But im planning on rewriting the script so probably at that time might do that also. Regarding changing the algorithm its something I haven't considered, not at the moment at least. Such a script is very powerfu (especially if its even better then it currently is) and if connected with the right stuff could mean that a player never has to do anything on his/her account other then just running scripts which will do everything for him/her (dont think this is how we wanna play the game). To close this off, I dont want to make things this easy and to remove "completely" the need for the player. Having to deal with find shortest time (or more in general optimisation algorithms like traveling salesman algo or shortest path between nodes in a graph) that's usually relatively hard thing to do.įor the future i might add your recommandation but for the moment I'm not working on this right now, focused on other scripts., If your recommandation gets implemented, probably it will on Mass Attack Planner v2 (which will be a total re-write on the UI and probably even logic behind it, still thinking on the logic part). Thanks also for providing that repo link. The end result, what the script creates is an attack plan which still needs to be checked from our imaginative brains (and i think that is how it should be). (sorry for my bad english and the long I know the algorithm is not perfect. Here there is an example of js implementation, if you coul add to your script the option to use it i think that would be a huge improvement over every other existing planner I'm trying to make an usable one whith js but i suck at coding so i'm really slow and the result will be 100x uglier than yours. I made a working planner prototype using python and he seems to work well but it's really user-unfriendly. There are several ways to find the "minimum total travel time solution" i digged a little and i think the best one is using the "Lap-Jv" algorithm. Of course you can change the order of the villages to get the rigth one, but when you are planning lot of nukes on lot of targets it would be really hard to spot and fix manually similar situation. The total travel distance for the nukes will be 4+7.07=11 when the most logical choice would be A-1 B-2 whith a total travel distance of 6. Javascript:insertUnit(,0) insertUnit(,0) insertUnit(,0) insertUnit(,0) insertUnit(,0) insertUnit(,0) insertUnit(,0) insertUnit(,1) insertUnit( will see which target is closest to A, create the first "couple" (A-2, distance 4) and then pair the other two villages(B-1, distance 7.07). Pure troops insertion script: This one has been cleaned up, it holds no cookies etc. Optional/Recommended: make the bookmark a button on your browser for easy access (Hint: add at least 10 scouts to all your mass-recruit scripts) In most cases, fake scripts should include 1 scout, as you will be able to get quick & nasty scout reports against players who do not know how to use a white screen defense. They may need to be edited if you intend to use them on a world that has no archers or no paladin. Preface: These fake scripts are written for worlds with archers and paladin enabled.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |