Strategy: FarmRotator

Purpose To attack/reinforce/spy a group of villages in sequence
When to use When you want to distribute your attacks over a group of villages
When to avoid

FarmRotator is like Farmizzator, except that it will send the specified troops on a group of targets in sequence. The troops you specify are sent together. If you don't specify a rate, the strategy will wait for the troops to come back before sending the next attack. The purpose is to send the same troops to different targets, but this can change if “rate” is higher than “1” (see below).

Syntax

<strategy class="FarmRotator" desc="DESCRIPTION" enabled="true"
          runWhile="RUNWHILE_UID" waitFor="WAITFOR_UID" uid="UID"
          movement="REINFORCE|RAID|ATTACK" spy="RESOURCES|DEFENSES" minPause="MINPAUSE">
   <troops type="TROOP_NAME" allowLess="ALLOWLESS" min="MINIMUM_TROOPS"
           randomise="RANDOMISE" enabled="true">TROOP_AMOUNT</troops>
   <troops type="TROOP_NAME" allowLess="ALLOWLESS" min="MINIMUM_TROOPS"
           randomise="RANDOMISE" enabled="true">TROOP_AMOUNT</troops>
   <troops type="TROOP_NAME" allowLess="ALLOWLESS" min="MINIMUM_TROOPS"
           randomise="RANDOMISE" enabled="true">TROOP_AMOUNT</troops>
   <target x="XCOORD" y="YCOORD" village="TARGET_VILLAGE" item="CATA_TARGET1, CATA_TARGET2" 
           movement="REINFORCE|RAID|ATTACK" spy="RESOURCES|DEFENSES"/>
   <target x="XCOORD" y="YCOORD" village="TARGET_VILLAGE" item="CATA_TARGET1, CATA_TARGET2" 
           movement="REINFORCE|RAID|ATTACK" spy="RESOURCES|DEFENSES" rate="RATE"/>
   <target x="XCOORD" y="YCOORD" village="TARGET_VILLAGE" item="CATA_TARGET1, CATA_TARGET2" 
           movement="REINFORCE|RAID|ATTACK" spy="RESOURCES|DEFENSES" rate="RATE"/>
   <target x="XCOORD" y="YCOORD" village="TARGET_VILLAGE" item="CATA_TARGET1, CATA_TARGET2" 
           movement="REINFORCE|RAID|ATTACK" spy="RESOURCES|DEFENSES" rate="RATE"/>
</strategy>

Attributes and parameters

DESCRIPTION some optional description of your choice
WAITFOR_UID See "Strategies"
RUNWHILE_UID See "Strategies"
UID Unique IDentifier. See "Strategies"
REINFORCE, RAID, ATTACK the type of movement. The value to use can be found in the language configuration file. (as in Farmizzator)
RESOURCES, DEFENSES the type of scouting. The value to use can be found in the language configuration file. (as in Farmizzator)
MINPAUSE Minimum pause in minutes (default = 5)
TROOP_NAME type of troops, in the server language or as an alias defined in the language configuration file. (as in Farmizzator)
ALLOWLESS “false” if you want to send the amount of troops and don't send anything if you don't have them, “true” if you might also send less than the specified troops when you don't have enough; default is “false”. (as in Farmizzator)
MINIMUM_TROOPS the minimum amount of troops to send when allowLess=“true”; default is “0”. (as in Farmizzator)
RANDOMISE “true” if you want to add or subtract a random number, up to 10%, to the troops to send. Useful to disguise the bot as a human; default is “true”. (as in Farmizzator)
TROOP_AMOUNT the number of soldiers to send. The actual amount sent depends on the values of “allowLess”, “min” and “randomise”. (as in Farmizzator)
XCOORD, YCOORD target village coordinates. (as in Farmizzator)
TARGET_VILLAGE the name of the target village. Better to use coordinates instead. (as in Farmizzator)
CATA_TARGET1 catapult first target, as it appears in the selection box; default is random target. (as in Farmizzator)
CATA_TARGET2 catapult second target, as it appears in the selection box; default is no second. (as in Farmizzator)
RATE how often to send troops; default is “1”. Any positive number, even with decimals (as in Farmizzator)

Notes:

  • The values of movement and spy specified at the <strategy> level are the default used when the same values are not specified at the <target> level
  • The “rate” attribute is conceptually similar to Farmizzator, but here it doesn't really specify a “rate” when you have more than one target. It has to be interpreted as the time that it will wait before sending troops to the next target. When rate=“1”, the next attack will be done as soon as the troops come back from the current one. When rate=“2”, the next attack will be done after waiting half the time that the troops need to go and come back, so new troops will be sent at the moment that the current troops arrive at the target. When rate=“0.5”, the new attack will be done after waiting double the time that the troops take for going and coming back, which is like saying that the troops will stay in the village for the same time that they took to arrive at the target and come back. Hope it's clear enough 8-O

Examples

FIXME Examples

<strategy class="" desc="" enabled="true" uid="s123123">
</strategy>


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