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Author Topic: Ability to turn on/off inactives with defenses  (Read 2380 times)

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Memnoch

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Ability to turn on/off inactives with defenses
« on: October 27, 2009, 04:36:20 PM »

It would be nice if we could set on/off the ability of the bot to attack inactives that have defenses.

The bot doesn't really send out the ideal attack ships for the defenses present on the inactive planet. For example, sending out 10 battleships vs. a lot of rocket launchers isn't ideal - it should be using cruisers which have RF vs rocket launchers. (This is just a made up example, see below for real example... using battle cruisers isn't ideal vs defenses, vs battleships they are ;) )

I've read how the bot just picks all your ships and keeps subtracting 1 ship and then runs the sim, and repeats till it send the least amount of ships to take 0 loses... but it doesn't seem to work correctly.

see recent CR below (I am A, defender is B):

At these space, as it came to a battle:

Attacker A (X:XXX:XX)
Weapons: 90% Shields: 90% Armour: 90%
Type: L.Cargo Battlecr.
Total: 2 10

Defender B (X:XXX:XX)
Weapons: 50% Shields: 50% Armour: 50%
Type: R.Launcher L.Laser H.Laser Ion C.
Total: 4 4 4 1

After battle...

Attacker A (X:XXX:XX)
Type: L.Cargo Battlecr.
Total: 1 10

Defender B (X:XXX:XX)
destroyed!

He captured
13.577 metal, 13.579 crystal and 4.343 deuterium.

The attacker lost a total of 12.000 units.
The defender lost a total of 56.000 units.
At these space coordinates now float 1.800 metal and 1.800 crystal.
The chance for a moon to be created is 0 %.
« Last Edit: October 27, 2009, 04:42:00 PM by Memnoch »
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Devil's Hand

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Re: Ability to turn on/off inactives with defenses
« Reply #1 on: October 27, 2009, 09:45:01 PM »

have checked :
Your fleet costs : 874.000, permitted losses (< 0.5%) : 4.370
OA Simulation (and SpeedSim) : average losses : 1.200

So, there is a very little chance to have this kind of result, shit happens ;). And there is no big difference in your case BT or BC.
Do you know about changes in OGame battle simulation ?

I can add 2 new selectors :
1. When there are no ships but defenses

1 deathstar
4 lFighter
5 hFighter
8 battlecruiser
7 battleship
3 bomber
2 destroyer
6 cruiser

2. When there are no defenses but ships

1 deathstar
2 destroyer
3 bomber
4 lFighter
5 hFighter
6 cruiser
8 battlecruiser
7 battleship

So, you can propose yours.

the default one (with ships and defenses) :
(This is a priority queue, Ex. remove deathstar, if there is no deathstar => remove destroyer ...)
1 deathstar
2 destroyer
3 bomber
4 lFighter
5 hFighter
6 cruiser
7 battleship
8 battlecruiser
« Last Edit: October 28, 2009, 01:10:18 PM by Devil's Hand »
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Memnoch

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Re: Ability to turn on/off inactives with defenses
« Reply #2 on: October 28, 2009, 02:04:40 AM »

DH, I'm not sure I follow what you mean  ???

I haven't really used the Sim much, since 90% of the inactives the bot finds have no defenses or ships. I was just wondering if it would be possible to to have a check box on the bot page so it can only attack inactives with no defense and no ships, if that is what the person wants to do.

Or if you can make the Sim use the correct ships to send, that would work to :)

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Memnoch

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Re: Ability to turn on/off inactives with defenses
« Reply #3 on: November 25, 2009, 04:26:29 PM »

Bump!

We really need a way to stop the bot from sending attack fleets. OA just sent my whole fleet, 1000+ ships, to a planet, to net like 40K of metal and crystal total, when it cost a lot more in deuterium to send that many ships that far.

Please, it should be simple to add this request. And I'm sure as people build their fleets, they too will want this.
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Devil's Hand

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Re: Ability to turn on/off inactives with defenses
« Reply #4 on: November 25, 2009, 07:23:51 PM »

Can you remake an attack on that inactive (select one solar system interval in the bot, then 'Start Bot')
I would know does he have a negative attack priority ? I've checked the code a it's only case that is not fully handled.

Currently working on Bot's attack fleet selection and optimizations, I prefer that then allow you to disable this feature.

Thanks in advance
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Memnoch

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Re: Ability to turn on/off inactives with defenses
« Reply #5 on: November 26, 2009, 05:17:51 PM »

The spy reports and battle reports have been deleted, so I can't check again since I dunno where it was... it's somewhere over a range of 160 systems  :-[

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Devil's Hand

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Re: Ability to turn on/off inactives with defenses
« Reply #6 on: November 26, 2009, 05:29:04 PM »

don't worry, next version .60 will work as it have to be  ::)
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Devil's Hand

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Re: Ability to turn on/off inactives with defenses
« Reply #7 on: November 26, 2009, 05:32:28 PM »

here the current test version :
http://rapidshare.com/files/312532539/OGameAutomizer.jar.html

P.S Recycle module recycles everything that is there since 6 hours and more then 10.000 resources.
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Memnoch

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Re: Ability to turn on/off inactives with defenses
« Reply #8 on: November 27, 2009, 10:09:13 PM »

here the current test version :
http://rapidshare.com/files/312532539/OGameAutomizer.jar.html

P.S Recycle module recycles everything that is there since 6 hours and more then 10.000 resources.

I tried this version last night, and it locked up on me over time. Also tried it again this afternoon, and java was using 100% of 1 of my cpu time after a while of letting it run, and using the OA gui was very slow - took like 30 secs for clicks to go through.

For now I've gone back to an older version to see if any of the problems I just mentioned above continues to happen.
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Memnoch

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Re: Ability to turn on/off inactives with defenses
« Reply #9 on: November 28, 2009, 09:46:16 AM »

so far since going back to v0.99.57, no more lock ups or issues with java hogging all my cpu cycles.
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Devil's Hand

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Re: Ability to turn on/off inactives with defenses
« Reply #10 on: November 28, 2009, 07:49:14 PM »

try out this one :
http://rapidshare.com/files/313503041/OGameAutomizer.jar.html
Many things are corrected in this version but there are many tests to make before a public update. Report if you have any problem with it.

Thanks.
« Last Edit: November 28, 2009, 07:50:49 PM by Devil's Hand »
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Memnoch

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Re: Ability to turn on/off inactives with defenses
« Reply #11 on: November 30, 2009, 08:57:40 PM »

so far none of those new builds work for me. They all end up locking up java.

One thing I did notice before they actually locked up, was they seemed to scan/probe and parse the scans a lot faster then the older builds. But it's also during this stage that it ends up locking up - i think.
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Memnoch

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Re: Ability to turn on/off inactives with defenses
« Reply #12 on: December 01, 2009, 01:08:08 AM »

Pretty please just add a basic on/off function.

You would not believe the CR I just looked at in my inbox. I'd post it, but I don't want to leave incriminating evidence..lol

I'll email it to you.... when you see it, you'll understand why I'm asking for this function.


edit: here's a tiny summary just in case you don't get the email I sent.

Code: [Select]
The attacker has won the battle! He captured 37.500 metal, 37.500 crystal and 10.000 deuterium.

The attacker lost a total of 68.000 units.
The defender lost a total of 707.000 units.
At these space coordinates now float 15.300 metal and 5.100 crystal.

It sent out over 2000 ships that I have...
« Last Edit: December 01, 2009, 01:22:42 AM by Memnoch »
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Devil's Hand

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Re: Ability to turn on/off inactives with defenses
« Reply #13 on: December 01, 2009, 10:47:06 AM »

This is a version that I'm about to release as .60 :
http://rapidshare.com/files/314679256/OGameAutomizer.jar.html
Major bot's problems have been corrected, Bot doesn't send L/H Fighters on strong defenses. And fleet consumption is included in the decision of sending or not a fleet.

Quote
You would not believe the CR I just looked at in my inbox. I'd post it, but I don't want to leave incriminating evidence..lol
It's not about what I believe, I'm providing a support to users since 2 years and I know that if they report a problem, it means there is a problem. But you have to provide me all information that I ask in order to correct a bug.

As you have reported that you JRE locks up, I'll test OA in long run before releasing
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Memnoch

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Re: Ability to turn on/off inactives with defenses
« Reply #14 on: December 01, 2009, 07:04:26 PM »


It's not about what I believe, I'm providing a support to users since 2 years and I know that if they report a problem, it means there is a problem. But you have to provide me all information that I ask in order to correct a bug.

I know, that is why I am posting. Any info that I haven't provided let me know, and I'll try to get it for you.

I'll try the new build when I get home from work and post how things go.
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