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[Release] Forge of Empires Farmer

Discussion on [Release] Forge of Empires Farmer within the Browsergames forum part of the Other Online Games category.

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Old 01/02/2014, 15:14   #106
 
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Originally Posted by edelpulle View Post
does it still work? why do i have to give in the logindata?
I know it's hard, but if you try to read, nothing , just 1... or 2.. comments before your post, you will see that yes, it's working...

Because it logins for you, check the screenshots..
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Old 01/03/2014, 20:43   #107
 
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New version can be found in the first post of this thread. The main new feature is notifications (forge points full, blueprint found ...).
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Old 01/04/2014, 02:51   #108
 
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Hello Fsamot , i have one little problem , my config / preferences changed to defaults , every 6/7 days , my login info is being saved its okay, but all other settings , my custom settings all gets to default ???
is it possible to copy one file the preferences file and paste it again if that happens , or get my settings back ???
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Old 01/04/2014, 10:41   #109
 
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Thank you.

The getmyip work fine now.

Can you add function to disable autoconnect when (getmyip != preferenceip)
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Old 01/04/2014, 11:05   #110
 
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Originally Posted by albayhalid View Post
Hello Fsamot , i have one little problem , my config / preferences changed to defaults , every 6/7 days , my login info is being saved its okay, but all other settings , my custom settings all gets to default ???
is it possible to copy one file the preferences file and paste it again if that happens , or get my settings back ???
Yes, you can copy the preferences.xml file somewhere safe and if they do reset, close the bot, copy the file back and you should have all the settings back.
Also forgot to mention all the settings are saved in the preferences.xml and if you are using the Remember login information that is saved in the userdata file.

Quote:
Originally Posted by sor4 View Post
Thank you.

The getmyip work fine now.

Can you add function to disable autoconnect when (getmyip != preferenceip)
Oh, forgot about that. =) I'll add it in the next version.
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Old 01/04/2014, 11:44   #111
 
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i have a probleme for Tow accounts on same VM. look at the screenshot :





i have tryed with tow VM and a get same result.
do you know why i can t use 2 instance of the farmer ?

thank you.
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Old 01/04/2014, 13:49   #112
 
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Are you using a proxy for a second account? The error you are getting is a connection error so it could be something to do with the proxy. If you try to run the bot on just the second account, without the first one, does it work?

You can also send me the Application.log file and I'll have a look at it.
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Old 01/04/2014, 15:29   #113
 
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yes

i m under linux.

I have start with 2 VirtalMachines one by account.

I have tried to use the proxy setting to put the tow accounts on one and alone VM. i have the error ^
The same case occur on the 2 vm (but one is clone of other).

so, i restart the 2 VM one account by VM, and now work fine.

for the log i send by PM.
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Old 01/04/2014, 18:01   #114
 
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THX for your work at FoEFarmer

Have send u Donate
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Old 01/05/2014, 22:38   #115
 
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make me a guide how to configure the proxy
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Old 01/05/2014, 23:30   #116
 
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All you have to do is find a proxy server and enter the IP in the bot (options -> preferences -> connection -> proxy, check enable proxy - custom proxy and enter the IP and port)

There are also free proxy servers that you can find with the help of google but they are unreliable and slow.
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Old 01/06/2014, 16:21   #117
 
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LINK )))
pls x proxy server

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Old 01/11/2014, 21:18   #118
 
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Very nice program, works perfectly. Brilliant idea to do away with the game screen and doing all behind the scenes.

Couple of questions/comments:
1) What is the "refresh player data" under support? You can only polish/motivate once every 24 hrs so what does this do?

2) Program is extremely efficient at collecting/starting production, beats everything out there by a long shot. Maybe introduce a random delay on collection? Instead of collecting exactly at 5/15/1hr etc. introduce some delay so it looks more like a human is actually playing.

3) An option to use forge points for your own research (anywhere you can add points). Down the road an option to add points to GB, eventually can grow in an efficient engine to add points to GB of interest.

4) A really annoying part of the game is figuring out how many resources you need for the various items in the research tree. Maybe start with a simple screen with a summary of the goods you need to progress to the next era.

5) point 4 above can evolve in a "trading engine" where the system can put out trades for you based on what you need. Guilds usually have "fair trade" ratios so that part will have to be added eventually.

Great work Fsamot.
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Old 01/11/2014, 22:46   #119
 
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Originally Posted by interlinklord View Post
Very nice program, works perfectly. Brilliant idea to do away with the game screen and doing all behind the scenes.
i think it is also lots of easier way since u only need to programm the http requests and so on

Quote:
1) What is the "refresh player data" under support? You can only polish/motivate once every 24 hrs so what does this do?
Sometimes new players register during the day, and so the bot detects them and can polish them and stuff

Quote:
2) Program is extremely efficient at collecting/starting production, beats everything out there by a long shot. Maybe introduce a random delay on collection? Instead of collecting exactly at 5/15/1hr etc. introduce some delay so it looks more like a human is actually playing.
it is efficient because of directly sending requests and not loading interface or emulatong clicks and stuff. there is a random delay already, read the preferences!

Quote:
3) An option to use forge points for your own research (anywhere you can add points). Down the road an option to add points to GB, eventually can grow in an efficient engine to add points to GB of interest.
this would be a nice option. i dont care where forgepoints are spent, since they would be lost anyway when reaching 10. but just spend them anywhere before the buffer is full.

Quote:
4) A really annoying part of the game is figuring out how many resources you need for the various items in the research tree. Maybe start with a simple screen with a summary of the goods you need to progress to the next era.
good idea. but would be simple to calculate yourself with calculator anyway

Quote:
5) point 4 above can evolve in a "trading engine" where the system can put out trades for you based on what you need. Guilds usually have "fair trade" ratios so that part will have to be added eventually.
basically this is automatic trading, and then put FP in the tree where the traded goods belongs to. so we have it combined with 3)
i would support this idea, fsmot did really great work with this bot so far.
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Old 01/12/2014, 07:32   #120
 
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Originally Posted by *peem* View Post

it is efficient because of directly sending requests and not loading interface or emulatong clicks and stuff. there is a random delay already, read the preferences!
I think the delay in the preferences was between clicks. What I mean is actually waiting a random time (say 5 mins +2-3 mins for the 5min production) between clicking sessions. No human player waits exactly 5minutes (or 15 etc.) before they start clicking again.
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