but whe oasis has no troops,
---------- Post added at 07:33 AM ---------- Previous post was at 07:25 AM ----------
nothing happened , when i attack oasis my troops disappear. can spoem one help plz
Printable View
but whe oasis has no troops,
---------- Post added at 07:33 AM ---------- Previous post was at 07:25 AM ----------
nothing happened , when i attack oasis my troops disappear. can spoem one help plz
fixed a typo causeing some issue and update contents of file in above post
hi, i need help, a stupid bug. when i login and press on profile travian takes me to
http://DomainName/spieler.php?uid=%3C?php%20echo%20$session-%3Euid%20?%3E
^ take u to the support page.
now how can i make it take me to the profile page ?
http://DomainName/spieler.php?uid=(player number)
Eyas add me to skype handle is advocaite
download teamviewer and ill help you out
someone added special chars into the file but should be like <?php ..
I was going to ask if the pre made database changes mess around with early adopter players, but I see that when choosing which player to give ownership of the oases to you do it by setting that player's ID number as the default value for owner of oases.
My player number two happens to be an ancient Elf from many many past game systems incuding BBS games and MUDs as well as being higher in points even that Admin in the Xnova Redesigned deployment.
Thus, it might not be too awful to allow control of the oases to default to that player.
However, he is on the travianesqe planet "incognito", using a variation of his ancient name that more nicely matches his cover-race, which is Teuton.
So before going ahead and leaving default owner of oases as player number two, I figured I might as well ask if there are going to be problems down the line if the default owner of the oases is undercover posing as a Teuton (mostly due to lack of actual Elves so far in this deployment)?
He has been thinking that Natar might be a better representation of the kind of elf he is thinking of being known as lately, but maybe if it can be argued that Nature means Wood Elf whereas Natar means a kind of Dark Elf rather than High Elf maybe I could talk him into considering changing race to Nature.
What would happen to his villagers and their armed forces of clubswingers and so on though if he did that?
Would it work better to simply create whole new user - whose ID would be thirtysomething by now - to give default ownership of oases to?
I suggest that in future you start normal users at five digit or six digit numbers right from the start, so they all have same predictable number of digits for easy display in even non-html (printed for example) reports, and as a side effect leaving you nearly ten thousand or nearly a million spare user-numbers no normal user would normally ever be assigned, for future NPC use etc.
*** Would the oases be populated with Teutons instead of Nature's troops if the default owner of the Oases were a Teuton? (And similarly, populated with Natars if their owner were a Natar?) ***
(I'll read the code of the populating functions but problems elsewhere if some code someplace makes assumptions based on exact ID number of a user could be anywhere...)
Maybe now we have an end-game reward for winner of Wonder race: default ownership of oases, maybe on next new planet instead of current planet if current planet has few un-claimed oases by that time. (Or assume everyone but them heads to new planet, leaving them in control of all oases on this planet when next wave of colonists arrive.)
-MarkM-
ok what i did was i made sure that the nature , natar and taskmaster account was creadted at install for simple reasons why the id increasments should start at 5(can be made bigger no probs there) as all ids below are reserved for game it also helps in battle with sending notices and stuff if there not there shit breaks there names can be changed to suit what ever you like really, but they function still the same way,battle should be able to handle as many tribes and races you like with only minor ajustments to the code the old way of oases is gone it is alot cleaner odata now controls everything about the oases i think its hardcoded to nature unit set in install setup
"can be made bigger no problems there" is NOT TRUE!
Once upon a time it was 1, and making it bigger even just to 2 already is screwing around with one decades-long senior early adopter who is key to whole social concept of viral and so on. You don't screw your early adopter players who support your projects over decades, it is bad idea.
Then if it ever is made bigger to 3, player number 3 suddenly will come under attack.
Then 4.
Then what happens when we add all the Wesnoth "factions" as "races" (adapting them if they have more or less than exactly ten types of unit in a faction) and so on.
The first twenty or thirty or fifty players will be screwed around with.
Then when someone makes a race-generator that assembles all possible races based on permutations of racial special abilities (and permutations of arms legs etc to make sprites the franken-kit way) that could be hundreds more players screwed around.
If it needs to be done by reserving IDs, we should start players at a million or ten million or something, OR place any NPC special records we need way up near four billion, hoping not all six or more billion people on earth will all want to play.
Already making it bigger is proving to be a problem and we only made it bigger from 1 to 5 so far.
-MarkM-
Warning: include(GameEngine/lang/en.php) [function.include]: failed to open stream: No such file or directory in /data/multiserv/users/660097/projects/1663265/www/index.php on line 18
Warning: include() [function.include]: Failed opening 'GameEngine/lang/en.php' for inclusion (include_path='.:/usr/lib/php') in /data/multiserv/users/660097/projects/1663265/www/index.php on line 18
Suddently git pull is starting to make changes in Templates/Build/37.tpl that look as if they are trying to revert way back to the old broken hero mansion in which the hero did not een have an association with a village, as if each player was only going to have one hero per player instead of one per village.
Remember the whole mansion fix I provided way back that fixed that?
It looks like someone submitting new little fixes like the correction I just saw for gauls missing hero (scout) being the third unit of the race instead of the fourth was working from some ancient version of the mansion when they made the fix.
(Remember too there were changes to the hero table in my full fix because the old broken code was not even using same idea of what fields the table would contain as the table actually used to contain way back then.)
-MarkM-
Templates/menu.tpl in line 38
<a href="spieler.php?uid=?php echo $session->uid ?>">
missing '<'
should be <a href="spieler.php?uid=<?php echo $session->uid ?>">
next bug in git hub
update natars script in git hub
now building Treasury not possible
Because you've edited aviable....
You can change it but artifatcs not 100% done.
You're script,now,looking like this :
//if($treasury == 0 && $mainbuilding >= 10 && $id != 39 && $id !=
//40) {
//include("avaliable/treasury.tpl"); }
You should remvoe all "//" that worte in start.
You can find this text in Templates/Build/avaliable.tpl
lines 118-121,but Remember :
Script not work now,Dzoki & advocatie working on it ;).:thumbup1: