![]() ![]() It should be noted that the bot will automatically heal troops, and they can do it fast. (Credit to LORDBEASTwn1 for reminding me of this) It is also worth noting that the player running the bot can set the bot to login at different times after maintenance instead. ![]() Knowing this can be used to time attacks to catch the bot while it isn't working, and is one of the most important piece of information. The bot does this to avoid being caught by always logging in right after maintenance. From here, it will not log back in until around 30-50 minutes from this point. Roughly 5 minutes before daily maintenance, the bot will automatically stop. Unfortunately, there's no real way to find out, but in my experience, this can be accurate - especially if done multiple times. If they start healing 30-40 mins after maintenance, this could mean they are a bot. Keep scouting them, and note how long it takes for them to heal the troops. Then scout them again a few minutes later to check if the scouts have been healed. ![]() One way to test if a player is botting, if you suspect them, is to scout them (this assumes you will get a scout report, and you kill some scouts) just after maintenance. Constant comforting regardless of time, although this could be an account sitter Split-second timing for gate opening and closing When trying to find out if a player is botting - take the following into consideration: Sometimes it seems like they are, but they're not. You don't always know someone is botting. Obviously, the bot will not be named, nor the site. This guide consists of all I have learnt from this, I hope others will be able to beat down the bots with the info I provide. I myself went to the botting site, and studied the sections at length. So it might actually be a Top Game developer fooling around with some "god mode" enabled.I don't see any guides around here for beating a bot. Top Games developers must be dung heaps from a professional perspective.īut then again - not only are they incompetent but also very unethical. So it isn't unlikely 49 quick march commands could be allowed, where the same general and troop gets sent to multiple locations. Top Games fails most normal best practices for how to code and how to test. you can have feasts spawn under keeps, so you can't reach them without yhe keep first jumping away if you switch out of the game when hospital finishes, then you can't ask for help for next batch without restarting the game. Then your troops marches home - and ends up lost as soon as they walk into the keep. A while later you get a mail your marching troops zeroed someone else. So you first get a mail all trops are lost. the server can kill off troops in your keep - while same troops are busy walking out to hit someone else. Or the client can be early - deciding you missed to join a rally even when your march entered the other keep several seconds before the rally marched out. the server doesn't synchronize time between client and server - so the client can be behind and you have to see the march delay several seconds before starting to march. if you get red WiFi when starting academy research, the game can give back the gold but keep the research stones, which means the gold and research stones wasn't processed in the same transaction but as two separate transactions it's possible for two players to port to the same location - so an attacker may see and attack a small keep and not know there is a hidden big player hiding on that same spot. in bf you can fail to attack because the came thinks you or your opponent is bubbled. in bf you can be fp without any battle report mail The synchronization between client and server is abysmal. I have never before seen commercial software with so many bugs. ![]()
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