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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 09/01/2011, 12:32   #661
 
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@insche
They keep changing the notifications, I'll take a look if I can fix it again.

15) I'll keep that manual. It will force people to check there changes.
16) Remove is already possible (double click the icon) but what do you mean with sort?
17) Probably not. Queues are already used very efficient. Also it will take too long when you have many towns.

~Uthar
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Old 09/01/2011, 13:09   #662
 
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thanks for answer.

15: ok
16: you cant delete everything at once. sort: you clicked wood, senat, senat, market, baracks, market. but now you think: ´oops, i want the market first, rest keeps in order´ and you have to delete everythink. sorting would mean to push something in front.
17: nobody would has to do so, if it takes long, but you can.
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Old 09/01/2011, 18:10   #663
 
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hi Uthar - First of all. great job on 2.1.2. Your development skills continue to impress me and everyone should be very grateful that you offer this tool for free.

Regarding Insiche' post - many good ideas, but I think a lot of them are "nice to have" features. I still think the settings on the unit tab need some more advanced work.

1. Right now - the auto cast feature and queue units if spell is active is wrapped into that single option. This really needs to be split apart as different options. So I can choose to auto-cast or not auto-cast. And I can choose to queue troops or not queue troops based on if the spells are active or not.

For both of these settings, it would also be nice to specify a population level for both army units or navy units. Insiche already hinted at this idea. But basically you could say something like if Population capacity for army is greater > 300 - then autocast pop growth.

On the 2nd setting (queue or not queue if spell is active) you can also have an additional pop check -> Only queue army units if spell is active and pop > greater than 300, else if pop is less than 300 then queue regardless if spell is active or not.

Also. It would be very helpful for each unit type to specify maximum queue size. This can help balance resources so that army queues in sizes of 10. and leaves resources for navy units.

The alternative to this maximum setting is a the more advanced option, which i've thrown out before. And its actually not to far away from your UI now with the way you built templates. But basically, what you can define is a unit Build Pattern.

The unit build pattern lets you add a unit type and then a queue size for this unit type. You then can add / remove multiple steps in the pattern.

so first build 10 hops, 5 sword, 10 archers, 10 hops, 10 swords.
After you define the pattern you choose:
- Make the Pattern active
- Make the pattern loop or not loop.
- Make the pattern subject to target units or not subject to it. So if it is subject to it, and you had 290 hops as target, and the target got reached, the pattern would ignore building hops.

This points above would fully maximize the unit control.

Now as a my own separate idea that is a pure nice to have.

Right now I have 26 cities and the cycle takes about 20 mins. which means my resource farming has gone down and continues to go down. at least 60% of this time is all the work it does to "check unit queues, building queues, collect movements, etc... " and the other 40% is actual farming.

You can have a setting on the settings tab - that says Cycle Pattern. You have two variables: Full Cycle, and Farm cycle. So if i defined - 1 full cycle, and 3 farm cycles. It will go all the grunt work in full cycle and then go and do just farming for the next 3 city loops. It then would loop. You could of course leave it as 1 full cycle and 0 farm cycles, which would basically just be normal mode of the bot. Or vice versa, you can have 0 full cycle and 1 farm cycle and you turn the bot into a full time, fast efficient farmer.

insche - so you don't overwhelm uthar with your request - please read over my ideas as well. I think you should repost your ideas and my ideas based on feedback already from uthar, on what you think is highest priority in terms of importance.



Quote:
Originally Posted by insche View Post
thanks for answer.

15: ok
16: you cant delete everything at once. sort: you clicked wood, senat, senat, market, baracks, market. but now you think: ´oops, i want the market first, rest keeps in order´ and you have to delete everythink. sorting would mean to push something in front.
17: nobody would has to do so, if it takes long, but you can.
insche - so you don't overwhelm uthar with your request - please read over my ideas as well. I think you should repost your ideas and my ideas based on feedback already from uthar, on what you think is highest priority in terms of importance.

My current ideas from my post above:
1. Split autocast and queue when spell is active as separate options.
2. Offer population checks on both of these options.
3. Define a max unit queue size
4. Alternative to 3, is to go balls to the walls, and do my unit pattern idea.
5. Normal Cycle vs farm cycle setting

take these 5 with all of your ideas and force rank a list. I would like to see how you would rank prioritization.
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Old 09/02/2011, 03:35   #664
 
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your new units tab is confusing me and at the moment i dont like it.
maybe i dont understand how to use it efficiently.

only one city on it. i have more than 70 towns.

it is awesome to go through all of them to see/check the settings and to place orders.


regarding the crashes: i have not yet 80 cities and it still crashes if i change from tab to tab.
i am waiting wistfully for the new bot.

i recognized that the bot does not crash if i do not go to the buildings tab. it runs stable, but it does not work (means the status bar shows that the towns and its queues are checked, also farmers without problems). but the bot does not place anything into the queues and does not farm, too.
Quote:
Farmers are disabled for this town.
is the message what i can see in the log for all my towns. but i enabled them for all of them.

i created a new account and did test it there, too. same issue. the bot does not work.
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Old 09/02/2011, 15:12   #665
 
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@emina
Yes the building queue is still causing crashes, I'll have this solved soon.
All the other features are just working fine, including the queues and the farming.
At the moment you need to enable all the checkboxes for each farmer (Will add a check all in the next release). Also don't forget to enable the "enable" checkbox.

@insche and pappism
Thanks for all the new ideas and improvements. I'll first however complete the new interface so that it no longer crashes when you have too many towns. Also there are some small bugs that I want to fix first.
After that I'll see what features I'm going to add first.

~Uthar
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Old 09/02/2011, 22:02   #666
 
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Quote:
Originally Posted by Utharnl View Post
@insche and pappism
Thanks for all the new ideas and improvements. I'll first however complete the new interface so that it no longer crashes when you have too many towns. Also there are some small bugs that I want to fix first.
After that I'll see what features I'm going to add first.

~Uthar

i did not mean that you must do that - there was just ideas. if and when you do so - this ist not my question *g* its your bot and i love your work in fact, i find it a good point to work out bugs and interface first.

found a small - well - its not right a bug. its something not working good:

in ´advanced queue mode´ bot can hang, when you put something wrong in manual-queue. lets say your unit-queue just did put last 10 population in, and now you dont have one left. on your manual building queue is something, lets say baracks. bot cant build that because there are no free population left, but it does not ´auto´ build farm first to get population, so it hangs.

and i have a question: in unit-queue tab there is are the statistics ´resources´ and ´population´. in population-window there you can see ´122 (6)´
i noticed the 122 as free population, but i cant understand the meaning of the (6) which is changing to (9) or (10)
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Old 09/03/2011, 08:24   #667
 
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Quote:
Originally Posted by Utharnl View Post
@emina
Yes the building queue is still causing crashes, I'll have this solved soon.
All the other features are just working fine, including the queues and the farming.
At the moment you need to enable all the checkboxes for each farmer (Will add a check all in the next release). Also don't forget to enable the "enable" checkbox.

~Uthar

thank you for the hint. i recognized that the auto festival does not start automatically. maybe this is also amended if the issue with the interface is done.

question: for what stands "minimum population" on the settings tab? I did not found an explanation for it on the bot guide.
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Old 09/03/2011, 09:35   #668
 
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Quote:
Originally Posted by emina View Post

question: for what stands "minimum population" on the settings tab? I did not found an explanation for it on the bot guide.
this is minimum units build at once in unit-queue
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Old 09/03/2011, 14:02   #669
 
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Just a note to everyone. The current version explains all the settings in the settings tab. Just move your mouse over it and you'll the description in the top-right corner.

@emina
What insche said
Also remember that it is not the number of units but the population. Otherwise you wouldn't be able to build a CS.
The auto-festivals are working, but this feature is only available for donators.

@insche
The advanced queue mode has indeed not any extra checks. Because my idea for this was to be able to add a few extra buildings while using the target mode (nothing more). For example a few extra farmers when you want to make more units. Or a few academy lvl's if you need a specific research. I don't want the bot to add extra buildings.
But if more people want the checks to be included I'll add them here too.

The (6) in the population stats like "120 (6)" shows the level of your farm. Then you know if you are still be able to increase the population.

~Uthar
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Old 09/03/2011, 21:08   #670
 
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I have tried to use v2.1.2 bot however when I try to run it there is an error:
The application failed to initialize properly (0x0000135).

Could someone advise please?
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Old 09/03/2011, 23:29   #671
 
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@kernumos
You need to install the .NET Framework.
You can find the link in the guide (See page 1 of this topic).

~Uthar
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Old 09/04/2011, 00:38   #672
 
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Quote:
Originally Posted by Utharnl View Post
@kernumos
You need to install the .NET Framework.
You can find the link in the guide (See page 1 of this topic).

~Uthar
What can I say...?
You’re a star
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Old 09/04/2011, 09:39   #673
 
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thank you for the explanation.
donation made. ;o)
emina is offline  
Old 09/04/2011, 13:06   #674
 
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Np emina and thanks for the donation. I'll send you your unlock file.

//edit
Version: 2.1.4 Date: 04-09-2011
New features:
-Improved building queue interface.
-Added “check all” button for farmers.
-Incoming attacks are now checked after each town.
Bug fixes:
-Fixed a farming problem when using an invalid interval.
-Fixed notifications for 2.10

~Uthar
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Old 09/05/2011, 16:32   #675
 
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Hello,

Question: Does this bot work on German world "Ypsilon" (de21)
gagahhag is offline  
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