Open Shadowss opened 6 years ago
Back at home. Server updated
We have a bug , medals multiplied
This may be due to the appearance in the game of the account of Natars? Since on my server the medals were issued without duplication. And I noticed that the appearance of the Natars on the server corresponded to the issuance of medals at the end of the day at 00:00.
Maybe , but is still a bug.
Yes, I agree with you that this is a bug. This is only an assumption that it would be easier to find where this bug :)
Ahh you are right about Natars , maybe is influenced by that.
@Shadowss @iopietro Probably here it should be written: "Upgrade Armoury" ? Resources are not enough is yes. But I already have the level of improvement the same as the level of the Armoury. Most likely this inscription: "Too few resources", should appear after I increase the level of Armoury. I think the same thing should be with the Blacksmith.
Fixed
Another mistake with the NPC trader. When we go inside the village in an empty cell to build a new building and we do not have enough resources for this, the opportunity is shown to make the exchange of resources using the NPC trader (it was added that if the sum of all resources is less than the total amount of all resources for the building, then the link to the NPC of the trader is not displayed , so I understand that in this place it was not added). Now we can go to the NPC of the trader and he will incorrectly execute the exchange (just spent gold in vain). I hope that you will understand what I'm talking about :)
I updated the entire topic with Admin Panel bugs and rats. Please leave it like this.
@iopietro (you can see my account) @Shadowss trade routes and Starvation not working properly..
Trade routes, i define 24 trade routes 1 per hour, leave the game a few hours and no report or tranfer at all... only works if im logged in and playing..
Starvation, have some negative crop, and still training troops with no casualties. Still missing test casualties ongoing troops, incomming and reenforcement
@eliopinho : this happen because Automation is detached from the UI. Will be fixed after @iopietro will finish the refactor of automation
Also same problem appears when you build something the resource updates only if you click. Thats is because automation is detached from UI
@eliopinho It could be resolved by using cronJobs or by using an external program, which calls Automation.php every second 24/7. It a solution I've though about, I'll probably make it and let the Admin choose the better option during the installation.
@eliopinho Starvation works fine in my local server and in the Shadowss' server, I logged into your account, and I saw that troops die correctly when there's a negative amount of crop.
@velhbxtyrj Fixed in b7f958b203bd8f553bce037588f23b2f746bcaac (Armoury and Blacksmith errors).
@Shadowss, The map in the multihunter panel is now complete.
@iopietro : Great , thanks , server updated.
Does this item refer to bugs? I do not remember this in T3.6. To search for 15 and 9 with oases of 50%, 100%, 150% for crop, third-party services were always used since such an opportunity was not available in the game. This is added in the later versions of the game.
Search for 9 and 15 croppers including oases (already exists but without possibility to select oases)
Go to Plus => click on ? on Gold Club and read
Gold club You will only be charged once for entry into Gold club. Afterwards you have access to various exclusive features. Some of the exclusive features are free, others cost a defined amount of gold per use.
Free Gold club features:
Raid list
Raid statistics
Let merchants go thrice
**Search for 9 and 15 croppers including oases**
Priced Gold club features:
Assign master builder up to 3 construction orders
Automated trade routes between your own villages
Hide troops from attacks in the forest
(only possible if in the last 10 seconds no troops came home)
@Shadowss Then it's necessary to add this to the bug list: "Assign master builder up to 3 construction orders". Although I do not remember that.
@iopietro There is one more error with evasion settings. I can not set the amount, and when it is saved it is constantly reset to zero. I set 1 or 2 or 3, I click OK and zero is displayed when updating the page.
@iopietro @Shadowss And I also read one moment about evasion settings. In the table, the Reinforcement column means not the reinforcements that someone sent us from the players and they are in the village, but our reinforcements are personally ours, which are returned from the farm or from somewhere else.
"This feature is NOT included in the gold club!" I have Gold Club and I can use it anyway. Thus, this information is not correct. Or?
@Shadowss @velhbxtyrj, I remember that crop oasis near 15c and 9c were present in the crop finder. But I don't remember the 3 master builder queue.
@velhbxtyrj So, if I've understood correctly, in the "Reinforcements" column should be displayed our troops that can evade the attack?
@Peppi01 It means that if you buy the gold club, you won't have free "Complete construction orders & research immediately".
@iopietro yes i know, and i have Gold Club , and i can do this all. i can "Complete construction orders & research immediately" with gold club
You can do it by paying gold, but you can't do it for free.
@iopietro The "Reinforcements" column should show our personal troops who return home (to their village) with any attack or with any reinforcements. Since during the attack on the village troops will go into the forest ten seconds before the attack and those troops that return later can not leave. I think that this should probably be something like that.
Another point about oases. In oases, the production of resources should correspond to 40 resources per hour of the profile resource and all the rest of 10 resources per hour. And the maximum that can be taken from the oasis while there are troops of nature this is for 400 of each resource. Here it is all well shown: http://travian.kirilloid.ru/oases.php#s=1.36
Here is the article that I found, it was published in 2009, maybe it will help somehow:
Secrets in the game Travian
Travian has many chips, which even for experienced players are unexpectedly first discovered.
Maybe someone knew about this always and for him it's not news at all. But there are a lot of chips
I place below only a part, since many experienced Travian's rubal problems with "an abundance of letters."
So, do you know what ...
In the market it is impossible to expose the offers in a proportion more than 1 to 2, but on the contrary, even 1000 to 1 it is possible.
Catapults with a double shot shoot only half of its strength, but having a double shot, you can safely not use this opportunity.
When attacking seconds in the seconds, the first who hits the first is the one who came out first.
Since some time in Travian there is a good built-in forum, and not the one that was meaningless that was before. But with a good game, the forum, as a communication tool, is not needed. Only Skype and aliens. When the game was developed, there were no built-in chats in Skype.
When using Plus, the most important links, such as the amount of resources in warehouses, information about holidays in all cities, logs of ala attacks, the city where the Miracle is built and where many times it is necessary to send grain and troops, etc. - all this can be displayed by individual links in the menu on the right, repeatedly reducing the number of unnecessary clicks to search for these links.
It does not matter which cell in the city the building is located, under the link /build.php?gid=XX the building will always be found (XX is the id of the building in the manual).
When viewing the warehouses in all cities (Plus function), if you hover the mouse over the number of resources in %, the tooltip will show how much in the given city of resources in units of the value of the warehouse.
If you put in the capital construction of a resource cell level 11, and in the process of building the capital to move, then the 11th level of the cell will continue to exist. True recently, it seems, it was considered a bug and eliminated. At least my 11th level field at some point returned to level 10 itself.
If a player is blocked, and he has gold on the account, then they will never be removed from the game automatically.
With the personal removal of the account, if there is gold on the account, the question "What other account do you want to transfer the balance of gold to?"
The arena gives acceleration to the troops only starting from the thirtieth cage, and before that they are moving at the usual speed.
When calculating an attack, not the population of two cities is counted, but the total population of the two accounts. The advantage is given to the defender, if its total population is lower. Attacker, even with a smaller population, does not gain an advantage.
The Def and Att rating points in the rating are equal to the amount of grain consumed by the killed ones.
In unoccupied oases, the maximum amount of resources is 400, the production of all the russes is 10 per hour, and the profile resource is 40 per hour.
Oases belonging to other cities can be reconnoitered.
You can capture your own cities. It makes sense to do this in order to free slots in certain cities, especially in the capital, for the construction of 2-3 combat leaders, used only for the initial lowering of the loyalty of foreign cities.
The capital can not be seized, but it can be rolled to zero and it disappears. The enemy will remain without the capital until he himself is re-appointed.
Scouts can and should be pumped to defense and attack. From this, they die less when scanning enemy cities and they kill more foreign scouts in defense.
If the founder of the alliance has deleted his account, then the number of members of the alliance will be limited to the largest embassy among alliance players. If the former founder did not transfer all the opportunities to manage the alliance to someone else, then the alliance lost control. Have to create a new one.
If you send spam to, say, a dozen enemy cities, and then arrange a famine in your city, then spam will die on the way and enemies will attack EMPTY.
Scary of this psychic attack is only spam settlers
Features and tricks of using gold
There are "undocumented" features and tricks of using gold.
Basically this is a combination of the construction queue, the instant completion of construction and the NPC trader.
I will write which I know:
1) PLUS gives one the most important advantage: the queue of construction.
In addition to convenience, the queue allows:
a) with the instant completion of construction (gold), all buildings are built in the queue and + the study is completed). About Rome is understandable ...
b) to save the res (the cost of the second building is immediately removed).
2) At the beginning of the game, a bonus of + 25% on all resources is made, but then when a 9 or a 15 is captured, it is enough to have a bonus only for the crop, and change its NPC trader to any resources (it is desirable to have Def and capacious barns, more - saving gold).
3) It happens when the whole bonus + 25% (clay, iron, wood, crop) ends in a week - the bonus on the grain is not reset until you enter the "travian PLUS".
Theoretically, you can have an infinite bonus on the grain, the main NPC merchant is to call from the market and not to use other bonuses. (I've had this a couple of times, but I forgot and went in plus and flown away)
Good morning. We have a problem with Artifacts village vs WW Village. Natars multiplier unit is : 1
WW Village troops (there are few troops)
Artifacts troops (there are very big amount of troops)
@iopietro @Peppi01 : master builder works great
I think this is the priority of that project : Divide the Automation class in 4/5 subclasses and the "SendUnitsComplete" method in some submethods (seeing a method with 2k of codes hurts my eyes).
@iopietro : We must fix a parte of battle system. Let me explain. It`s a little fix :))
Where i put that arrow ( I select for target Brewery ) . The text must sound : Brewery is the target selected but this building not exist in village (cannot be targeted) , random target selected
Also for crop finder this is the best way. @iopietro i send to you the file and an screen. This is the best way to look like
Also i found an alliance bug. I cannot change the name of alliance , appear error : Name taken
But the name is not taken ....
Another problem is with Construction plan (You can see my plan is not active but i can construct on WW Village)
@velhbxtyrj They're all coded, except for one thing, you can queue a level 11 resource field and then change the capital, to have a level 11 field in a non-capital village.
@Shadowss 1) I'll re-look the formula, it's strange. 2) It wasn't in the original T3.6 travian, but it could be added as an enhancement (so as a extra function). 3) Wasn't your alliance name, already "Extermination Squad"? 4) Yeah, when I made the "Activate artifacts" method I forgot to change the WW building rules in Building.php.
@velhbxtyrj, The oasis production can be changed through the installation, but yes, every oasis should have a different production, based on their base bonus.
thanks iopietro
@iopietro This item is a bug, it was possible before fixing this error by the developers, so do not need to encode it :D
you can queue a level 11 resource field and then change the capital, to have a level 11 field in a non-capital village.
@iopietro @Shadowss Apparently due to the fact that the parameter is now: "Natars Units Multiplier? 1" there were few troops in the villages and oases. Initially, you apparently had this parameter much higher.
No. Same parameter on server instalation and when natar was released
Yep, I meant that it was the only one not coded yet.
Oasis have their own units multiplier, I'll see why there are few troops in WW villages and a lot in artifact villages.
We have problems with the scouts of the Romans and the consumption of the crop. Perhaps this is with some troops connected. But I have so far noticed this only with the scouts of the Romans. If scouts of the Romans goes to the target then everything is ok. After scouts of the Romans reconnoitred the target and returns home, they cease to consume the crop. After returning to the village, they again begin to consume the crop.
@iopietro : evasion not work. Troops remain o position in front of an attack
I did a small test and here are the results:
Installed Natars Units Multiplier = 10
A unique artifact with a sphere of influence account:
A large artifact with a sphere of influence account:
A small artifact with sphere of influence village:
WW village:
WW Buildingplan:
Installed Natars Units Multiplier = 100
A unique artifact with a sphere of influence account:
A large artifact with a sphere of influence account:
A small artifact with sphere of influence village:
WW village:
WW Buildingplan:
The code for creating army artifacts:
Code for the creation of the army of the WW village:
@velhbxtyrj Thanks for the tests, I should increase the WW village's troops.
@Shadowss Did the troops return from a previous attack or reinforcement?
@iopietro no attacks no reinf etc
Image
We have a problem on WW Village. Let me explain
The problem is ONLY WONDER OF THE WORLD building is not counted on POPULATION
Screen before build level 96 ( level 96 = 10 population )
After construction is finished on level 96 (SAME POPULATION)
Also population must consume HALF only on WW Village
http://travian.kirilloid.ru/build.php#b=40&mb=1&s=1.36&n&lvls=0,99
Fixed some of them in a8d6b9c35744894bf4dda7e87249c0d40f2e8bf8 and increased the number of Natars' troops in WW Villages by a x10 factor.
The entire list is moved to the first comment
Yep, good job on organizing them in a unique list, you can add them to the first comment :).
@iopietro this remaining
We have a problem on WW Village. Let me explain
The problem is ONLY WONDER OF THE WORLD building is not counted on POPULATION
Screen before build level 96 ( level 96 = 10 population )
After construction is finished on level 96 (SAME POPULATION)
Also population must consume HALF only on WW Village
http://travian.kirilloid.ru/build.php#b=40&mb=1&s=1.36&n&lvls=0,99
I already fixed them in a8d6b9c.
There is one more inconvenience when filling out the warehouses with resources, if we update the page once, then the resources will be displayed correctly. If we update the page after some time, then those resources that have not arrived will not be displayed, the resources will be displayed old, if we refresh the page, the resources will be displayed correctly. For example, in the evening we empty the warehouses and at the entrance to the game in the morning, the warehouses will start to fill up until we update the page, after which the warehouses will be completely filled.
Yep, I know, it will be fixed when I'll do a serious OOP structure, it happens because Village.php is loaded after the UI.
@iopietro i updated the server. You can enter in my account and try to build ww. Nothing changed at population
@iopietro Perhaps to win the artifact is likely to leave only record number 2? And to destroy the village player only record number 1?
Hello guys,
That tasks remain to fix from version after release 8.3.4
[ ] Automation (start of the refactoring process)
[ ] Rally Point
[ ] Profile bugs
[ ] Admin panel
System / Automatic Enforced Game Rules
The following things are automatically enforced by the system. Therefore it is no longer possible that you get banned for sending too many resources or friendly conquering / attacking another village: the system will simply not allow you to do this. Automatic Pushing Protection
To get rid of the complete pushing (= excessive resource transfers) section in the rules we developed the below described automatic pushing protection system.
The limitations to the amount of resources a player may send to another one are now hard coded. Therefore it is no longer possible that you get banned for sending too many resources: the system will simply not allow you to do this.
The limitations are complicated and connected to the relationship between the accounts in question.
The different connection types are:
Additionally 6 transfer categories exist:
Hourly production
All limitations are based in the hourly production. The resources produced in an hour are calculated by summing up the production of lumber, clay, iron and crop (all crop produced minus the inhabitants of your account) for the complete account. Furthermore one hour of the last week's average net raiding (raiding income - resources lost by being raided) is added to give the hourly production for the account.
Possible combinations of resources:
If the resource transfers are limited to crop (e.g. feeding of reinforcements or supplying artefact villages) resource transfers which include other resources than crop may not be possible. Therefore you have to take care about the combination of resources you try to send away.
Sending resources in advance:
In some cases it is allowed to send resources for some days in advance. For example if you are allowed to send 7 days in advance, you could send the sum of the hourly production from Monday till Sunday all at once.
Rules for connection type 1
Rules for connection type 2
Rules for connection type 3
Exceptions
Automatic Conquering Protection
The conquering limitations are also hard coded.
These limitations are not that complicated but also connected to the relationship between the accounts in question.
The different connection types are:
Rules for connection type 1
Rules for connection type 2
Rules for connection type 3
Exceptions
[ ] General bugs
[x] Alliance bugs
[ ] Forum bugs
[ ] Gold Club bugs
[ ] Raid List bugs
[ ] Oasis
[x] Troops
[ ] Natars
[x] WW village
[ ] Artefact