Re: TravianX Advocaite Revision 4.8.5 Collection
Quote:
Originally Posted by
akira2081
I have a question , to all the coders , if there is a script for make the village X send an attack to the village Y automatically selecting troops.
I had been thinking sme kind of military planning building might be a good way to bring in something like that, but if it were you "automatically selecting" troops for someone to send, what exact series of steps involving what exact series of yes/no or arithmetical decisions would you invariable each and every time follow in order to attain the result that you would havw wanted had it been you who had involked this automation that we are currently assuming you yourself will maniually perform for now so that we can see and code exactly what steps are involved in doing it your way?
Personally I am not even sure the combat simulator is a great idea if it actually tells you exactly how many people will die on both sides, as even modern day armed forces backed up by supercomputers don't seem be quite get that right. (Who knew how many would die on 9/11, or how many would have died had both planes reach their targets?)
So I would favour making the simulator much more of a wild-ass-guesser before planning to use its results in non play character aka script decisionmaking... so I would prefer the series of steps and decisions you propose not involve using the simulator, or if you must use the simulator then involve randomly up to doubling or so (or more) and/or down to halving or so (or worse) the numbers of each type of troop before plugging the numbers into a simulator that actually does return the actual results that really will happen when the attack is done for real...
(After all it probably would not do for non plaer characters aka scripts to be better generals than the best of human players, would it?)
-MarkM-
Re: TravianX Advocaite Revision 4.8.5 Collection
Link isn't working for me o-0
Re: TravianX Advocaite Revision 4.8.5 Collection
knotwork , sory for my bad inglish , there are scripts ( like greasemonkey ) that let you input the troops and when they come back automaticaly send the atack again.
In oficial server this function is available with plus club im such a dumbass with php , but i will try to write some script and share with you for receive your avise.
Re: TravianX Advocaite Revision 4.8.5 Collection
I am not familiar with greasemonkey but have often written various kinds of scrapers to obtain specific info from websites such as poling the player statistics to see who gained or lost what in the last small span of time in order to figure out who attacked who and how well they did, thus figuring out good victims to attack.
The problem with "scraping" though is you have to try to figure out the page based on all kinds of clues that change without notice any time some webmaster decides they'd like to move things around a little.
Greasemonkey might work better because it is in the browser so knows all about .ccs and javascript so maybe can figure out even after all of those complictions exactly where on the page the data it wants ended up today.
If the server admins are supporting the script by mainining for paying members enough consistency to not break the scrip when they change the page, great.
Otherwise you end up constantly fiddiling aorund, each day you wake up wondering which scripts will have been broken overniht by some webmaster somewhere changing a page your scripts were relying on.
Thus my thought that a building might be a good way to go, because then it would live on the server and save bandwidth by going direct to the database and avoid breaking by being updated along with any changes that would affect its ability to operate.
I am not against scripting, in fact part of why I am motivated to run games is that most games other people run either deprecate non player characters aka scripts or do not allow players to buy and sell their virtual real estate, hire out as mercenaries, offer protection to nwbies in return for taxes (the classical governmental protection-racket) and so on.
So I definitely want players to be able to be active 24/7 by means of leaving clients or bots or scripts or whatever running at their end, offloading the strategy artificial-intelligence to the client machines could potentially mean less work for the server but only if it does not involve the client machines all polling once a second or once every X seconds where the viable numnber for X depends on the capacity of the server.
A proper balance of what computation to farm out to clients versus what to do on the server can be important for scale-ability. If we cnsider each avid player of games having at least one bot for each game they are involved in, we also ought to want to keep our sites light on browser-resources needed so pplayers don't have all kinds of flash and animated gifs and so on eating up their cpu for each bot they run for us creating thereby for us a non player character at their expense instead of ours.
-MarkM-
---------- Post added at 06:51 PM ---------- Previous post was at 06:46 PM ----------
IRC might be the best way to do bots, since IRC users are accustomed to being connected 24/7 anyway and IRC also tends to include flood control to protect against people trying to send too many commands/messages too fast.
-MarkM-
---------- Post added at 07:11 PM ---------- Previous post was at 06:51 PM ----------
We are starting to lose established players, the valuable core early-adopter players, from the rankings.
One place causing the problem is top ten ranming code, it has
Code:
SELECT * FROM ".TB_PREFIX."users WHERE access<".(INCLUDE_ADMIN?"10":"8")." AND id > 3 AND tribe<=3
The id > 3 is the problem. Even I myself, player number one, should be free to create a new account to use for my admin functions and let my original account serve as a benchmark character to guage how hard other players must be playing by how close they come to keeping up with what a player spending a certain amount of gold and not doing any raids can do.
In other words I should not need to stay an admin, I should be free to sell this account, without admin privs of course, to a player who believes in protecting newbies and so would like an early-arriving colonist thus a well-developed village in order to stand a chance of successfully protecting newbies once the barbarian hordes start arriving hoping to "farm" the newbies.
This is already looking like a creeping problem. I saw one database dump where there were five or so accounts right off the bat, as if the person doing the dump forgot they did not have only the 0 record in it.
id is irrelevant, if player number one or two is not an admin (or multi, if config is set to not show multis too, or mod, if ocnfig is set to not show mods too) and is one of the races 1,2 or 3 they should qualify. Or maybe you could check if they are type 2
What happens when we reach hundreds or thousands of races (or more likely factions, stages etc like gunpowder-era Romans, Automatic weaposn era Romanssa, intergalactic Roman marines etc etc etc)? Do the first thousand users who stayed with us over years or decades to get that far get thrown out to make room for non player characters invented for the latest bunch of races/factions/etc ???
-MarkM-
---------- Post added at 08:13 PM ---------- Previous post was at 07:11 PM ----------
Here is another things that will keep getting brfoken unless it is done as a config file setting: whether to actually delete the village and the village's opening for a leader to lead it when a user self-deletes.
Because farmers might be tempted to try to cause as many idle accounts as possible, whether by advertising to attract more users than are lkely to actually stick around and play or by more direct means such as creating many accounts themselves, it is important to make sure that the cost of colonising a new world (aka server) is acocunted for. Accounting means accountants, and accountants will not like mysterius midnight dalek invasions (or whatever is used to annihilate resources buildigns and real-estate developments and exterminate populations).
When a player self-deletes, if the admin has chosen to not have the leadership position vanish but rather to have it seek to be filled, the method I have been using is to take an md5 hash of something and use that md5 hash as the new username for the record whose user has self-deleted. I reset the password so the admin can set it for whoever the villagers to elect (or are elected by heh heh) as their new leader. The email address can be set to an address on the server, or just left blank.
Possibly, though I have nt coded this yet, villages thusly in more than normal nead of a leader might be willing to overlook a lack of some certain number of culture points a less needy village might ask of any civilisation wanting it to become part of it...
This is very important in the private servers niche because people wanting to play on maps littered with idle villages can simply play Travian. Players looking for a mapo of more-motivated villages thus pretty much have to resort to private servers to find such worlds.
-MarkM-
---------- Post added at 08:29 PM ---------- Previous post was at 08:13 PM ----------
According to the config file there are already two different culture point requirement systems by setting 0 or 1. So a maybe too simplistic but quick way to make villages who lack a leader accept invitions from civilisations with less culture than would normally be required could be to take the slow growth rate as what normal villages who already have a leader require and the quick rate for villages lacking a leader so more eager to join a well led civilisation.
-MarkM-
---------- Post added at 08:56 PM ---------- Previous post was at 08:29 PM ----------
Here is another important option, although I do not think the ability to accomplish this purely by means of MILIEU or GAME_NAME or SERVER_NAME has been broken yet. (Though without sensitivity to the fact that some milieus might be using the option someday someone might somehow devise a way to prevent its being done as a derivative, forcing it to be directly in the actual config file.)
Login or register then choose server versus choose server then login or register.
Here is why:
It might needlessly annoy potential players to wait until they have made the possible very hard to make decision as to which server before checking whether they are even qualified to play that server.
Regardless of what system of qualification might be used (naiton of origin, languages literate in, number of colonists you have and how far your starships can carry them, whatever), it is probably better to first get the user registered or logged in and only then worry about which server persons logged into that account as owner or sitter are to have access to.
This is especially important for private servers, and one way of implementing privacy is to only allow players who have played a certain amount of time or to a certain point or level or whatever already on the public traffic/player funnel server(s) that random strangers on the web are permitted to play in order to be evaluated to see if they qualify for any of the private servers.
As a side-effect, players without any villages will probably be possible, for the case of players who initially register/login on a public server in order to even learn enough about enoguh private servers to reasonably decide which one they wish to establish or buy real estate on.
-MarkM-
Re: TravianX Advocaite Revision 4.8.5 Collection
next error git hub
Alliance
Warning: mysql_fetch_assoc() expects parameter 1 to be resource, boolean given in /data/multiserv/users/669004/projects/1659023/www/GameEngine/Database/db_MYSQL.php on line 749
Warning: Invalid argument supplied for foreach() in /data/multiserv/users/669004/projects/1659023/www/Templates/Alliance/overview.tpl on line 12
Re: TravianX Advocaite Revision 4.8.5 Collection
hi, no update for attack time freeze?!
Re: TravianX Advocaite Revision 4.8.5 Collection
Quote:
Originally Posted by
parniaznet
hi, no update for attack time freeze?!
How long has it been since you last updated from github?
I just sent a new attack to check that it has not broken since it first got fixed which was quite some time ago now. It seems to be working fine for me. I am several commits ahead of github according to git but I do not recall any fixes I committed in my massive conflict resolution battle against having already existing functionality or documentation get trashed by stuff coming down from github.
---------
I think the entire Templates directory needs a neighboring LocalTemplates or Ltemplates or somesuch directory which is checked first for any templates before resorting to the default templates the distribution puts into the Templates directory.
Here is an example of why. I think many of you will clearly see that more than a few people will want to use their own versions of these Templates/popcon templates (I put the popcon stuff into templates thus I put them into Templates/popcon)). In any case, the whole point of using templates from their very invention back in the previous millenium is so mere webpage-editor types can customise how the data crunched by coders' code actually looks when presented to users so even if you think these example popcon templates are the cat's whisker you still should be free to have your server show your customised versions without your customised versions getting over-written by new default versions. (You could also copy the default ones you really like over into your local copy so they don't get written over by some later default ones you turn out not to like as much).
Templates/oopcon/moregames.tpl:
Code:
<h3 class="pop popgreen bold">
<a href="Templates/popcon/devservers.tpl" class="popcon">Development Servers</a>
</h3>
<p>
These are
<a href="Templates/popcon/devservers.tpl" class="popcon">servers run by active developers</a>.
If a feature you are looking for is not working yet on any of
<a href="Templates/popcon/devservers.tpl" class="popcon">these servers</a>
it is probably because it has not been developed yet. Thus these are the servers to be playing
on if you wish to keep yourself aware of new features and of course if you wish to actually
try the feature out to see whether you think it is sufficiently well developed to be ready
to be included in a release.
</p>
<br/>
<h3 class="pop popgreen bold">
<a href="Templates/popcon/prdservers.tpl" class="popcon">Production Servers</a>
</h3>
<p>
These are servers running old, but stable, releases. That means they don't have most of the
features you are probably looking for. Has there ever even been a stable release ever? If so
it was probably back when there was hardly anything that actually worked. Help us get production-ready
code ready for a production release aka stable release by playing on the
<a href="devservers.tpl" class="popcon">development servers</a>.
</p>
<br/>
<h3 class="pop popgreen bold">
<a href="forums.tpl" class="popcon">Forums</a>
</h3>
<p>
Mostly for development so far, as the code is not yet ready for a production / stable release.
If you cannot keep up with the current progress of development
by playing on the development servers,
<a href="prdservers.tpl" class="popcon">forums</a>
might work for you as a way of keeping up with the pace of events.
</p>
Templates/popcon/devservers.tpl
Code:
<h3 class="pop popgreen bold">Development Servers</h3>
<p>
These are servers run by active developers. If a feature you are looking for is not working yet
on any of these servers it is probably because it has not been developed yet. Thus these are the
servers to be playing on if you wish to keep yourself aware of new features and to familiarise
yourself with new features. Help us make sure the next release is truly ready to be released
by trying out all aspects of play on the development servers and giving us feedback about
what things you think need more work before being released.
</p>
<br/>
<p><span class="green"><a target="blank" href="http://villages.mygamesonline.org/" class="more">Villages Online</a></span>
Templates/popcon/prdservers.tpl
Code:
<h3 class="pop popgreen bold">Production Servers</h3>
<p>
These are servers running old, but stable, releases. That means they don't have most of the
features you are probably looking for. Has there ever even been a stable release ever? If so
it was probably back when there was hardly anything that actually worked.</p>
<p>
Help us get production-ready code ready for a production release aka stable release by playing on the
<a href="Templates/popcon/devservers.tpl" class="popcon">Development Servers</a>
and giving us feedback on the features we are developing as we develop them so that people who
wait for a release will not be disappointed by the release when it actually does get released.
</p>
<br/>
<p>
Oops, there are no Production Servers yet, unless you consider any of the
<a href="Templates/popcon/devservers.tpl" class="popcon">Development Servers</a>
to be close enough to a production-release state of development to count as
a production server itself.
Templates/popcon/forums.tpl
Code:
<h3 class="pop popgreen bold">Forums</h3>
<p>
Basically this currently means Development Forums, because the project is
currently being actively developed. Help us reach readiness for a production
release by participating in Development Forums if you are unable to help
by actually playing on Development Servers. (Or even if you are playing on
development servers!)
</p>
<br/>
<p><span class="green"><a target="blank" href="http://forum.ragezone.com/f583/" class="more">.Rage Zone</a></span>
In the course of developing these templates, I discovered that the version of the popcon functionality that I was working with at the time did not handle links from popcon page to popcon page, unless maybe I just hadn't discovered the correct syntax for such links.
(Consider the manual pages popup, those pages refer back and forth among each other all the time, and being templates too they too will be protected nicely by the proposed local copies of templates directory approach of looking for local copy before using upstream copy. Having spent many hours working on the manual-pages about how to pay for gold using various different currencies I was not pleased at all to have some stupid PayPal thing write over it. PayPal you won't really know until six months (180 days) later whether you really get paid, because on the 179th day they might say oh sorry the guy claims that was his underage kid or a hacker using his credit card, so sorry, no money for you. Bitcoins once you got them you got them, the shoes is on the other foot, you can say too bad no gold for you hahaha but they cannot pull your money back out of your account up to six months later.)
LocalTemplates might sound good conceptually but its a lot of keystrokes for anyone who doesn't habitually use aliases or variables when typing filepaths. Ltmp though short smiht be mistaken for something temporary. So I am open to any reasonable name for the thing just as long as it exists and is honoured.
I expect language files are much the same way. In fact Ogame clones such as Xnova Redesigned put the language files in with the graphics, they are part of the "skin" because different "skins" can have entirely different things needing to be verbally expressed.
(I guess gpack means "sorry, not a skin, this is just a gpack. To create a skin, please add the verbiage stuff.)
-MarkM-
Re: TravianX Advocaite Revision 4.8.5 Collection
[QUOTE=knotwork;6562771]How long has it been since you last updated from github?
/QUOTE]
2days
it`t ok in begin,but after 2or 3 hrs from start server,attack time is freeze!
i will hope that your code be fine!
Re: TravianX Advocaite Revision 4.8.5 Collection
Quote:
I just sent a new attack to check that it has not broken since it first got fixed which was quite some time ago now.
I confess that to me as I wrote the above, two days would have seemed like "quite some time ago now" as I was awake through most of that two days.
Quite possibly you updated just before the fix went into the github.
But my sense of time gets even more unreliable when I have been awake a long time so if you don't want to do a full pull of all changes since your last pull (or if not using pull, a full download) you could browse through the last few days of paches to find out when last the troop movement was patched.
I saw code long ago that seemed to be intended to remove old troop movements left in limbo by older code so I am not really taking seriously the idea that maybe your events queue is stuck waiting for some event that should "arrive" before your troops thus that your troops are basically backed up "waiting for" so they don't perform their action out of squence relative to some never going to actually happen action that should (have) happen(ed) before they get to execute their mission.
(So correct me if in fact that code didn't get in or since got broken and the queues can now jam again without auto-unjamming, and remove the offending lockfiles aka prevention file(s) from the live server's Prevention directory.)
-MarkM-
Re: TravianX Advocaite Revision 4.8.5 Collection
if i download again from https://github.com/advocaite/Travianx ,this problem is gone?!
also i haven`t Templates/popcon/ in my script!!!
Re: TravianX Advocaite Revision 4.8.5 Collection
Quote:
Originally Posted by
parniaznet
Depending on which of "?" or "!" is to be taken as authoritative in your "?!":
If "?": I don't know, you tell me. I think git might be protecting me still from some of what tried to come down to me from github because I had to go through a horrendous heroic conflict-resolution process with git to keep working stuff and existing documentation from being trashed by stuff from the github. (Even so, I have still ended up with the credits not being shown due to anleitung.php getting broken so badly that most of the documentation provided through its mechanism simply does not display at all.)
If "!": Awesome, great, good. Remember that as long there are developers awake any number of hours greater than maybe one or two is quite a long time. :thumbup:
You haven't a Templates/popcon directory because if you have the content that goes in the popcon popups at all you might have it as .php files in the ./ directory or they might be vanished into encrypted javascript or gosh knows what, I searched everywhere using grep trying to find the words I saw in them and they were not anywhere, that is why I had to go back to one of my backup directories and grab them, at which point I figured I had better turn them into templates so they don't get mysteriously vanished again - plus I changed the content of them anyway once I found them so that made me even more determined to prevent them from getting trashed by the upstream.
I posted them here as suggestions for Advocaite indicating one possible way to go toward not trashing everyone's existing milieus timelines chosen methods of payment they will accept, how much they will sell gold for in what quantity and to who ("if you want less than the wholesale customers buy, please buy retail from them" for example) and all that kind of stuff that importantly differentiates one server from another (and thus justifies releasing at all since if that is going to be the same on all servers we might as well just run however many servers are needed to handle the number of players who actually want to play and releases would not be needed at all since we would not need a plethora of sysadmins to admin a plethora of totally different worlds with different backstories and different idea of what that world will do next once it has completed the world peace wonder and on and on and on like that...
-MarkM-
Re: TravianX Advocaite Revision 4.8.5 Collection
Hey guys, is it just me or we are missing the add WW in admin panel, and login log futures ?
and umm.. why this karte2 in github is not working? - http://forum.ragezone.com/f583/large-map-files-778474/
Re: TravianX Advocaite Revision 4.8.5 Collection
Hi!
I have One problem.
I have last reales form github.
I just click on player and send unit
I write units I clisk ok and theh tropss and attack lost.
Why?
Re: TravianX Advocaite Revision 4.8.5 Collection
I just found that someone has started puttijng links to Travian corporate servers into files such as Templates/Anleitung/0.tpl, which now constains lines such as:
Code:
<a href="#" onClick="return Popup(1,5,'http://s5.travian.com/');"><img src="img/un/u/5.gif" width="16" height="16" border="0" alt=""></a>
Has someone just gone out and stolen a bunch of that corporation's HTML and then not even bothered to pretend it is not stolen?
This is the kind of crap that will get us all banned by our ISPs/webhosts if we let it infect our actual servers, isn't it?
It is sad to keep putting in endless sleepless days and nights trying to make a game people can legitimately use then find someone is somehow slipping freshly stolen material past our release-gatekeepers right into the release git repository.
They didn't even remove the Travian Games logo and copyright declaration
If Travian Games corporation really has given permission to us, great, but the permission should be clearly documented in the release somewhere, preferably with a link to the specific URL on some official Travian Games server/forum where they (it clearly being they not someone making up a pretend "license from them" doc to sneak into our release) give us that permission.
I had heard rumours that sounded like they were so surely not going to give such permission that even asking them for it would probably be pointless.
NOTE PROBABLY IT IS AGAINST GITHUB's TERMS AND CONDITIONS OF USE ALSO, thus threatening the entire ability to use github for the project at all if such slips are not promptly remedied by the gatekeeper(s) ?
-MarkM- (Someone seems to be trying very hard to get us all in trouble it seems?)
Re: TravianX Advocaite Revision 4.8.5 Collection
If you search in forum instead of spaming you would find a solution. Admins should ban you from this forum seriously, you are only spaming the forum.