View Full Version : PowerBar (v2.0.0+) for Civ III v1.29f
SpiderZord Sep 05, 2002, 05:49 AM See Attachment below to download the lastest version of PowerBar:
Feature List (updated)
Original code by CrusaderJoe/Subsequent modifications by SpiderZord
The PowerBar 'memory trainer' has the following features (items in bold are new to current version):
==============================
1. Identifies all civs currently playing and their current territory size (# squares within borders).
2. Identifies all cities (total # for each civ) and each city's current production project.
4. Gives player the ability to complete (at no expense) or ruin the production in any city (player's or opponent's). Select a Suppress Production Option to control exactly what type of production is suppressed for EACH individual city, including 1)All, 2) Units only, 3) Buildings only, or 4) List - where list is a customizable (by city) list of any production project.
5. Allows player to build a particular unit or improvement in each city with the click of a button. Simply select that improvement in one of your cities, then click the green "D" button (donate) and voila, each of your cities completes the project (at no expense). This quickly adds marketplaces, banks, etc. to each of your cities, rather than visiting every city individually. And it builds huge militaries FAST.
6. Gives player the ability to Complete (Population grows next turn) or Suppress (empty) any city's foodbox with Auto boxes for each setting to automatically apply changes.
7. Gives player the ability to Complete or Suppress any civ's Research Progress with Auto boxes for each setting to automatically apply changes.
8. Gives player complete control over all civ treasuries - set them at will. Check Auto box and freeze the treasury at a given value.
9. The PowerBar resides in the upper middle of the screen, and can be retracted upward and out of the way using the "Hide" button. It returns when the player clicks on the lower part of the bar that remains barely visible while retracted.
10. Gives the player the ability to reveal the entire map.
11. All auto functions run on timer that can be set by the player.
12. Gives player the ability to clear all jungle squares within a selected city's radius. Edit - now clears all jungle inside borders
13. Gives player the ability to clear all polluted squares within a selected city's radius.Edit - now clears all pollution inside borders
14. Gives player the ability to add roads to a selected city or to every square of their territory.
15. Give player the ability to upgrade all roads within their territory to railroads.
16. Unit button toggles right side of PowerBar to show unit information for each tribe.
17. Info button opens a window including information on civs, map stats and unit details. Unit info includes a 'territory' column which will indicate 'INTRUDER' if the foreign units are within the player's borders.
18. Intruder alarm - a red warning label will 'light up' on the city info panel when foreign units are inside the player's borders.
19. PowerBar now uses the windows system color Inactive Window Border as it's background color.
20. NOTE: WORK IN PROGRESS - SEE README.TXT FOR DETAILS -> 'Teleport' button opens a window to select a destination for moving a set of 'filtered' units to a new location.
21. Game year displayed on PowerBar with a 'set' button to change the year the game ends.
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Please let me know how you like the new interface! If you have any ideas for improvement or you find a bug, please let me know and I'll address the issue as soon as I can.;)
*EDIT Version 2.0.1 removed after 183 downloads
*EDIT Version 2.0.4 removed after 325 downloads
*EDIT Version 2.0.9 removed after 773 downloads
NOTE: Current PowerBar version (2.1.0) is NOT compatible with PTW expansion. NEXT version will be compatible with BOTH Civ3 1.29f AND PTW 1.04. ;)
See the following post for a beta version compatible with PTW: PowerBar 3.0.9 Beta - PTW 1.14f compatible post (http://forums.civfanatics.com/showthread.php?postid=584803#post584803)
SpiderZord Sep 05, 2002, 06:05 AM I intended to put together a short tutorial (and still plan on it) on using the new interface... instead I replaced my water heater yesterday :mad:
Just double click on the powerbar executable after you extract it from the zip file. Click OK on the splash screen and then get your Civ game loaded. Click the "Load" button to load all info into the powerbar. (Click "Load" again later to refresh info when new cities have been created). Every button has tooltip text (leave you mouse pointer over the button and pop up text will explain what it does). All comments welcome! :)
Lemming Sep 05, 2002, 09:54 AM this definitely deserves a news item...
keep up the good work! :D
tau muon Sep 05, 2002, 10:58 AM first i would like to state that i DO appreciate the hard work and effort that has gone into this program.
i downloaded the new powerbar this morning to give it a try, map size thingy fixed which is great and the jungle clearing and pollution clearing is wicked. HOWEVER, i think that the interface is just HUGE now, way to big for the screen. Also it seems that we have lost some of the best features of the previous versions.
Now you have to select each individual city for each individual cluture if you want to make changes. I have a huge game with 168 that are mine right now, if i wanted to do 1 turn production for buildings and such i have to select each one individually from the list then check the box for production completion and food, before there was a button to make ALL your cities for a selected tribe be completed in one turn.
same is true for SUPRESSING enemy tribes/cultures. what happened to the auto supressing rules? Ruin ALL production or research, etc. for whichever tribe has been selected.
its just WAY to labour intensive now to use the "powerbar", maybe we should call it the "labor-intensive-bar" ;)
at any rate i've had to go back to using the 1.6.5 or whatever one was out before this update. Unless the "for all cities for the selected tribe" feature gets added back in for production/research completion (or ruination) is added back in i really dont see a reason for people to pickup the new version.
SpiderZord Sep 05, 2002, 11:34 AM Originally posted by tau muon
first i would like to state that i DO appreciate the hard work and effort that has gone into this program.
i downloaded the new powerbar this morning to give it a try, map size thingy fixed which is great and the jungle clearing and pollution clearing is wicked. HOWEVER, i think that the interface is just HUGE now, way to big for the screen. Also it seems that we have lost some of the best features of the previous versions.
Now you have to select each individual city for each individual cluture if you want to make changes. I have a huge game with 168 that are mine right now, if i wanted to do 1 turn production for buildings and such i have to select each one individually from the list then check the box for production completion and food, before there was a button to make ALL your cities for a selected tribe be completed in one turn.
same is true for SUPRESSING enemy tribes/cultures. what happened to the auto supressing rules? Ruin ALL production or research, etc. for whichever tribe has been selected.
its just WAY to labour intensive now to use the "powerbar", maybe we should call it the "labor-intensive-bar" ;)
at any rate i've had to go back to using the 1.6.5 or whatever one was out before this update. Unless the "for all cities for the selected tribe" feature gets added back in for production/research completion (or ruination) is added back in i really dont see a reason for people to pickup the new version.
Thanks for the feedback tau muon - and my intent is not to make a "labor intensive bar". That functionality is still there - Hold the shift key while you click the auto suppress/complete option for production and foodbox and ALL cities for the selected tribe are toggled. The suppress options are still there too - the blue "L" button will open a sub screen where the option to suppress All production, Buildings only, Units only or a customizable list of items to suppress (again, with a choice to apply to the current city or to all cities of the selected tribe). When the auto options have a checkbox in them, they will be automatically applied as long as the Auto ON box is checked (unchecked = pause auto). A right click on the Auto ON box will let you set how frequently the auto functions are updated (default = every 5 seconds). As far as the size goes - it's still only about one tile height and can still be hidden... this all would have been in tutorial, had I had time :crazyeye:
Anyone else with positive/negative feedback?
Scott Sep 05, 2002, 12:05 PM SpiderZord - Thanks for all the hard work. I appreciate all the work both you and CrusaderJoe put into creating and maintaining PowerBar.
Scott
IwoJima44 Sep 05, 2002, 07:09 PM the get map size doesnt work for me neither does the clear jungle and pollution features....it gives me a runtime error "380" so i dont know?? all i did was extract it to my documents and ran the program from there and it doesent work maybe i am doing somthjing wrong??
Lemming Sep 05, 2002, 10:15 PM hm, the program only works when i start civ3 and load a game/create a new game...
when i load a game from an already running game, in the new game powerbar doesnt work...or when i create a new game from an already running game, it doesnt work, too...
tau muon Sep 05, 2002, 11:04 PM ok,
i have to admit, now that i know the functionality that really DOES exist in the game, this new powerbar is fantastic!!
i'm running a HUGE game, pre-1.21, actually a 1.17f game i believe, anyway, runs fantastic, the powerbar features are great, i definately think at least a short FAQ might help peeps a bit (ie. the shift key thing, not obvious unless your told).
no more map size errors, the clear jungle and pollution are my two fave features.
good job man!
zulu9812 Sep 06, 2002, 12:54 AM just a note on the interface - the buttons are too gaudy, they almost hurt my eyes!
TheDS Sep 06, 2002, 01:13 AM I haven't tried this out yet, but I've been looking for something that works with 1.29, so I hope this is it!
SpiderZord Sep 06, 2002, 06:00 AM First, thanks to all for the feedback! ;)
Originally posted by IwoJima44
the get map size doesnt work for me neither does the clear jungle and pollution features....it gives me a runtime error "380" so i dont know?? all i did was extract it to my documents and ran the program from there and it doesent work maybe i am doing somthjing wrong??
Map size just doesn't want to get fixed :eek:
And I didn't trap jungle and pollution with map size check - if it doesn't clear getting the map size, powerbar can't get the tile coordinates for applying those changes. IwoJima44 - would you mind emailing me a copy of that map you're playing?
Originally posted by Lemming
hm, the program only works when i start civ3 and load a game/create a new game...when i load a game from an already running game, in the new game powerbar doesnt work...or when i create a new game from an already running game, it doesnt work, too...
:( I'm not sure what's going on Lemming- let me do some testing and I'll get back to you on that one...
Originally posted by zulu9812
just a note on the interface - the buttons are too gaudy, they almost hurt my eyes!
I originally had Complete/Supress as stop light green/red (for an easy visual of good/bad), but the button letters were hard to read. I may eventually make a customize feature, but that involves an ini file to store user prefs...I'm prioritizing the rest of the functionality first (Roads, Irrigation, Mines etc.)
Thanks again for feedback - it doesn't get any better without it. :)
tau mon - thanks for posting your refined view! - Thinking of your Huge map game - I think I'll add Control-click on the auto features to select all tribes other than the player's... That would mean 4 Ctrl-clicks to suppress Research, Treasury, Production and Foodbox for every other tribe. :egypt:
jackjett Sep 06, 2002, 10:19 AM Great job. Thanks for all your work. I like the wat you have put the menu in the center of the screen. Love the extra functions.
Keep up the good work.
thejett
Incubus0223 Sep 06, 2002, 03:14 PM hey i checked it out and i'm not sure exactly what it is but also i'm one of the uploaders to the new site and i need
Type: (ex. Scenario, Modpack, Graphics, ...)
Category: (ex. Ancient, Medieval, Industrial, ...)
Author Name: (Nick name or real name)
Author Email:
File Version:
File Size:
Requirements: (Civ3 version number requirement)
Synopsis: (Short description, one or two sentences)
Description: (Full description, should be a few paragraphs long)
Forum thread URL:
Download URL (if it's uploaded to the CFC file server, i.e. via Easy Upload)
Installation info: how to install your file
Screenshots: (Required for graphic related files (units, graphics mods, etc). Optional for modpacks and scenarios)
Incubus0223 Sep 06, 2002, 03:15 PM and if you want to just upload a readme file or something for me
Incubus0223 Sep 06, 2002, 03:15 PM srry but one last thing if i don't get it like by mond. i'm just going to put the best description i can
Raven1er Sep 06, 2002, 08:31 PM Hey Spiderzord, sry i couldnt beta test, i went on a trip ;)
SpiderZord Sep 07, 2002, 06:25 AM Originally posted by Lemming
hm, the program only works when i start civ3 and load a game/create a new game...
when i load a game from an already running game, in the new game powerbar doesnt work...or when i create a new game from an already running game, it doesnt work, too...
Lemming - I couldn't duplicate the problem... Are you still having trouble?
Lemming Sep 07, 2002, 06:38 AM Originally posted by SpiderZord
Lemming - I couldn't duplicate the problem... Are you still having trouble?
yes, its exactly as i said:
lets say i start civ3, create a new game and i'm not satisfied with the starting position (powerbar is already running). i quit to the title screen and start another game (or load a game)...powerbar doesnt work in that "new" game...i click on load but nothing happens at all...so it only works with the first game after the start of civ3 (loading or creating a new game)
SpiderZord Sep 07, 2002, 07:48 AM Originally posted by Incubus0223
and if you want to just upload a readme file or something for me
Here is the PowerBar ReadMe (Description, Version History, FAQ)
:D
Exsanguination Sep 07, 2002, 09:32 AM Nice!
SpiderZord Sep 08, 2002, 08:29 AM Originally posted by Lemming
yes, its exactly as i said:
lets say i start civ3, create a new game and i'm not satisfied with the starting position (powerbar is already running). i quit to the title screen and start another game (or load a game)...powerbar doesnt work in that "new" game...i click on load but nothing happens at all...so it only works with the first game after the start of civ3 (loading or creating a new game)
:confused: I still can't duplicate your problem... Is anyone else having this problem? Lemming - you might try a uninstall/install of Civ... but I'm at a loss for now.
SpiderZord Sep 08, 2002, 08:30 AM What triple post? :D
SpiderZord Sep 08, 2002, 08:31 AM I don't see a triple post... :rolleyes: :D
zulu9812 Sep 08, 2002, 08:49 AM wow! a triple post! ;)
Lemming Sep 09, 2002, 11:08 AM another problem: after some time the clear pollution isnt working correctly. lets say i have pollution in babylon, so i select babylon with the powerbar, click clear pollution, but nothing happens...it tells me it cleared 0 squares although there is a pollution within the cityradius of babylon...however i can clear the pollution by selecting another town and click clear pollution there, and it actually clears the pollution in babylon...so it seems powerbar does something wrong when sorting and listing the cities...the city listed in the city-field simply doesnt correspond to the right city on the map...
i cant say when this happens, but i have it in nearly every game after playing some time. the same applies to clear jungle btw...
SpiderZord Sep 09, 2002, 11:38 AM Originally posted by Lemming
another problem: after some time the clear pollution isnt working correctly. lets say i have pollution in babylon, so i select babylon with the powerbar, click clear pollution, but nothing happens...it tells me it cleared 0 squares although there is a pollution within the cityradius of babylon...however i can clear the pollution by selecting another town and click clear pollution there, and it actually clears the pollution in babylon...so it seems powerbar does something wrong when sorting and listing the cities...the city listed in the city-field simply doesnt correspond to the right city on the map...
i cant say when this happens, but i have it in nearly every game after playing some time. the same applies to clear jungle btw...
Thanks Lemming - one of my beta testers also found this problem (thanks Shaitan). I'm looking for shifts in the city index to see why this is happening...:confused:
That's why I released these two map features before the other more complicated ones (roads, borders, etc.) - beta testing is good, all users testing = best ;)
Thanks to all PowerBar users for bearing with me! :D
Lemming - you said "another problem" - does that mean your restart problem is still around?
siebodii Sep 09, 2002, 01:30 PM I noticed the same thing, but I think it is a screen refresh problem. If you go to another screen or a different part of the map and then return, the jungle is cleared.
Lemming Sep 09, 2002, 01:38 PM Originally posted by siebodii
I noticed the same thing, but I think it is a screen refresh problem. If you go to another screen or a different part of the map and then return, the jungle is cleared.
not true...you never see the removal without scrolling the map a little bit...but in the case i described, the pollution/jungle is definitely not cleared, and its not just a display problem.
Lemming Sep 09, 2002, 01:39 PM Originally posted by SpiderZord
Thanks Lemming - one of my beta testers also found this problem (thanks Shaitan). I'm looking for shifts in the city index to see why this is happening...:confused:
That's why I released these two map features before the other more complicated ones (roads, borders, etc.) - beta testing is good, all users testing = best ;)
Thanks to all PowerBar users for bearing with me! :D
Lemming - you said "another problem" - does that mean your restart problem is still around?
well, actually the restart problem is gone...right now the powerbar works in all my games, i dont know what caused these errors a few days ago (?)
SpiderZord Sep 10, 2002, 08:30 AM Originally posted by siebodii
I noticed the same thing, but I think it is a screen refresh problem. If you go to another screen or a different part of the map and then return, the jungle is cleared.
Lemming was right - there was a bug. The screen refresh is always an issue (the game will redraw the updated tiles as soon as you scroll the screen).
The bug has been found and a beta (v2.0.2) sent to the beta testers. It had to do with backfilling old (destroyed) city indexes with new ones.
The new version also includes a new feature: Tag each tribe as Enemy/Neutral/Friend - new keyboard shortcuts include holding control key = select all enemy cities and alt key = select all friend cities (when turning auto options on/off). Look for release very soon! :D
TheDS Sep 12, 2002, 05:25 AM Hey, I finally got a chance to take a look at this. Nice job, but I got a couple suggestions for you if you wanna hear (read) them.
First, allow the bar to float. What if I don't like its position? Worse, what if it doesn't detect the screen size correctly and you're missing half of it? I ran it while in 2048x1536, and saw it appear in the middle of the top of my screen. I didn't run Civ3 until I closed it down, just in case it decided to not detect the new screen resolution.
Second, I would like to use this tool as an advanced spy tool. There was another one out there that worked really great for 1.16f, but nothing later. As such a tool, the following functions need to be added:
For each city, I would like to see not only what it's working on, but also how many shields have already gone toward it and how many turns it is expected to take to finish it. AIs get production bonuses, so simply "knowing" what a thing is supposed to cost does not help; we want to know when it will be done and don't want to do math; that's the computer's job.
Would also like to see how much food is stored and how long it will be until population grows. Again, AIs get bonuses to this and simply "knowing" that it takes 20 food to grow a town isn't good enough, and we don't want to do math here.
And we need to see not only what tech they are researching, but also how many beakers they've earned, and when they are expected to successfully complete their research.
If possible, it would also be nice to see which techs they have already gotten. Being able to scroll through the list of civs and having little checkboxes next to each tech they have in a list was very useful for quickly figuring out how far ahead or behind I was in the race, and who I needed to talk to to get a deal I was after.
Can't think of anything else right now. Nice job on a snazzy interface! Haven't had any problems with it yet, other than it's "training" facilities are not what I'm after.
SpiderZord Sep 12, 2002, 06:29 AM Originally posted by TheDS
Hey, I finally got a chance to take a look at this. Nice job, but I got a couple suggestions for you if you wanna hear (read) them...
Thanks for the feedback - all good suggestions and most of them were already on my list. ;) I'll add the others...
SpiderZord Sep 12, 2002, 07:33 AM Just uploaded v2.0.4 attachment on first post of this thread. I will always update the subject line with the current version number (and the attachment filename of course)...
I don't know how long it takes before Civ downloads collection updates their servers with new files...
New version fixes the bug with clear pollution and jungle not working in late game and adds two new features:
1) Tag each tribe as Enemy/Neutral/Friend (clicking on label cycles the setting for each tribe) - new keyboard shortcuts include holding control key = select all enemy cities and alt key = select all friend cities (when turning auto options on/off).
2) Reveal Map has been converted to two smaller buttons - "em" and "sm" for Explore Map and Satellite Map. Explore will reveal the entire world map as if you had explorered everywhere. Satellite is the same as the original functionality - explored and 'infinite vision' as if you had a spy satellite.
NOTE: The Map functions still do not update the world map in the lower left corner of the screen - a save game and reload will update it. That map is kept elsewhere in memory (not in the tiles) - I may eventually hunt it down, but it's low priority because of the work around. ;)
As always, all feedback appreciated!
Briant416 Sep 16, 2002, 12:32 PM First of all Spiderzord, I want to say this powerbar is excellent! :D You've made testing mods and scenario designs much easier. Your work is greatly appreciated by all!
I asked about the addition of a culture increase/decrease control earlier I think in August, or July, and was just curious if you had made any progress in that area?
Thanks again for all your work!
Brian
Lemming Sep 16, 2002, 12:37 PM so far, version 2.0.4 works without any errors :) thumbs up! :goodjob:
Undead Scourge Sep 17, 2002, 05:49 AM When i start my new game and i try to load the game to the power bar an error message comes up saying
"Error 9"
Subscript out of range
I am using PB version 2.0.0 and using Civ 3 version 1.29f
Wat am i doing wrong ??:confused:
SpiderZord Sep 17, 2002, 11:06 AM Originally posted by Undead Scourge
When i start my new game and i try to load the game to the power bar an error message comes up saying
"Error 9"
Subscript out of range
I am using PB version 2.0.0 and using Civ 3 version 1.29f
Wat am i doing wrong ??:confused:
Don't press the 'Load' button until after ALL the game setup screens and you can actually see you first settler unit and the map...:eek:
SpiderZord Sep 17, 2002, 11:21 AM Originally posted by Briant416
First of all Spiderzord, I want to say this powerbar is excellent! :D You've made testing mods and scenario designs much easier. Your work is greatly appreciated by all!
I asked about the addition of a culture increase/decrease control earlier I think in August, or July, and was just curious if you had made any progress in that area?
Thanks again for all your work!
Brian
Thanks and yes - the next version will have culture level up/down (sets a city's culture points to next level - 10, 100, 1000, etc. ;) ) and roads/railroads... :D
Originally posted by Lemming
so far, version 2.0.4 works without any errors thumbs up!
Thanks Lemming! Look for Beta v2.0.5 next day or two...
Lemming Sep 17, 2002, 12:50 PM Originally posted by Undead Scourge
When i start my new game and i try to load the game to the power bar an error message comes up saying
"Error 9"
Subscript out of range
I am using PB version 2.0.0 and using Civ 3 version 1.29f
Wat am i doing wrong ??:confused:
and why dont u use the new version 2.0.4????
TheDS Sep 17, 2002, 07:06 PM Maybe he's like me and doesn't need the new functions just yet.
BTW, that friend/neutral/foe cycler you got there, is that something the AI or game uses, or was that something you put in to help us keep track of who we want to slay or save? Silly question, I'm sure, but I'd rather ask a silly question than have an unwanted surprise...
Briant416 Sep 17, 2002, 07:28 PM Originally posted by SpiderZord
Thanks and yes - the next version will have culture level up/down (sets a city's culture points to next level - 10, 100, 1000, etc. ;) ) and roads/railroads... :D
Thanks Lemming! Look for Beta v2.0.5 next day or two...
Dude you are awsome!!!!! :goodjob:
Lemming Sep 17, 2002, 09:37 PM Originally posted by TheDS
Maybe he's like me and doesn't need the new functions just yet.
err, a new version not only means new functions but also bugfixes...so expect many crashing-errors to be fixed in 2.0.4
SpiderZord Sep 18, 2002, 05:22 AM Originally posted by TheDS
Maybe he's like me and doesn't need the new functions just yet.
BTW, that friend/neutral/foe cycler you got there, is that something the AI or game uses, or was that something you put in to help us keep track of who we want to slay or save? Silly question, I'm sure, but I'd rather ask a silly question than have an unwanted surprise...
I think Undead Scourge meant 2.0.4 - 2.0.0 was only seen by beta testers...
The Enemy/Neutral/Friend status is not from Civ - it's just a way to use keyboard shortcuts when selecting auto options across several tribes. For example, the Germans and Romans declare war on you - cycle them to 'enemy' status and Hold the Control key when clicking in the Auto Suppress checkboxes for production and foodbox and the option is toggled for ALL German and Roman cities. This also applies to research and treasury. The 'friend' keyboard shortcut is the ALT key. :king:
€ønqui$tadør Sep 19, 2002, 02:57 AM thanks a lot SpiderZord!!! the Powerbar is now so fabulous, all the features are really useful....except that i can't use it.
maybe it is just my PC but whenever i click 'load' the whole Bar just hangs there and does nothing, and only finishes loading after like 5 mins. btw i was running on a huge world map...
does SpiderZord know where the prob lies??
SpiderZord Sep 19, 2002, 05:59 AM Originally posted by €ønqui$tadør
thanks a lot SpiderZord!!! the Powerbar is now so fabulous, all the features are really useful....except that i can't use it.
maybe it is just my PC but whenever i click 'load' the whole Bar just hangs there and does nothing, and only finishes loading after like 5 mins. btw i was running on a huge world map...
does SpiderZord know where the prob lies??
:confused: My only guess would be available memory... a huge map has 16800 tiles - although PB only stores a small amount of info for each tile, it does add up. If windows starts using the swap file, you'll take a serious performance hit...
By the way, that's also why PB is slow on 'Shutting down...' for huge games - it has to clean up all those tile objects. ;)
IwoJima44 Sep 19, 2002, 07:06 PM help when i start the program it sais Mscomctl.ocx?? why ... the earlier versions of PB worked before why doesent thias one?
IwoJima44 Sep 19, 2002, 07:06 PM help when i start the program it sais Mscomctl.ocx?? why ... the earlier versions of PB worked before why doesent thias one?
IwoJima44 Sep 19, 2002, 07:15 PM sorry it sais Runtime error 339 adn then it sais Mscomctl.ocx is not correctly registered .. thanks
Undead Scourge Sep 20, 2002, 01:14 AM SpiderZord, after i have succesfully loaded the game to the power bar my remove pollution/jungle buttons do not work on any of my cities, another thing i have found is that after revealing the map and it doesnt appear on the minimap simply trade world/territory maps with a different civilization and the map will come up on the Minimap
Love the Power Bar, can't wait for the version 2.0.5 :D :goodjob:
SpiderZord Sep 20, 2002, 06:38 AM Originally posted by IwoJima44
sorry it sais Runtime error 339 adn then it sais Mscomctl.ocx is not correctly registered .. thanks
Someone else had this problem a while back - CrusaderJoe addressed it in the following post:
CrusaderJoe's fix for Mscomctl.ocx post (http://forums.civfanatics.com/showthread.php?postid=203712#post203712)
SpiderZord Sep 25, 2002, 09:26 AM I just sent my beta testers v2.0.7 - if no major problems, look for update before the weekend. :)
New features include:[list=1]
Roads
Railroads
City Culture Points
New Info screens
[/list=1]
The roads can be added by city or via the "H" highways, which adds roads to all cities and then to every tile inside the tribe's borders. Railroads are added via the "U" upgrade button, which updates all roads within borders to railroads.
The city culture points are displayed for each city with buttons to level up/level down. (Levels are at 10, 100, 1000, 10000 etc - borders expand next turn after leveling up).
The 2 of the 5 planned info screens are included. Civ info includes territory, total cities and total population. Map info is a breakdown of terrain types for the whole map. The other three (cities, techs, units) are work-in-progress... I'll also be adding sort capability to the info screens as well. ;)
Boris Badinov Sep 25, 2002, 05:26 PM First the obligatory laud and glory to you for updating POWERBAR! :D :king: :D
The gripe I have is that when using a unique map like Marla's or KittenOfChaos', PB won't load the map. All functionality, for cities and tribes is still there but you can't reveal the map, clear jungle/polution or supposedly use the highway/railraod funtions when version 2.0.7 is implemented.
I really like the AUTO function for production, foodboxes and tech. You can build legions of workers even if the map goodies don't work. ;)
Don't know if you want a copy of the save files, it's available on request. Won't clutter the board with it though.
Boris
SpiderZord Sep 27, 2002, 10:23 AM Originally posted by Boris Badinov
First the obligatory laud and glory to you for updating POWERBAR! :D :king: :D
The gripe I have is that when using a unique map like Marla's or KittenOfChaos', PB won't load the map. All functionality, for cities and tribes is still there but you can't reveal the map, clear jungle/polution or supposedly use the highway/railraod funtions when version 2.0.7 is implemented.
I really like the AUTO function for production, foodboxes and tech. You can build legions of workers even if the map goodies don't work. ;)
Don't know if you want a copy of the save files, it's available on request. Won't clutter the board with it though.
Boris
Thanks to Boris, the maps he mentioned will be handled by the next release of PowerBar. :)
NOTE: PowerBar uses the total number of tiles to calculate the width of the map (Standard Civ maps use a fixed width/height ratio). For non-standard maps, I will have to add them explicitly in the code until (if/when) I can find the map width in memory. Users getting the 'Error getting mapsize' can email me to arrange a save game email with the map and I'll get it in the code.
P.S. Thanks to my beta testers for that last round.
Undead Scourge Sep 27, 2002, 06:47 PM When will 2.0.7 be released ??
SpiderZord Sep 28, 2002, 07:51 AM Originally posted by Undead Scourge
When will 2.0.7 be released ??
My beta testers found a few bugs...look for update early next week.
SpiderZord Oct 01, 2002, 11:07 AM I have just uploaded 2.0.9... I think the roads/railroads are stable - big thanks to my Beta testers! :goodjob:
I also tracked down the map height in memory - the problems with getting the mapsize should be history ;)
I have also added a couple of info screens for tribe and map data. I plan on adding to those and enabling the other 3 (cities, techs and units) as I get time.
Thanks to everyone & all feedback welcome!
(Lemming - good suggestion on the jungle/pollution buttons. They will clear for entire tribe's territory on next version :) )
Lemming Oct 01, 2002, 11:17 AM well, as said before...powerbar is improving with every new version. the new features are great and I am looking forward to 2.1 :)
Briant416 Oct 02, 2002, 12:14 PM Outstanding powerbar version!!!! :goodjob:
I played a scenario last night for a couple of hours and it worked flawlessly! Everything from the roads, to tech completion, food, funds, and culture. :jump:
Time to celebrate your success here with this program.[party]
It made testing some new scenario's I am working on easy and straight forward. Again, great job! Many thanks for all your efforts. :beer:
Brian
kgkia33 Oct 02, 2002, 04:49 PM Holy sh*t this trainer looks unreal. I'll be back after I try it, hopefully it'll be what I expect it to be.
CCJ39 Oct 04, 2002, 01:23 PM I like this program very much, but sometime it can't load. If I close civ3 and open it again to try to load the game in trainer again, so it work mostly but sometimes I must restart my computer sometimes and try it sometime until it work.
VapidGrouse Oct 11, 2002, 03:36 AM Gyeh, multiple post. ><;;
VapidGrouse Oct 11, 2002, 03:37 AM Delete Please. ><;;
VapidGrouse Oct 11, 2002, 03:37 AM Using 2.0.9 - Whenever I start a game (new or loaded one) and I click load, it just shows Loading and nothing ever happens no matter how long I wait.
CCJ39 Oct 11, 2002, 02:58 PM @VapidGrouse
This is the same problem as I have.
But meanwhile I've found a solution.
1. After you boot your system start civ3
2. when game is on "startmenu" tab and start powerbar
3. tab back and load your savegame
4. goto powerbar and click load
If I use exactly this way (no other programs,...) it works ever fine.
CrsadrJoe Oct 11, 2002, 07:46 PM I just downloaded and played his latest version of PowerBar and man, I am impressed. The improvements in functionality and appearance are stunning I think. I love the info button -- What a great idea! -- and the Map features, which I had always found to be most difficult.
I’m happy to see the evolution of PB continue, and that a talented and capable developer has the reins. Excellent work SpiderZord, I look forward to the future enhancements… there’s plenty of room beneath the City and Production boxes, I can’t wait to see what features are next! :-)
Joe
crsadrjoe@earthlink.net
Dark Sheer Oct 12, 2002, 05:53 AM Wow, a praise from the original creator. Three Cheers indeed! :goodjob: :goodjob: :goodjob: :D
wilhelmsteel Oct 15, 2002, 08:16 PM I tried the new 2.09version and it worked fine for a bit but now when I try to load it I get :
Run time error "6" overflow
Can anyone give me a hand,
Thanks
Wilhelmsteel
SpiderZord Oct 17, 2002, 12:21 PM I have returned from taking the zordlings to Disney - we had a great time. :)
I'm polishing up some work on units (the teleporter should be on-line soon) that will be going to the beta testers soon.
Thanks again to CrsadrJoe - where it all began...
SpiderZord Oct 18, 2002, 11:26 AM Spend a week at Disney :)
Lose vehicle in car fire on first day back :wallbash:
I smelled gas on my ride to work today, so I drove straight to the dealership where I have my car serviced (on a regular basis). In line at the service bay, I heard the pop and hiss of my fuel line - seconds later, smoke was pouring out from under the hood.
4 fire extinguishers and 1 firetruck later, my car is toast...
nobody injured (although one front tire blew out from the heat and scared a bunch of people).
SpiderZord's Fire Safety Tip: If you smell gas while driving your vehicle:
1) pull over and turn off car
2) get out and call tow truck
It happens FAST. Be safe out there! :eek:
Boris Badinov Oct 18, 2002, 04:58 PM Hey Zord... Cars can be replaced, people can't. I'm sure that I speak for everyone here in saying that I'm glad no one was hurt. Besides, that's whats insurance is for.
SpiderZord Oct 20, 2002, 03:50 PM Originally posted by Boris Badinov
Hey Zord... Cars can be replaced, people can't. I'm sure that I speak for everyone here in saying that I'm glad no one was hurt. Besides, that's whats insurance is for.
Thanks - I have recovered from the experience and you're right. My wife and three sons could have been the ones in the car.
Anyway - the PowerBar code is safe and sound... ;)
I'll finish up the unit teleporting code ASAP.
SpiderZord Oct 23, 2002, 10:43 AM Teleport is still giving me trouble on the graphics - the units are moved to the new coordinates, but disappear from the map... :confused:
In an effort to conserve room on the PB with all the new unit info, the unit and city frames (the right side of PowerBar) are switched out with a toggle button.
As soon as I correct the teleport problem, I'll release an update that will also include:
1) jungle and pollution clearing apply to territory - not just city radius
2) game year indicator with ability to freeze
3) ability to set game ending year (2050 not enough or too much time)
4) unit data on info screen (unit type, owner, location)
Still on SpiderZord's 'To Do' list:
1) Power up the info screens (i.e. territory perimeter warning [enemy units inside borders], threat assessment [some scoring report on enemy offensive units capability and proximity]...etc.)
2) Technology info screen - add toggle for techs known - maybe by age? (I spent a lot of time looking for where this is kept. I thought I found it, but it only turned out to be the tech queue).
3) Crusader Joe and I were discussing the shortcomings of the City Governors. I think a 'Goal' oriented build queue system would take out some of the tedious micromanagement. A goal oriented build queue example:
a) New goal - Build a task group (assign them a name) consisting of:
-30% infantry
-40% armor
-20% artillery
-10% defensive units (for defense of cities captured)
Units designated by actual name or traits (min Offense, etc.) and percentages so that the group grows at the right ratio until the task is tagged completed
b) to assemble at location (assign city or tile)
c) Options - with/without sea transportation required
City Governors would evaluate each turn to build infrastructure or be goal oriented, in which case they could 'bid' on the next needed item in the group on who could make it fastest or who was closest to assemble point.
Any other ideas for the to do list? :)
Lemming Oct 23, 2002, 10:51 AM wow, this is great! some features i missed badly and there are even more :) keep up the great work, spiderzord...cant wait for the new version.
Cryolithic Oct 28, 2002, 11:01 PM I get a Runtime 11
Division by zero
when I press load in the game.
Mementh Oct 30, 2002, 05:34 AM i am having a problem... with the HUGE screen, its almost impossable to see everything in powerbar... everythign is so small
also supress is not working... even though i selected it...
it worked in crusaders version for 17f
whats wrong?
Mementh Nov 01, 2002, 07:11 AM help? civ 3 is sooo finiky... i tried joe's and when i build a spearman it trys to build a aquaduct?
JediSJ Nov 01, 2002, 05:21 PM Love the program - but a small question:
Has anyone tried using the powerbar with the new PTW expansion? If it doesn't work, are there any plans to tailor the app so that it works with it?
JediSJ Nov 01, 2002, 05:21 PM ack! double post
dave1 Nov 01, 2002, 06:56 PM Hello, I'm using Power bar the latest version and im having a problem with building settlers .It will let me build everything else
but not settlers and when I do try to make a setter it makes it 1 round but changes everything else to 1 round too but never makes the settler just sits there saying 1 round left all day . Also, wont let me build anything else without losing like 60,000 shields
I got to take over the united states again hehehe.
ps.I attached my save game maybe that will help?
Thx for all your time and help!!!
Godzilla Nov 02, 2002, 10:25 AM Losing shields is normal after i click ok I get whatever I want to build at 1 turn.
CrsadrJoe Nov 02, 2002, 01:03 PM Hello Dave1,
PB will complete the Settler production for you, but there are population restrictions to Settler production that have to be met also. Settler production will take a few turns for small cities until thier populations increase. One way to speed that up is to use that ingenious "Food Box" function (man i love that!).
The shields you lose aren't really lost, they were applied by PB to the current production project (yes, PB giveth, and throweth away... only to giveth again). Instead of trying to determine the production price for each projoect, PB simply throws 60K at it knowing that will be plenty to build whatever is under construction. This is because actual prices vary widely depending on which mod packs are being played (if any), the difficulty level, and certain in-game variables.
Hey, did you guys see the list of improvements SZ is working on? Pretty darn impressive. Territory-wide pollution clearing will be a huge time saver for games with high city counts (a problem of mine right now). And the teleport idea is over the top!
dave1 Nov 03, 2002, 01:52 PM Hey thanks!!! CrsadrJoe it works thx for your help i really appriciate it .Sorry i havnt replyed for awhile been busy with school and work yah know .thx again
SpiderZord Nov 04, 2002, 08:39 AM First - a big huge THANKS! :goodjob: to everyone helping out other users with problems they have encountered with PowerBar... I'm trying to stay on top of problems and address them as they come in, but things are hectic right now (so I really appreciate the community help).
Now for the bad news - I haven't had time to touch the code since my last post :(
My plan was to finalize the teleporting before releasing the next version, but there is some useful working code (territory wide pollution/jungle clearing) that I want to get out. I'm going to clean up loose ends and issue the next version (teleporting in "rough, as is, use at your own risk" condition ;) ) to the beta testers.
Plus, I want to check out the new PTW pack - it sounds like they have added some great stuff for gameplay and scenario building - and I have had confirmation from TC4 that PB and PTW are not compatible (yet :) ). My hope is that I can update PowerBar to be compatible with/without the PTW expansion for those who plan/don't plan to use it. PowerBar's intended use is for individuals and modders - NOT multiplayer! I'm sure that the PTW developers have in place some checks to keep trainers like PowerBar from working - don't even bother me with requests to try - I might just have to get my soapbox out! :evil: :whipped:
Thanks again to everyone for your patience and help!
JediSJ Nov 04, 2002, 10:59 AM Your post makes it a little unclear... are you planning to expand the PB for PTW or not?
I understand it's not meant to be used for multiplayer, but would that preclude it from being used in single player?
SpiderZord Nov 04, 2002, 11:15 AM Originally posted by JediSJ
Your post makes it a little unclear... are you planning to expand the PB for PTW or not?
I understand it's not meant to be used for multiplayer, but would that preclude it from being used in single player?
Sorry - Yes, I'm planning to update PowerBar to work with the PTW expansion (but also to still work with the 1.29f patch for those who do not plan to play PTW).
I have placed my order - my copy of PTW should arrive tomorrow - but I'm not sure how long it will be before I get PB up to speed.
Kahn Nov 05, 2002, 08:59 PM Like the Power Bar. Works pretty good most of the time. The only problems I've observerd so far are as follows:
Keep tract of what names are already used in the game for cities! I made the mistake of using the names of other ancient Greek cities (obviously I was playing the Greeks) without first checking to see that any other civs did not also use the same name for a city. This will in most cases cause the Power Bar to crash.
In playing on a huge map with many other civs possesing over 30 cities apiece (when they begin addding "New" before the city's name), as well as myself, the Power Bar begins to encounter difficulties. The first evidence of this is when you begin to conquer other player's cities. If you are using some of the special features, like auto suppress production, do not attempt to scrool down to the newly conquered city after reloading the Power Bar and set it individually to no longer be auto suppressed. Doing so results in many of your cities settings being randomly reset in all catagories (auto-suppressed or auto-build, auto-add or auto-decimate population growth, etc.). Instead, if you have all your cities set to auto-build each turn, shift-click once or twice until the auto-build box is checked. If you have set the Power Bar to auto-supress the civ who's city you just captured, but not your own cities, then repeat the shift-click on your own cities until the box is un-checked. This will ensure that all your cities will be set correctly.
In the same situation on a huge map as mentioned above, the automated pollution clean-up feature begins to fail for most of your cities. By 40+ cities, this feature's failure rate is 100%.
These problems were observed on a PII, 300 MHz machine with 256 Megs of RAM running Win 2000 Pro. Civ III ver. 1.29 with Power Bar 1.29f, without the expansion pack installed. World was a Huge map, 9 other civs (computer controlled), randomly generated. Several of the default names for my cities (after the list ran out) were custom named (using city names that existed in Greece but were not already included in the game's list).
Hope this heps in debugging the problem.
Kahn Nov 05, 2002, 09:13 PM Like the Power Bar. Works pretty good most of the time. The only problems I've observerd so far are as follows:
Keep tract of what names are already used in the game for cities! I made the mistake of using the names of other ancient Greek cities (obviously I was playing the Greeks) without first checking to see that any other civs did not also use the same name for a city. This will in most cases cause the Power Bar to crash.
In playing on a huge map with many other civs possesing over 30 cities apiece (when they begin addding "New" before the city's name), as well as myself, the Power Bar begins to encounter difficulties. The first evidence of this is when you begin to conquer other player's cities. If you are using some of the special features, like auto suppress production, do not attempt to scrool down to the newly conquered city after reloading the Power Bar and set it individually to no longer be auto suppressed. Doing so results in many of your cities settings being randomly reset in all catagories (auto-suppressed or auto-build, auto-add or auto-decimate population growth, etc.). Instead, if you have all your cities set to auto-build each turn, shift-click once or twice until the auto-build box is checked. If you have set the Power Bar to auto-supress the civ who's city you just captured, but not your own cities, then repeat the shift-click on your own cities until the box is un-checked. This will ensure that all your cities will be set correctly.
In the same situation on a huge map as mentioned above, the automated pollution clean-up feature begins to fail for most of your cities. By 40+ cities, this feature's failure rate is 100%.
These problems were observed on a PII, 300 MHz machine with 256 Megs of RAM running Win 2000 Pro. Civ III ver. 1.29 with Power Bar 1.29f, without the expansion pack installed. World was a Huge map, 9 other civs (computer controlled), randomly generated. Several of the default names for my cities (after the list ran out) were custom named (using city names that existed in Greece but were not already included in the game's list).
Hope this heps in debugging the problem.
SpiderZord Nov 05, 2002, 09:17 PM Thanks Kahn! I never seem to find the time to really push the limits with larger games! I will look into those problems. Can you email me a copy of the game you were playing? I'm collecting sample test games for my debug sessions, but most of the bugs are caught by the beta testers ;)
BTW, the next version (2.1.0) has gone to the beta testers. The pollution is now done territory wide instead of city by city, which should take care of that last problem.
alexb Nov 05, 2002, 11:22 PM Hey SpiderZord, I am checking if there is power bar for PTW available I know you should be getting PTW cd anytime according to your post :-) Buttom line - when you make it are you going to post it in this thread? Is there like a maling list to notify when new version comes out?
Cheers,
Alex
CCJ39 Nov 06, 2002, 03:56 AM Did anyone else have the following problem too?
In a later game (most civs have 20-50 cities) I (computer opponents to) can't eleminate an enemy without crashing civ3.
The last 2 or 3 cities make problems, because if I capture one or two of these so the last one or two cities lost of the worldmap without an influence of anyone. After this the computer opponent restart (all in the one computer turn) but after this I can't finish my next turn because after I set the production of my last city, the game crashs. This was in 2 of 3 games I've used the last powerbar.
If I look in the savegame with multitool-savegameeditor to find out the problem, I see that the most cities don't have the owner what the game says. Maybe the powerbar write sometimes in wrong ram-adresses.
SpiderZord Nov 06, 2002, 05:35 AM CCJ39- can you email me a save game copy before the crash occurs? I'll see if I can reproduce the problem...thanks!
alexb - Yes, I will post a notice in this thread and the updated file will be on first post. Sorry, no mailing list - but you can subscribe to this thread and get email notices when new posts are made :)
CCJ39 Nov 06, 2002, 09:12 AM Sorry, but the savegames was on my notebook and last week I must delete them, because I needed the space.
But if I have again this prob I send you the savegame.
martinw7 Nov 06, 2002, 09:37 AM I've had the problem of the game crashing when a civilization is eliminated also when not using Power Bar. It's happened a lot without the Power Bar. Must be a bug in Civ3.
It happened before I even started using Power Bar. It seems to happen more when there are a lot of cities. It seldom happens on the second try. (After restart.)
CCJ39 Nov 06, 2002, 10:34 AM The crashing when a civilization is eliminated I've only until version 1.21f, it was because they was created a babarian on position 0/0, after I've removed the unit with the savegame editor, it works.
Kahn Nov 06, 2002, 08:36 PM In response to your request (to my eariler post on bugs found), here's the file. Also note that the file version of the Power Bar is 2.0.0.1, Product version 2.00.0001.
Thanks. :king:
Woops! Forum says the file size is too big! (by about 3 times the maximum limit, and the zip file is only compressed by 9%!) Any other way I can get the file to you?
SpiderZord Nov 08, 2002, 06:32 AM I just uploaded the latest PowerBar version. See the attachment on first post of this thread for the new version. This new version is still ONLY for civ3 v1.29f and WILL NOT work with the new PTW expansion (I'm about half way through getting the changes made for PTW compatibility ;) ).
Let me know of any problems!
I went ahead and included the teleport feature in it's current work-in-progress state. Please read the ReadMe.txt for details on finding those units after they are teleported. (They will not be visible on the map until they are moved again). Also, there is no checking done to make sure you're not teleporting water units to land (they will be teleported and they will not be able to move - remember the scene in Close Encounters where they find the ship in the desert?)
I'll finish up the changes for PTW and get it out ASAP.
martinw7 Nov 08, 2002, 04:47 PM I just spent the whole afternoon with PowerBar 2.1.0 and I have to say it is fantastic!
The teleport is great. They should buy it from you for Civ4.
The clear pollution and jungle feature is a lot better. Changing the game-end year works great.
But that teleporter is the most fun I've had since Civ3 first came out.
:scan:
The Zulu nuked me! (The bastards!) So I teleported ALL of their units to one of their most isolated cities and then I just sort of walked into their now undefended cities.
It took a few turns for the units to show up again in the city I sent them to, but they were all there -- about 500 hundred of them! While I was waiting for them to show up, they were still listed in the Military Advisor page, but they were not visible in the "investigate city" function, and they were not used -- they did not appear in any way except in the Military Advisor page. But after 3 or so turns they were all there and the Zulu put them right into use. Everything worked fine.
For some reason the navy units showed up right away, after teleporting, but the ground units took I think 3 turns to show up. Eventually everything showed up good as new.
I have yet to use the teleporter to round up a bunch of MY units -- for example, all the Modern Armor -- and send them to a city that's in danger. But I'm pretty sure it would work since the same kind of thing worked against the Zulu. (The only difference being strategical -- I sent the Zulu units AWAY from battle instead of TOWARD.)
I think that Civ4 should have some futuristic features and one should be teleporting. It adds a lot to the game. Especially when I am in control! :egypt:
Great work!
SpiderZord Nov 08, 2002, 08:44 PM Thanks for the nice feedback martinw7 (by the way, my only source of income on this project :lol: ).
I have also used the teleporter to send my settler to that strategic sweet spot before my neighbor does ;) - just make sure you move the settler so he become visible before dropping the city - I caused a crash doing that. :rolleyes:
I think I'll add the auto-boot foreign settler function next (auto-teleporting those foreign settlers found inside borders back to their nearest city). :mwaha:
Godzilla Nov 08, 2002, 10:50 PM Love the powerbar:cool: can't wait till PTW version comes out:goodjob:
SpiderZord Nov 09, 2002, 06:55 AM Originally posted by Godzilla
Love the powerbar:cool: can't wait till PTW version comes out:goodjob:
It was a long night, and there has been NO BETA TESTING , but I think everything is working...
This version has the same functionality as 2.1.0, but should be compatible with both PTW 1.04f and Civ3 1.29f. None of my beta testers has PTW yet anyway, so the community at large will have to bear with me ;)
I'm going to just post it here until it get's some testing... please let me know of any problems and which version (PTW or not) you're playing. Thanks to everyone!
EDIT- v3.0.1 removed after 87 downloads
v3.0.2 fixes the road index offset problem, the explore/satellite map functions and the problem with donate (button 'D').
This version also has two new features:
1) Click the Intruder warning label and it will open the info window, sorted by territory and scrolled down to the first 'INTRUDER' entry
2) A message window at the bottom of the info screen will report the location of a unit that you click on in the list. It will say 'Unit Location: Unit is in "cityX" or approx. 3 squares NorthEast of "cityX"'. The distances are not exact due to some rounding, but it should suffice to find the units ;)
v3.0.3 (hopefully) fixes Overflow and Mapsize errors. Heal and promote selected units to elite and groupname feature added.
v3.0.6 - fixes the city and unit index problem that was skewing city auto settings and unit group names.
- added 'CP' (COMPLETE PRODUCTION) button on the city frame to complete production in every city of the selected tribe (by popular demand )
- added 'D' (DEFAULT) button on the tribe frame to apply default city auto settings. Ctrl and Alt clicking apply the default settings to all enemy/friendly tribes. This means new cities or captured cities will now automatically use default city auto settings for complete/suppress of production and foodbox.
-added 'Z' (ZERO) button on the city frame that updates every unit's damage, attack and movement counters to zero. This means units will be healed and be able to move and attack again. [Invulnerable infinite range units ]
- added 'SU' checkbox to units frame. When checked, the 'ZERO' function above is run on a timer. The timer interval can be changed by right clicking.
3.0.7 Dated 11/27/02:
FIX - Fixed bug in 'D' button setting default city auto settings.
FIX - Fixed bug in 'Z' button not finding new units.
FIX - Fixed bug in 'SU' checkbox to automatically find new units.
CHANGE - Changed the default timer interval for SU to every ~.2 seconds from .4 seconds.
3.0.8 Dated 12/3/02:
FIX - Fixed bug in city improvements missing some PTW improvements like Stock Exchange.
3.0.9 Date 12/5/02:
CHANGE - Updated offsets to be compatible with PTW 1.14f patch.
See Readme.txt for details.
Latest Version available here:
PowerBar v3.0.9 beta (http://www.civfanatics.net/uploads3/PowerBar309beta.zip)
CCJ39 Nov 09, 2002, 03:27 PM thx SpiderZord
So the people who have PtW will be your betatesters. ;)
pearhk Nov 10, 2002, 02:22 AM I have been using your piece of art in PTW for almost 100 turns intensively and all of the lovely function works just fine like hell..!
Thank you for your effort~!
Baron Rakkan Nov 10, 2002, 09:33 AM Wooooooooooow Very nice Job SpiderLord!
The PowerBar works great in PTW. Congratulations!
Godzilla Nov 10, 2002, 11:19 PM Cheers to you spiderzord
Kahn Nov 10, 2002, 11:58 PM Hi There!
I'm not certain wether the bug is in the Power Bar (though I believe it is), or wether it is with the Version 1.04 of the PtW.
It appears that when you attempt to increase the cultural value of a city, the production squares all become reserved (even within the city itself. Result, mass starvation as no population can be allocated to feed itself. :(
I have been a little on the conservitive side in beta testing out the other features (Tried the "Upgrade" function, geez, now every square within my territory has RR in them! Cute!)
I love that Power Bar!
SpiderZord Nov 11, 2002, 05:55 AM Originally posted by Kahn
It appears that when you attempt to increase the cultural value of a city, the production squares all become reserved (even within the city itself. Result, mass starvation as no population can be allocated to feed itself. :(
Thanks Kahn. I had this problem too, but I thought it was after using the 'Highways' feature of adding roads. I have also noticed that the 'satellite map' reveal feature behaves like 'explore map' and 'explore map' doesn't do anything - which means there been at least one more change in the tile offsets I didn't catch. The 'Donate' feature also has a problem. I'll look into these problems. :rolleyes:
Anyone one else out there having problems? Thanks for the feedback!
grognard Nov 11, 2002, 11:03 PM Version 3.0.1 works great for CIV3 v1.29f. Super Utility! I like the new features you've added since version 2. However, I found some problems when I tried it with PTW v1.04f. When I try to create roads in an individual city (R button) or try to create them in my territory (H button), it results in the following: All of the terrain in my capital that gets a road also show shields, food and gold as though there is a worker in that square. Cool, I thought. My capital is only pop 6 (the time was early in the game - not later than 3000 BC), but it acted as though it had a pop of 20! This only seems to happen in the capital, the other cities show all of of the road squares as though another city was working it - even though there is none that share the same squares. This is not so good, as now my cities outside the capital are running a food deficit because I can't work any square of the city! As I said, this only occurs when I try to create roads in a city or throught my territory. Up to that point, everything was working fine! Went back and forth from Civ3 to PTW and it was consistent: Civ 3 roads got added OK, PTW roads messed up the game. I've only been playing with the PB 3.0.1 version for only three days now, so I'll do some more testing later this week.
grognard Nov 11, 2002, 11:04 PM Version 3.0.1 works great for CIV3 v1.29f. Super Utility! I like the new features you've added since version 2. However, I found some problems when I tried it with PTW v1.04f. When I try to create roads in an individual city (R button) or try to create them in my territory (H button), it results in the following: All of the terrain in my capital that gets a road also show shields, food and gold as though there is a worker in that square. Cool, I thought. My capital is only pop 6 (the time was early in the game - not later than 3000 BC), but it acted as though it had a pop of 20! This only seems to happen in the capital, the other cities show all of of the road squares as though another city was working it - even though there is none that share the same squares. This is not so good, as now my cities outside the capital are running a food deficit because I can't work any square of the city! As I said, this only occurs when I try to create roads in a city or throught my territory. Up to that point, everything was working fine! Went back and forth from Civ3 to PTW and it was consistent: Civ 3 roads got added OK, PTW roads messed up the game. I've only been playing with the PB 3.0.1 version for only three days now, so I'll do some more testing later this week.
SpiderZord Nov 12, 2002, 07:51 AM Originally posted by grognard
Version 3.0.1 works great for CIV3 v1.29f. Super Utility! I like the new features you've added since version 2. However, I found some problems when I tried it with PTW v1.04f. ...Up to that point, everything was working fine! Went back and forth from Civ3 to PTW and it was consistent: Civ 3 roads got added OK, PTW roads messed up the game. I've only been playing with the PB 3.0.1 version for only three days now, so I'll do some more testing later this week.
Thanks grognard! I just uploaded v3.0.2 that addresses the road issue (there was another offset in the tiles that was causing a bug in PB's new roads features). It also fixes a bug with the donate button. See the post for a couple of new features ;)
I'm going to leave v3.0.2 as a separate post and in 'beta test' status for a while longer... please let me know of any problems!
After a bit more community beta testing, I'll roll it out as the official version. Thanks everyone! :D
Here's a quick link if you need it: PB v3.0.2 post (http://forums.civfanatics.com/showthread.php?postid=584803#post584803)
NateDawgNY Nov 12, 2002, 08:14 AM :cool:
SpiderZord,
Your Powerbar works great with PTW. The only bug I ran into has already been addressed with your new version. That was, when I used the sm feature it only worked like the em feature. Great Work. Keep it up.
zulu9812 Nov 12, 2002, 11:40 AM Does the latest version work with 'vanilla' 1.29f civ3 i.e. without PTW?
EDIT: never mind, I was being stupid ;)
Kahn Nov 13, 2002, 06:24 AM Well, that seems to have done the trick! Great Work! Sorry for the inaccurate direction towards the Civ Level adjuster! Both build roads and the civ level adjustment buttons work fine now.
Power Bar 3.02 with PtW 1.04.
Sten Nov 14, 2002, 06:53 AM Hello. I might have found a bug, though i'm not sure whether to blame it on my pc or on powerbar:). I use PTW 1.04, and when i press Load, when ive loaded a game, it says loading for a little while, and then a message pops up: Error 6: Overflow. I'm not sure what to do about this, and i don't know if it just might be my pc. Please help me out :). Thanks in advance.
Sten Nov 14, 2002, 07:25 AM Oh, i forgot tot mention that i'm using powerbar version 302 :).
martinw7 Nov 14, 2002, 08:03 AM I'm using 3.0.2 with 1.29f and have had no problems.
I really love the intruder locator!
Suggested feature for future PowerBar: Spy-Zapper/Spy-Maker
jeannie Nov 14, 2002, 10:20 AM I've found a bug I actually like in your PTW Powerbar!
SOMETIMES when I scroll through the cities, one of my cities will have a blank for the item in production. (I haven't been able to figure out a pattern for when this happens, tho.) If I then press the 'Donate' button, Powerbar gives me enough shields in each city to complete what I'm producing (as opposed to doing the same but changing each city's production to the chosen item).
As I said - I kind of like this bug! At some point, it would be nice if you add a button that does this explicitly - 'Complete production in all cities'.
Baron Rakkan Nov 14, 2002, 11:24 AM Hi.
At first, the PowerBar Trainer Beta-Version for PTW is great. When will the update be released?
I have a question belonging the road update for each square of the tribes`territory. When I use this update, some cities cannot grow! The population growth is frozen. The city-squares are reserved and then there is a shortage! What can I do to avoid this?
Thanks
Baron Rakkan
SpiderZord Nov 14, 2002, 11:35 AM Originally posted by Sten
Hello. I might have found a bug, though i'm not sure whether to blame it on my pc or on powerbar:). I use PTW 1.04, and when i press Load, when ive loaded a game, it says loading for a little while, and then a message pops up: Error 6: Overflow. I'm not sure what to do about this, and i don't know if it just might be my pc. Please help me out :). Thanks in advance.
TC4 also reported this same problem. He sent me his save game and I was able to load it without a problem. :confused:
TC4 was running windows XP home... Are there any XP home users that are successfully running PB3.0.2 and PTW1.04f?
SpiderZord Nov 14, 2002, 11:40 AM Originally posted by Baron Rakkan
Hi.
At first, the PowerBar Trainer Beta-Version for PTW is great. When will the update be released?
I have a question belonging the road update for each square of the tribes`territory. When I use this update, some cities cannot grow! The population growth is frozen. The city-squares are reserved and then there is a shortage! What can I do to avoid this?
Thanks
Baron Rakkan
Baron - are you running v3.0.2 or v3.0.1? Version 3.0.2 should fix the problem you are having ;) - If not, please email me a note! Thanks
Baron Rakkan Nov 14, 2002, 11:57 AM Originally posted by SpiderZord
Baron - are you running v3.0.2 or v3.0.1? Version 3.0.2 should fix the problem you are having ;) - If not, please email me a note! Thanks
Hi SpiderZord
I used the attachement of version 3.0.2. and downloaded it! But when I opened it the version 3.0.1. was extracted!! :eek: Idon´t know if I have made something wrong or if I didn`t find the right attachement!
Thank you SpiderZord!
SpiderZord Nov 14, 2002, 11:59 AM Originally posted by jeannie
I've found a bug I actually like in your PTW Powerbar!
SOMETIMES when I scroll through the cities, one of my cities will have a blank for the item in production. (I haven't been able to figure out a pattern for when this happens, tho.) If I then press the 'Donate' button, Powerbar gives me enough shields in each city to complete what I'm producing (as opposed to doing the same but changing each city's production to the chosen item).
As I said - I kind of like this bug! At some point, it would be nice if you add a button that does this explicitly - 'Complete production in all cities'.
Actually, that function is there, it's just not obvious ;)
Put a check in the box next to the 'C' (complete production) button for every city that you want production to be auto-completed. Holding the shift key while you click will put a check in every one of your cities. Then turn on the Auto function by putting a check in that box. PowerBar will complete the production in those checked cities every 5 seconds until it's turned off. This works the same for foodbox, research and treasury (both the complete and suppress options).
Some day I'll get around to documentation/tutorial. :cringe:
Baron Rakkan Nov 14, 2002, 12:00 PM Perhaps if its possible, can you send a new link???
I hope I am not tiresome.
jeannie Nov 14, 2002, 01:06 PM Originally posted by SpiderZord
Some day I'll get around to documentation/tutorial. :cringe:
Hey - you've done a fantastic job so far, and you've already posted a lot of documentation in these threads. Thank you for being so generous!
SpiderZord Nov 14, 2002, 02:13 PM Originally posted by Baron Rakkan
Perhaps if its possible, can you send a new link???
I hope I am not tiresome.
I double checked the post and it is the correct version :)
This is the link: PowerBar 3.0.2 attachment post (http://forums.civfanatics.com/showthread.php?postid=584803#post584803)
The zip file is PowerBar302.zip, but the file is the same - just PowerBar.exe. Just make sure you let WinZip (or whatever) overwrite the old version when you extract it ;)
PS PowerBar 3.0.3 status :D
I have added 2 new buttons for units:
1) 'H' button - HEAL all filtered units
2) 'E' button - Promote filtered units to ELITE status
I'm also working on a 'unit group name' function to quickly grab sets of units...I'll release it soon (tomorrow)?
Baron Rakkan Nov 14, 2002, 05:00 PM Thanks Spider Zord!
When I was logged in the Forum, always when I downloaded this link below, it always downloaded the 3.0.1 Version!!!!!!! Really, but I don`t know why. Then after several tries I logged out and tried to download the SAME!!!! file again and -surprise- it worked!!! I don´t know why it was a problem to download the correct file, while I was logged in, but know everything works.
Thank you very much SpiderZord and nice work!!!
jeannie Nov 14, 2002, 06:03 PM Originally posted by SpiderZord
Are there any XP home users that are successfully running PB3.0.2 and PTW1.04f?
I am, with no apparent trouble.
Sniper59 Nov 14, 2002, 07:08 PM Originally posted by SpiderZord
TC4 also reported this same problem. He sent me his save game and I was able to load it without a problem. :confused:
TC4 was running windows XP home... Are there any XP home users that are successfully running PB3.0.2 and PTW1.04f?
I have the same problem (Run-time error 6, overflow). I'm using WinXP Pro (Not home), running on an Athlon XP 1800+, 512mb PC2100 DDR SDRAM, ASUS A7V266 mobo, Radeon 9700 Pro. Using PTW 1.04f, not modded in any other way. PowerBar v. 3.0.2 (I think that's the right number.)
Don't know if it has anything to do with it, but I have the Visual Studio.Net framework + runtimes installed (Just a guess, since it's a run time error, and since I have very little programming experience).
Earlier versions of PB worked fine w/ 1.29f (before PTW), so I'm not sure.
-Sniper
SpiderZord Nov 14, 2002, 09:04 PM At least this problem is inconsistent...:rolleyes:
PTW did necessitate a change to the way I was reading building/unit/race data in the initial load. The bottom line - I'll look at the code again and see if I can handle it differently.
The good news - Santa's elves are assembling a new computer for me :D which will be running XP... that should give me a chance to clear up some of these OS issues. The unlucky XP users who are having trouble will have to bear with me. I may get a chance to send a 'debug' build to dump some critical memory reads...I'll ask for some volunteers when that time comes.
Thanks for the feedback!
PS Sniper59 - nice computer...I'm hoping the elves find a 9700 Pro lying around their shelves to dump into my system. ;)
Sniper59 Nov 14, 2002, 09:13 PM Originally posted by SpiderZord
PS Sniper59 - nice computer...I'm hoping the elves find a 9700 Pro lying around their shelves to dump into my system. ;)
Hehe, yeah. I'm hoping the elves bring me a 2800+ this year :). Ever since I built it about a year ago, I've been upgrading it (albeit slowly, the Radeon was the newest addition), but the problem is I don't have time for a job because of school. My computer is like a child to me, even if it is a cold, calculating, lifeless one which requires me to upgrade it if I want it to perform better...
... I need a job.
Sten Nov 15, 2002, 12:45 AM Spiderzord, i'm not using Windows XP home edition. Just plane windows 98 :). i'll try running my game under another OS.
SpiderZord Nov 15, 2002, 06:17 AM Originally posted by Sten
Spiderzord, i'm not using Windows XP home edition. Just plane windows 98 :). i'll try running my game under another OS.
Thanks Sten - so it's not OS specific... :aargh:
I'll definitely have to make a debug build to find the problem. If you three (Sten, TC4 and Sniper59) are OK with running a version that will dump some debug info for me, please email me at SpiderZord's Email (wmahler@egma.com) - thanks.
I'll send you a file when I get it put together.
apexion Nov 16, 2002, 07:42 PM Originally posted by SpiderZord
[Are there any XP home users that are successfully running PB3.0.2 and PTW1.04f? [/B]
I can confirm that XP definately has a problem.
The Win2000 people (11 people) is our little corner of the world are working perfectly. No problems.
Those of us who got machines with XP (5 people) are all getting the 'Runtime error 6 - Overflow' message.
Is there anything we can to fix/help with this?
Apexion
PS. Thanks for the great tool.
:goodjob:
apexion Nov 16, 2002, 07:42 PM Originally posted by SpiderZord
[Are there any XP home users that are successfully running PB3.0.2 and PTW1.04f? [/B]
I can confirm that XP definately has a problem.
The Win2000 people (11 people) is our little corner of the world are working perfectly. No problems.
Those of us who got machines with XP (5 people) are all getting the 'Runtime error 6 - Overflow' message.
Is there anything we can to fix/help with this?
Apexion
PS. Thanks for the great tool.
:goodjob:
Kahn Nov 16, 2002, 11:54 PM Just two suggestions for added features.
A config file that saves the settings on the Power Bar on closing.
It would also be nice if the power bar applied any "Civilization Wide" settings to all new cities upon reloading.
P.S. I'm a Win 2k user and have had no problems with the latest beta under PtW 1.04. :)
CCJ39 Nov 17, 2002, 10:55 AM Powerbar 302 run fine, but it can't work with extra-large maps (PtW supports up to 360x360 or so). If I try to load a game with an extra-large map I get the error "error getting mapsize" and so I can't use some functions of powerbar.
SchmuckyTheCat Nov 17, 2002, 08:20 PM Sorry, but I don't have symbols for powerbar. Here however, is the stack trace after attaching windbag at the fault. If thats useful for finding the fault, great. If not, eh, can't help but try and be helpful.
Also, if that intro splash dialog was modal, i'd love you. The number of times I click away from it while it loads, and then it disappears.
0:001> g
Unknown exception - code c000008f (first chance)
Unknown exception - code c000008f (first chance)
Unknown exception - code c000008f (first chance)
Unknown exception - code c000008f (first chance)
eax=77c393eb ebx=00000000 ecx=008923a8 edx=00000000 esi=77f7663e edi=00000000
eip=7ffe0304 esp=0012fe30 ebp=0012ff28 iopl=0 nv up ei pl nz na pe nc
cs=001b ss=0023 ds=0023 es=0023 fs=003b gs=0000 efl=00000202
SharedUserData!SystemCallStub+4:
7ffe0304 c3 ret
0:000> kb
ChildEBP RetAddr Args to Child
0012fe2c 77f7664a 77e798ec ffffffff 00000000 SharedUserData!SystemCallStub+0x4
WARNING: Stack unwind information not available. Following frames may be wrong.
0012ff28 77e7990f 00000000 77e8f3b0 ffffffff ntdll!NtTerminateProcess+0xc
0012ff3c 7342dec0 00000000 70a71a29 80000002 kernel32!ExitProcess+0x12
0012ffb8 00402656 004027b0 77e814c7 70a71a29 MSVBVM60!ThunRTMain+0xae
0012fff0 00000000 0040264c 00000000 78746341 PowerBar+0x2656
SpiderZord Nov 18, 2002, 06:04 AM Thanks to everyone for the feedback!
Overflow Error Status
I've been taking the extra time to assemble an all-purpose debug tool that I can release to those users with problems like the overflow. I'll finish it ASAP and with the help of a few of you, I should be able to pinpoint the problem. Right now, I'm thinking it has to do with the game turn location - the year displayed on powerbar is calculated based on the current turn - if the offset is wrong, it could be leading to the overflow problem. I'll know for sure when I see some memory dumps from those having the problem.
PowerBar v3.0.3 Status
While debugging my 'Group Units' function, I came across several problems, which eventually led to a similar problem with cities :eek: There were some earlier reports of strange behavior with city auto settings when cities traded owners and late game problems. I now know why.
I'm going to first get a fix on the Overflow issue, then fix the issues with v3.0.3 - thanks for your patience and nice comments. :)
Kahn - thanks for the suggestions... the second one has been on my mind for a while and your first suggestion is becoming a must with the new functionality (remembering group names, etc.) Both suggestions are on my to do list.
Franki14 Nov 18, 2002, 05:30 PM Powerbar V3.0.2
I have windows XP and been using this version with no problems until it recently crashed when using one of the PTW customized scenarios. It gave me a runtime error 11 (division by zero). It probably was (as someone mentioned before in this forum) due to a very large map but I just couldn't load the utility in this particular scenario.
Anyway, thought it would help.:confused:
martinw7 Nov 18, 2002, 09:59 PM Attention Settlers!
Tired of those long trips on clunky, easy-to-sink transport vessels?
Sick of walking for a dozen turns only to get captured and turned into an enemy worker?
Fed up with spending half the Middle Ages headed for that ideal spot only to find an enemy city already there when you arrive?
Well get Teleport by PowerBar!
That's right, Teleport by PowerBar will zap you there instantly. Long before your enemies even learn mapmaking!
Teleport by PowerBar can even send a dozen support units to keep you from getting bludgeoned by low-life conscript barbarians.
Is it any great wonder human players are turning to Teleport by Powerbar for their transportation needs?
So get Teleport by PowerBar and leave the caravel at home!
(Destination subject to change without notice.)
SpiderZord Nov 19, 2002, 05:49 AM Originally posted by Franki14
Powerbar V3.0.2
I have windows XP and been using this version with no problems until it recently crashed when using one of the PTW customized scenarios. It gave me a runtime error 11 (division by zero). It probably was (as someone mentioned before in this forum) due to a very large map but I just couldn't load the utility in this particular scenario.
Anyway, thought it would help.:confused:
Thanks Franki14 - somebody else reported the same problem (PTW w/ large maps). I'll be checking the map size location along with the game turn. Thanks for the feedback!
SpiderZord Nov 19, 2002, 06:28 PM Originally posted by martinw7
Attention Settlers!
Tired of those long trips on clunky, easy-to-sink transport vessels?
Sick of walking for a dozen turns only to get captured and turned into an enemy worker?
Fed up with spending half the Middle Ages headed for that ideal spot only to find an enemy city already there when you arrive?
Well get Teleport by PowerBar!
That's right, Teleport by PowerBar will zap you there instantly. Long before your enemies even learn mapmaking!
Teleport by PowerBar can even send a dozen support units to keep you from getting bludgeoned by low-life conscript barbarians.
Is it any great wonder human players are turning to Teleport by Powerbar for their transportation needs?
So get Teleport by PowerBar and leave the caravel at home!
(Destination subject to change without notice.)
martinw7 is :king: of marketing. Congrats on your promotion :lol:
SpiderZord Nov 20, 2002, 08:22 AM I knew I was getting close to the attachment file size limit - v3.0.3 finally busted it. I uploaded the new version here:
Link to PowerBar v3.0.3 beta in uploads2 directory (http://www.civfanatics.net/uploads2/PowerBar303.zip)
Hopefully, this version fixes:
1) Overflow errors
2) Mapsize errors
...but I haven't confirmed this yet, so please post a note if you can confirm it is now working for either problem. Thanks! :)
See the readme.txt for details on the new version including the new groupnames feature...Edit- forgot to add the new buttons, 'H' and 'E' to the version history. Heal selected units and promote selected units to Elite. :o
PS Give a big thanks to TC4 for the quick response with the debug info!
SpiderZord Nov 21, 2002, 05:32 AM TC4 reported that v3.0.3 fixed the overflow problem on his system. :D
Thanks for your help!
CCJ39 Nov 22, 2002, 10:51 AM Can you add a function to complete buildings in all the cities of the nation (complete actual project in every city) ?
Sniper59 Nov 22, 2002, 02:55 PM Originally posted by SpiderZord
TC4 reported that v3.0.3 fixed the overflow problem on his system. :D
Thanks for your help!
Still doesn't work for me :confused:
(same error as before)
perkb Nov 23, 2002, 02:47 AM A feature i am looking for is change turn (example, put the gamedate back to 4000 BC).
martinw7 Nov 23, 2002, 01:12 PM Verson 3.0.3 is working well on my clunky HP Pavilion 6635.
I like the new features -- make units elite, and heal units -- once more you have added more fun to the game.
Of course, you have made the game more addicting, so I'll have to blame you for the dirty dishes in the sink. ;)
SpiderZord Nov 26, 2002, 06:40 AM Of course, you have made the game more addicting, so I'll have to blame you for the dirty dishes in the sink.
Thanks martinw7 - please see my next post - I need another marketing post :D
A feature i am looking for is change turn (example, put the gamedate back to 4000 BC).
perkb - I tried this without success. Too many variables (scores recorded over time, etc.)
Still doesn't work for me
Sniper59 - did you get the debug version I sent? If not, let me know and I'll send it again. :confused:
Can you add a function to complete buildings in all the cities of the nation (complete actual project in every city) ?
CCJ39 - by popular demand, see my next post. ;)
SpiderZord Nov 26, 2002, 07:01 AM I just uploaded another beta version - please let me know of any problems! Here's the link:
PowerBar v3.0.6 beta (http://www.civfanatics.net/uploads2/PowerBar306beta.zip)
This version:
- fixes the city and unit index problem that was skewing city auto settings and unit group names.
- added 'CP' (COMPLETE PRODUCTION) button on the city frame to complete production in every city of the selected tribe (by popular demand :) )
- added 'D' (DEFAULT) button on the tribe frame to apply default city auto settings. Ctrl and Alt clicking apply the default settings to all enemy/friendly tribes. This means new cities or captured cities will now automatically use default city auto settings for complete/suppress of production and foodbox.
-added 'Z' (ZERO) button on the city frame that updates every unit's damage, attack and movement counters to zero. This means units will be healed and be able to move and attack again. [Invulnerable infinite range units :D ]
- added 'SU' checkbox to units frame. When checked, the 'ZERO' function above is run on a timer. The timer interval can be changed by right clicking.
The SU function has only been tested by me on a moderate size game. Large games with many units may slow down or cause problems. The timer interval can be set as low as ~.01 seconds. The SU can be turned off and the ZERO function used manually in the worst case scenarios. I was able to use my 'Conan the Invincible' swordsman to lay waste to the entire Celt kingdom in one turn... a whole new meaning to playing on deity.
As always, all feedback welcome.
:o Beta Feedback - Current v3.0.6 beta problems:
1) Zero function will miss new units created since last load or visit to units frame. Click the 'UNITS' button and units will be refreshed & ZERO will work. (I'll add a refresh command in the button code itself on next version).
2) Default auto settings NOT working with new cities, only conquered cities. :confused: That was once working - I'll revisit it.
I did release it as 'beta' :rolleyes:
SpiderZord Nov 27, 2002, 07:41 AM I just uploaded the latest version here: PowerBar v3.0.7 beta (http://www.civfanatics.net/uploads2/PowerBar307beta.zip)
This version:
3.0.7 Dated 11/27/02:
FIX - Fixed bug in 'D' button setting default city auto settings.
FIX - Fixed bug in 'Z' button not finding new units.
FIX - Fixed bug in 'SU' checkbox to automatically find new units.
CHANGE - Changed the default timer interval for SU to every ~.2 seconds from .4 seconds.
:o The 'D' button fix had an offset in the tribe index - it was actually apply the default to the next tribe. If you used it to turn on city production complete/ foodbox complete for your tribe, the next tribe was getting those settings on every one of their new cities. That has been fixed and is working as intended.
The new ZERO and SUPER UNIT functions are now detecting new units. I also turned the default timer setting lower - with the SU option checked, I set my scout to 'explore' and he marched off and explored the entire continent before stopping. :)
That was an unexpected result of the SU function - if you have workers automatically doing anything (say build road to X), and you 'wait' (w key) on any other active unit, it cycles through the workers again and they make another turn's progress on their task. I set a worker to build a road to a frontier city (through neutral territory) - by repeatedly pressing wait command on my one active scout, the long road was completed in one turn. This works only with autobuild tasks. ;)
Let me know of any new problems!
shirgall Nov 27, 2002, 11:09 AM Probably a well-known thing, but sure enough the new patch broke PowerBar 3.0.7.
kalad Nov 27, 2002, 12:56 PM Everytime i try to run powerbar (any version), i get a
RUN time error 339
Component MSCOMCTL.OCX or one of its dependencies
not correctly registered, a file is missing or invalid.
I relize this has probably been answered before but i have been going thru the forums the last couple days and cant seem to find it. Any help would be apreciated.
Kalad
Baron Rakkan Nov 28, 2002, 09:33 AM Hi, does the newe Version work on PTW 1.14??
Thanks
grognard Nov 29, 2002, 08:27 PM PowerBar doesn't work for me after the PTW 1.14f patch is installed. I get "Run Time Error 9 - Subscript Of Range." It works fine for Civ3 v-1.29f.
SpiderZord Nov 30, 2002, 09:00 AM PowerBar will not work with PTW 1.14f until I get a chance to update the new offsets. :crazyeye:
Everytime i try to run powerbar (any version), i get a
RUN time error 339
Component MSCOMCTL.OCX or one of its dependencies
not correctly registered, a file is missing or invalid.
Kalad - CrusaderJoe answered this question on the old thread at this post: ActiveX control not registered post (http://forums.civfanatics.com/showthread.php?postid=203712#post203712)
I'll post a new PowerBar version when I get it updated for the new PTW patch.
kalad Nov 30, 2002, 01:23 PM I made sure that the support files where int he directories but when i try to register as he sugests, it still wont find them 8(. So i downloaded the files again and unzipped into the registry again still no joy. then tried the 2nd directory he had in his tip still no joy.
thanks for letting me know where the fix was, I will have to keep trying it i geuse.
Kalad
edit; finaly got it registered, had to use all caps for some reason for it to work. powerbar working great now
Kahn Dec 01, 2002, 08:06 PM Just a small bug (sorry for not getting back to you sooner, been away from the computer for a while) in version 3.0.6 the Power Bar would fail to list Stock Exchange's (would show blank white space) when they are being built. This had worked in previous beta versions of the Power Bar. :egypt:
W.i.n.t.e.r Dec 02, 2002, 08:33 PM Looking foreward for a PTW 1.14f version :D
Kahn Dec 02, 2002, 09:52 PM Originally posted by Kahn
Just a small bug (sorry for not getting back to you sooner, been away from the computer for a while) in version 3.0.6 the Power Bar would fail to list Stock Exchange's (would show blank white space) when they are being built. This had worked in previous beta versions of the Power Bar. :egypt:
P.S.: Same bug is also present in Power Bar 3.0.7, and applies to all the expansion city improvements (i.e. Stock Exchange, Civil Defense & Commercial Dock)! :rolleyes:
SpiderZord Dec 04, 2002, 05:47 AM Thanks for the feedback, Kahn - the missing city improvements are now fixed. The changes for the 1.14f PTW patch are almost complete. ;)
Baron Rakkan Dec 04, 2002, 07:09 AM :crazyeye:
That means there will be a new version of the PowerBar for PTW1.14 shortly??
Yeeeeeeeeeeaaaaaaaaaaaaahh. I can`t wait any longer. Great work SpiderZord:beer:
Kahn Dec 05, 2002, 09:26 AM No problem. Can't wait for the new version of Power Bar to come out (I've even been holding off on applying the new patch until you post a new version Power Bar :lol: )!
SpiderZord Dec 05, 2002, 01:10 PM I just uploaded PowerBar 3.0.9 here:
PowerBar v3.0.9 beta (http://www.civfanatics.net/uploads3/PowerBar309beta.zip)
PowerBar is now compatible with PTW 1.14f... everything seems to be working, but please let me know of any problems!
This version also fixes the problem reported by Kahn (newer city improvements like Stock Exchange were not showing in production).
martinw7 Dec 05, 2002, 05:39 PM Joan of Arc is so smug. That's the way the French are. She thought she was better than me until I teleported all her troops onto Devil's Island and then overran her oh so highly cultured cities.
:p
:crazyeye:
Civanator Dec 05, 2002, 05:50 PM I like a person who keeps up with their utility. :goodjob: you are doing great with this utility.
Kahn Dec 05, 2002, 09:44 PM Great!!! Going to begin testing it out right now! [dance]
:ar15: :tank: :slay:
Kahn Dec 06, 2002, 04:58 PM Seems to work great with the PtW patched version 1.14F!
...and it's less filling too! :die: :tank: :ar15:
SchmuckyTheCat Dec 08, 2002, 10:30 AM I was manipulating a hotseat game and several of the powerbar features didn't work so well for players 2 and 3.
TombRaider Dec 09, 2002, 08:13 AM I downloaded the power bar and it looks great, however i have a problem and i dont know how to fix it. When I start my civ game the top of the bar goes off the screen so I cant see it. Any way to move the bar down a bit? Please help as Im computer limited lol. thanks much
zulu9812 Dec 09, 2002, 10:14 AM Originally posted by SchmuckyTheCat
I was manipulating a hotseat game and several of the powerbar features didn't work so well for players 2 and 3.
I do hope you're not using this to cheat in multi-player...
SpiderZord Dec 09, 2002, 01:44 PM Sorry SchmuckyTheCat, multiplayer is not supported (even hotseat).
I saw a good suggestion on another forum about recording miltary losses/statistics. I'm thinking of a option that can be switched on that will append a text file each turn of units lost by civilization. It will be a turn based delta of the units lost (I don't think I'll be able to tell the difference between a military loss and a disbanded unit).
This fits in well with my focus changing for while to more information/statistics. A while back, someone was wanting more 'spy' information, like turns until city x finishes item or grows or civ x finishes researching x tech etc.
Let me know if you have any ideas!
trevort Dec 09, 2002, 10:24 PM It's too bad Civ III doesn't record military loses like Civ II. That would be a great addition to PowerBar. I do like the small on screen footprint of PowerBar, but I would like to be able to expand it large enough for the different buttons to have names instead of just letters. Keep up the great work.
Dark Sheer Dec 10, 2002, 01:20 AM I have recently tried out the PowerBar once again and WOW what a different it is as compared to the original version. :D I think one of the feature that can be added is the total number of cities on the map as the max number of 512 is quickly reached in a game with 24 Civs and it would be nice to know how many cities there is already so you can avoid building the unnecessary settlers instead waiting until build city time when you are told too many cities. ;)
If it is at all possible, another thing that can be added for PowerBar is the relationship between the tribes. Especially if there is another window that allows you to change the relationship. If this can be added then all modder will treat you as GOD of Civ3. :D
zulu9812 Dec 10, 2002, 06:00 AM Yeah, that would be great for setting fixed diplomacy for scenarios!!!
SpiderZord Dec 10, 2002, 07:39 AM Good suggestions - city count is easy, I'll look into relationships :D
Tex Hex Dec 10, 2002, 10:42 PM Salutations and all...
(I'm not realy good at it .. so straight tthe point...and yes I'm new around here :p)
Thank god for powebar
Version after version it keeps getting better and better but I still keep coming across the same problem. It never for once showd me the right research status for any of the civilizations in a game in the info box .
For example... in my last game I was nearly finished the required advances for the middle ages era, and powerbar was showing that I was still reasearching "education" wtf? :eek: but not only I was done with it but with astronomy !and! banking as well, both depending on education. The same goes for the rest of civs in that game.Powerbar kept showing me that they were researching advances I personaly sold them several turns ago.
So what am am I doing wrong?
game info: Civv III, v1.29f , Playing the Babylonians, default rules, huge map, all 15 random civs, using PowerBar 3.0.9 beta
SpiderZord Dec 11, 2002, 07:35 AM Tex Hex :goodjob: - thanks for the error report! You are not doing anything wrong - there is a bug in that info report. I'll check it out.
Kahn Dec 12, 2002, 09:28 PM How about saving the settings you last used, and reapplying them on startup (this assumes that the Power Bar can recognize that you are resuming the same game)?
Also, what about automatically applying any "Tribe"-wide settings (such as, if auto-build complete active for all cities) to any newly founded/captured cities whenever you hit the load button?
:ninja:
SpiderZord Dec 13, 2002, 11:33 AM Originally posted by Kahn
How about saving the settings you last used, and reappl |