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Author Topic: Crown of Conquest - Browser RPG - now with improved automation  (Read 34141 times)

Ehndras

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Re: Crown of Conquest - Dungeoncrawler and Warfare Browser MMO
« Reply #270 on: August 10, 2015, 02:02:52 am »

My last party, Clan of Aurea.

Party Created:   2011-10-17 08:10:30 (About 3 years ago)
Total Turns Used:   7934
World Explored:   41.89%
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Reelya

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Re: Crown of Conquest - Dungeoncrawler and Warfare Browser MMO
« Reply #271 on: August 10, 2015, 08:12:57 pm »

Ok, I fixed up the map a bit. Made the new coach routes less visually intrusive, so they're there but not overwhelming like before. I was considering whether to have a toggle on/off function, but this works fine now and is simpler. I also made the red forts etc stand out better against the enemy kingdom's map colors, so they're easier to see.

The next thing I'm going to work on is automatic updating of garrison, castle and dungeon info as you walk around. That's the last real thing you have to manually update at the moment. So automating that will save a lot of clicking and typing while ensuring data is as up to date as possible.

After that, I'm going to look at automatically updating the building information for mayors and castles (i.e. it will keep track of what level of barracks, market, runes etc each location has). This stuff is only really relevant for people who are mayors or own buildings, so I'll leave it until after the other stuff.

One thing I haven't done yet but would really like to, is automate the detection of Indestructible items in shops. I have a couple of different ideas for how to do this. Right now I'm hoping that an idea to highlight them inside the actual shop panel will work.

Reelya

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Re: Crown of Conquest - Dungeoncrawler and Warfare Browser MMO
« Reply #272 on: August 11, 2015, 06:39:56 pm »

Bump, map changes:

- names can now correctly have apostrophes in them. So Moriclar your party name now appears correctly.

- garrison ownerships split into two fields (garrison owner, building owner), and they now get a dashed circle indicating occupancy. Bright green means a castle is vacant. This means people can't append notes to the garrison party name anymore, because these are used to look up the player colors. Just use the lastcheck and notes fields for record keeping.

new awesome version of the script:

http://jgame.net.au/kingdoms/crownofconquest.user.js

- got rid of the last synchronous HTML requests in the script. Everything is async now, so it should be more responsive when entering a town.

- now updates non-city locations that you walk through.  This should work pretty good now but a few minor wrinkles will need to be sorted. It should correctly update all dungeons, and update both garrison owner and building (e.g. castle) owners.

It should also correctly set the size of each castle. Because it's non-trivial to set up "friend or foe" calculations, I hard-coded The Slaves to Armok as the good guys - they will get update to black castles automatically, and red castles for anything not owned by our kingdom.

One thing that the script doesn't do is deleting castles that have been razed, you still need to manually remove the location from the map if that happens, but it's rare so no a big priority, and you can do this without needing to walk over the square, just notice in the game that castles from the map are gone.

Reelya

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Re: Crown of Conquest - Dungeoncrawler and Warfare Browser MMO
« Reply #273 on: August 16, 2015, 11:59:18 am »

Bump, a few bug fixes with the script. Making all the data manipulation asychronous was great for improving responsiveness, but the script would crash if you left town while data was still being processed (trying to acess HTML divs etc that no longer exist), or it would still have data lingering about the last towns shops and erroneously apply this to the new town if you didn't do a page refresh. I added new checks for this so that the script drops the processing if it determines you've moved away before it finished.

http://jgame.net.au/kingdoms/crownofconquest.user.js

EDIT: Latest feature for mayors only. Now the script automatically collects gold from towns you visit (only if you are the mayor). No more forgetting to collect, and no more cut and paste.
« Last Edit: August 17, 2015, 01:13:07 am by Reelya »
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morlicar

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Re: Crown of Conquest - Dungeoncrawler and Warfare Browser MMO
« Reply #274 on: August 19, 2015, 07:24:13 pm »

been busy, so just got around to updating the script.  everything looks good.  I like the updates you've done so far.  Very useful.
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Kruniac

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Re: Crown of Conquest - Dungeoncrawler and Warfare Browser MMO
« Reply #275 on: August 19, 2015, 07:33:11 pm »

Yeah, "turn-based" browser games are awful. I'm not waiting an hour to do jack.

Even worse are the ones which have you pay money for "Boosts" (More turns). I can't tell you how many times I Googled "blahblahblah RPG" and some shitty browser game came up, calling itself an RPG. :(
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Reelya

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Re: Crown of Conquest - Dungeoncrawler and Warfare Browser MMO
« Reply #276 on: August 30, 2015, 12:08:18 am »

Well in this game you cab accumulate 2000 turns every couple of days, which is enough to play solidly for at least 6 hours at a stretch if you want ... which is more than enough, assuming you actually want to do other things with your life other than play the game. There's no real point being able to play a browser game 24/7 ...  Ones that left you accumulate turns and use them when you feel like are better than "schedule" ones, where you have to log in when they tell you or miss out. Also, there are no transactions in this game, it's fully free to play.

~~~

New script version - lots of new time saving features

http://jgame.net.au/kingdoms/crownofconquest.user.js

EDIT: now version 1.20a - with small but important bug fix for character leveling.

I disabled the coach data collection since we have all the coach routes. But I left the code in place, just in case coach routes turn out to be dynamic. Let me know if the coach routes ever change.

Second, I extended the item scanning to include all shops, so you can set custom filters and it will tell you which items are for sale, and what shop_id they are in. This saves a HEAP of time when checking around for stuff you might like to buy. The filters will match item names, or enchantment, or the word "Enchantment" will just match all echanted items.

Finally and this was much harder to set up - auto-leveling for your characters (you'll need to personalize this for your characters):

Spoiler (click to show/hide)

Well, that was a big update so i added a full 0.1 version number, taking the version to 1.20

Other things that could be added:

- automatically grabbing gold from your garrisons (DONE)

- automatically allocates spells to magic characters (DONE)

- make the map's waypoints system user-friendly, then integrate waypoint look-up into the game itself

- generate report for recruits so you don't have to troll through them all (low priority)

- quest scanning similar to the item/shop scanning (low priority)

« Last Edit: September 01, 2015, 01:30:48 am by Reelya »
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Arx

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Re: Crown of Conquest - Dungeoncrawler and Warfare Browser MMO
« Reply #277 on: August 30, 2015, 06:22:00 am »

I may actually start playing again, with that script! I'll mess with it a bit tomorrow. Levelups are the worst part of this game, so this ought to ease the tedium.
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Reelya

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Re: Crown of Conquest - Dungeoncrawler and Warfare Browser MMO
« Reply #278 on: August 30, 2015, 11:23:48 am »

Yeah, automatical levelling should make it much better if you want to maintain a number of garrisons around the place. if you jump back in a couple of castles around the place have become empty, one is at 85,83 and it has a level 10 barracks.

Here's a situation update: Virtually all towns are now controlled by players. There are very few NPC towns to take. There's nowhere for Bay12 to expand at the moment without conflicts. You can build more castles in our area, or I could hand over a few cities on request, but we're really just packing in more guys into the same area.

So there's really not much opportunity in the south to do anything interesting unless you want to invade Staberinde. But here's a more interesting proposition. A new nation has sprung up in the North, called The Bloody Baronies. Now they've grown quickly, attracted players and scattered empty fortresses all over the place. So there are empty forts and even castles up for grabs up there. There are even a couple of NPC cities in the region up for grabs. And with the normal arc of such things, the numbers will drop off and control of the kingdom or the whole region might be up for grabs within a number of weeks. You could even possibly get away with capturing the StormTroopers cities in the north that are isolated within Bloody Baronies, if you set them to that kingdom, giving you an opportunity to capture 4-5 extra cities without putting Slave to Armok at risk of invasion.

So, yeah, infiltrate and take over The Bloody Baronies seems to be the most interesting course of action you could take. I'd give it a shot myself but as the monarch of Slaves to Armok, me changing kingdoms would probably have adverse effects and I don't want to risk it.
« Last Edit: August 30, 2015, 11:28:54 am by Reelya »
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Arx

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Re: Crown of Conquest - Dungeoncrawler and Warfare Browser MMO
« Reply #279 on: August 30, 2015, 12:06:06 pm »

I'll mess with it a bit tomorrow.

It's not tomorrow, but I have fiddled with this. Reelya, you are amazing. I'll see if I can set up a few more garrisons for the cause, since now all the player activity I need to put in to keep it ticking over is a level up every couple of days.

And the script makes my stupid Latin schtick useful, too!
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guessingo

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Re: Crown of Conquest - Dungeoncrawler and Warfare Browser MMO
« Reply #280 on: August 30, 2015, 12:53:38 pm »

is there anymore development in this game? I played it some a few years ago, but lost interest. It looks like its been abandoned.
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Reelya

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Re: Crown of Conquest - Dungeoncrawler and Warfare Browser MMO
« Reply #281 on: August 30, 2015, 08:32:46 pm »

Well, the dev still gives feedback to questions about gameplay on the forums, and he'll make time for bugfixes when you show him stuff that's broken, so it's not fully abandoned in that sense. Mutant definitely still wants to work on this, it's his baby, but he's explained he's now really busy with a day job and other things, so he only gets a limited time to work on things. But as for new features, Mutant has explained he doesn't have time to do the coding, testing, debugging that it would entail. Adding new features invariably adds new bugs unless it's trivial stuff, but sometimes even trivial stuff breaks unexpected things and you spend hours tracking down bugs and find that you have to rewrite a whole subsystem because of an unexpected bug introduced by some "trivial" upgrade.

So what I think the problem is, is that there's a single dev who knows everything about the game, but it's grown to the point that adding new features is time-consuming especially for a 1-man dev team, so he's committed to "bug fixes only" to make thing as playable as possible.

Other than that, things like the script I'm working on are really the only way to add new functionality to the game.

Reelya

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Re: Crown of Conquest - Dungeoncrawler and Warfare Browser MMO
« Reply #282 on: August 30, 2015, 09:33:45 pm »

1.20b version: http://jgame.net.au/kingdoms/crownofconquest.user.js

Bump, small bugfix, they always happen. The script was applying the last matching build, not the first. So I lied to y'all in the instructions! Sorry. It's kinda unlikely to be a big problem but anyway, the new version fixes that issue. Plus I added a dynamic display to let you know how many points were spent. and count down the matched characters that are being processed (the number of characters in processing appears in brackets). So you can do one click, and watch the numbers tick up and down.

Additionally, I tidied things up so that there's less clutter at the top of the file, now all the stuff you need to set is separated from the other stuff as much as possible.

I also tested a blank match, "" which can match anything. This works, so I put a line at the end of my builds that just matches an empty string, and so every character that has no defined character build, gets con 25 before I decide what to do with them after that.

« Last Edit: August 30, 2015, 10:23:01 pm by Reelya »
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Ehndras

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Re: Crown of Conquest - Dungeoncrawler and Warfare Browser MMO
« Reply #283 on: August 30, 2015, 11:52:15 pm »

I like this Bloody Baronies proposition. Should I join them, take land, and help us plot against them? I'm not doing anything at the moment, as it is.
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Quote from: Yoink
You're never too old to enjoy flying body parts.  
Quote from: Vector
Ehndras, you are the prettiest man I have ever seen
Quote from: Dorsidwarf
"I am a member of Earth. I enjoy to drink the water. In Earth we have an internal skeleton."

Reelya

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Re: Crown of Conquest - Dungeoncrawler and Warfare Browser MMO
« Reply #284 on: August 31, 2015, 01:21:54 am »

Yup, fill up some empty castles with garrisons and look at taking over towns in that area, further west if possible. The castles with a light green circle around them on our map are the unoccupied ones. They took over some empty Staberinde castles already and they were not attacked, so it might be possible to take over a Red city there for Bloody Baronies, and see what happens. Overall, I'm thinking Bloody Baronies could be a good proxy to harass Staberinde, without putting all our eggs in one basket. Hell, if we can whittle off enough of Staberinde then Slaves to Armok will become the biggest nation by default ;D

In other news, recently a new player name Sylvan joined Staberinde, and has been wiping out a few of my garrisons and moved on to taking over a city. I was able to fix everything up pretty quickly, and I'll wait to see what happens, but the guy has 10 garrisons and I stumbled across a few around the city of Acnashagree (far east, middle), looking around I found a total of seven of his garrisons packed in pretty tight around the city. If he proves to be too annoying it might be worthwhile to go nuke his garrisons, but I'm worried that taking on a Staberinde player might act as a Casus Belli.

In more news some player called Templiers (which I though for a moment was terrible spelling but then realized must be French for Templars) is going around grabbing vacant castle for a laugh. This hasn't impacted us very much since we basically have ensured that all castles are occupied in our area, but it's been hell for Staberinde, who have very many empty castles, with swiss-cheese holes starting to appear all over the place in their lands.

EDIT: Actually I think the thing I'm going to work on next is getting the map to look proper in Chrome. I might start by making this separate as it looks awesome in FireFox already, but Chrome doesn't scale table cells very nicely, which the map currently relies on. So everything is out of sync in Chrome and it's not possible to calibrate it since it's not consistent over the size of the image, it's jagged, and it changes as you scale in and out, whereas Firefox works greate at every user scale. So I really have to rewrite how the map drawing system works, just to make it nice on Chrome.
« Last Edit: August 31, 2015, 02:39:36 am by Reelya »
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