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Author Topic: Test : New Fleet Saver behavior (Compatibility : OGame 1.2.5 and 1.3.0)  (Read 66984 times)

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Devil's Hand

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Here a test version in which OA detects ships and resources in movement,
If you are attacked OA's simulates a fight between your planet's defenses and enemy's ships
In case you win the fight OA doesn't FS, if the enemy is strong then OA FS as usual :

http://ogameautomizer.com/BetaVersion/OGameAutomizer.jar

I've not yet tested it with the detection of grouped attack, so if you are attacked by a grouped fleet, send me a copy of your OA/temp folder for OA FS behavior check. Thanks ( ogameautomizer [at] gmail {dot} com )

You are welcome to report about how it works, I'll publicly update OA after testing the new OA FS behavior.

Regards,
Andrew K.

By the way, from OGame survey :
Quote
Imagine you could add a couple of features and improvements to the next update.
What would you do first? What would you plan for the following updates and what would you not want at all?
...
Introduce passive computer-controlled enemies
Introduce active computer-controlled enemies
computer-controlled enemies are already there ...
may be one day OA would become a fully legal software  :P
« Last Edit: September 06, 2010, 07:54:28 PM by Devil's Hand »
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Feralux

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Re: Test : New Fleet Saver behavior (Compatibility : OGame 1.2.5 and 1.3.0)
« Reply #1 on: September 07, 2010, 01:37:33 AM »

i have found a bug, look at the screen. in the overview fleet, be a wrong ship number shown.

PS: the raidbot is faster now and send fleet to attack faster , very nice  :D
« Last Edit: September 07, 2010, 01:48:47 AM by Feralux »
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zebulo

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Re: Test : New Fleet Saver behavior (Compatibility : OGame 1.2.5 and 1.3.0)
« Reply #2 on: September 07, 2010, 10:08:39 AM »

Is the building list working with this update ?
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Feralux

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Re: Test : New Fleet Saver behavior (Compatibility : OGame 1.2.5 and 1.3.0)
« Reply #3 on: September 07, 2010, 10:14:24 AM »

Is the building list working with this update ?

yes, i can confirm this :)
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asdasd

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Re: Test : New Fleet Saver behavior (Compatibility : OGame 1.2.5 and 1.3.0)
« Reply #4 on: September 07, 2010, 10:29:57 AM »

yes i have find the bug yesterday and the ogame automizer don't send sms at google calendar....
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zebulo

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Re: Test : New Fleet Saver behavior (Compatibility : OGame 1.2.5 and 1.3.0)
« Reply #5 on: September 07, 2010, 11:02:20 AM »

Is the building list working with this update ?

yes, i can confirm this :)

Ok thanks, i'll download it
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Memnoch

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Re: Test : New Fleet Saver behavior (Compatibility : OGame 1.2.5 and 1.3.0)
« Reply #6 on: September 07, 2010, 04:23:58 PM »

Thanks for making this a priority :) I think this is a very important feature for us. I'll start up this build on my next restart, and report any findings.

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rocco

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Re: Test : New Fleet Saver behavior (Compatibility : OGame 1.2.5 and 1.3.0)
« Reply #7 on: September 07, 2010, 08:52:01 PM »

yes the bot don't save the fleet if ships are more of 10

in a moon try of 1667 light fighters it recognizes only 7  of them so don't save the fleet

tnks
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Devil's Hand

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Re: Test : New Fleet Saver behavior (Compatibility : OGame 1.2.5 and 1.3.0)
« Reply #8 on: September 07, 2010, 10:36:40 PM »

@asdasd
@Feralux
@rocco

Send me a copy of your OA/temp folder for checking at : ogameautomizer [at] gmail {dot} com
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Feralux

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Re: Test : New Fleet Saver behavior (Compatibility : OGame 1.2.5 and 1.3.0)
« Reply #9 on: September 07, 2010, 10:40:29 PM »

@Feralux

Send me a copy of your OA/temp folder for checking at : ogameautomizer [at] gmail {dot} com

its done... ;)
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asdasd

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Re: Test : New Fleet Saver behavior (Compatibility : OGame 1.2.5 and 1.3.0)
« Reply #10 on: September 07, 2010, 10:52:09 PM »

@asdasd



Send me a copy of your OA/temp folder for checking at : ogameautomizer [at] gmail {dot} com

its done ^_^

but from 6 hour i have old ogameautomizer because if tonight attack me and the simulator don't fleet i can't risk
« Last Edit: September 07, 2010, 10:58:54 PM by asdasd »
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kattivik76

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Re: Test : New Fleet Saver behavior (Compatibility : OGame 1.2.5 and 1.3.0)
« Reply #11 on: September 08, 2010, 11:21:48 AM »

other bug i think is present:

casually, OA don't proced with a costrunction on mother planet, in rest of the planet i don't have see any problem at now.

thk
Kattivik76
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Devil's Hand

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Re: Test : New Fleet Saver behavior (Compatibility : OGame 1.2.5 and 1.3.0)
« Reply #12 on: September 08, 2010, 06:32:08 PM »

To these having the same issue as asdasd, Feralux, rocco
You are welcome to test this build :

http://ogameautomizer.com/BetaVersion/OGameAutomizer.jar

@kattivik76 : it's nothing to do with this topic.

By the way, in this build the option save if spied is no more needed and is fully disabled.
« Last Edit: September 08, 2010, 06:34:10 PM by Devil's Hand »
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Feralux

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Re: Test : New Fleet Saver behavior (Compatibility : OGame 1.2.5 and 1.3.0)
« Reply #13 on: September 08, 2010, 08:50:36 PM »

To these having the same issue as asdasd, Feralux, rocco
You are welcome to test this build :

http://ogameautomizer.com/BetaVersion/OGameAutomizer.jar

ok the overview works right now, good work  :D
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Hummin

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Re: Test : New Fleet Saver behavior (Compatibility : OGame 1.2.5 and 1.3.0)
« Reply #14 on: September 08, 2010, 08:51:51 PM »

Same here. Waiting for a detailed attack-fleet save test.

Excellent work Devil.
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