hmm not really,
ones i got:
5/12/2011 8:25:08 AM Connection to server lost. Starting reconnect...
5/12/2011 8:25:08 AM Exception in m_HttpHandler_UploadValuesCompleted(): The remote server returned an error: (500) Internal Server Error.
and a few/lot of these
5/12/2011 8:42:38 AM Ingame error while adding land unit to ingame queue

nothing more ? ive just rebooted and restarted ill report it again when it happends
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Old 05/12/2011, 17:48   #215
 
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Quote:
5/12/2011 8:42:38 AM Ingame error while adding land unit to ingame queue
That one is strange, that should not be possible. Will look if that is the cause of your problem. (Although I don't think that is likely)

~Uthar
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Old 05/12/2011, 17:50   #216
 
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Originally Posted by Utharnl View Post
@Jarisk
Thanks for all the ideas But do you have any specific point why to randomize them?
I think the bot will be less deterministic.
I wrote bots to Grepolis and Tribal Wars (in bash and php :-). There was the same queue structure. For a month, without my intervention, the bot has expanded production buildings neglecting the others (production buildings were on the top of the list.)
Also, this is a good point for optimization, implementation priorities, skipping cheap buildings for a while, etc.
I'm sorry, but English is not my native language :-)
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Old 05/12/2011, 18:04   #217
 
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Another Nice To Have:
- Building dependencies.

Like if I set leve 1 for the academy, the bot should but the required buildings in order to be able to build the academy lvl1...
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Old 05/12/2011, 18:06   #218
 
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At the moment it upgrades from all the upgradable buildings the lowest one. That should be random enough.
But to implement priorities for the automatic building queue is a good idea, will add that to the feature request post.
Because of the different priorities the building sequence should be different too, which makes it for every user more "random" and less detectable.

//edit
@jmspaggi
That is done automatic
If you use the manual queue mode you can't add it until you met the requirements and if you use the target mode the bot will only upgrade one of the upgradable buildings, which can't contain any building that doesn't have all the requirements.

//edit2
Oh, you want the bot to add all the buildings to the queue until you can make the building you clicked?
I think that is going to cause problems when clicking one of the 8 special buildings.

~Uthar
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Old 05/12/2011, 18:28   #219
 
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//edit2
Oh, you want the bot to add all the buildings to the queue until you can make the building you clicked?
I think that is going to cause problems when clicking one of the 8 special buildings.
Yes, that's what I was refering too. I agree it me fill the queue if you ask to create a special building, but for the others, it will be very helpfull. That way if you want to have the wall and the academy, you just have to select lvl1 for the 2, and the bot will create all the required buildings...

I'm looking into the code to see how I can implement that But so far, I don't know

JM
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Old 05/12/2011, 18:32   #220
 
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The bot doesn't contain any information about the building requirements so you will need to add that first.
But I think it's a lot easier to just use the target mode of the building queue and enter for each building the maximum level you want to have. The bot will chose the correct building sequence then.

~Uthar
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Old 05/12/2011, 18:39   #221
 
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It's just because I never remember the lvl of buildings required But I agree with you

So I will try to find something else to modify.

Another thing which might be good to have is to change the color of the lvl in the display when the building already reached the maximum.
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Old 05/12/2011, 19:19   #222
 
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Added it to the list

~Uthar
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Old 05/12/2011, 20:06   #223
 
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You want one more?

Add a random factor to the standard delay.

It's 2 minutes by default, but would be good to be able to set a +/-x%. Like if I want, I can set 5 minutes +/-10% which mean 4:30 to 5:30. That will make the bot more difficult to be detected....

I can try to work on this add if you want.

JM
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Old 05/12/2011, 20:12   #224
 
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Already have it but it's only + or - 10%, you don't always notice that on a 2 minute timer.
You can find it in
Quote:
randomizeTimer(int p_Interval)
in Controller.cs, maybe you have an other idea to randomize it.

~Uthar
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Old 05/12/2011, 21:10   #225
 
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10% timer randomization is sufficient. My bots worked on grepolis a couple of months with 5min+-10s without any problems.
Maybe switching UserAgent for the webrequest to the same in the webbrowser will be more safe and random ( real UA from the system)?
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