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Grepolis Bot (GrepolisNet)

Discussion on Grepolis Bot (GrepolisNet) within the Browsergames forum part of the Other Online Games category.

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Old 06/27/2010, 15:30   #46
 
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let's add that
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Old 06/27/2010, 15:56   #47
 
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Quote:
Originally Posted by Unghiutza View Post
And I saw one thing that is quite awsome, you can't change the minimum strength that the bot attack right? It is predifined at 100%?
1.1.9.6 : done
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Old 06/27/2010, 23:40   #48
 
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There is a problem when trying to change the value of Minimum str to ask for resources

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at GrepolisNET.FormMain.textBoxConfigFarmVillagesMini mumStrengthAsk_TextChanged(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnTextChanged(EventAr gs e)
at System.Windows.Forms.TextBoxBase.OnTextChanged(Eve ntArgs e)
at System.Windows.Forms.TextBoxBase.WmReflectCommand( Message& m)
at System.Windows.Forms.TextBoxBase.WndProc(Message& m)
at System.Windows.Forms.TextBox.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4200 (NetFxQFE.050727-4200)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
GrepolisNET
Assembly Version: 1.1.9.6
Win32 Version: 1.1.9.6
CodeBase: file:///C:/Program%20Files/GrepolisNET/GrepolisNET_Engine.exe
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
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Old 06/28/2010, 02:48   #49
 
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work fine for me
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Old 06/28/2010, 09:12   #50
 
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thanks Unghiutza

fixed in 1.1.9.7

i was tired i think
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Old 06/28/2010, 11:46   #51
 
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Yeah , works fine now :* good job
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Old 06/28/2010, 16:15   #52
 
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I have one suggestion that could improve the efficiency of thsi bot...

It would be great if you could make a priority in the option to attack villages for resources.

I saw that even if I have available Horses that are standing in my town waiting for a command, when a town is available for an attack, the bot chooses, probably to the list that units are enrolled in the Units section of the bot. It could be great to develop the bot so that he can recognize the units that can carry the most loot (units that are available in town) and send the right ones.

Example: If in town you have Archers, Slingers, Horses, and they are just standing, when a town is going to your predefined mood and can be attacked, it's obvious that you would attack first with Horses, but the bot doesn't know that...

Could that be possible ? Considering your skills in bot'ing I think that it is :P
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Old 06/28/2010, 18:13   #53
 
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1.1.9.9 : priority goes for carrying capacity
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Old 06/28/2010, 18:41   #54
 
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w0w that was fast dude...

If I contribute with 5 suggestions to this bot do I get a free cookie ? :X
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Old 06/28/2010, 19:42   #55
 
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What's new in this version?
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Old 06/28/2010, 19:56   #56
 
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But did you set the priority only for attacking and not for supporting? Becouse if it's for support to, it will send horses for support and will attack with archers and it the same thing (kinda) as before :P
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Old 06/29/2010, 03:40   #57
 
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next stage will be i suggest :

- auto build unit/ships
- and auto evade offensives units (example : send all offensive units for a raid just before the attack reach ur village) when an attack is coming
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Old 06/29/2010, 13:07   #58
 
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1.2.0.0 : an issue with Auto Attacks (for players)


Quote:
Originally Posted by patricia1 View Post
next stage will be i suggest :
- auto build unit/ships
That's the next one for sure

Quote:
Originally Posted by patricia1 View Post
- and auto evade offensives units (example : send all offensive units for a raid just before the attack reach ur village) when an attack is coming
and yes that's a nice feature too
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Old 06/29/2010, 23:27   #59
 
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I think that a nice feature would be if we could save the coordinates or w/e of the cities that we attacked. So that we don't have to introduce the coords each time or enter his name. Another option could be the bot to auto recognize all the cities on your island and just select them from a list...
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Old 06/30/2010, 10:58   #60
 
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Quote:
Originally Posted by Unghiutza View Post
Another option could be the bot to auto recognize all the cities on your island and just select them from a list...
Hm what do you mean exactly?
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