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Tasks for TravianZ Version 8.3.5 #544

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51 of 86 tasks
Shadowss opened this issue May 22, 2018 · 273 comments
Open
51 of 86 tasks

Tasks for TravianZ Version 8.3.5 #544

Shadowss opened this issue May 22, 2018 · 273 comments

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@Shadowss
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Shadowss commented May 22, 2018

Hello guys,

That tasks remain to fix from version after release 8.3.4

  • Automation (start of the refactoring process)

    • Separate the whole Automation class from the UI and user classes. This will hugely decrease the load time of all pages (all without using Cron Jobs).
    • Divide the Automation class in 4/5 subclasses and the "SendUnitsComplete" method in some submethods (seeing a method with 2k of codes hurts my eyes).
    • Remove all (fu**ing) global variables by creating a serious OOP structure.
    • Create a class called "Artifacts" and move the aritfacts-related functions/constants/etc. in it.
    • Optimize the whole Natars creation process (Natars account/Artifacts/WW villages/WW building plans creation)
  • Rally Point

  • Profile bugs

  • Admin panel

    • Rally point is not displayed in the village overview of the admin panel (A little confusion. In the old villages of the Rally point is displayed. In the newly created Rally point is not displayed.)
    • Add the ability not only to give a certain user a "plus" and "bonus" to the resources for the account, but also that it would be possible to delete it only in one user.
    • "Read reports" is incomplete. Players Reported in Admin Panel #517
    • "Read IGM" isn't coded yet. Finalize IGM section in Admin #285
    • Alliance Admin Section is incomplete. Finalize alliance section of Admin #284
    • Cannot delete medals from player interface
    • Wall not see on player interface (village interface)
    • WW level isn't showed on the village interface.
    • WW level cannot be edited on the village interface.
    • A legend must be added on village interface
    • Search IGMs/Reports - not coded
    • Ban/UnBan Players not working properly (must verified)
    • Server Resetting not work properly (must to be fixed) for restart the server without reinstall all game server.
    • On MAP section must to be added artifacts option (already added legend and artifact check) - must to be coded
    • Server Maintenence Not Work (URGENT FIX) For situation like today (a new page should be displayed instead of banning every player)
    • Automatic Pushing Protection for resource / Automatic Conquering Protection

System / Automatic Enforced Game Rules

The following things are automatically enforced by the system. Therefore it is no longer possible that you get banned for sending too many resources or friendly conquering / attacking another village: the system will simply not allow you to do this.
Automatic Pushing Protection

To get rid of the complete pushing (= excessive resource transfers) section in the rules we developed the below described automatic pushing protection system.

The limitations to the amount of resources a player may send to another one are now hard coded. Therefore it is no longer possible that you get banned for sending too many resources: the system will simply not allow you to do this.

The limitations are complicated and connected to the relationship between the accounts in question.

The different connection types are:

Type 1 Players were not sitters and have not used the same computer or the same network (IP) recently.
Type 2 Players have been sitters recently or have used the same network (IP).
Type 3 Players are currently sitters or used the same PC recently.

Additionally 6 transfer categories exist:

Resource transfers to a bigger player
Resource transfers to a smaller player
Resource transfers to a bigger player to feed own reinforcements
Resource transfers to a smaller player to feed own reinforcements
Raiding a bigger player
Raiding a smaller player

Hourly production

All limitations are based in the hourly production. The resources produced in an hour are calculated by summing up the production of lumber, clay, iron and crop (all crop produced minus the inhabitants of your account) for the complete account. Furthermore one hour of the last week's average net raiding (raiding income - resources lost by being raided) is added to give the hourly production for the account.

Possible combinations of resources:

If the resource transfers are limited to crop (e.g. feeding of reinforcements or supplying artefact villages) resource transfers which include other resources than crop may not be possible. Therefore you have to take care about the combination of resources you try to send away.

Sending resources in advance:

In some cases it is allowed to send resources for some days in advance. For example if you are allowed to send 7 days in advance, you could send the sum of the hourly production from Monday till Sunday all at once.

Rules for connection type 1

can send 2 production hours to bigger player (7 days in advance) but nothing if your account is smaller than 50 population
can send 3 production hours to smaller player (7 days in advance) but nothing if your account is smaller than 50 population
can send 150% crop consumed by your troops reinforcing the other player (100% for 24h in advance)
can send 300% crop consumed by your troops reinforcing the other player (100% for 24h in advance)
can raid bigger player unlimited (when in the same alliance §2 in this section applies)
can raid smaller player unlimited (when in the same alliance §1 in this section applies)

Rules for connection type 2

can send 1 production hours to bigger player (3 days in advance) but nothing if your account is smaller than 50 population
can send 2 production hours to smaller player (3 days in advance) but nothing if your account is smaller than 50 population
can send 125% crop consumed by your troops reinforcing the other player (100% for 12h in advance)
can send 150% crop consumed by your troops reinforcing the other player (100% for 12h in advance)
can raid bigger player unlimited (when in the same alliance §2 in this section applies)
raiding a smaller player is limited by §1 in this section

Rules for connection type 3

cannot send anything to bigger player, bigger player needs to send first
can send 2 hours production to smaller player (1 days in advance) but nothing if your account is smaller than 50 population
can send 100% crop consumed by your troops reinforcing the other player (100% for 6h in advance if the transfers are only crop)
can send 100% crop consumed by your troops reinforcing the other player (100% for 12h in advance if the transfers are only crop)
can raid bigger limited by §2 in this section
can raid smaller limited by §1 in this section
cannot raid villages that have been sent resources in the last 6h by a player you have connection type 3 with

Exceptions

Wonder of the World villages can be supplied unlimited.
Wonder of the World villages can be attacked and reinforced unlimited.
Artefact villages can be supplied with CROP unlimited.
Marketplace trades: If the trade balance (without raid and supply) is within 20% a trade is always possible.

Automatic Conquering Protection

The conquering limitations are also hard coded.

These limitations are not that complicated but also connected to the relationship between the accounts in question.

The different connection types are:

Type 1 Players were not sitters and have not used the same computer or the same network (IP) recently.
Type 2 Players have been sitters recently or have used the same network (IP).
Type 3 Players are currently sitters or used the same PC recently.

Rules for connection type 1

can conquer village when both players have not been in the same or an allied alliance within the last 2 days AND both players are not currently in alliances that have NAP with each others

Rules for connection type 2

can conquer village when there has been NO active sitter connection within the last 14 days AND both players have not been in the same or an allied alliance within the last 2 days AND both players are not currently in alliances that have NAP with each others

Rules for connection type 3

can NOT conquer village of each other

Exceptions

Wonder of the World villages can always be conquered as long as they are not the last village of the defender.
Artefact villages can always be conquered as long as they are not the last village or the capital of the defender.
  • General bugs

    • During the enabled "Server Maintenance" turn off the hunger of troops.
    • You shouldn't be able to finish researches/demolitions, etc. with gold in WW Villages
    • The "Finish all constructions immedately" image shouldn't be displayed in WW Villages/with Residence/Palace only in the building queue
    • Graphical statistics does not work (Not coded) Graphical statistics does not work #334.
    • The "preview" button does not work The "preview" button does not work #254.
    • Admin village incorrect creation Admin village incorrect creation #448.
    • If you start a costruction with the master builder (and don't have enough resources), you can complete every building you'll add to the building queue in 0 seconds.
    • WWs can be built even if the WW Building plan(s) aren't active.
    • You can queue a level 11 or greater resource field and then change the capital, to have level 11 or greater resources field in non-capital village.
    • Sometimes population isn't counted when a building is finished.
    • Troops in WW villages are too low.
    • You can't change the tag or the name of an alliance individually.
    • Population upkeep should be halved in WW Villages.
    • Oasis with 0 as a X or Y coordinate, cannot be attacked.
    • Scounting reports should be excluded from the raidlist.
    • Our hero isn't showed when spying a village (is showed when attacking it).
    • Oasis can't be raided through the raid list if ADMIN_ALLOW_INCOMIN_RAIDS is set to false.
    • When no troops return, "None of your soldiers returned" shoud be showed on the defender's report.
    • Some report icons are wrong, if all of the attacker's troops are killed/trapped during the battle.
    • Horse drinking trough train bonus is incorrect (should be 1% for level, for a maximum of 20%)
    • Change the issue code of medals Medals are issued with a binding by the time the server is installed #381
  • Alliance bugs

    • You shouldn't be able to invite other players which already have an alliance.
    • Your permissions should be deleted when exiting from an alliance (or being kicked).
    • You can post on closed threads.
    • You can create threads on closed forums.
    • Other members shouldn't be able to edit alliance owner's permissions
  • Forum bugs

    • If there are unread messages on the forum this should be indicated by the corresponding icons
  • Gold Club bugs

    • Raid List Statistics
    • Search for 9 and 15 croppers including oases (already exists but without possibility to select oases)
    • evasion not work (The value of the number of troop withdrawals is not preserved. The value 0 is always set.)
    • Evasion does not work properly (evasion is only set if we create a raidlist). Evasion and raidlist must work independently.
  • Raid List bugs

    • Disable the button after sending a raidlist
  • Oasis

    • every oasis should have a different production, based on their base bonus.
  • Troops

    • Scouts of every tribe don't consume crop when returning from a scounting attack.
    • Scouts that are returning from a scouting attack, aren't displayed in the "Troops" section in dorf3.php.
  • Natars

    • The removal of the lock from artifacts, villages of Natar, building scrolls in the 3 version of the game occurs the day after their appearance in the game. In the 4th version of the game, artifacts and building scrolls appear unlocked.
    • Add to the admin panel a section in which a list of all the artifacts will be displayed, which you can eventually add to the server.
    • Add to the admin panel a section in which you can add WW villages.
  • WW village

    • Buildings that should be in the WW village:
      All Woodcutter of the 5th level
      All Clay Pit of the 5th level
      All Iron Mine of the 5th level
      All Cropland of the 6th level
      Main Building of the 10th level
      Marketplace of the 1th level
      Warehouse of the 20th level
      Warehouse of the 10th level
      Granary of the 20th level
      Granary of the 10th level
  • Artefact

    • The village with the artifact has a population of 163. It has the following buildings:
      18 Cranny of the 10th level - 90 people
      Residence of the 10th level - 10 population
      Treasury of the 20th level - 62 people
      Rally Point of the 1th level - 1 people.
    • Troops on a unique artifact is 1.5 times stronger than on a large one, and on a small one it is 0.65 times smaller. (Ie 1.5 = unique, 1 = larger, 0.65 = small)
    • After the artifact is captured, the Natarian village is always deleted.
    • Natarian artifact villages are NOT uniformly distributed on the server. Unique artifacts are located densely around the center of the map. Large artifacts are located farther from center and less dense. Finally, small artifacts are farthest and sparsely distributed among the people of Travian. (There are some map and numerical values for this. If need it, I can give it.)
    • You can not destroy the artifact by destroying the village. In this case, the village will remain on the map with a population of 0. To eliminate the artifact from the game, you need to delete the account where it is located. Return the artifact to the game can only the administration at its discretion.
    • When you chief a Natars' village, no levels should be removed from resources field/building
    • You can remove the WW by removing it while building it at level 1 in the building queue (this is an old bug I've reintrouduced after the "removeBuilding" method rework).
@Shadowss Shadowss added this to Bugs and Rats in TravianZ Legacy via automation May 22, 2018
@Shadowss Shadowss changed the title Tasks for TravianZ Version 8.3.4 Tasks for TravianZ Version 8.3.5 May 22, 2018
@Shadowss Shadowss added this to the 8.3.5 BETA milestone May 22, 2018
@eliopinho
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@Shadowss update new files on a test server to start testing

@Shadowss
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All files has been updated today. All query are already executed in database. So is up to date.

@iopietro
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iopietro commented May 22, 2018

I removed "The forum alliance is completely hackable" because I forgot to tick it in the previous post. Also I removed every bugs you posted here from the previous post (to not have duplicates).

@Shadowss
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Great ! I think first task is the hardest... I look forward for complete this 👍

@iopietro
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iopietro commented May 22, 2018

Me too, it'll be the first one I'll complete, I already prepared the Automation class for the separation process.

@velhbxtyrj
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Still there is one problem related to the alliance. When a player automatically drops out of the alliance (perhaps this is due to some rights of access to the management of the alliance), upon re-acceptance, it automatically receives the previously assigned access rights to the management. In the admin panel in the Alliance: Alliance Positions section, it is listed as a member of the alliance, although it is not.

Perhaps when exit the alliance, also lose the rights to manage the alliance? This is due to the innovation in the alliance, when the embassy is destroyed, the player automatically withdraws from the alliance.

@iopietro
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iopietro commented May 22, 2018

You're right, if an alliance member is kicked or leave the alliance, his permissions (related to that alliance) should also be removed.

@iopietro
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iopietro commented May 22, 2018

In the latest commit (f41666c) I've separated Automation.php from the UI and users classes (Village.php, Building.php, etc.), it's only a test, I wanna know if everything works fine.

Try it by playing normally, every one second the Automation.php file will be called through a recursive JS function.

Let me know the results of your test and tell me if you'll notice a faster pages reload time.

@Shadowss
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Shadowss commented May 23, 2018

Server updated !

Oh my GOD !

Calculated in 93 ms
Calculated in 49 ms
Calculated in 66 ms
Calculated in 102 ms - Main building
Calculated in 28 ms - training troops

@TerraSkye
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@iopietro but every player online will now call the same page every 1 second.
the automation should be handled by a cron. wich restart every minute. and runs for only 60 seconds.

@Shadowss
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Shadowss commented May 23, 2018

@TerraSkye : on original Travian , automation is not run by cronjobs !
@iopietro : i receive this message on the game

catapults

@iopietro
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@Shadowss, was it before or after the new automation? What did they mean with "catapults" are glitching the whole game?

@TerraSkye, I said many times that's only a test, I've better solutions to handle the whole automation.

Also, you can't refresh the whole automation every 60 seconds. Every attack/construction finished will have a delay of about 60 seconds.

@velhbxtyrj
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At me in general time of an attack after the expiration has gone to a minus.

@Shadowss
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Shadowss commented May 23, 2018

@iopietro : that`s the whole message. Let me ask him.

I receive a screen. And an answer : of course, just a sec, and my troops are not returning back anymore somehow.

  1. https://imgur.com/a/W3YEUcs
  2. https://imgur.com/a/y4EjqGo

I update the server in this morning at 7:51:41 o'clock Romanian HOUR

He attack at 08:20:03 today, so yes , it`s on new automation

@iopietro
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iopietro commented May 23, 2018

Do you have some recent errors in your error log file?

If the time goes to a minus value, is because there's an error somewhere because the method "sendUnitsComplete" doesn't get executed.

It could happens even because you've JS disabled on your browser and you're the only one online.

@iopietro
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The server is 1 hour above my actual time zone. Is the server time equal to the Romanian time zone?

@eliopinho
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@iopietro im really impressed by the speed of reloading...
very amazing 👍

@iopietro
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Yep, the loading speed of pages is really good now, but I've to resolve some bug that caused by the new automation system.

@Shadowss
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Shadowss commented May 23, 2018

EDITED. POST TOO LONG

@iopietro
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Ok, I'll fix it as soon as I can.

@velhbxtyrj
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@iopietro
I would like to experiment a little and I need your help. I want to do something beautiful in the game and I want to add a second graphic package with Travian Legends. What would be during the installation and in the admin panel was the ability to make a selection of the graphic package. Do not know how well I can get it, but I want to try. To start, need to make an override in which folder the graphics package will be located and here I need your help.

In the configuration file in this section GameEngine/config.php:

// ***** Graphic Pack
// true = enabled, false = disabled
//!!!!!!!!!!!! DO NOT ENABLE !!!!!!!!!!!!
define("GP_ENABLE",false);
// Graphic pack location (default: gpack/travian_default/)
define("GP_LOCATE", "gpack/travian_default/");

I added two new entries:

define("NEW_GRAPHIC_LEGENDS",true);

define("NEW_GRAPHIC_LEGENDS_LOCATE", "gpack/travian_legends/");

Now I need to redirect one to the default folder of the graphics package in the code, or if we turn on the new graphic package, then redirect it to the new folder of the graphics package.

The question of help is in which file to do this? And how to do it right?

@iopietro
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iopietro commented Aug 7, 2018

You can add a combobox in the "Edit Server Settings" admin panel section:
immagine

And then, you need to check the inputs in GameEngine\Admin\editServerSet.php.
You can either hardcode the default GP_LOCATE (gpack/travian/default) or make a new constant, like "DEFAULT_GP_LOCATE" with the value of the default gpack path, to overwrite the constant GP_LOCATE, when you'll save the settings.

@Shadowss
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Shadowss commented Aug 9, 2018

@velhbxtyrj : Great ideea

@velhbxtyrj
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@Shadowss Most likely, I'll start to experiment this a little later.

@velhbxtyrj
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Maybe it's worth making a show of the selected targets for the catapults in the rally point during the attack as an additional option that can be turned on or off in the admin panel?

@velhbxtyrj
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In order to add a second graphic package legends, need to rework too much code 😞 Today I started to do this and came across some difficulties. Therefore, will have to postpone it for an indefinite period.

@iopietro
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Yes, the catapult targets showed in the rally point is a new feature, so it should be activable in the admin panel.

It could be more easy in the v9.0.0.

@velhbxtyrj
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If I'm not mistaken, then if a player who is under the Beginners Protection attacks another player, then he must lose Beginners Protection. Now this does not happen. If a player under the Beginners Protection attacks another player, then the Beginners Protection remains activated.

@RevertIT
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@iopietro Just want to say thank you for still working on this and being such an awesome person

@iopietro
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Thanks a lot, I appreciate it :).

@velhbxtyrj
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@iopietro

Note: Villages with a wonder of the world are not ordinary villages. If the village with a wonder of the world is completely destroyed by catapults, it, as well as the village with the artifact located in it, will not disappear from the map, but remain with the population of 0. Also, if the player has only 2 villages, one of which is the WW village, then the second , an ordinary village, can not be removed.

Now you can destroy any WW village with catapults and it disappears

@iopietro
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@velhbxtyrj

This code:

https://github.com/Shadowss/TravianZ/blob/22548258f0cad6bd0c2f597e881ed74e9a0c96c2/GameEngine/Automation.php#L1286

Should be changed to:

if (count($varray) > 1 && !$database->villageHasArtefact($DefenderWref) && !$to['natar']) { 

(I can't do it right now)

@velhbxtyrj
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@iopietro I have made the changes you specified

@iopietro
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Thanks, great :)!

@velhbxtyrj
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@iopietro @Shadowss Some more comments need to be changed:

  1. Now in our code in the profile of the player the capital is displayed by the first village. But according to the original travian, when viewing the profile, all villages should be displayed by the number of people (including the capital).

comx-annoyingrepor21

  1. The list of villages should be displayed not by the number of the population but by their name (the player himself places the villages by the name).

cb89c7cca6ae

  1. I am going to correct this now. Placement of links in the side menu also does not correspond to the original version.

maxresdefault

We also see that the mapping of the villages is arranged in alphabetical order (as I indicated in point 2).

P.S. Or if maybe I'm wrong, correct me.

velhbxtyrj referenced this issue Aug 28, 2018
+Changed the placement of menu links https://github.com/Shadowss/TravianZ/issues/544#issuecomment-416526737
+Minor changes and improvements in the Admin panel
+Minor corrections in the display of text in the profile of the player
@iopietro
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Yes, you're right and the links were moved to the left only because it was better than the right position.
We decided to move it some months ago because of that.
But yes, the original position is the right one.

@velhbxtyrj
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velhbxtyrj commented Aug 30, 2018

For links I remember and therefore did not mention them :)

I mean displaying the list of villages in order in the player's profile and in the side menu. 1. In the profile of the player, they are displayed by the number of people (in our code the capital city bypasses this rule and always displays the first one). 2. In the side menu, villages should be displayed in alphabetical order. For example: we choose in which order to show us the villages, respectively, referring to them 1 - population 100, 2 - population 102 capital, 3 - population 40, 4 - population 600 (in our code they are displayed by population and the capital is always displayed first 1 - population 102 capital, 4 - population 600, 2 - population 102, 1 - population 100, 3 - population 40).

Regarding the third punk, I changed it. In our code before the change, it looked like this:

default

Now it looks like this:

1

To change this, I've been looking through a lot of images for several hours to determine how it really should look.

And last but for the time being I wrote all this, I thought that we can return the display of links to the original place but make a choice during installation and in the admin panel where to display them (as it is done for new functions) that in reality save the original game;)

@iopietro
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iopietro commented Aug 30, 2018

Nice, now it looks like the real T3.6 :).

@velhbxtyrj
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@iopietro I coped with my remarks in this commit Shadowss/TravianZ@baf38dc on the first and second points that indicated in the previous message

@velhbxtyrj
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@iopietro @Shadowss Good. I reached the medals. With them there is little uncertainty. I'm interested in some of the nuances and I think we can figure it out together.

For the player there are the following medals:

  1. Attackers of the week
    https://github.com/Shadowss/TravianZ/blob/d59aa8e07231f729905236f0093fd4d82d3fc405/GameEngine/Automation.php#L4131

  2. Defender of the week
    https://github.com/Shadowss/TravianZ/blob/d59aa8e07231f729905236f0093fd4d82d3fc405/GameEngine/Automation.php#L4141

  3. Climbers of the week
    https://github.com/Shadowss/TravianZ/blob/d59aa8e07231f729905236f0093fd4d82d3fc405/GameEngine/Automation.php#L4151

  4. Rank climbers of the week
    https://github.com/Shadowss/TravianZ/blob/d59aa8e07231f729905236f0093fd4d82d3fc405/GameEngine/Automation.php#L4161

  5. Robbers of the week
    https://github.com/Shadowss/TravianZ/blob/d59aa8e07231f729905236f0093fd4d82d3fc405/GameEngine/Automation.php#L4171

Our medal code works correctly. But there is one problem with medals # 3 and # 4. Medals under number 3 in the original travian no at all. Medal at number 4 is exactly the original medal that we need, but! The medal for number 4 has the wrong image of the medal (now this image is taken from a non-existent medal for the hero), you need to remove the image from medal number 3 and install it for medal number 4 and then our code with medals will be completely perfect. Medal number 3 must be removed because I do not understand why it is issued and there is no such image for this medals.

I also have a suggestion about medals. We have images for medals: the best merchant and the best hero. We can implement this as an additional function. What do you think about it?

P.S. Although I will rather introduce this than our discus will take place on this matter :)

@velhbxtyrj
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@iopietro @Shadowss The second problem concerns the medals of the alliance. For the alliance, we must have only 4 medals:

  1. Attackers of the week
    https://github.com/Shadowss/TravianZ/blob/d59aa8e07231f729905236f0093fd4d82d3fc405/GameEngine/Automation.php#L4528

  2. Defender of the week
    https://github.com/Shadowss/TravianZ/blob/d59aa8e07231f729905236f0093fd4d82d3fc405/GameEngine/Automation.php#L4536

  3. Robbers of the week
    https://github.com/Shadowss/TravianZ/blob/d59aa8e07231f729905236f0093fd4d82d3fc405/GameEngine/Automation.php#L4544

  4. Climbers of the week
    https://github.com/Shadowss/TravianZ/blob/d59aa8e07231f729905236f0093fd4d82d3fc405/GameEngine/Automation.php#L4552

In the code, we still get bonus medals that are only for the players and it is not right, since these medals are not intended for the alliance:

  1. Receiving this medal shows that your alliance was in the top 3 of both attacckers and defenders of the week
    https://github.com/Shadowss/TravianZ/blob/d59aa8e07231f729905236f0093fd4d82d3fc405/GameEngine/Automation.php#L4560

I will also rewrite these medals and remove this non-existent medal №5 for the alliance.

@iopietro
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iopietro commented Sep 5, 2018

I'll rework the medals in the refactored version, with your tips, thanks :).
Yes, the best trader and the best hero medals are a great idea :).

@velhbxtyrj
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But I have almost finished doing it. There are only some details of which I can not understand exactly where the calculation of all the values for the week occurs.

@iopietro
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iopietro commented Sep 5, 2018

But the whole medal method needs to be reworked, the code in it is very bad right now.

@velhbxtyrj
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velhbxtyrj commented Sep 5, 2018

Ahh well :)

All medals are described here:
https://t4.answers.travian.com/?view=answers&action=answer&aid=117

@eliopinho
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@iopietro this development has stoped ?

@iopietro
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iopietro commented Dec 1, 2018

So so, I will return on this project as soon as I can.

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