EZ-Snipe

Discussion in 'Scripts & Independent Tools' started by tcamps, Feb 19, 2018.

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  1. tcamps

    tcamps Active Member

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    A couple of bugs are being fixed. There is currently a serious bug that occurs when server time is not UTC/GMT, preventing snipes from being generated. This is a priority, and a more complex problem than I expected. I hope to have an international fix soon. EDIT: This seems to be fixed, which was easier than I thought. Please report any timing issues here.

    The use of defensive power instead of population for sniping has been added prematurely without testing, but this does not seem to be the cause of the problem. The minimumSnipePopulation option has been replaced with minimumSnipeDefense, with a default of 10,000. (Approx. 75 sp+sw) This can be a single value or an object, with sub-values infantry, cavalry, and archer. If only a number is provided, it will be split evenly between infantry and cavalry defense. The main post will be updated and these comments will be deleted once the feature has been fully completed.
     
    Last edited: Mar 11, 2018
  2. tcamps

    tcamps Active Member

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    Can someone mark this script as [Approved] please?
     
  3. Zalinor

    Zalinor Non-stop Poster

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    For the last 24 to 48 hours I find that when I run the script it shows
    "Loading Ez-Snipe..."
    Then it gets stuck on "Making snipes and checking for sigils..." with no progression from this point.

    W97 both Owned account and sat account exhibit the same issue.
     
  4. tcamps

    tcamps Active Member

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    Thanks for letting me know. I can’t reproduce this on my end. Please PM me with with script as pasted in your quickbar, the browser you’re using, as well as all output in the JavaScript console.
     
  5. tcamps

    tcamps Active Member

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    After working with Zalinor I've fixed the bug. It appeared on worlds where archers were disabled.
     
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  6. NATMUS

    NATMUS Non-stop Poster

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    I have a couple questions about this script. If i could talk to you over skype or discord let me know.

    Thank you
     
  7. tcamps

    tcamps Active Member

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    I've PM'd you with my Skype info @NATMUS
     
  8. ShamanHero.fr

    ShamanHero.fr New Member

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    Hello,

    I've try to translate it for frenchs servers but he didn't work, if u could contact me on skype (rush1417), I have a couple questions.

    Thanks
     
  9. tcamps

    tcamps Active Member

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    A new bug has been discovered on Swedish servers at tribalwars.se. The calculated travel times are ~4% longer than what TW actually uses, meaning snipe times will be incorrect on those servers. It appears that .se servers are using a different travel time calculation than .net. There aren't any issues on other servers that I'm aware of. A ticket has been submitted, I hope to hear back soon.

    Here is the ticket I submitted with my proof, maybe someone here can shed some light on this.
    I've written a snipe script that is being translated to Swedish, for use on the "sv43.tribalwars.se" server. The travel time calculations done on .net servers does not seem to match .se servers.

    I've been told that travel time is calculated as:

    (World Speed) x (Troop Speed Factor) x (Unit Speed) x (# Fields)

    On sv43.tribalwars.se, if sending swords to a village 19 fields away, I get:

    (1.7) x (0.6) x (22) x (19) = 426.36 minutes = 7.106 hours = 7 hours, 5 minutes
    (Server settings: https://sv43.tribalwars.se/page/settings)

    However, when actually sending those troops, the travel time is 6 hours, 49 minutes. There are no troop speed buffs. This is about a 4% difference.

    Do different servers use different calculations for troop speed?
     
    Last edited: May 11, 2018
  10. cheesasaurus

    cheesasaurus Still Going Strong

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    Increased speed means more distance is covered in a given amount of time. E.g. speed 2 doesn't mean it takes twice as much time to cover a given distance; rather it takes half as much time.

    22 * 19 / 1.7 / 0.6 = 409.80 minutes = 6.83 hours = 6 hours, 49 minutes
     
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  11. tcamps

    tcamps Active Member

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    I've changed travel time calculations as @cheesasaurus suggested and the issue appears to be fixed. Please post here if you have any problems.