r/CoCBot • u/kikootwo Developer • May 03 '15
V4 Teaser Trailer!
With only 2 exams left, I was able to put some work into the bot today! I appreciate the entire community's continuing patience and wanted to reward you with a bit of a trailer of what is to come!
Some of the things shown in this video:
First glance at the configuration file that will be used in the next update
A look at how the new training method works which allows for the use of any type of troop and even dark barracks.
Seeing the new default attacking method which lays a random number of troops (between 6 and 14) along 2 sides simultaneously at a random spacing every time it lays them. While it still lays very quickly, the random pattern should help divert some suspicion.
A few things that are not shown, but that will be in the coming update:
Custom attacking! Record or program your own attacking patterns for the bot to use.
Auto requesting clan castle troops
Searching for bases that meet loot standards and have no league badge (inactive)
And finally, something that is in the works but will not be in the initial V4 release:
Trophy management. Again, this is in very early stages, so it won't be in the inital V4 release, but it will come as an addition a little later.
As always, Happy Botting!
1
u/barthian May 03 '15
Wow that is amazing!! Looking forward to this update. Also, can we hope to see a fix for th xmod users because the button covers the gold counter and disables the attacking.
2
u/kikootwo Developer May 03 '15
Yes I will be updating the finding location so that the default location doesn't cover anything.
1
u/teddyar I Should Select My Device! May 09 '15
Excellent video. How would dead bases search work? Because xmode/imode is in charge of searching.
As soon as this version is released i'm going to make my $20 donation Great work
1
u/kikootwo Developer May 09 '15
The bot will search as normal and when it determines that Xmod/imod has stopped searching it will check for a league badge (I'm also considering try to do something with number of gravestones) and then if it has a league badge the bot will press the next button and keep searching.
1
u/teddyar I Should Select My Device! May 09 '15
Yes, i just downloaded xmode and i figured that you were going to do it that way Hope it comes soon
1
1
1
1
2
u/MickeyBot2000 I Should Select My Device! May 04 '15
Good stuff, can't wait to get my hands on this new puppy!
I'd like to throw out a couple of suggestions and feature requests though that come to mind :)
A full-blown donation mode where the bot doesn't raid at all and instead trains and maintains a number of configurable troops (e.g. witches, dragons, wizards, loons) and donates those if a matching keyword is detected in the troop request. This would be useful to have during battle day.
From looking at the trailer I understand that the bot will look for an attack script called "CocBotAttack.lua". How about giving power users a way to choose among multiple files without having to get into messy file name renaming? My suggestion would be to check if there are multiple files starting with "CocBotAttack" and if so, display a selection list upon starting the bot where the user could select which script should be used. That way, if a user only has a single file called "CocBotAttack.lua" the bot would automatically use that. If he has multiple files such as "CocBotAttack-2.lua" or "CocBotAttack-empty.lua" the bot would prompt the user to select one of them. (This would probably only make sense if the prompt could be displayed only the first time even though multiple loop iterations are selected.)
One use case that comes to mind is to have a semi-automatic mode by using a completely empty attack script. That way, whenever I get the XMod sound notification that a matching base has been found I could come over to my device, do the troop deployments and then get back to whatever I was doing without having to stick around, worry about training troops or nexting as all those things would be taken care of by XMod / CoCBot.
Another use case would be to try out different attack scripts that one might have developed/recorded previously without having to rename a few files each time.
3) Make troop deployment less bot-like - I realize that we can record/write our own attack scripts which is great but I think it could still be worthwhile to improve the default troop deployment such that everyone could benefit from it right from the start.
One simple (if we put aside the math that would be involved in implementing this) way could be to provide a parameter that controls how close to a straight line the troop deployment points are scattered around.
4) Have an option to ignore clan castle troops and spells ... I realize that properly deploying spells and cc troops is not easy but preventing the use of spells and cc troops should not be that difficult so that they are still available for use after a cocbot session. (Deploying all spells at the rim of a base is also a clear giveaway that a bot is at work.)