Closed GoogleCodeExporter closed 9 years ago
Part of the problem is easy to identify given your descriptions and screen
shots.
You are indeed right. Golem sees that you are at max energy and wants to reduce
that before it does anything else but it isn't smart enough (yet) to see that
there is no way of burning energy because Quest is disabled and Monster has no
defend target.
~~~Feed back requested ~~~~
Should Golem skip lowering max energy, attack a Monster that is above set
defend option but below 100% or override Quest disabled???
There is more to it than just those options. Additionally finding a way to
allow user to control override of Monster or Quest...
As to the spread option for Monster attacks. This tries to balance the amount
of stamina spent on each monster... That being said, there are plenty of things
that can make that go wrong because we have no way of keeping a rock solid
value of what has been spent on the monster. However, damage is a value that we
can easily reference from the CA page so it is more dependable. That being the
case, the Stop option is always a dependable action but the Attack option can
go wrong specifically using the spread option. Monster targeting needs further
work to make better decisions.
Original comment by HaploAW@gmail.com
on 5 Oct 2010 at 4:45
If energy is maxed, queue should be forcing the burn of energy. The easiest
solution would be to defend a monster that is above the minimum defense value.
However, that doesn't fix the whole problem. If there are no monsters to
defend, and questing is disabled, there is no solution.
Personally, I think disabling questing is the wrong solution. Instead, set the
reserve energy amount to a high number. This will keep the Quest worker from
using energy unless it would otherwise go to waste.
Users should realize that disabling workers can have negative affects.
Disabling workers is ideally only an option for when a bug is causing a worker
to work incorrectly.
Original comment by brianbar...@gmail.com
on 5 Oct 2010 at 9:06
Thanks for the replies. I just needed to clarify that when this was happening
the quest worker was NOT disabled (I realize the screenshot shows it unchecked,
but that was to keep the log from moving while taking a SS or switching it back
and forth or something like that [it has been to long for me to remember now])
Battle is almost always disabled on most accounts, and it hasn't seemed to
cause any issues.
I will say that I haven't noticed the problem as much lately, but I also
haven't really been relying on Golem to do much other than quest button
clicking after I manually blow through stamina. I will keep an eye out to see
if it still happens.
Thanks again.
Original comment by Murphy.J...@gmail.com
on 5 Oct 2010 at 11:09
I've added a new attack option, "Goal Maintain". This may help to spread damage
around on different monsters as it is based on more reliable data, namely
damage, ETD and expiry. The focus for this method is to work on the monsters
most in need of more proportional damage in the time remaining until they are
all roughly at the same point, then it should just alternate around them as the
ETD conditions change for the monsters. This one doesn't focus on fast,
sequential kills, but it should help to keep the stragglers caught up when
managing a flock of monster fights.
This one may not be the best choice for those with a mix of longer term
monsters mixed in with one or more short, furious fights, like rapid gold runs
with very short spans. For those types of fights something like "Shortest ETD"
might be the best option.
Original comment by lur...@hotmail.com
on 18 Oct 2010 at 7:39
Ok - I think I have finally figured out the root of this problem for my
account(s). If Time to level is in the past, meaning I have been away 3 days
with full stam and energy and 100xp left to level, Golem does nothing with
quests or monsters. If I am sitting on 500 stam and 700 energy with 1500 XP to
level the script only runs through things that take no energy or stamina, like
gifts, elite, etc.
This happens in all different configurations with quest or monster or both
enabled ( battle is almost always disabled on my toons ). It also occurs with
many monsters at all different levels of "achievement" or stop limits. It ONLY
occurs when Golem thinks that the time till next level is in the past ( saying
I will level Tues at 9 PM when it is Wed. 1 AM for example ).
The only way I know to fix the problem is to manually spend energy and stam
until the time to level is in the future, at that point Golem takes over.
I do NOT have LevelUp worker enabled and it is below my idle on the list.
Thanks
Original comment by Murphy.J...@gmail.com
on 3 Nov 2010 at 4:43
Sadly a lot of the Levelup related code has managed to migrate into other
workers - Queue specifically - this means it breaks in several cases including
this one.
I'm hopefully going to get Resources finished soon, then the entire LevelUp
worker can get deleted and forgotten about... It works for some people (not
including me) ;-)
Original comment by RycochetTM
on 11 Dec 2010 at 12:07
Levelup has been significantly changed since this was raised. Please confirm
still an issue.
Original comment by 0Artifi...@gmail.com
on 21 Mar 2011 at 6:24
Original comment by 0Artifi...@gmail.com
on 5 May 2011 at 7:46
Original issue reported on code.google.com by
Murphy.J...@gmail.com
on 1 Sep 2010 at 3:33Attachments: