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Travian QP Targets 3.7.0
<i>Quick</i> Scout/Fake/Hero/Farm<br>Delayed Send Troops<br><i>Plus</i> features<br>Message Autolinks<br><i>Enhanced</i> Rally Point/Market/Residence/Palace<br>Diplomacy<br>Field/Building Levels<br>Quick Delete Reports<br>..<br>All langs & servers
Features
Quick Target Features
- Quick Scout -
- sends scouts to village (configurable)
- Quick Fake -
- sends fake to village (configurable)
- Quick Farm - farms village on scout report (ingame configurable)
- Quick Hero - hero raids oasis - useful for conquering and early hero leveling
Report List Features
- Select all messages checkbox - like Plus
- Next Page Shortcut Key - SPACE
- Auto Report Delete per report type - 1 click deletes all report of that type
Message List Features
- Select all messages checkbox - like Plus
- Next Page Shortcut Key - SPACE
Messages / Ingame Forum Messages Features
- Coordinates Link To Target - ingame format coordinates: X|Y link to the target map location
- URIs Link To URIs - useful for user, alliance, reports, ...
Dorf1 - Resource Fields
- Resource Field Levels color coded (max'ed out / upgradeable / not upgradeable / )
Dorf2 - Inner City - Buildings
- Building Levels color coded (max'ed out / upgradeable / not upgradeable / )
Rally Point Features
- Village Troops Total - wherever they are
- Troop Group Links - jump to "troop the the way" or others
- Village Reinfs Away Coordinates
- Slowest Incoming Unit
- Send Back Real Time
Marketplace Send Resources Features
- Overflow/Depletion Times - considering arriving all mercs
- Cumulative Resource Arrival (with times) - considering arriving all mercs
- Merchants Used - changing the resources to send shows merchants needed and the excess/available load
- Autocomplete - like Plus, auto completes own village names
- SendResourcesConfirmation - send to self autofocuses on ok (hit enter)
- Market Easy Send Resource Quantities (times 0, plus times 2, plus times 5)
Hero's Mansion Features
- Complete Hero Status
Residence / Palace Culture Points Features
- Total Villages available
- Time for next villages
Send Troops Features
- Delayed Send Troops - send attack after X time (needs improved interface)
- Autocomplete - like Plus, auto completes own village names
All Pages
- Title fix - put page header on title (on tab)
- Current village resources production
- Current village resources overflow/deplete timers
Single Village Features
- Adds Village List - usefull internally (and more, see instructions)
Statistics
- WW Village coords
- Diplomacy Highlight
Treasury
- Contruction Plan Village holder coords
- Diplomacy Highlight
Buildings / Fields / Troops / Research
- Time To Build - Each resource missing and timer to make stuff
- NPC Time To Build - Total resources missing and timer for total resources to make stuff with NPC merchant link
Alliance
- Learn Diplomacy - Interactive learning of diplomacy groups
- Player Highlight - similar to statistics highlighting
- Alliance Attacks Diplomacy Warning Highlight - color code regarding diplomacy
Map
- Plus Color Coded Villages - Villages show diplomacy using Plus color code
Script
- GreaseMonkey Menu Command Check Version - check if userscripts.org already has a more recent version
Instruction details
- Rally Point - Slowest Incoming Unit
- Only works on incoming units from other players - when you only get "?" instead of numbers of the incoming units
- Shows the slowest incoming unit based on the time until the attack
- If the distance if bigger than 30, the Tournament Square (TS) can affect speed, so a drop down list is shown with the possibility of choosing the TS level
- Notice that if you do not see the attack exactly when it starts, this may indicate a different unit. Eg.: 20h cata attack is launched, you only see it when 1h is missing to reach your town, of course probably the fastest horse is the estimated slowest unit in the attack.
- Learn Diplomacy
- In the alliance overview page bullets will appear near the confederacy, nap and war alliance groups
- Click the bullets to toggle the colors: grey -> green -> yellow -> red -> grey
- If a bullet is toggled to an already used color, the other bullet becomes grey so, go for red, then yellow, then green.
- Toggle them to get the following combination:
- GREEN - Confederacy
- YELLOW - NAPs
- RED - War
- After changing the bullet's colors, you need to visit that page again (so refresh it)
- Diplomacy Highlighting (Treasury, WW Statistics, Alliance Attacks)
- The color codes used are the "normal" colors
- Green - Confederacy - Friendly alliances
- Yellow - NAPs - Non Aggression Pact alliances
- Red - War - Enemy alliances
- Blue - Own Alliance - Your own alliance
- Additionally, at the Alliance Attacks, the attacks have the cell background as red when it is a warning: attacking confederacy, naps or the own alliance
- The color codes used are the "normal" colors
- After learning diplomacy going to a map will display the same colors as in Plus
- Ajax requests have been changed to normal page requests (at least for now). So moving around in the map makes you really get a new map page
- If the warehouse and/or granary needs to be upgraded each respective image is shown
- Else, if any resource is missing some amount to complete any action:
- show each resource amount that is missing
- show a timer that indicates when is that amount going to be available
- when the timer reaches 0, the page refreshes so that the action is available and can be clicked
- If any resource is missing some amount to complete any action:
- If total available resources (TAR) > total needed resources (TNR):
- show a
link to the Market, NPC trading
- show a
- Else:
- show a
with the total missing resources
- show a timer which indicates when will the TAR reaches the TNR
- when the timer reaches 0, the
becomes a link and the rest disappears
- show a
- If total available resources (TAR) > total needed resources (TNR):
- Green - max level achieved
- Yellow - upgradeable building with current resources
- Red - lack of resources to upgrade building (considers resources on page load)
- Green - max level achieved
- Yellow - upgradeable building with current resources
- Red - lack of resources to upgrade building (considers resources on page load)
- Additional table at the top of the Rally point (above the "overview | send troops | simulator" links) with the total of troops from this town, no matter where they are at the moment.
- Coordinates to Link: ingame coordinates format only (just copy paste from profile): X|Y
- URI to Link: complete URI only. Accepted format: something before :// and then until a space or minor (a <br/> is placed automatically at the end of a line). (regex: w+://[^s<] )
- Click the button in the new table for the report type you want to delete
- This will try indefinitely to delete all reports. It will stop when:
- it reaches an empty reports page
- the current page is not a reports list page
- the current page is a reports list page, but not either of these:
- report list of the type to be deleted
- report list of the type "all reports" - after deleting 1 page of a type the next page has this url
- As a result, if it is interrupted for any reason and no other page is visited (eg.: disabling script, ...) it may happen that this is resumed when the report list page is visited.
- If this happens, just visit any other page while the script is enabled and the action should be stopped
- on village links, the icons appear, just press and there they go
- if no available troops, troop sending is canceled on SendTroopsPage
- for now only configurable in the script (at the end, in the "CONFIG" vars)
- Appears on scout reports (resource scout reports)
- Raid/Attack pre-selection: raid = romans/teutons; attack = gauls (in case there are traps)
- Troop amounts pre-selection: based on resources available with extra carrying space (...)
- Multitabbing
- different targets: send troops simultaneously (while other tabs still processing)
- same target: send troops one after the other (send, wait for all redirections, send next, ...)
- notice that sending a lot of troops in multiple tabs at the same time may slow the browser a little... yeah, don't send 50 at the same time :P
- Set the arrival time, press the clock and the seconds to attack will appear
- Interface needs improving
- This is not exact... timeout skew, server delays...
- Resources Overflow/Depletion
- the script tries to understand which resources are arriving or are own merchants on the way
- once understood, that info is saved and the script will always be able to distinguish them
- easiest for the script to learn: make a trade (other town mercs arriving AND own merchants on the way)
- Here the script learns which type of server you're at: Classic (2.5), Normal (3) or Speed
- Until you have 3 villages, Classic and Normal will seem the same to the script, so as per default the CP shown will be for the Normal server type (script configurable)
- total kills needed for current level
- total kills needed for next level
- kills done for current level
- kills needed to get to the next level
- on mouse over of the "kills done on this level" cell, you get the total kills done
- visit the profile page to retrieve the name and coords of the village
- visit the dorf3 (Use the "Villages" link) to get the proper village id
- useful for getting to dorf3 early on
- useful for other features in this script
- usefull to activate scripts that only work on multiple villages
- remember to make sure this script is above all scripts that may need this
- some features can be enabled / disabled / changed by using the variables at the very end of the script
To Do
- Possible future features
- Improve Timers (lightweight timers - not sure how to test - increase load?) (30 - 900 - 5 - 60 - 1)
- Auto Avoid Attack - move troops away and cancel them to return after an attack (time configurable)
- Features to be added
- Quick Farm - improve interface (now it is using english words)
- Quick Targets - ingame fully configurable: quantities / attack types / cata targets
- Target "Info" History - save "info" lines from attacks (ingame erasable) to display... somewhere (village link mouse-over?)
- Quick Targets - if not enough troops, stop redirections at send troops confirmation (for a few seconds with cancel button?)
- Plus Feature: Archive IGMs/Reports
- Plus Feature: Notes
- Delayed Send Troops: Hop village in background so that you can prepare multiple attacks from multiple villages
- Rally Point: Text to clipboard with the incoming attacks, town, granary, crop prod, curr crop,...
- Add a mailing list possibility to send IGMs to multiple people
- Add retrieve all reinforcement reports to a exportable format and put it in QP clipboard
- Market Send: show each cumulative Arriving Totals per merchant arrival in scrolable table
- Market Send Resource Timers: when on negative production, add the possibility of the arriving resource maxing out the capacity - the rest it wasted
- Market Send Resource: limit total resources sent to current merchants in town
- Rally Point: Troop Group Links: try to make links without having the #
- Diplomacy - MAP color coded villages - would be nice to use the ajax
- Plus 13x13 Map with Colors - only last learnt diplomacy in server - if you sit someone, check their alliance overview after logging into their account, instead retrieve the user from one of the MAP pages that is retrieved!!!!
- Add distances information in several places - decide where (on village page, player page, ...)
- Configurations - some need to be ingame
- NPC Extra Building Planning - after reaching NPC add resources needed for any buildings and levels
- NPC Extra Building Planning - after reaching NPC add resources needed for any buildings and levels
- Continuously improve general performance - specially main
- Continuously improve debug info - little info at default level
- Requests
- Update this with posts information
- Known bugs
- delayed send troops timer may show strange values, but sends on time
- --- Currently none ---
History
- 3.7.0 - 08-07-13
- added: Server Type Retrieving - affects CP table @ Residence / Palace and Slowest Incoming Unit @ Rally Point
- added: Send Troops: Send Back Real Time
- bugfix: NPC Time To Build (Troops) also update on pressing the max - remove Time To Build information
- bugfix: Treasury Page is recognized more restrictively - Heroes Mansion Oasis Page no longer has the coords added for each oasis (the original page already shows it)
- bugfix: Time To Build now works with negative crop - was refreshing the page repeateadly - now simply shows infinite time
- bugfix: NPC Time To Build now works with negative total production (crop production so negative that it exceeds the sum of the production of the other resources) - not sure what would the behavior be, maybe also repeateadly refresh the page - now simply shows infinite time
- 3.6.0 - 08-06-23
- notice: FireFox 3 Final is out - earlier I had a request not to receive FF3 bugs because some betas might have problems showing some html stuff, well now it is FF3 final, so feel free to use and report problems with FF3 - I'm using FF3 for a while now and everything seems fine (or as fine as in FF2)
- added: Configurable msg coordinates extra separators \ / , ;
- added: Rally Point - Incoming Attack Slowest Unit Calculation
- 3.5.0 - 08-06-16
- added: Treasury Diplomacy Highlight
- added: WW Statistics Diplomacy Highlight
- bugfix: Alliance attacks - diplomacy warning color code - now partially tested, working and smoother colors
- bugfix: Building levels - WW villages now work - image for the WW has no class
- Previous history inside script
Generic script goals
- simplify some tasks - repetitive tasks; too-many-steps tasks; ...
- no support for other browsers - using of firefox GM_set/GM_get to save permanent info
- no need for language translations - simple new icons OR words/icons from travian
- low priority on Plus support - Plus users already have benefits over others
- ultra low priority on country specific HTML support - some travian servers have changed HTML in the game
Script problems?
- Instructions for newbies
- Install FireFox most recent stable version
- Install Greasemonkey Addon for FireFox
- Install QP Targets most recent version
- Bugs / problems / etc...
- Try the following:
- Disable other GM scripts (for incompatibilities)
- Check the Error Console - Tools, Error Console (for added info)
- Change the DEBUG_VERBOSITY level down to DBG_LOWEST (for maximum possible info)
- If the problem still exists please give me the following information:
- Browser used, including version
- Script version
- Graphic pack used or if none is used
- Travian server where you see the problem
- Describe the problem the best you can
- Information from the Error Console you believe can help
- Try the following:
Configurations
- Enable / Disable Features
- What: All features can be disabled (1 feature can be a requisite for another feature)
- Where: Inside the
function main() - How: Find a function call inside the main function and comment it out
- To comment code place a
//at the beggining of that line - Function names are self explanatory
- If disabling a feature messes some other feature... undo it :)
- To comment code place a
- Feature configurations
- What: Some features can have their behavior work in different ways (few even disabled)
- Where: At the end of the script
- How: Find a configuration variable, read the comments, and configure one of its possible values
Read above please!
- You are responsible for reading all this text above
- Asking something that is already answered above probably won't get you the answer you wanted...
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Hello,
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@krneki: I also have Travian Beyond (2.6c I will add, just in case yours is a version-specific error) and I see the QP levels of buildings alright... Are you sure that your problem is an incompatibility between them? I do have some suggestions regarding a clearer molding together of Travian Beyond and QP Targets though... I'm still new at QP, but I've come to see a couple of things that could be fixed for them both to work better together... 1) Depletion timing in all pages is repeated above and below each resources' amount 2) The market 0x 2x 5x links dissappear overlapped by the 500 750 1000 option of the beyond.... This options only appear after sending at least 1 merchant somewhere first... Maybe they could be better positioned in the space below, i.e. next to the "0 = 0 (0)" place? Additionally, as an extra feauture request: QP, can you add coordinates and distance (the same as in the Rally Point) to the villages that I'm exchanging resources with at the market? 3) The Delete buttons below the reports page overlaps (in fact, takes out) the notepad of beyond (no real loosing here, I prefer these buttons so I don't care :P) Finally, another feauture request:
Sorry if I didn't make myself perfectly clear, English is not my native language... :P Very good script, and very much appreciated!!!!!! Great work QP!! |
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could you tell me, how can I disable numbers in dorf2.php (levels of buildings)? They are overlapped if I use travian beyond simultaneously. |
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With the 3.7.0 version marketplace don't show any more total arriving resources and time of last merchant. Actual I get error "currResourceRow.cells[3] is undefined", pleae take a closer look at this issue. Thanks |
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Real 100% Working Learn Hacking Passward Using Firefox
Link- http://www.vevin.com/hacking-saved-password-usi... Drop Comments Abt The Trick If U Like The
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Here is the new version... a couple of bugfixes, one important for negative crop towns - inside upgradeable buildings or buildings to make troops the page would continuously refresh. Server type is now identified by the server... I still would appreciate information on how to differentiate Normal and Classic servers: for now I'm differentiating by the Culture Points, but for 2nd and 3rd town it is the same value. I already found that the oasis exist but cannot be clicked (they appear on the map but they have no link for them...). So another easy and early game way to differentiate these 2 server types would be great... Also added the Send Back Real Time - when withdrawing troops you only get the time of the slowest unit and if you want to withdraw only other units you needed to guess the real time... Nice gaming to all. |
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Hello, can you add german servers (http://welt*.travian.de/) to the included sites?
Thanks
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Hello, been busy... will try to get something out in the next few days... As for the questions I had made about a classic server, I'm trying to make the script learn which type of server it is... the thing that I found now which could show the difference between the 3 server types (speed, normal, classic) is the culture points at the residence/palace. But still the normal and classic do need the same CPs to make the 2nd and 3rd towns, so if anyone has any suggestions for something in-game that can be more distinctive than the CPs, post it :) Also, I'm considering hosting a webpage for the script... some pictures... maybe some more information on how things work... anyone has suggestions on where to host it? Ok, now for answers:
@RoadRunner: Thanks.
@Melhior: Thanks. @Joca: I do see your problem, but I already answered that to someone else: with the current interface I have for this, which is to use the game's interface, that is not possible and the reason why is this: whatever values you fill on the send troops page will go to the server which will check the validity of them and present them at the send troops confirmation so that page wouldn't have the hero, which would then make scheduling not have the hero anyway. Sooooooooo, I do see your problem but major changing to this will not come soon since I believe there are many other more prioritary features... Nice gaming to all. |
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I cant select the hero when he's not around. The problem is when i send the hero with the troops.
See this at: and then...i send the hero in attack! Now where's the hero to schedule?? |
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@RoadRunner
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Hey QP, first of all, thanks for a great suite of scripts. I have two requests for features if you don't mind. 1) In the marketplace you sum up the incoming traders and the total resources. I love this feature... but if possible.. I have an idea for an improvement that would prove extremely valuable to anyone riding a huge crop negative, in def.walls or WW villages etc. Is it possible to create a graph that displays a timeline... plotting the future granary balance based on consumption and incoming crop?
2) NPC help. You have NPC help for buildings and resource fields, but not for troops. Would it be possible to add that? I am still using a script called Travian NPC Helper, because it works for troops AND it provides a return link into the building or resource field you wanted to NPC in the first place. Thanks,
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@QP
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travian 2.5 exists at least in the pt servers |
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@dws: not yet... @Melhior: yeah... at least from middle to end of game that happens... I'll look into it. @polle1: see Melhior's answer. @Melhior: thanks :) @core79: Yes it is default configured for speed servers, check the end of the script there is a variable for that... server type or something like that - it is explained that it is for speed and the other possible values. By the way, anyone knows if there is still any Travian 2.5 server alive? or can anyone assure me that there is none? where can I find that official information? Thanks. Nice gaming to all. |
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I have a problem with the function "slowest incoming unit".
In consol error i see this: QP/Travian QP Targets: [getSlowestUnit]
thank you very much...
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@polle1
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In "autosend spy" the defult is 1 but can i change it too 5 ,and how? |
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@QP
thank you! |
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ty QP, I will be waiting ^^, |
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@Martinspeed: Thanks for the comment, it is always nice :) @Lord J: Unsure as to whether or when I'll do that. I have stated before I plan to make some features IGC (InGameConfigurable), but making all of them will take soooome work for that alone and slows down the entire script. So I prefer to leave some as script configurable, and even in both types of script configurations:
Nice gaming to all. |
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i have instaled this script 4 or 5 time but i always end up removing it..... could you please add config so we could chose active options..... make it a big config for every little addon you have... |
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Thanks for script |
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@guy6: yeah, there are some generic scripts that are used for "the web"... not for a specific site, and that profanity one seems to be such a case... but they refreshing 2 or 3 times seems like overkill... at least to me.
@BmW: ok, so a brag feature :P i'll look into it... Nice gaming to all. |
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@QP:
That is really not nececary to add, but if it wont take you much time, it would be cool to have ^^ |
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i found out today that some scripts not used for travian will still interact with travian. like the profanity script, and the google skins. they cause the travian server to send a refresh 2 or 3 times. it is like drawing a strait line right to your name. i got told on and the multi-hunter went through both my accounts. kept refreshing the screens. the only script i had on was qp targets. it wasnt found. but i think they are trying to crack down because the travian gold hack is a script and is malicious. has made the server unstable more than once. |
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