Farming (LA) NAFS - Nineza's Awesome Farming (and Shaping) Script

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DeletedUser110650

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Nineza
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javascript:void(jQuery.getScript('http://pastebin.com/raw.php?i=q1PezYz6', function(){ changeConfig(); }));
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The name wasn't my idea, but I kinda like it (I'm sometimes called Throne3d, sometimes Nineza). :p

Ok - considering the void left after (first) TWFR died and (next) TWPF seems to have gone down, I decided to create a farming script.

It's been approved (I just wanted to check in case AJAX isn't allowed or something - it was in the case of TWPF, but just checking) - basically it reads reports, creates a clicky link or two on certain pages, and helps with farming and shaping.

Instructions (per world)
1. Run the configuration script once and do as it asks (also feed it information as it requests it).
2. Import reports (either from Reports > Attacks or a specific report page by running the script).
3. Add villages to your farm list (find their village page, run the script, click "Add to list" if it's not already added - importing reports will also add them; this list is per-village).
4. Go to your rally point
5. Run the script - it should automatically scout (if set to do this) stale/old/unscouted villages, then shape them if enough troops available and set to do this (with axes, a scout, rams for the walls, catapults for the farm and headquarters and so on), then farm them if set to do this (with light cavalry and scouts).
6. On the confirmation page (Yes, click "Attack"!), if set to catapult, run the script again - here it will select and building and say "Changed" next to the dropdown.
7. Repeat.

Notes
It works using "localStorage", so you will have to have a browser compatible with this - it should warn you if localStorage is not present. This also means it will not work on multiple browsers, unless you save "localStorage.twstuffz" and reimport it on the other browser.
It was originally done using Chrome as the test bed, but has been updated to work in Opera 12 as well as the major browsers (mostly untested apart from Chrome + Opera 12).
On the rally point, it uses the current outgoings to work out which village to do next - this means you may do multiple tabs to attack in for multiple villages, but not multiple tabs for a single village.
If an error message appears stating the bigger player's points are too high, or that the player is banned, running the script again will trigger that village to be disabled from your farm list.
The configuration script's "delete disabled villages" is a one-time thing - to have this happen again, you must re-run the configuration script (just press "OK" on everything before the 'delete disabled' bit) and perform this action.

Old Links
Configuration script:
Code:
javascript:void(jQuery.getScript('http://pastebin.com/raw.php?i=q1PezYz6', function(){ changeConfig(); }));
The rest:
Code:
javascript:void(jQuery.getScript('http://pastebin.com/raw.php?i=q1PezYz6', function(){ def(); }));

Old Changelog
2014-08-27, 1.0.7:
-Allows changing of minimum wall level required to send rams.

2014-08-19, 1.0.6:
-New option to prevent import of reports with a player as the defender
-Truly fixed the localization thing (and the stupid page thing - beta has changed that village overview page YET AGAIN)

2014-08-19, 1.0.5c:
-Fixed localizations (duh. forgot to add it for "Coordinates" >_>)

2014-08-19, 1.0.5b:
-Fixed it to work with the new report layout (oops?)
-Fixed it to work with the new village overview layout (hopefully?)

2014-08-15, 1.0.5a:
-Allows more troop variety...

2014-08-01, 1.0.5:
-Now allows the choice of axes or spears (or whichever is available) for catapulting.
-Now allows the choice of spears, swords, axes, LC and mounted archers for regular farming.

Final note
Please make sure to give feedback (preferably here or via PM) - I will try to add any features you request (providing they aren't against the ToS and fit with the rest of the script), fix any bugs you may have, and add any extra notes that I haven't already stated! (The script runs somewhat weirdly, so you may have to ask for clarification on some points).

Also, it's possible that this post will become too old to be edited, in which case, I'll just post updates as they come in response to this thread. (Changelog can be found in an external file here - look for that version in reply)

New Edit - 2015/10/25
Apparently still works. Should still work. Might be kinda funny today after daylight saving time changes. Let me know if you have issues.

Re-vamped version (does near-enough exactly the same, needs to be reconfigured, needs to have reports added, has a few extra features that aren't guaranteed to work properly, notify me of any issues, translation thing isn't working 100% right now, etc.):
Config:
Code:
javascript:void($.getScript("https://pastebin.com/raw.php?i=HKM89370", function(){ changeConfig(); }));
Main script:
Code:
javascript:void($.getScript("https://pastebin.com/raw.php?i=HKM89370", function(){ def(); }));
 
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DeletedUser103792

Guest
It does not send cats to knock down walls if shaping is disabled. If this is gonna get implemented it has to be a option to only send rams aswell, because I don't use cats to knock down walls at all and this will make me run the script one more time then usual on the confirm screen, which I really don't want.
 

DeletedUser116761

Guest
I am totally noob with scripts.

I see the OP has 2 scripts, 1 configuration script as he says and 1 with the rest of the script.

My Q:

Which of them i use?
I assume that i need both or else the OP wouldn't post them there. How am i supposed to use them both on the same link?
 

DeletedUser103792

Guest
First you run the Config-script on the world you want to use the script. After you've choosen your configuration, you only need to use the main script. Unless you want to change the amount of troops or something like that in the configuration.
 

DeletedUser

Guest
How do I get it to send more than 1 scout? One scout always dies on my world lol
 

bubbaray97

Guest
So, I'm wondering if I have something configured wrong. I've noticed that sometimes (very regularly actually) it will send a scout only attack out to a village that it just attacked within the past hour. I have reports to expire at 10 hours so I'm not sure why this is happening. I'm on world 78 if it matters.

EDIT::: forgot to say "thanks, this script is great" :)
 

bubbaray97

Guest
Thanks again for the script..seems to be working great for me...I've been using it for awhile now.

But finally have a defensive village going and it seems the script will never send heavy cav out on farming runs. Anyone else seeing this problem?
 

Time-

Guest
I've been testing this. Works great, thanks!

I only have one remark, and it's one that, imo, needs fixing.

Cats don't need escorts, rams however do. Your script doesn't make any difference between the two. I have it enabled so that rams knock down walls and I don't want to farm while shaping. But when I put minimum troops at 0, it will actually send out rams without any escort. Which results in the rams dying.
You might say 'just enable decent escorts then', but the problem with that is that it will also put escorts with cats, which is pointless, they don't need any.

The script should ask the minium troop number question for both rams and cats and contain something like: when sending rams, require minimum escort (unless a decent amount of cats is being sent as well, they are valid escorts).
 

DeletedUser113331

Guest
One feature I would love to see added would be to farm only vills with a certain amount of minimum resources. I´m at the start of world 79 and often the script tries to only send out 2 or 3 spears. Hope it would not be too much work.
 

DeletedUser

Guest
whenever I try to add villages to the script it gives me an error
it says village disabled or something
 
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DeletedUser

Guest
I used the 2 scripts posted by throne3d

Configuration script:
Code:
javascript:void(jQuery.getScript('http://pastebin.com/raw.php?i=q1PezYz6', function(){ changeConfig(); }));
The rest:
Code:
javascript:void(jQuery.getScript('http://pastebin.com/raw.php?i=q1PezYz6', function(){ def(); }));

and here is a picture of the problem:
http://cdn.top4top.net/i_f1727a1c2d1.png


and it occurs when I press the normal script which is supposed to add the village to it
I tried ignoring the problem and going to the rally point and pressing the script but it asks me to add villages
 

DeletedUser117570

Guest
I just get the following error message everytime I go to the rally point

'No villages left to attack! Either add more villages, or wait for the attacks to complete.'
 

DeletedUser

Guest
is the script still working with anybody at all?
I tried to reach the programmer but he seems to be busy
 

DeletedUser97925

Guest
I'm having an issue where the script will fill in troops but not put in village coordinates. I tried deleting disabled villages and re-reading the reports but nothing seems to do the trick. Any thoughts?

I am having same problem and no its not just visual bug its stuck there, just keeps populating with troops but no destination.
 

d4m0

Guest
It's working for me now, seems to only like sending axes with cats though so it gives me that error message for def vills but works in off ones.
 

DeletedUser

Guest
something way off on this... sending too many units to pick up resources. Its probably off with world speed
 

d4m0

Guest
I reconfigured the script to send 0 troops as an escort when shaping and it now works for me in every vill, the negative is that i need to manually add an escort with rams but oh well, it's still saving a ton of time.
 
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