Archived Comments (locked)
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@krneki: I also have Travian Beyond (2.6c I will add, just in case yours is a version-specific error) and I see the QP levels of buildings alright... Are you sure that your problem is an incompatibility between them? I do have some suggestions regarding a clearer molding together of Travian Beyond and QP Targets though... I'm still new at QP, but I've come to see a couple of things that could be fixed for them both to work better together... 1) Depletion timing in all pages is repeated above and below each resources' amount 2) The market 0x 2x 5x links dissappear overlapped by the 500 750 1000 option of the beyond.... This options only appear after sending at least 1 merchant somewhere first... Maybe they could be better positioned in the space below, i.e. next to the "0 = 0 (0)" place? Additionally, as an extra feauture request: QP, can you add coordinates and distance (the same as in the Rally Point) to the villages that I'm exchanging resources with at the market? 3) The Delete buttons below the reports page overlaps (in fact, takes out) the notepad of beyond (no real loosing here, I prefer these buttons so I don't care :P) Finally, another feauture request:
Sorry if I didn't make myself perfectly clear, English is not my native language... :P Very good script, and very much appreciated!!!!!! Great work QP!! |
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could you tell me, how can I disable numbers in dorf2.php (levels of buildings)? They are overlapped if I use travian beyond simultaneously. |
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With the 3.7.0 version marketplace don't show any more total arriving resources and time of last merchant. Actual I get error "currResourceRow.cells[3] is undefined", pleae take a closer look at this issue. Thanks |
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Here is the new version... a couple of bugfixes, one important for negative crop towns - inside upgradeable buildings or buildings to make troops the page would continuously refresh. Server type is now identified by the server... I still would appreciate information on how to differentiate Normal and Classic servers: for now I'm differentiating by the Culture Points, but for 2nd and 3rd town it is the same value. I already found that the oasis exist but cannot be clicked (they appear on the map but they have no link for them...). So another easy and early game way to differentiate these 2 server types would be great... Also added the Send Back Real Time - when withdrawing troops you only get the time of the slowest unit and if you want to withdraw only other units you needed to guess the real time... Nice gaming to all. |
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Hello, can you add german servers (http://welt*.travian.de/) to the included sites?
Thanks
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Hello, been busy... will try to get something out in the next few days... As for the questions I had made about a classic server, I'm trying to make the script learn which type of server it is... the thing that I found now which could show the difference between the 3 server types (speed, normal, classic) is the culture points at the residence/palace. But still the normal and classic do need the same CPs to make the 2nd and 3rd towns, so if anyone has any suggestions for something in-game that can be more distinctive than the CPs, post it :) Also, I'm considering hosting a webpage for the script... some pictures... maybe some more information on how things work... anyone has suggestions on where to host it? Ok, now for answers:
@RoadRunner: Thanks.
@Melhior: Thanks. @Joca: I do see your problem, but I already answered that to someone else: with the current interface I have for this, which is to use the game's interface, that is not possible and the reason why is this: whatever values you fill on the send troops page will go to the server which will check the validity of them and present them at the send troops confirmation so that page wouldn't have the hero, which would then make scheduling not have the hero anyway. Sooooooooo, I do see your problem but major changing to this will not come soon since I believe there are many other more prioritary features... Nice gaming to all. |
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I cant select the hero when he's not around. The problem is when i send the hero with the troops.
See this at: and then...i send the hero in attack! Now where's the hero to schedule?? |
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@RoadRunner
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Hey QP, first of all, thanks for a great suite of scripts. I have two requests for features if you don't mind. 1) In the marketplace you sum up the incoming traders and the total resources. I love this feature... but if possible.. I have an idea for an improvement that would prove extremely valuable to anyone riding a huge crop negative, in def.walls or WW villages etc. Is it possible to create a graph that displays a timeline... plotting the future granary balance based on consumption and incoming crop?
2) NPC help. You have NPC help for buildings and resource fields, but not for troops. Would it be possible to add that? I am still using a script called Travian NPC Helper, because it works for troops AND it provides a return link into the building or resource field you wanted to NPC in the first place. Thanks,
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@QP
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travian 2.5 exists at least in the pt servers |
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@dws: not yet... @Melhior: yeah... at least from middle to end of game that happens... I'll look into it. @polle1: see Melhior's answer. @Melhior: thanks :) @core79: Yes it is default configured for speed servers, check the end of the script there is a variable for that... server type or something like that - it is explained that it is for speed and the other possible values. By the way, anyone knows if there is still any Travian 2.5 server alive? or can anyone assure me that there is none? where can I find that official information? Thanks. Nice gaming to all. |
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I have a problem with the function "slowest incoming unit".
In consol error i see this: QP/Travian QP Targets: [getSlowestUnit]
thank you very much...
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@polle1
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In "autosend spy" the defult is 1 but can i change it too 5 ,and how? |
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@QP
thank you! |
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ty QP, I will be waiting ^^, |
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@Martinspeed: Thanks for the comment, it is always nice :) @Lord J: Unsure as to whether or when I'll do that. I have stated before I plan to make some features IGC (InGameConfigurable), but making all of them will take soooome work for that alone and slows down the entire script. So I prefer to leave some as script configurable, and even in both types of script configurations:
Nice gaming to all. |
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i have instaled this script 4 or 5 time but i always end up removing it..... could you please add config so we could chose active options..... make it a big config for every little addon you have... |
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Thanks for script |
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@guy6: yeah, there are some generic scripts that are used for "the web"... not for a specific site, and that profanity one seems to be such a case... but they refreshing 2 or 3 times seems like overkill... at least to me.
@BmW: ok, so a brag feature :P i'll look into it... Nice gaming to all. |
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@QP:
That is really not nececary to add, but if it wont take you much time, it would be cool to have ^^ |
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i found out today that some scripts not used for travian will still interact with travian. like the profanity script, and the google skins. they cause the travian server to send a refresh 2 or 3 times. it is like drawing a strait line right to your name. i got told on and the multi-hunter went through both my accounts. kept refreshing the screens. the only script i had on was qp targets. it wasnt found. but i think they are trying to crack down because the travian gold hack is a script and is malicious. has made the server unstable more than once. |
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@BmW: Thanks :) @dws: I will try to look into it... but it will take me some time... maybe next week. @Mica: As kupony already mentioned, even if you turn GM off the message is still there so I wouldn't really be worried... or so I hope... in any case (and I haven't been making sure lately) but I still think that all the actions done by the script try to mimic the user interaction... additionally to that there would be a problem if some functions like "unsafeWindow" (or someting like this) would be used, which is, for sure, not used. @Melhior: My question would be: is that really that useful?...meaning: are you really making that many troops at each barracks?... but I already saw that BmW agreed... I'm unsure... but maybe I can add that... and thanks :) @guy6: that is always good news :) @kupony: yeah, I did the same... disable GM and still got the msg also. see Mica's edit... or not since it is mostly a waste of time... :P people complain too much :) @BmW: same answer I gave to Melhior... Nice gaming to all. |
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@ Melhior:
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