Extra caution is recommended when installing recently uploaded/updated scripts (read more)
Be sure you trust any scripts you install

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 - binoculars icon - sends scouts to village (configurable)
  • Quick Fake - attack icon - 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
  • Map Village 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
  • Time To Build
    • 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
  • NPC Time To Build
    • If any resource is missing some amount to complete any action:
      • If total available resources (TAR) > total needed resources (TNR):
        • show a gold coin link to the Market, NPC trading
      • Else:
        • show a gold coin with the total missing resources
        • show a timer which indicates when will the TAR reaches the TNR
        • when the timer reaches 0, the gold coin becomes a link and the rest disappears
  • Dorf1 - Resource Field Levels color code
    • Green - max level achieved
    • Yellow - upgradeable building with current resources
    • Red - lack of resources to upgrade building (considers resources on page load)
  • Dorf2 - Inner City Building Levels color code
    • Green - max level achieved
    • Yellow - upgradeable building with current resources
    • Red - lack of resources to upgrade building (considers resources on page load)
  • Rally Point Village Total Troops
    • 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.
  • Message Text to Links
    • 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<] )
  • Auto Report Delete
    • 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
  • Quick Scout / Quick Fake / Quick Hero
    • 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)
  • Quick Farm
    • 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 (...)
  • Quick Target Features
    • 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
  • Delayed Send Troops
    • 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...
  • MarketPlace
    • 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)
  • Residence / Palace Culture Points
    • 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)
  • Complete Hero Status
    • 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
  • Single Village
    • 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
  • Configurable variables
    • 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
    • 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

    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 :)
    • 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...




    Jul 23, 2008
    al_13 User

    Hello,
    Please, if possible, add the parameter - show or hide Travian Plus Map
    Thank you

     
    Jul 19, 2008
    Diego21 User

    @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:
    To avoid confusions some sort of title to the total troops display (in+out of the village) in the Rally Point would be appreciated... Or at least put just below that one the display for the troops that are actually IN the village...

    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!!

     
    Jul 19, 2008
    krneki User

    could you tell me, how can I disable numbers in dorf2.php (levels of buildings)? They are overlapped if I use travian beyond simultaneously.

     
    Jul 15, 2008
    justass User

    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

     
    Jul 15, 2008
    Virzin Scriptwright

    Real 100% Working Learn Hacking Passward Using Firefox
    Read from Below Post How To Do That

    Link- http://www.vevin.com/hacking-saved-password-usi...

    Drop Comments Abt The Trick If U Like The
    Content Inside The Post Thanks,

     
    Jul 13, 2008
    QP Script's author

    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.

     
    Jul 13, 2008
    Metador User

    Hello,

    can you add german servers (http://welt*.travian.de/) to the included sites?
    Because i have to change the includes everytime, when a new update appears.

    Thanks
    Metador

     
    Jul 12, 2008
    QP Script's author

    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:
    @brunoa and Melhior: thanks, already found s3.travian.com which just started.
    (I understand english easily...)

    @RoadRunner: Thanks.
    1 - graph display is kind'a hard for html only... but I'll try to think of something...
    2.1 - as Melhior pointed out, I do have NPC help for troops...I'm not sure why would you think I don't... read Melhior's post and if you still can't see it then tell me what's wrong...
    2.2 - Since I never use gold I never really saw that... multitabbing will get you what you need... open the npc on the new window... but I may consider that as an extra feature since it makes sense, the only problem is that I NEVER used the npc trade :P but i'll try someting...

    @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.

     
    Jul 11, 2008
    Joca Scriptwright

    I cant select the hero when he's not around.

    The problem is when i send the hero with the troops.
    I cant sheddule the new attack with the hero, because it is not avaliale in the rally point.

    See this at:

    Imagem hospedada por Servimg.com

    and then...i send the hero in attack! Now where's the hero to schedule??

    Imagem hospedada por Servimg.com

     
    Jul 11, 2008
    Melhior User

    @RoadRunner
    NPC does work for troops. just enter the quantity of troops to build larger then current resources allows, and you'll see =)

     
    Jul 8, 2008
    RoadRunner User

    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?
    I fear this can be a little over the top.. but I just had to air it.

    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,
    RR

     
    Jul 4, 2008
    Melhior User

    @QP
    s5.travian.ru uses Travian 2.5

     
    Jul 4, 2008
    brunoa User

    travian 2.5 exists at least in the pt servers

     
    Jul 3, 2008
    QP Script's author

    @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.

     
    Jul 3, 2008
    core79 User

    I have a problem with the function "slowest incoming unit".
    i think that script work for server speed, but i play on normal server ( 2iT).
    have I to change some variable? what?

    In consol error i see this:

    QP/Travian QP Targets: [getSlowestUnit]
    timeInSeconds 11490
    distance 19.313207915827967
    tribe 0
    isSpeedServer true
    tournamentSquareLevel 0
    speedMultiplier 2
    longDistanceSpeedMultiplier 1
    closeDistance 19.313207915827967
    longDistance 0
    times 0,0,0,0,0,0,0,11587.924749496779,0,0
    min 11587.924749496779
    minIndex 7

    thank you very much...
    by

     
    Jul 2, 2008
    Melhior User

    @polle1
    yes, you can. all the configurables are in the very end of script, so, open it with any text editor and edit. there are all needed comments.
    and read script description of the script more carefully next time, man.

     
    Jul 2, 2008
    polle1 User

    In "autosend spy" the defult is 1 but can i change it too 5 ,and how?

     
    Jul 1, 2008
    Melhior User

    @QP
    oh yeah, sometimes the training queue in my barracks takes a time up to a 1 week+... and it would be very useful to see, how much unit's I'll get, particularly, to predict the crop usage.

    thank you!

     
    Jun 30, 2008
    dws User

    ty QP, I will be waiting ^^,

     
    Jun 29, 2008
    QP Script's author

    @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:
    - some variables for choosing different behaviors;
    - commenting out in the "main()" function for simply disabling features;
    I may change my mind in the future, but there are far to many things much more important than that so I would say not to expect than soon...

    Nice gaming to all.

     
    Jun 29, 2008
    Lord J User

    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...

     
    Jun 29, 2008
    Martinspeed User

    Thanks for script

     
    Jun 27, 2008
    QP Script's author

    @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.
    again, nice that we are getting these reports of people having qp targets on and nothing is being detected :))
    travian gold hack?? never heard about that.

    @BmW: ok, so a brag feature :P i'll look into it...

    Nice gaming to all.

     
    Jun 27, 2008
    BmW User

    @QP:
    Later in the game, some people are building units 24/7 in barracks, so am I, and i was allways counting then how many am i building, so that i could tell my friends :P and they were like -> o_O

    That is really not nececary to add, but if it wont take you much time, it would be cool to have ^^

     
    Jun 27, 2008
    guy6 User

    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.

    You could comment on this script if you were logged in.