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Tasks for TravianZ Version 8.3.5 #544
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@Shadowss update new files on a test server to start testing |
All files has been updated today. All query are already executed in database. So is up to date. |
I removed "The forum alliance is completely hackable" because I forgot to tick it in the previous post. Also I removed every bugs you posted here from the previous post (to not have duplicates). |
Great ! I think first task is the hardest... I look forward for complete this 👍 |
Me too, it'll be the first one I'll complete, I already prepared the Automation class for the separation process. |
Still there is one problem related to the alliance. When a player automatically drops out of the alliance (perhaps this is due to some rights of access to the management of the alliance), upon re-acceptance, it automatically receives the previously assigned access rights to the management. In the admin panel in the Alliance: Alliance Positions section, it is listed as a member of the alliance, although it is not. Perhaps when exit the alliance, also lose the rights to manage the alliance? This is due to the innovation in the alliance, when the embassy is destroyed, the player automatically withdraws from the alliance. |
You're right, if an alliance member is kicked or leave the alliance, his permissions (related to that alliance) should also be removed. |
In the latest commit (f41666c) I've separated Automation.php from the UI and users classes (Village.php, Building.php, etc.), it's only a test, I wanna know if everything works fine. Try it by playing normally, every one second the Automation.php file will be called through a recursive JS function. Let me know the results of your test and tell me if you'll notice a faster pages reload time. |
Server updated ! Oh my GOD ! Calculated in 93 ms |
@iopietro but every player online will now call the same page every 1 second. |
@TerraSkye : on original Travian , automation is not run by cronjobs ! |
@Shadowss, was it before or after the new automation? What did they mean with "catapults" are glitching the whole game? @TerraSkye, I said many times that's only a test, I've better solutions to handle the whole automation. Also, you can't refresh the whole automation every 60 seconds. Every attack/construction finished will have a delay of about 60 seconds. |
At me in general time of an attack after the expiration has gone to a minus. |
@iopietro : that`s the whole message. Let me ask him. I receive a screen. And an answer : of course, just a sec, and my troops are not returning back anymore somehow. I update the server in this morning at 7:51:41 o'clock Romanian HOUR He attack at 08:20:03 today, so yes , it`s on new automation |
Do you have some recent errors in your error log file? If the time goes to a minus value, is because there's an error somewhere because the method "sendUnitsComplete" doesn't get executed. It could happens even because you've JS disabled on your browser and you're the only one online. |
The server is 1 hour above my actual time zone. Is the server time equal to the Romanian time zone? |
@iopietro im really impressed by the speed of reloading... |
Yep, the loading speed of pages is really good now, but I've to resolve some bug that caused by the new automation system. |
EDITED. POST TOO LONG |
Ok, I'll fix it as soon as I can. |
@iopietro In the configuration file in this section GameEngine/config.php: // ***** Graphic Pack
// true = enabled, false = disabled
//!!!!!!!!!!!! DO NOT ENABLE !!!!!!!!!!!!
define("GP_ENABLE",false);
// Graphic pack location (default: gpack/travian_default/)
define("GP_LOCATE", "gpack/travian_default/"); I added two new entries: define("NEW_GRAPHIC_LEGENDS",true);
define("NEW_GRAPHIC_LEGENDS_LOCATE", "gpack/travian_legends/"); Now I need to redirect one to the default folder of the graphics package in the code, or if we turn on the new graphic package, then redirect it to the new folder of the graphics package. The question of help is in which file to do this? And how to do it right? |
@velhbxtyrj : Great ideea |
@Shadowss Most likely, I'll start to experiment this a little later. |
Maybe it's worth making a show of the selected targets for the catapults in the rally point during the attack as an additional option that can be turned on or off in the admin panel? |
In order to add a second graphic package legends, need to rework too much code 😞 Today I started to do this and came across some difficulties. Therefore, will have to postpone it for an indefinite period. |
Yes, the catapult targets showed in the rally point is a new feature, so it should be activable in the admin panel. It could be more easy in the v9.0.0. |
If I'm not mistaken, then if a player who is under the Beginners Protection attacks another player, then he must lose Beginners Protection. Now this does not happen. If a player under the Beginners Protection attacks another player, then the Beginners Protection remains activated. |
@iopietro Just want to say thank you for still working on this and being such an awesome person |
Thanks a lot, I appreciate it :). |
Now you can destroy any WW village with catapults and it disappears |
This code: Should be changed to: if (count($varray) > 1 && !$database->villageHasArtefact($DefenderWref) && !$to['natar']) { (I can't do it right now) |
@iopietro I have made the changes you specified |
Thanks, great :)! |
@iopietro @Shadowss Some more comments need to be changed:
We also see that the mapping of the villages is arranged in alphabetical order (as I indicated in point 2). P.S. Or if maybe I'm wrong, correct me. |
+Changed the placement of menu links https://github.com/Shadowss/TravianZ/issues/544#issuecomment-416526737 +Minor changes and improvements in the Admin panel +Minor corrections in the display of text in the profile of the player
Yes, you're right and the links were moved to the left only because it was better than the right position. |
For links I remember and therefore did not mention them :) I mean displaying the list of villages in order in the player's profile and in the side menu. 1. In the profile of the player, they are displayed by the number of people (in our code the capital city bypasses this rule and always displays the first one). 2. In the side menu, villages should be displayed in alphabetical order. For example: we choose in which order to show us the villages, respectively, referring to them 1 - population 100, 2 - population 102 capital, 3 - population 40, 4 - population 600 (in our code they are displayed by population and the capital is always displayed first 1 - population 102 capital, 4 - population 600, 2 - population 102, 1 - population 100, 3 - population 40). Regarding the third punk, I changed it. In our code before the change, it looked like this: Now it looks like this: To change this, I've been looking through a lot of images for several hours to determine how it really should look. And last but for the time being I wrote all this, I thought that we can return the display of links to the original place but make a choice during installation and in the admin panel where to display them (as it is done for new functions) that in reality save the original game;) |
Nice, now it looks like the real T3.6 :). |
@iopietro I coped with my remarks in this commit Shadowss/TravianZ@baf38dc on the first and second points that indicated in the previous message |
@iopietro @Shadowss Good. I reached the medals. With them there is little uncertainty. I'm interested in some of the nuances and I think we can figure it out together. For the player there are the following medals:
Our medal code works correctly. But there is one problem with medals # 3 and # 4. Medals under number 3 in the original travian no at all. Medal at number 4 is exactly the original medal that we need, but! The medal for number 4 has the wrong image of the medal (now this image is taken from a non-existent medal for the hero), you need to remove the image from medal number 3 and install it for medal number 4 and then our code with medals will be completely perfect. Medal number 3 must be removed because I do not understand why it is issued and there is no such image for this medals. I also have a suggestion about medals. We have images for medals: the best merchant and the best hero. We can implement this as an additional function. What do you think about it? P.S. Although I will rather introduce this than our discus will take place on this matter :) |
I'll rework the medals in the refactored version, with your tips, thanks :). |
But I have almost finished doing it. There are only some details of which I can not understand exactly where the calculation of all the values for the week occurs. |
But the whole medal method needs to be reworked, the code in it is very bad right now. |
Ahh well :) All medals are described here: |
@iopietro this development has stoped ? |
So so, I will return on this project as soon as I can. |
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
Alliance bugs
Forum bugs
Gold Club bugs
Raid List bugs
Oasis
Troops
Natars
WW village
All Woodcutter of the 5th level
All Clay Pit of the 5th level
All Iron Mine of the 5th level
All Cropland of the 6th level
Main Building of the 10th level
Marketplace of the 1th level
Warehouse of the 20th level
Warehouse of the 10th level
Granary of the 20th level
Granary of the 10th level
Artefact
18 Cranny of the 10th level - 90 people
Residence of the 10th level - 10 population
Treasury of the 20th level - 62 people
Rally Point of the 1th level - 1 people.
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