Travian3 Beyond - ML&CN

By ms99 Last update Feb 4, 2010 — Installed 6,039,121 times.

Requests

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ms99 Script's Author

@DMaster,

Hope the "traning troops" enhancements for the barracks/stable/etc. are ok and they provide the information you suggested.

Thank you.

 
Nux User

In my opinion the previous version was better. The new column change too much the "aspect".
If you want to add the consumption you may add it under the input box for the troops (littler character) as in the previous version.

Nux

 
DMaster Scriptwright

actually im pretty much like it !!!..
i didnt understand what do u mean by "wrong aspect"..
after all, the purpose of this script is to change the aspect? right ???

 
Brains Scriptwright

I think he means it twist the page to much.

Many of the features this script hold look like it could be a part of the original Travian, and i have to agree with Nux here, that they look to different than the rest, or as Nux said, changes the Aspect too much.

 
BmW User

I kinda like it too :)

 
benak User

Please can you add something special to rally point?
Look at this picture

There are returning troops and resources witch they are bring.
+ ALL RESOURCES COMING WITH TROOPS

Please, is this possible? Thx
(sorry for my terrible english)

 
ms99 Script's Author

@benak,

I'm not sure but I think the captured resources are only available via the Reports (BmW, please correct me if I'm wrong).

This would mean that the script needs to perform at least one AJAX request to the game server to read the last report. And if the information is not available it would have to read the next report and perhaps the next report and perhaps... and perhaps the last report (meaning a lot of AJAX requests to the game server). And it is also possible that the information is not available even if the script reads all the reports (think if you delete the report while the troops are still on their way to their hometown).

Even if your idea is good, I do not think this is a candidate for a request to be implemented.

Please keep in mind that the script has access to the game server the same way you as a player have access. It cannot access the game database directly but only via the Web interface of the game server.

Thank you.

 
BmW User

@ms99
You are right, you can see the captured resources via reports only, so i totaly agree with what you typed.

 
DMaster Scriptwright

ahhhmm *cought*
any thoughts about this ?
http://userscripts.org/topics/17901?page=12#pos...

 
BmW User

@DMaster
If you search for "Crop Villages" yourself, you click random too? ;) I dont :)

 
DMaster Scriptwright

~ @ms99 ~
when you click the "scan map" it scan the map in a spacific order..
like so
A1 A2 A3 A4 A5 A6 A7
B1 B2 B3 B4 B5 B6 B7
and so on...(till G7)
can you change the script so it wont be predictable...
to make it scan the 7X7 (in karte) in a random order ..
lik so:
a3 b5 d4 ..to be random, but in a way that all the 7X7 will be scanned in the end..

 
Nux User

Hi ms99,

You catch the race of the player from the barracks right?
Why don't you catch this from the profile when you also update the information for the population of the villages and so on.
I think the problem could be the language, but you can use the translation of "race" in the server's language.

Nux

 
chipos User

I think you should put some links in the resume of villages like this:

Instead of words for the links, you could use some small icons like the blue refresh icon already there

 
ms99 Script's Author

Hi Nux,

Yes, the race of the player is read when a barracks is present in the village center and it works this way:

1. If the user goes to the village center and the barracks is there then the script tries automatically call the getRace function
2. getRace function will first try to read two GM cookies: the race used internally by the script and the name of the race used on the Setup page.
3. If one of these two GM cookies is not defined:
3.1. the getRace function looks inside the barracks for the first troop image in the table of troops to build. Based on the name of the image (1.gif = Romans, 11.gif or 21.gif) it will determine the race used internally by the script
3.2 the getRace generates an AJAX request to the server to read the "spieler.php" page and extracts the name of the race in the language of the game server from the "Profile" table
3.3. getRace writes both GM cookies
4. If both GM cookies (internally used race and name of the race in the language of the game server) are defined, then it ends and returns the control to the "preCompute2" function which will take care of the upgrage building table, etc.

The reason for doing it in this way:
- want to avoid having another 3 strings for the race names for every language
- if for a language the race translations are missing, the script still works correctly

These are big advantages compared to the small inconvenience of not showing the race and troop time information for the first 1-2 days of the game until you build a barracks. And even if you would have troop time information, what can you do with it if you have no troops at all ?

Thank you.

 
ms99 Script's Author

@chipos,

What benefit would those links have on the main page besides one or two clicks less ?

Reason: when you enter the "dorf3.php" page the script behaves completely different for PLUS or non-PLUS accounts. Problem would be the non-PLUS accounts which can only open the "Overview" of "dorf3.php" page. The script generates all the other options of the 'dorf3.php' page on the fly without any connection to the server, but they all are based on the "Overview"...

Thank you.

 
ms99 Script's Author

@DMaster,

I'll have a look next week on how to randomize the map cell scanning of the "Scan the map" function.

 
Acr111 User

What about changing the send troop page in the following way?

Substitute the line:

var header = find("//div[@id='lmid2']//h1", XPFirst);

with the line

var header = find("//td[@width='33%']", XPFirst);

Insert the line

aTable.setAttribute("style", "position:relative; left:-20px; z-index: 100; border: solid
1px #00C000; font-size:11px; width: 170px;");

after the line (two lines after)

var aTable = document.createElement("TABLE");

Inset the lines

if (i == 0){
aCell.setAttribute("colspan", "3");}

after the line (three lines after)

var aCell = elem("TD", "");

The three options (send all troops/spy/fake) appear now in a box between the radio buttons for choosing attak type and the name/coords of the attacked village, rather than at the top of the page.
I fid it more functional for the following reasons:
- nearer to the other options and the button ok;
- almost all links that send you to the send troop page are at the bottom of the page;
- takes less space allowing the time table to be more visible.

Let me know if you all like it.
A.

 
BmW User

@Acr111
I did as you typed and the script doesnt even start ;) Ok, maybe i did something wrong, so please post the whole function or something that you have changed :)

BmW

 
DMaster Scriptwright

i tryied also ..
the problematic area are this two lines:
Table.setAttribute("style", "position:relative; left:-20px; z-index: 100; border: solid
1px #00C000; font-size:11px; width: 170px;");

not adding thus lines will make the script work again and the MOD will work BUT it wouldnt have any style..

acr111
please correct this two lines so it will look pretty and shiny... ;-)

 
DMaster Scriptwright

k.. i think i fixed it..
aTable.setAttribute("style", "position:relative; left:-20px; z-index: 100; border: solid 1px #00C000; font-size:11px; width: 170px;");

 
ms99 Script's Author

Hi Acr111,

Thank you for the suggestion. I've modified the code and this is the way it looks for me on a Romanian server:

The "Select all..." links do not really fit the small space of between the other two elements ("select attack type" and "village name/village coordinates").

I will upload the modified version later this evening and we'll see what the users will say, ok ?

Thank you.

 
Nux User

Very great! I like it very much! :D

I have an other idea for the same page: what do you think about moving the troops times from the place they are now under the input box where you insert the number to send (maybe in a little character style) like this (please don't laugh..bad image..I know)?

Free Image Hosting at www.ImageShack.us

 
Acr111 User

@all
Sorry guys for the missing 'a'!!
I have edited the post, now it is ok.

@ms99
The problem is that each languadge has a differnt length for the three columns ("select attack type", the new one, "village name/village coordinates"), so my settings of width: for the box are customized for Italian (looK at the picture posted by Nux). From your picture, I see that you can enlarge the box further to reduce heigth (but not for Italian since Sat is Villaggio...much more longer!!).
No clue how to make the length languadge dependent.

 
Nux User

Continue :D

another idea is about new alignment in the http://s8.travian.it/build.php?gid=17&t=2 page (market -> make offers)

What do you think about this?

Free Image Hosting at www.ImageShack.us

And the last thing: could you add in the setup the choice for the fake? for example a select html to choose the type of troop we want to use to fake.

Nux

 
ThePirate User

-large map like in TPlus
-color around friendly cities

Keep up the good work!