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Author Topic: Crown of Conquest - Browser RPG - now with improved automation  (Read 34138 times)

Arx

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Re: Crown of Conquest - Browser RPG - now with improved automation
« Reply #300 on: September 05, 2015, 03:13:09 am »

Qae (Sylvan's player) has been offline for almost a week now. If, after a couple of days, they still haven't logged back in, you might want to consider some surgical strikes at those garrisons. This game really needs more skullduggery...

A neat feature (possibly for a setting one higher than 'full') would be hitting the 'continue' button as well after combat. That's currently the most time consuming part of moving across the landscape for me. :P

That aside, I'm having a lot more fun dungeon crawling now that it's not a massive schlep. My XP/T is dropping pretty fast, but that's just because I have ridiculously few turns used for the amount of XP I have.

Edit: The full autocombat currently breaks if a character dies, because that character's attack can no longer be targeted. I don't know if it's possible or computationally affordable to check for dead characters every turn or every combat, but it would be nice.

Edit 2: Okay, it's now the weekend and I have some free time between study sessions. If I switch allegiance, what happens to my garrisons? Do they start claiming land for the Bloody Baronies? If so, should I move them all out to temporary garrisons, switch allegiance, and claim Bloody Barony garrisons?

I'm thinking about claiming a city or two, but there aren't any left to get without stepping on toes, so backstabbing is the only viable course of action right now. It's not urgent, there are a number of other things I want to do when I get more turns (like upgrade my garrisons' buildings and stuff), but it'd be nice to have some idea of what might happen.
« Last Edit: September 05, 2015, 04:35:42 am by Arx »
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Reelya

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Re: Crown of Conquest - Browser RPG - now with improved automation
« Reply #301 on: September 05, 2015, 06:24:04 am »

I think if you switch alleigences all your existing garrisons should be fine as long as you don't remove them. You just won't be able to put them back without seizing the castle.

There actual should still be an NPC city in Staberinde's far north, called Mirk Upland. It was NPC right up until 2 weeks ago, so worth a shot. If you claim that for yourself it might be a good idea to declare it for Staberinde so that you don't get it conquered by StormTroopers. A good goal would be to take over Undermouthe and Upperbit from StormTroopers (make sure to give every character a pile of scrolls of Entangle just in case he has powerful garrison characters in there, and keep as many characters entangled as possible).

~~~

I update the script with a fix for the dead person issue. It is already checking for dead people and not trying to set a target for them, but it wasn't subtracting those people from the number remaining, like it should have. So grab the script again, it's got that and a couple of other minor improvements. (I started logging the stuff that's being worked on, on the third post of this topic). I also improved the movement system, and have some ideas for things to add/improve next:

« Last Edit: September 05, 2015, 08:02:13 am by Reelya »
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Arx

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Re: Crown of Conquest - Browser RPG - now with improved automation
« Reply #302 on: September 05, 2015, 06:52:32 am »

I think if you switch alleigences all your existing garrisons should be fine as long as you don't remove them. You just won't be able to put them back without seizing the castle.

I see. I'll think about it some more and try to work out a plan.

Quote
There actual should still be an NPC city in Staberinde's far north, called Mirk Upland. It was NPC right up until 2 weeks ago, so worth a shot. If you claim that for yourself it might be a good idea to declare it for Staberinde so that you don't get it conquered by StormTroopers. A good goal would be to take over Undermouthe and Upperbit from StormTroopers (make sure to give every character a pile of scrolls of Entangle just in case he has powerful garrison characters in there, and keep as many characters entangled as possible).

I saw that, but was nervy of going so far afield. I may as well, though. Edit: When I have turns, anyway. Currently stuck in deep home territory.

Edit: Le Templiers have beaten me to the punch, but their player's been offline for a good while too, so I'm very tempted to gank the city anyway. I'll wait until tomorrow, to use a couple of farsights and get some turns built up, and see what's happened.

Edit 2: "Threat level: They'll barely touch you." I get sent packing. Welp.

Edit 3: Actually, this is worth a bump.
« Last Edit: September 07, 2015, 06:00:12 am by Arx »
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Arx

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Re: Crown of Conquest - Browser RPG - now with improved automation
« Reply #303 on: September 07, 2015, 06:02:36 am »

After being thoroughly served by Templiers' guards three times (I need to send him a congratulation...), I found a free town in Bloody Barony territory, which I have taken. When the uprising happens, let me know; for now, the allegiance is Baronies to keep a low profile.

I have a couple of requests for the map: the first is some kind of indicator if a tile is a road, since those are actually pretty useful (and could potentially be a boon to the movement algorithm), and the second is some way to make the buildings/towns of the currently logged in player more visible, although I see the rings kind of already do this.
« Last Edit: September 07, 2015, 06:04:36 am by Arx »
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Reelya

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Re: Crown of Conquest - Browser RPG - now with improved automation
« Reply #304 on: September 07, 2015, 07:27:38 am »

If guards are a problem, consider loading every character up with entangle scrolls. Scrolls get the level of their creator, but anyone can cast the scroll once it's made. You can then entangle every guard in the first round. Then, focus attacks on whichever guard is not entangled first. Unfortunately the auto-combat as it presently stands won't let you single out guard in this specific way, but you can still entangle everyone then click auto per round.

Spoiler: Arx' Map ideas (click to show/hide)
« Last Edit: September 07, 2015, 07:47:39 am by Reelya »
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Arx

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Re: Crown of Conquest - Browser RPG - now with improved automation
« Reply #305 on: September 07, 2015, 07:53:00 am »

If guards are a problem, consider loading every character up with entangle scrolls. Scrolls get the level of their creator, but anyone can cast the scroll once it's made. You can then entangle every guard in the first round. Then, focus attacks on whichever guard is not entangled first. Unfortunately the auto-combat as it presently stands won't let you single out guard in this specific way, but you can still entangle everyone then click auto per round.

Ooh, I didn't think of this. Yeah, part of the problem was that I only had one mage in the party at the time, so when he went down four or five turns in I still had several enemies to contend with.

Quote
For the roads thing, I could add a single road icon, then you just need to add a location and pick the road option from the drop-down. That would be quicker and less buggy than trying to automate it. For adding a special indicator to the map, I'd need to change how the map knows who is looking. The simplest and most versatile way would be to add a "user=" field to the URL itself. Then you could have it highlight yourself, or any other player you like, which would give more options than just "highlight current viewing player", and you just add the user field to your bookmark.

The roads thing would be fine, I should think. It's not really a priority, I just sometimes sit and plan routes while I wait for more turns or whatever, and seeing roads on the map is something I thought would be neat.

The user= fields actually already exists, for the waypoints, so that should be pretty simple.

Quote
The movement algorithm works by reading the move cost directly from the map sectors in the world, this is far better than trying to have this data on the server, because depends on how much loot you are carrying and your base movement rate. It's currently letting the game tell us that by itself. Right now, the auto-movement is guaranteed to get there in the minimal possible time for the player, but to side-step expensive terrain when possible.

Logical enough. If I'm worried more about turns than time, I can always micromanage it slightly.
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Reelya

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Re: Crown of Conquest - Browser RPG - now with improved automation
« Reply #306 on: September 07, 2015, 08:08:42 am »

With the scrolls thing, it actually makes a lot more sense to leave the mage(s) at home, and just have them scribe a stack of scrolls when you run out. Then 100% of their points can be for the expensive things too. Also, if you plan to use a mage like this, it could make sense to literally put 100% of their stat points into Int, raise their recall to level 10 and fletching to level 10 too, and arm them with a bow / crossbow. Then they are a scroll-making machine and an ammo repository for your archers.

In terms of other city targets, there's 54,16 which is just north of your other city. That's held by The Unfortunates, who hasn't logged in for 4 weeks now. I think if you drop out for over 4 weeks mayors seem to drop really fast, so there might be a thing that detects inactive players and kicks their mayors out. When an NPC takes over, it would be the perfect opportunity to take it over, and you can say you were protecting it for the Bloody Baronies, if questioned.
« Last Edit: September 07, 2015, 08:45:19 am by Reelya »
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Arx

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Re: Crown of Conquest - Browser RPG - now with improved automation
« Reply #307 on: September 08, 2015, 03:28:42 am »

Hah, yes, you're right. It's just flipped now. I need to level another character or two for another level or two (I have a zillion level nineteens, but I'm short on twenties), and I'll sieze it too.
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Reelya

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Re: Crown of Conquest - Browser RPG - now with improved automation
« Reply #308 on: September 08, 2015, 04:30:19 am »

Every 3 level 20's gets you one additional mayor up until about 12 or 15, at which point it starts to slow down. Sometimes I notice it takes a day to kick in, so be patient. I think the check for number of level 20 characters happens daily, but before each character gets their daily XP.

~~~

EDIT: Completed todays tweaks and updated to script version 1.27.

- General
  - Reworked the buttons. Less text, and more colour changes. Added some tooltips to things like the heal button to show spells remaining

- Combat:
  - Autocombat: Full now kicks in, when you travel above-ground, so you can fast-travel and have fights along the way

- Shop Scanning
  - added "Book" to the default settings shop item search terms, because someone said Book of Past Lives can appear in shops
  - added "Potion" too since there are rare potions that could in theory spawn in shops.
  - You'd need to add these to your item filter if you want them, if you customized it

Scribing:
  - Can now choose spell to scribe from a drop-down menu
  - Got rid of inventory check, since overflowing scrolls turned out to be fully usable.
  - Scribe scrolls should be cast by the autoheal when you run out of spells, but I haven't tested it.

TO DO LIST
  - add targeting system attached to the monster portraits, so you can pick targets in a tough fight

So, that would be it for combat and healing, since I can't really think of any more features that would be useful for combat after that's done.

Next up, the main improvements will be for adventuring. These are some ideas:
Spoiler (click to show/hide)
« Last Edit: September 08, 2015, 01:45:12 pm by Reelya »
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Reelya

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Re: Crown of Conquest - Browser RPG - now with improved automation
« Reply #309 on: September 08, 2015, 02:04:56 pm »

EDITED: Well bump because the script has new features, and I had some interesting stuff in testing. It turns out that you can in fact overfill your inventory with unlimited scrolls by scribing. But unfortunately, I don't know if it's fully repeatable. One of my priests currently has 172 heal scrolls usable (Only 64 of which are in normal slots) because my first version of the script script didn't take into account inventory space. The additional scrolls are sort of in limbo however. Their weight probably still counts for inventory however, but they only weigh 0.1 so that's not a big deal. 200 weight is 2000 scrolls.

Unfortunately, trying to replicate the effect used up a pile of blank scrolls but didn't use up the spells or provide extra healing scrolls. So I am able to overcharge scrolls sometimes, but I don't know if it's repeatable or predictable, and other times it seems to just waste blank scrolls.
« Last Edit: September 08, 2015, 03:29:07 pm by Reelya »
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Reelya

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Re: Crown of Conquest - Browser RPG - now with improved automation
« Reply #310 on: September 09, 2015, 05:02:27 am »

Final script version for another week or so. I got the retargeting working on monster portraits, so if you take it round-by-round you can single out any monster you don't like for death just by clicking their portrait. This could be handy for tough fights and/or fighting against other players. Plus, smoothed out a couple of remaining bugs and visual issues. So that's all the dungeon, healing, scrolls and combat stuff taken care of.

Things to try next week:

- auto-repair for the blacksmith and maybe auto-raise-dead.
- show encumberance values when your are in a shop
- basic automove / map waypoint system integration. A map system overhaul will come later.
- automatic shopping options, e.g. stock up arrows, scrolls, gems to a specified limit without opening the shop screen.

For anything that automatically spends money, there could either be a on/off button, or you could specify a reserve gold amount in the script and it doesn't spend below that. The reserve gold amount sounds better since you won't have to click anything in the game.
« Last Edit: September 09, 2015, 05:17:58 am by Reelya »
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Arx

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Re: Crown of Conquest - Browser RPG - now with improved automation
« Reply #311 on: September 10, 2015, 09:05:18 am »

Those all look pretty useful, especially the waypoint one. I've actually been thinking about that for a while.



Took over Oxness. Discovered this:

Quote
Elite Town Guard (80 gold per day)    7    7

Heck yeah, I inherited the previous guards! That's 49 000 I don't have to spend.

Edit: better than I thought, it's got a level eight market and level five barracks. Neato.
« Last Edit: September 10, 2015, 09:17:50 am by Arx »
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morlicar

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Re: Crown of Conquest - Browser RPG - now with improved automation
« Reply #312 on: September 10, 2015, 06:24:51 pm »

I just updated from 1.24 to 1.28 of the script.

I am getting a popup message when in the two towns I had time to visit: Enchanted Count = null

After clicking OK on the message, everything seems to work as normal.  I'm not too familiar with javascript, but it looked like it would be safe to ignore that alert so I commented it out. 

I'm finally getting around to experimenting with the auto-leveling.  I like what I've seen, and what little I set up worked as expected.  When I have time to set it up properly, this will be quite the time saver.

In case it matters, the towns I visited were Diverwich (93,15) and Jewel Cities (98,6)
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Arx

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Re: Crown of Conquest - Browser RPG - now with improved automation
« Reply #313 on: September 11, 2015, 06:50:11 am »

As far as I've been able to tell, that popup comes up when there are no enchanted items in a town you enter. I've also commented it out, since much of my gameplay time is currently spent trying to clear the areas around my super-small towns that have no enchanted items.
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Reelya

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Re: Crown of Conquest - Browser RPG - now with improved automation
« Reply #314 on: September 11, 2015, 10:02:26 am »

It was something I forgot to edit out from when I did the debug. it normally only turned up in towns where there are no shops that have enchanted tabs, which is pretty rare normally so I missed it.
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