Feedback for script changes

Superdog

Member
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118
There are positives to the migration of scripts towards one central InnoGames storage location, however it also creates a number of challenges and I'm wondering if InnoGames thought ahead to adress those issues.

Private scripts are a big motivator for scripters to create scripts for the tribe they are playing on a specific world, often such scripts later become public.
Given private scripts will no longer exist post migration, will InnoGames provide any quality of life changes, or new features to as incentive for new scripts to be created in the future as well?
Think of such as:
  • Functional testing environment
  • Public documentation for easy to reuse attributes
  • Better guidelines on script rules
  • Version control for scripts hosted at InnoGames
There are also a number of questions raised by having to externally host scripts and ultimately not having direct control over it.
  • How will bugfixes to scripts be handled, now one can be deployed instantly. Will this be a multi-week process like regular script approvals?
  • Currently certain scripts make use to external databases for information, think the vault for example.
    I'm assuming InnoGames will not be hosting a database for scripting purposed, but will I be able to host one myself and have a script interact with this data through an API for example?
 

RedAlert

Senior In-Game Staff
Tribal Wars Team
Senior
Team
Script Moderator
Reaction score
697
There are positives to the migration of scripts towards one central InnoGames storage location, however it also creates a number of challenges and I'm wondering if InnoGames thought ahead to adress those issues.

Private scripts are a big motivator for scripters to create scripts for the tribe they are playing on a specific world, often such scripts later become public.
Given private scripts will no longer exist post migration, will InnoGames provide any quality of life changes, or new features to as incentive for new scripts to be created in the future as well?
Think of such as:
  • Functional testing environment
  • Public documentation for easy to reuse attributes
  • Better guidelines on script rules
  • Version control for scripts hosted at InnoGames
There are also a number of questions raised by having to externally host scripts and ultimately not having direct control over it.
  • How will bugfixes to scripts be handled, now one can be deployed instantly. Will this be a multi-week process like regular script approvals?
  • Currently certain scripts make use to external databases for information, think the vault for example.
    I'm assuming InnoGames will not be hosting a database for scripting purposed, but will I be able to host one myself and have a script interact with this data through an API for example?
Thank you for the feedback.

All of these seem like valid points worth discussing and I can answer at least the technical parts of those questions.

In regards to private scripts, we aren't approving any new private scripts for quite some time now. However yes, there were private scripts approved, which can be resent later on to be approved as public if their authors wish so. Without divulging much information, regarding how many private scripts there are and their nature, I can say that the majority of them are pretty much same as public scripts, meaning they can be easily replaced by currently approved public scripts.

I definitely can not answer if InnoGames will do anything or not, to incentivize script authors to keep writing scripts. I can not answer this, because I have no information in relation to this.

In relation to:
  • Functional testing environment
  • Public documentation for easy to reuse attributes
  • Better guidelines on script rules
  • Version control for scripts hosted at InnoGames
What I can say that will happen for sure is that we will focus more while testing scripts. We will have to. Both scripters and script moderators because we have to make sure that a script uploaded on the media server is ready to be used and contains no bugs, otherwise it will come back at us and we will have to keep doing constant updates. That of course is a down side. Probably the only one I can think off.

So hopefully, in that regard, I can't definitely promise anything, hopefully, we can have a better testing environment. But please do not take my word for it. I am not the one who decides in regards to this. Just saying that I do agree that it is needed.

Regarding documentation for reuse of attributes, we kind of have some small documentations and even made guidelines of "script templates". It has been adopted very little. So I don't know if the scripters even support that because everyone kind of likes to do their own thing.

In regards to script rules, we have updated our script rules less than 2 months ago. The only expected script rule updates, will be the ones in relation to this change of hosting of scripts. We will update our rules to reference this new reality when it comes to scripts.

In regards to version control for scripts hosted at InnoGames, that is not something that I can answer, have no information in regards to that but you have raised it as a point so we can discuss what can be done or not.

In relation to:
  • How will bug-fixes to scripts be handled, now one can be deployed instantly. Will this be a multi-week process like regular script approvals?
  • Currently certain scripts make use to external databases for information, think the vault for example.
    I'm assuming InnoGames will not be hosting a database for scripting purposed, but will I be able to host one myself and have a script interact with this data through an API for example?
Bug fixes or script updates will work kind of as they currently work. Script updates, even now have to be approved. That's what our rules say. Most of the time, script evaluation goes very smoothly and is usually done in far fewer time than a week, that's the majority of script evaluations actually.

In regards to scripts like the vault or vault like, we do not currently approve anymore scripts which send private data to external sites. So scripts such as the vault are not approvable anymore.
 

SaveBank

Active Member
Reaction score
28
Some other markets already host their scripts on InnoGames servers (For example de hosts on https://media.innogames.com/com_DS_DE). Are there gonna be any changes to those (for example removal of duplicate scripts or non working scripts)? Will all scripts across all markets be moved onto the same location (https://media.innogamescdn.com/com_DS_NET)?
Will this change make all scripts of all markets available to each market?
 
Last edited:

Nova

Administrator
Tribal Wars Team
Community Management
Reaction score
173
Some other markets already host their scripts on InnoGames servers (For example de hosts on https://media.innogames.com/com_DS_DE). Are there gonna be any changes to those (for example removal of duplicate scripts or non working scripts)? Will all scripts across all markets be moved onto the same location (https://media.innogamescdn.com/com_DS_NET)?
Will this change make all scripts of all markets available to each market?
This is quite difficult for us here on International to answer, as we're only specifically involved in this specific market (as a part of the greater whole that's the global Tribal Wars game and team). So it's hard to say for us that don't already host the scripts on our media server what the instructions are for the markets that do. However, as we also mentioned in the announcement for the updated script approval process:
Several issues stem from recent changes, notably the prohibition of obfuscated scripts and a long-term ongoing, global, review of scripts approved across all markets. Concurrently, other longstanding issues have endured, becoming progressively challenging as the number and complexity of scripts have increased.

So it's a huge project, over all versions of Tribal Wars, where some parts needs to be handle market for market by their local community managers and teams, and other parts will be a global effort over all markets.
Once this is finalized, the goal is that the "finished product" should, best case scenario, be some kind of shared database with scripts that are approved on all markets. But we're honestly just a baby step on our way towards that, and that first step for International is sorting out the astonishing amount of scripts that are approved here. And that's what other markets too are working on in this step; sorting their own scripts.
 

Sgt@Arms

Active Member
Reaction score
7
This is a fantastic and much-needed step forward, in my opinion.

- No longer will players have to wonder or speculate how someone is growing significantly faster than the rest, which I believe often due to bots or illegal scripts.
- No longer will there be endless accusations of players using unfair tools when sniping or sending attacks.

Now, the game will truly depend on factors like activity, availability, strategic planning, precise execution, and yes—actual skill.

This change ensures a more level playing field for everyone when it comes to scripts, promoting fairness and honest competition.

It might even reveal those who have been relying on dishonest methods all along! :)
 
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