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zolvon View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote zolvon Quote  Post ReplyReply Direct Link To This Post Posted: 23 Mar 2020 at 13:11
Also, the multiples of certain numbers overlap at times.

Meaning there could be multiple culprit races with certain numbers.
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Tensmoor View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Tensmoor Quote  Post ReplyReply Direct Link To This Post Posted: 23 Mar 2020 at 09:55
Tool Update- Who Thieved Me

having over a period of time had people ask me why the tool wasn't able to tell them exactly who it was that robbed them I've made an update to the tool in the hope it will help folks understand why this is a bit of a hit and miss situation.

At the bottom of the tool is a new section that shows the raw data returned by the checks. The data covers all thief units in the game and each line breaks down as follow:
  1. Race
  2. Level of unit (T1 or T2)
  3. The amount each thief can carry
  4. The name of the unit
  5. The number of this unit needed to carry the items stolen.
To be able to say that a particular unit is a definite suspect the final number needs to be a whole number (ie 100 not 100.1).

Why the numbers don't always add up is I believe down to the way the theft process works and I've tried to outline how I think this works.

  1. the maximum amount carryable is calculated by multiplying the carry rate of the unit by the numer of those units present (after any losses from runes etc are applied).
  2. All stealable items in inventory are listed in random order.
  3. A random amount of each item (up to the maximum carryable by the units or the max available whichever is lower) is 'stolen' and the total space left in the carry amount is decreased accordingly.
  4. when the end of the stealable items list is reached or the carry amount available reaches 0 that is it.

The random order of the list means that thieves will not always return fully laden even though there were a great many more stealable items in the town.

I hope this helps to clarify why it isn't always possible to identify the race of the thieves.

Tens

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Post Options Post Options   Thanks (0) Thanks(0)   Quote Tensmoor Quote  Post ReplyReply Direct Link To This Post Posted: 26 Feb 2020 at 17:34
New Tool - Smileys

I've added some smileys that can be used in both AC and GC (but not PC at the moment). Hovering over an image will give the chat code for that smiley.
There are two parts to the tool located in the Misc Tools section. The first toggles whether or not the Durctools smileys will be shown or not and the second shows the tool popup in the image below.


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Post Options Post Options   Thanks (0) Thanks(0)   Quote Tensmoor Quote  Post ReplyReply Direct Link To This Post Posted: 21 Feb 2020 at 18:55
Bug Fixes to Sub-Inventory and Inventory Search tools

The above tools now include trade hubs. You will need to keep your hub inventories up to date by visiting the HubInventory page for each hub and viewing each of the sub-inventories.

This will allow you to see not only how much of an item you have but also where it is.

Any problems please let mr know.

Tens
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Tensmoor Quote  Post ReplyReply Direct Link To This Post Posted: 01 Feb 2020 at 07:32
Further update to the Tourney Sqs tool. Clicking the coords now opens the in-game popup for that tile which gives you all the standard options. It also allows you to see the distances to each of your towns.
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Post Options Post Options   Thanks (1) Thanks(1)   Quote Tensmoor Quote  Post ReplyReply Direct Link To This Post Posted: 01 Feb 2020 at 00:06
Update - Tournament Squares

Updated the tool to show the current tourney sqs locations. Previously everyone had to waite on me manually updating the data for the locations when they changed.

The new version will update whenever you visit the in-game Tournament - Regions page.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Wartow Quote  Post ReplyReply Direct Link To This Post Posted: 30 Dec 2019 at 22:42
Originally posted by Tensmoor Tensmoor wrote:

Done.
The options to harvest, send diplos and send armies should now be displayed in orange above the green ones. The new options will only appear if they are not shown by the in-game code.

So.  Awesome.

Thanks!
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Post Options Post Options   Thanks (2) Thanks(2)   Quote Tensmoor Quote  Post ReplyReply Direct Link To This Post Posted: 30 Dec 2019 at 17:23
Originally posted by Wartow Wartow wrote:

Tens,

Can you add options to harvest, send diplos, or send army to the in-game pop-up for the "impassable" rather than forcing some of the workarounds that are well advertised here in the forums?



Done.
The options to harvest, send diplos and send armies should now be displayed in orange above the green ones. The new options will only appear if they are not shown by the in-game code.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Wartow Quote  Post ReplyReply Direct Link To This Post Posted: 29 Dec 2019 at 18:43
Tens,

Can you add options to harvest, send diplos, or send army to the in-game pop-up for the "impassable" rather than forcing some of the workarounds that are well advertised here in the forums?


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Post Options Post Options   Thanks (0) Thanks(0)   Quote Tensmoor Quote  Post ReplyReply Direct Link To This Post Posted: 29 Dec 2019 at 13:01
New Tool - Units Killed Estimator

This tool is there to help when you don't get a report after a battle. It will attempt to estimate the number of each unit type that you have killed. To do this you need to tell it how much experience your dead commanders recieved in total and the number of each defending unit type that was present before the battle.


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