Neverwinter gateway - Profession Automation

Automatically selects professions for empty slots

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Review: Bad - script does not work

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Posted: 2015-05-02

Script not training resources when option is checked

I have a couple new characters with 3 slots open, I have set them to Leadership XP and have "train assets" checked ON, on my main chars the script hires new people and upgrades them fine, but for the new ones (Leadership Level 12) the script just only does "Explore Local Area" and never hires new mercenaries (I only have 3) to train them into guards so it can do "Chart Area" or whatevr that one was called.

Rotten_mindAuthor
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Posted: 2015-05-02

Not sure if there issue with "Train Assets".

Your leadership has all three slot utilized, script is not stopped.

If script is not hiring new workers if slots are not filled or task fails because Rank X -person are missing and then we have issue with "Training assets".

Did you check what task are on your tasklist, maybe script do task what are on tasklist...

Rotten_mindAuthor
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Posted: 2015-05-02

/* Info here isn't reflected in list below as yet. LeadershipTier1Feedtheneedy Exp5/0.166 -> 30 LeadershipTier12Training Exp80/4 -> 20 LeadershipTier12Guardduty Exp40/2 -> 20 LeadershipTier14Protect Exp40/2 -> 20 LeadershipTier15Explore Exp40/2 -> 20 LeadershipTier27Training Exp160/8 -> 20 LeadershipTier27Raid Exp80/4 -> 20 LeadershipTier29Chart Exp80/2 -> 40 LeadershipTier29Chart, 3x LeadershipTier15Explore Exp200/8 -> 25 LeadershipTier313Training Exp240/8 -> 30 LeadershipTier313Patrol Exp120/4 -> 30 LeadershipTier314Assemble Exp120/4 -> 30 */

and XP tasklist,

        0: ["Leadership_Tier0_Intro_1"],
        1: ["Leadership_Tier0_Intro_5", "Leadership_Tier0_Intro_4", "Leadership_Tier0_Intro_3", "Leadership_Tier0_Intro_2"],
        2: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
        3: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
        4: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
        5: ["Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
        6: ["Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
        7: ["Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
        8: ["Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
        9: ["Leadership_Tier1_5_Explore", "Leadership_Tier2_9_Chart", "Leadership_Tier1_4_Protect"],
        10: ["Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
        11: ["Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
        12: ["Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
        13: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
        14: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
        15: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
        16: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
        17: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
        18: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
        19: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
        20: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart","Leadership_Tier1_5_Explore", "Leadership_Tier3_13_Training", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
        // 20: ["Leadership_Tier3_13_Patrol","Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1", "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol"],
        21: ["Leadership_Tier4_21_Protectmagic","Leadership_Tier4_21_Training","Leadership_Tier2_9_Chart","Leadership_Tier1_5_Explore","Leadership_Tier3_13_Patrol"],
        22: ["Leadership_Tier4_22_Guardclerics","Leadership_Tier4_21_Training","Leadership_Tier2_9_Chart","Leadership_Tier1_5_Explore","Leadership_Tier3_13_Patrol"],
        23: ["Leadership_Tier4_21_Protectmagic","Leadership_Tier4_22_Guardclerics","Leadership_Tier4_21_Protectmagic","Leadership_Tier4_21_Training","Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
        24: ["Leadership_Tier4_24_Wizardsseneschal","Leadership_Tier4_22_Guardclerics","Leadership_Tier4_21_Protectmagic","Leadership_Tier4_21_Training","Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
        25: ["Leadership_Tier4_25r_Huntexperiment", "Leadership_Tier4_21_Protectmagic", "Leadership_Tier4_24_Wizardsseneschal","Leadership_Tier4_22_Guardclerics","Leadership_Tier4_22_Guardclerics","Leadership_Tier4_25_Battleelementalcultists", "Leadership_Tier3_20_Destroy", "Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
Rotten_mindAuthor
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Posted: 2015-05-03

Did you check how script is working and is there still bug on it?

§
Posted: 2015-05-03

Yes, I checked - higher level tasks are first in the task list (I am using the original script, I haven't modified anything), so for example "Chart Area" has higher priority then "Explore Local Area", yet instead of hiring mercenaries and training guard assets the script just does "Explore Local Area" non-stop.

Rotten_mindAuthor
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Posted: 2015-05-03
Edited: 2015-05-03

Yes, that it is what it shuold do , it not hire not assets if not needed.

§
Posted: 2015-05-03

will it hire workers after level 14 is reached, then they are needed because task are higher level?

Rotten_mindAuthor
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Posted: 2015-05-03
will it hire workers after level 14 is reached, then they are needed because task are higher level?

Yes, I think @gargar not read tasklist aand my post whole,

    10: ["Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
    11: ["Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
    12: ["Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
    13: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],

lvl10 - 12 script do tier2 tasks. no need rank3 person.

Level 13, is needed new workers so script works as it must, just let it do work.

Rotten_mindAuthor
§
Posted: 2015-05-04
Edited: 2015-05-04

This behavior is related to this script original part,

edit it to see if you got desired effect.

Script works well for 99% users so I dont see any reason to change its current state.

        // Rewards do not contain item we want to make
        if (searchAsset) {
            if (entry.def.icon != searchItem || !entry.def.name.match(/Recruit/) || entry.def.requiredrank > 14) {
                return false;
            }
        }
        else {
            if (!(entry.rewards.some(function (itm) {
                    try {
                        return itm.hdef.match(/\[(\w+)\]/)[1] == searchItem;
                    } catch (e) {
                    }
                }))) {
                return false;
            }
        }

If this script is not working for you, I recommend you go with Noonereallys Github -build, link you find on mainpage.


§
Posted: 2015-05-04

You missundestan @Rotten_mind, at level 10 the task "Tier 2_Chart" is highest and it requires rank 2 asset, which I DONT HAVE and the script is not training any. :(

§
Posted: 2015-05-04

btw now the Leadership is lvl 13 and the script still does NOT train assets, it only does "Protect Caravan", which is a low level task, requiring rank 1 assets, only

Rotten_mindAuthor
§
Posted: 2015-05-04
Edited: 2015-05-04

You know that your script working just as it must if you want different task edit task list.

You still have workers for your need so no need to hire more.

Your script still working 100%.

Edit script and take away low level jobs.

  13: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],

your edit is.

  13: ["Leadership_Tier3_13_Patrol"/*, "Leadership_Tier2_9_Chart"*/, "Leadership_Tier3_13_Training"/*, "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"*/],
§
Posted: 2015-05-05
Edited: 2015-05-05

Gargar train assets is working, but the cases you describe are out of conditions for starting hire task !
In the case when you have 3 merc and 3 slots in order for script to start hire task you need to either acquire new (4-th) slot which will need additional worker, remove one worker so you have only 2 for 3 slots, or in task list line for your lvl outcomment all low lvl tasks (just as Rotten_mind showed you above ) - lower than 7 if you want to train Guard, or lower than 13 if you want to train Footman. In short - hire task is started only if the script cannot find workers for available tasks at the moment. In your case you have workers for all your slots and they all can do at least one task (in fact they have 3) from your task list.

§
Posted: 2015-05-05

Well, this is strange, since on my two main characters if one had Level 13 Leadership and only mercenaries - the script would constantly hire mercenaries and train guards until it had 4 guards to make into a footman for every task space, requiring a footman, so for lvl 13, that would be 3 footmen for 3 patrol the mines.

I thought that was the whole point of the script, otherwise it would NEVER train assets, since it can always fall back on the "collect simple resources" tasks and thus never level, for example, Artificing. If what you say is true then the script would only do the lowest level tasks, which are included in every artificing level, since those materials are always needed, and it would never do higher level tasks, which would be stupid.

So a script which is set to try and do Patrol the Mines at level 13 and has an option to train assets, yet chooses not to and instead does level 3 tasks (which would make leveling leadership be done - NEVER) is stupid. And I know this script is not stupid, so I am trying to figure out what is wrong.

Rotten_mindAuthor
§
Posted: 2015-05-05
Edited: 2015-05-05
Well, this is strange, since on my two main characters if one had Level 13 Leadership and only mercenaries - the script would constantly hire mercenaries and train guards until it had 4 guards to make into a footman for every task space, requiring a footman, so for lvl 13, that would be 3 footmen for 3 patrol the mines.

I thought that was the whole point of the script, otherwise it would NEVER train assets, since it can always fall back on the "collect simple resources" tasks and thus never level, for example, Artificing. If what you say is true then the script would only do the lowest level tasks, which are included in every artificing level, since those materials are always needed, and it would never do higher level tasks, which would be stupid.

So a script which is set to try and do Patrol the Mines at level 13 and has an option to train assets, yet chooses not to and instead does level 3 tasks (which would make leveling leadership be done - NEVER) is stupid. And I know this script is not stupid, so I am trying to figure out what is wrong.

As long it not get stuck because missing workers it work.

There is bugs in Gateway, network, in javascript and all variations from them, so I dont bother too much them as long they not break script or cause harmfull issues to users(if this happens script is pulled OffLine).

...but THX anyway your concerns about script health, ;D.

ps. @Slider, your explanation is shot of "BullsEye", my engrish spweak lack such efforts, :P.

§
Posted: 2015-05-05
Edited: 2015-05-05

@gargar if you wanna see what is happening when script chooses next task for a specific char do this:
(if you are with Chrome) Make shure you have free slot for Leadership, press ctrl+f5 to reset script, immediately press ctrl+shift+i to open console, look what script is doing and why, when "he" reaches that char. Testing on first couple char's in your list will be easier - less waiting time. In there you will see exactly why and how script is selecting one task over another. After that you can make some changes (add remove workers, edit task list, etc) and repeat the test to see the consequences of your actions. (make backups plan to edit something important)

Edit:
I just made that test and is working (4 guard go for 1 foot and 4 merc go for 1 guard, so script chain is there). You said it's working for some of your chars which suggests that the reason is in something that is affecting only part of your chars.
So first mind you in order to create 1 footman in your position (3 merc) script must do 5 checks(check next task, available foot, avail guards, avail merc, number of merc) without interruption in time between 1-st and 2-nd tasks in the line for lvl 13 tasks - that's a lot for current state of Cryptic server connections, gateway and other net/browser load related issues that may occur. If something breaks the chain of events script is most likely to jump on next task. Think about that and look what is happening in your console to figure it out. Make the test with only high lvl task and see what will script do.

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