Mistfit
Jun 21, 2004, 05:28 PM
I'll look tonight to see which I'm using and post a save tomorrow if I'm up to date - thanks for the timely response
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View Full Version : CRpSuite : Playing aids and game analysis utils Mistfit Jun 21, 2004, 05:28 PM I'll look tonight to see which I'm using and post a save tomorrow if I'm up to date - thanks for the timely response Mistfit Jun 24, 2004, 08:11 AM Sorry for the double post but I have a few more questions. I've not been able to test out the newest version at home(where my Civ disk is at) but I may have found the problem. Does the game need to be running for the spoiler checks to work on rings? I've been thinking the only time I've tried to use it is at work when I have a few min. to try to plan my playing when I get home so I am pulling up the save without civ running. Second question is regarding map stats. I can't seem to get it to keep up with the game. I know I've had other people tell me that once it's running it will keep pace with the game but I seem to need to load the auto save every turn to make it work. What am I doing wrong? Dianthus Jun 24, 2004, 10:41 AM Does the game need to be running for the spoiler checks to work on rings? No. CRpViewer/CRpRings only look at the .sav/.crp files. It won't make any difference whether Civ is running or not. If you find a .sav that doesn't work then let me know and I'll fix it. Second question is regarding map stats. I can't seem to get it to keep up with the game. I know I've had other people tell me that once it's running it will keep pace with the game but I seem to need to load the auto save every turn to make it work. What am I doing wrong? You may not be doing anything wrong :eek:. I've just started back on CGOTM01 last night and had the same problem. I added some extra file validation at one point (2.6.0 or earlier, can't remember) to try and make sure it would retry loading the file if it was locked. Unfortunately that didn't work :(. I'll upload a patch to fix that problem tonight. Dianthus Jun 24, 2004, 06:18 PM I've just created a patch to fix the bug Mistfit reported about CRpMapStat's monitoring not keeping up with the autosaves. This is only available >>>here<<< (http://www.civfanatics.net/uploads7/CRpSuite261From260.zip) (51Kb) as a patch to the 2.6.0 version on my website as I don't have access to change it for a week or two. wvfoos Jun 25, 2004, 02:21 PM ........................./ wvfoos Jun 25, 2004, 06:05 PM Uh, i unzipped the stuff, and installed it, but how do I get this thing to work????? EMan Jun 26, 2004, 12:03 AM You'll probably find the CRpSuite of programs on your START Menu. Viz.: 1. Windows Logo key 2. All Programs 3. CIVReplay 4. MapStat :) EMan Jun 26, 2004, 12:03 AM Duplicate Post.....OOPS! :eek: Turner Jun 26, 2004, 04:49 AM Just started using this...very interesting. Looks good. Couple of small complaints....didn't bother to read through 258 posts, so if this has been covered I apologize. 1 - As I don't bother to read documentation, it took me a bit to figure out how to load the files. Perhaps some kind of default message that disappears after loading a file saying 'right click to bring up menu' or some such? Even a pop-up box when first loading... 2 - Can you change the default load directory to the save directory? I don't know how you'd pull that? It was a bit frustrating having to type out "C:\..." to get to the directory. Excellent work, tho! :thumbsup: Dianthus Jun 26, 2004, 09:24 AM Just started using this...very interesting. Looks good. Couple of small complaints....didn't bother to read through 258 posts, so if this has been covered I apologize. No problem Turner, though you did read the 1st post, right? :). It says: CRpSuite has evolved quite a bit (including a name change, from CIVReplayViewer) since it started, so the early parts of this thread are not really applicable. Don't feel you have to read it all, just ask! 1 - As I don't bother to read documentation, it took me a bit to figure out how to load the files. Perhaps some kind of default message that disappears after loading a file saying 'right click to bring up menu' or some such? Even a pop-up box when first loading... I've had a few others have problems with not finding the popup-menu too. I probably ought to put a main menu bar into CRpRings/CRpViewer/CRpSettleLoc. 2 - Can you change the default load directory to the save directory? I don't know how you'd pull that? It was a bit frustrating having to type out "C:\..." to get to the directory. Each application should remember the last directory you opened from. Is this not working for you? Mistfit Jun 26, 2004, 04:06 PM I've just created a patch to fix the bug Mistfit reported about CRpMapStat's monitoring not keeping up with the autosaves. This is only available >>>here<<< (http://www.civfanatics.net/uploads7/CRpSuite261From260.zip) (51Kb) as a patch to the 2.6.0 version on my website as I don't have access to change it for a week or two. Is this Idiot proof? (read Mistfit proof) to install? sabrewolf Jun 26, 2004, 07:40 PM i'm playing a SP game for the first time for quite some time (AU503) and am using your tool mainly as trade assistant... great features, dianthus, both thumbs up! maybe i'm too stupid: but is there a way to have a more noticeable notification? i currently have to ALT-tab every turn to check. those blinking panels don't appear when in the game. can i set it to initiate a system beep or some kind of (not annoying) ringtone? or if accoustic notification isn't possible: what about a automatic focus on the tool? Turner Jun 26, 2004, 10:06 PM I think it does (just played the one time) but when I started the each application the first time I had to type it in. :blush: I didn't read, just scanned where to find it. DJMGator13 Jun 27, 2004, 10:09 AM Is there anyway to add the dates techs are learned to the Replay Viewer? I've been trying to study some of the top players GOTM saves and it would be interesting to see their tech pace. Thanks ainwood Jun 27, 2004, 02:43 PM Is there anyway to add the dates techs are learned to the Replay Viewer? I've been trying to study some of the top players GOTM saves and it would be interesting to see their tech pace. Thanks Unfortunately, No. :( The replay section doesn't keep much useful data. Dianthus Jun 27, 2004, 05:01 PM Is this <installing the patch> Idiot proof? (read Mistfit proof) to install? There's not much to it. The only gotcha is you might need to make sure the original 2.6.0 .msi file is still on your harddisk at the location you originally used to install it. The steps would be : Make sure CRpSuite is not currently installed using add/remove programs. Extract the CRpSuite260.msi file from the CRpSuite260.zip to your harddrive (Don't run the .msi directly). Install 2.6.0 using the extracted CRpSuite260.msi. Extract the CRpSuite261From260.msp file from the CRpSuite261From260.zip to your harddrive. Install the 2.6.0 patch using the extracted CRpSuite261From260.msp. Let me know if you have any problems Mistfit. i'm playing a SP game for the first time for quite some time (AU503) and am using your tool mainly as trade assistant... great features, dianthus, both thumbs up! Cheers sabrewolf! maybe i'm too stupid: but is there a way to have a more noticeable notification? i currently have to ALT-tab every turn to check. those blinking panels don't appear when in the game. can i set it to initiate a system beep or some kind of (not annoying) ringtone? or if accoustic notification isn't possible: what about a automatic focus on the tool? CRpMapStat should pop to the front AND beep. Apart from the Pollution view which doesn't seem to notify at the moment (Just discovered this in the latter stages of COTM01). Which OS are you using? I've only tested on XP Pro and W2K. :blush: I didn't read, just scanned where to find it. AlanH has been trying to teach me patience over in the GOTM forum, maybe I can try and teach you to read in this one :). Is there anyway to add the dates techs are learned to the Replay Viewer? I've been trying to study some of the top players GOTM saves and it would be interesting to see their tech pace. As ainwood said, no. The only tech information available is for the current turn, not the previous turns. I've toyed with the idea of writing a program to log this information from the autosaves, and even started on it, but gave up on it as it's just too much work :(. planetfall Jun 28, 2004, 10:07 AM Dianthus, I'll have to recheck, it may be a problem with my install. I can run 1.22 but not 1.15 now. I won't be able to get back to you until late next month, but thank you for checking. PF Bartleby Jun 29, 2004, 09:10 AM I have another request...can you make it so the trading tab in MapStat indicates which civs you're currently at war with? Ta. Turner Jun 29, 2004, 10:31 AM AlanH has been trying to teach me patience over in the GOTM forum, maybe I can try and teach you to read in this one :). Good luck.... ;) I have another request...can you make it so the trading tab in MapStat indicates which civs you're currently at war with? Ta. Why not take it a step further and have MAs/MPPs/War/Peace....that would be useful. sabrewolf Jun 29, 2004, 05:34 PM CRpMapStat should pop to the front AND beep. Apart from the Pollution view which doesn't seem to notify at the moment (Just discovered this in the latter stages of COTM01). Which OS are you using? I've only tested on XP Pro and W2K. using it on win2k (server). i wouldn't know if and where one can turn off application focus options. got another problem with the 2.6.1 upgrade patch: it didn't work anymore with the AU503. it said "multiplayer is currently not supporter" or something like that. but AU scenarios aren't (yet) multiplayer... 2.6.0 works fine again... Dianthus Jun 29, 2004, 06:18 PM got another problem with the 2.6.1 upgrade patch: it didn't work anymore with the AU503. it said "multiplayer is currently not supporter" or something like that. but AU scenarios aren't (yet) multiplayer... 2.6.0 works fine again... OK, I'll check into that. Could you send me a .sav? sabrewolf Jun 29, 2004, 06:37 PM done... i hope i won't get embarrassed by it working without problems with you ;) Dianthus Jun 29, 2004, 06:44 PM You won't get embarrassed, it does it for me too :(. I can't resist having a quick look before going to bed (It's nearly 1AM here and I have to go to work tommorrow morning!), but a patch will take a little longer. Note that if you're reverting to 2.6.0 the notification doesn't work properly. sabrewolf Jun 30, 2004, 03:14 AM and because it couldn't load the files in 2.6.1, it couldn't notify at all ;) oh well, as long as one ALT-tabs ;) Mistfit Jun 30, 2004, 10:34 AM There's not much to it. The only gotcha is you might need to make sure the original 2.6.0 .msi file is still on your harddisk at the location you originally used to install it. The steps would be : Make sure CRpSuite is not currently installed using add/remove programs. Extract the CRpSuite260.msi file from the CRpSuite260.zip to your harddrive (Don't run the .msi directly). Install 2.6.0 using the extracted CRpSuite260.msi. Extract the CRpSuite261From260.msp file from the CRpSuite261From260.zip to your harddrive. Install the 2.6.0 patch using the extracted CRpSuite261From260.msp. Let me know if you have any problems Mistfit. Ok just so I'm straight on this. uninstall CRpSuite 1.6.0. off of my computer Pull the .msi from the zip file add it to the hard drive where I just deleted it from Install it from the hard drive Pull the msp from the 2.6.1 file I downloaded and add it to the hard drive in the same location install the patch from this location does this sound right (I'd hate to mess up all of your hard work here) Dianthus Jun 30, 2004, 11:34 AM does this sound right (I'd hate to mess up all of your hard work here) Not sure about "add it to the hard drive where I just deleted it from" as you hadn't mentioned deleting it, but that should work, yes. Dianthus Jun 30, 2004, 01:04 PM I've just created a patch to fix a number of bugs (:goodjob: thanks to those that reported these!). This is only available >>>here<<< (http://www.civfanatics.net/uploads7/CRpSuite262From261.zip) (31Kb) as a patch to the 2.6.1 version (which is in turn a patch from the 2.6.0 version on my website). New features in 2.6.2 : CRpMapStat bug fixed causing no pollution notification. CRpMapStat bug fixed causing trading view to shows civs that were dead. General bug fixed causing single player .savs to be identified as multi-player. CornMaster Jul 02, 2004, 07:37 PM What would be the difficulty in adding a PBEM or Multiplayer version or mode that will allow you to log in to the civ that you are playing as and only see what is available from that prespective? Also, what are the chances of adding an export to text feature? Which could take the data from the map stat and put in a text file? That would be useful for the Demo Game I'm in at GC. What language is this in? Turner Jul 02, 2004, 10:38 PM Any chance you can sort the columns? It would be nice to click on a column header and have it sorted ascending/decending. Dianthus Jul 03, 2004, 08:03 AM What would be the difficulty in adding a PBEM or Multiplayer version or mode that will allow you to log in to the civ that you are playing as and only see what is available from that prespective? Also, what are the chances of adding an export to text feature? Which could take the data from the map stat and put in a text file? That would be useful for the Demo Game I'm in at GC. All good suggestions CornMaster, and none of them that difficult. It's just a question of time. I only had about 1 hour to work on CRpSuite last month. Hopefully I'll have a bit more time this month, if I can finish CGOTM02 early, then I can work on some of the suggestions I've had (there have been quite a few recently as well as these!). What language is this in? It's written in C++. I'm using Borland Builder 6 for the GUI. Any chance you can sort the columns? It would be nice to click on a column header and have it sorted ascending/decending. Yes. Which columns? Are there any in particular? I'm assuming you're talking about CRpMapStat. I've tried to make the columns in CRpMapStat be sorted in a sensible order by default. Turner Jul 03, 2004, 08:39 AM All of them? Asking too much? There are some that are pretty intuitive, like the trading screen. Sorted on Gold, I think it is. But the happiness screen, well, I can't figure out the sort order there. That screen in particular would be nice to have sortable. ainwood Jul 03, 2004, 05:56 PM All of them? Asking too much? There are some that are pretty intuitive, like the trading screen. Sorted on Gold, I think it is. But the happiness screen, well, I can't figure out the sort order there. That screen in particular would be nice to have sortable. I thought happiness was sorted? Unhappiest at the top? :confused: Turner Jul 03, 2004, 07:24 PM That's probably right....But I like looking at it more often then when it calls attention to itself.... Dianthus Jul 04, 2004, 07:08 AM But the happiness screen, well, I can't figure out the sort order there. That screen in particular would be nice to have sortable. I've tried to make the Happiness tab sorted so it can be used to: Quickly find resisting/unhappy towns. Locate towns with high numbers of unhappy/content citizens during a milking phase so they can be optimized for score. #1 is addressed by sorting the resisting/sad towns to the top. #2 is taken care of by sub-sorting the happy/content groups by the number unhappy, then by the number content. Just look at the bottom of the happy/content groups for the towns with the most potential for score increase. The following is a screenshot of the Happiness tab: http://www.civfanatics.net/uploads7/CRpMapStatHappy.png Note the way the sad column is ascending from 1..5, then within the group of 1 sad the content column is ascending from 1..2, within the group of 3 sad the content column is ascending from 0..1, etc. I think the sort order should handle the 2 use cases I mentioned above. Was there something else you wanted to use the Happiness tab for? Turner Jul 04, 2004, 08:02 AM Okay, now that I understand it, it makes more sense...I just couldn't figure out the sort order. I haven't really spent enough time with it to understand it at more than a superficial level. Was there something else you wanted to use the Happiness tab for? Not necessarily use....but I'm the type of person who likes to play around with things, explore boundries...that sort of thing. Matt_G Jul 04, 2004, 08:46 AM I just have to post to say thank you to Dianthus for this incredibly awesome utility. You sir, are a prince among men! :worship: :worship: CornMaster Jul 04, 2004, 03:38 PM I was going to offer help. The list control looks just like the VB one (As expected I guess), so I could have helped there. But I know no C++. :( Mistfit Jul 04, 2004, 04:46 PM If I had thought of It I would have captured a screenie of a really pissed off empire to show what mad cities look like. I had a GA end the same turn as the one civ I was buying 3 lux's from lost 6 cities IBT. ohh that was not pretty. Dianthus Jul 04, 2004, 05:00 PM @Turner_727: I'm glad you understand it now. I would just have told you to read the documentation, but I haven't written it yet. I guess I'll have to learn to write before I can teach you to read ;). Oh, and does that mean the column sorting isn't needed now? @Matt_G: Thanks for the compliments! @Cornmaster: Never mind. Thanks for the offer, anyway. @Mistfit: Ooops! Does this mean you've managed to apply the patch OK though? Turner Jul 05, 2004, 09:19 AM @Turner_727: I'm glad you understand it now. I would just have told you to read the documentation, but I haven't written it yet. I guess I'll have to learn to write before I can teach you to read ;). Oh, and does that mean the column sorting isn't needed now? Well...I'd still like to see it. But you can move it to the 'would be nice...' list. DJMGator13 Jul 05, 2004, 03:58 PM Bug/Glitch? I have seen were workers are listed as being available for sale on the Trade tab, but not actually for sale in the game. I think it is coming up that way in both CivIII & C3C games. We are definately seeing it in our CivIII Jumpmaster 1B save. I'm using 2.6.0 Dianthus Jul 05, 2004, 04:00 PM Bug/Glitch? I have seen were workers are listed as being available for sale on the Trade tab, but not actually for sale in the game. I think it is coming up that way in both CivIII & C3C games. We are definately seeing it in our CivIII Jumpmaster 1B save. I'm using 2.6.0 I've seen the same thing a couple of times during the QSC period for CGOTM02 while using 2.6.2. I kept a note of when it happened, so I'll go back and take a look. Thanks for letting me know you've seen it too! DJMGator13 Jul 05, 2004, 04:20 PM Our current 2550BC save shows Korea with 2 workers avaible. The save is in Jumpmster1B if you want a CivIII version to experiment with. Keep up the good work. Mistfit Jul 05, 2004, 05:05 PM Yes, Dianthus I slogged thru the patch install, give yourself a pat on the back for being able to walk a techno dolt like myself thru it. Thanks. Dianthus Jul 05, 2004, 05:59 PM OK, I've investigated this worker problem a little bit. It seems that there are circumstances when you can't trade workers. At the moment CRpMapStat tells you if there are workers in the AI's capital and you have contact with the AI. There seem to be some other criteria I need to apply to stop it notifying you when the worker can't be traded. I'll look into this at some point, but rest assured that you're getting notifications when a worker is available. sabrewolf Jul 05, 2004, 07:06 PM it may have been mentioned before... but is it possible, that you create a MP/PBEM version of this? i started using it in games where i was the first player but noticed i still had an advantage: i saw in the trade tab, what the other humans had... which you can't usually see. worse yet... when trying it a PBEM where i am not the first player, i could actually see all details of the first player (city sizes, area, etc, etc, etc). this is especially alarming to me as i've started most PBEMs i'm in. so, any chance of making a PBEM version? these are the issues in order of priority: 1) you should NOT be able to see anyone's else's information (better nothing that too much) 2) if possible, let at least only the first player see his stuff and the others not at all 3) better yet: each player sees is own stuff. (should i email you a copy of that PBEM which is loadable in mapstat?) anarres Jul 05, 2004, 07:09 PM Ouch! Would it be possible, before making a PBEM-friendly version to make this version PBEM un-friendly? There is an MP flag that you can check to see if it is a multiplayer game, and if it is you could refuse to load the save. Thanks. :) Matt_G Jul 05, 2004, 08:05 PM OK, I've investigated this worker problem a little bit. It seems that there are circumstances when you can't trade workers. At the moment CRpMapStat tells you if there are workers in the AI's capital and you have contact with the AI. There seem to be some other criteria I need to apply to stop it notifying you when the worker can't be traded. I know for a fact that in PTW (and I believe) in C3C, you must have a city on the AI's landmass. For instance if the map consists of 2 continents, and the AI with a worker in their capital is on the other landmass, you must have a city on that landmass in order to buy the worker. I believe this applies all the time. IOW, having a viable trade route makes no difference. FWIW, Matt DJMGator13 Jul 05, 2004, 08:26 PM I know for a fact that in PTW (and I believe) in C3C, you must have a city on the AI's landmass. For instance if the map consists of 2 continents, and the AI with a worker in their capital is on the other landmass, you must have a city on that landmass in order to buy the worker. I believe this applies all the time. IOW, having a viable trade route makes no difference. FWIW, Matt I have a 1210AD C3C save file in which this exact situation is occurring. I have an established trade route, but no city on the other continent and I can not buy the worker. Let me know if you want me to post the save. EDIT: I have already emailed it to ainwood at the GOTM email, as requested. Dianthus Jul 06, 2004, 03:15 AM it may have been mentioned before... but is it possible, that you create a MP/PBEM version of this? ... [+ Lots of good suggestions for PBEM support] Thanks for that sabrewolf. I DO intend to do this, it's just a lower priority at the moment. (should i email you a copy of that PBEM which is loadable in mapstat?) Please do. Currently the CRp* utils shouldn't allow loading of PBEM games. Ouch! Would it be possible, before making a PBEM-friendly version to make this version PBEM un-friendly? There is an MP flag that you can check to see if it is a multiplayer game, and if it is you could refuse to load the save. It would, and I intended the current version to be PBEM-unfriendly. I've done some more investigation of the .sav format since the last version, but if you've got any details of this PBEM flag maybe you could PM them to me? Please :). I know for a fact that in PTW (and I believe) in C3C, you must have a city on the AI's landmass. For instance if the map consists of 2 continents, and the AI with a worker in their capital is on the other landmass, you must have a city on that landmass in order to buy the worker. I believe this applies all the time. IOW, having a viable trade route makes no difference. Thanks Matt_G. That sounds like it would explain what I'm seeing! I have a 1210AD C3C save file in which this exact situation is occurring. I have an established trade route, but no city on the other continent and I can not buy the worker. Let me know if you want me to post the save. Yes please Gator, could you send me the save. I've got a couple with similar setups, but the more the merrier :). sabrewolf Jul 06, 2004, 04:01 AM Thanks for that sabrewolf. I DO intend to do this Please do. Currently the CRp* utils shouldn't allow loading of PBEM games. done... thanks :) anarres Jul 06, 2004, 06:03 AM I don't know where the flag is Dianthus, but IIRC this was added in to another utility - maybe Powerbar? That was Spiderzord who did it, IIRC. I must admit to only knowing about these things because I once tried to write an in-memory version of the flip calc and I spoke ot several utility makers, I don't know for sure though. watorrey Jul 07, 2004, 07:41 PM I was just using mapstat for the middle ages conquest and it stopped reading the saves after i entered the second tech era. Just want to bring it up incase it is important. CornMaster Jul 07, 2004, 10:36 PM As usual I have more requests. I'm wondering how hard it would be to add a few more reporting features to this program. I know I ask a lot...but I'm only trying to help. :) This would all be best in a Mapstat version that had no spoilers. Is there any way to export the information of the domestic screen to display in Mapstat? And then the ability to export to text? This would really help with demo games. If it's too tough to export it all, a list of cities with the size, turns to grow and turns to build what's coming would be an excellent start. :) I'm not sure how hard that would be. Dianthus Jul 08, 2004, 03:02 AM I was just using mapstat for the middle ages conquest and it stopped reading the saves after i entered the second tech era. Just want to bring it up incase it is important. I would say that's VERY important! I guess that either there is something about the .savs that's causing CRpMapStat to barf, or it might have stopped monitoring the autosaves directory. Could you help by doing the following: Check if CRpMapStat will open one of the middle ages .savs using the File->Open menu item. Check if CRpMapStat starts monitoring after restarting it. Try using the File->Open Recent menu item. Let me know which version you're using. Is there any way to export the information of the domestic screen to display in Mapstat? And then the ability to export to text? This would really help with demo games. If it's too tough to export it all, a list of cities with the size, turns to grow and turns to build what's coming would be an excellent start. :) I'm not sure how hard that would be. You've asked for that before! Thanks for clarifying it though. Turns to grow is actually one that needs a little work as the CITY sections of the .sav file have changed in [c3c], but the other details are pretty easy. I'll add the extra details to my todo list. I've had a lot of requests over the last couple of pages that haven't made it onto my website's todo list. They will get there soon though :). EPL Jul 08, 2004, 03:28 AM I was playing last night and noticed that CRpMapStat reported the the Ai had Iron Clads (Tech) for sale. When i looked, they didn't have that one but in fact had Fascism. Later on a second AI also aquired the Fascism and this was also reported as Iron Clads. Buying Fascism stopped the tech from showing. I'm using Conquests 1.22 and CRpMapStat 2.6.1. I'll check the saves tonight and see if I have the right one. I've also noticed that the FoW isn't shown on CRpRings, I remember somebody else reporting this but can't find any mention of it being resolved. Applogies if any of the names are wrong I'm typing this at work and can't look things up to check here. The meaning should be clear though. Dianthus Jul 08, 2004, 04:07 AM I was playing last night and noticed that CRpMapStat reported the the Ai had Iron Clads (Tech) for sale. When i looked, they didn't have that one but in fact had Fascism. Later on a second AI also aquired the Fascism and this was also reported as Iron Clads. Buying Fascism stopped the tech from showing. I'm using Conquests 1.22 and CRpMapStat 2.6.1. I'll check the saves tonight and see if I have the right one. OK, I'll have a little investigate tonight (I'm at work at the moment too!). If you could find a .sav demonstrating this then that would make it a lot easier. I've also noticed that the FoW isn't shown on CRpRings, I remember somebody else reporting this but can't find any mention of it being resolved. Yes, I've had a number of reports of this problem, but so far nobody else has been able to supply a .sav file that shows this. If you can send me one I'll look into that straight away. EPL Jul 08, 2004, 05:20 AM OK, I'll have a little investigate tonight (I'm at work at the moment too!). If you could find a .sav demonstrating this then that would make it a lot easier. Ok, I'll have a look at the saves I've got tonight and see what I can find. Yes, I've had a number of reports of this problem, but so far nobody else has been able to supply a .sav file that shows this. If you can send me one I'll look into that straight away. This one will be easier as it does it for all game saves. I'll send you one in case you can spot anything different but it may be operating system / install dependant. I'm running Win Xp Home rather than Pro. watorrey Jul 08, 2004, 09:14 AM CRpMapStat 2.6.2 - Middle Ages Conquest - 18 civs 'Open Recent' & 'Open File' gives one of the following errors: CIV::File::ReadLong : EOF CIV::File::SeekChunk : EOF It will read all manual and autosaves up to (my) first era change. This is the point where many civs get a free tech (flavored). I had played a few turns and realized i hadn't heard from CRpMapStat lately and task switched to it and it was sitting there with one of those error msgs. I think there was another... 'Load Failed' or similar. Once the error msg is produced, it will give the error trying to open any .sav file. If restarted, it will open earlier saves. While messing around trying to reopen the same file many times, it started giving multiples error messages and beeping. I had to use task manager to end the task. It was crashing at different line #s and i was worried about crashing windows so ended it asap. While writing this up, trying to find which file it started crashing at, i got a windows (XP) application error msg after closing CRpMapStat: Event Type: Error Event Source: Application Error Event Category: None Event ID: 1000 Date: 7/8/2004 Time: 10:00:06 AM User: N/A Computer: ******** Description: Faulting application crpmapstat.exe, version 2.6.2.0, faulting module borlndmm.dll, version 6.0.10.158, fault address 0x000043e0. Dianthus Jul 08, 2004, 09:18 AM It will read all manual and autosaves up to (my) first era change. OK, could you send me one of the .savs that CRpMapStat can't load? watorrey Jul 08, 2004, 09:43 AM OK, could you send me one of the .savs that CRpMapStat can't load? This is a couple turns after it won't work any more. Let's see if this works: EPL Jul 08, 2004, 02:59 PM The attached image and save show the ironclad problem. CRpMapStat shows me as haing Ironclads as tradable to America and Sumeria but from the save you can see that I don't have the ironclad tech. EPL Jul 08, 2004, 03:05 PM For the MapStat problem I just started a random game and saved it at on turn 1. I then opened it in MapStat and the FoW isn't shown. Hope these help. Dianthus Jul 08, 2004, 03:23 PM This is a couple turns after it won't work any more. Let's see if this works: OK, it seems to be something to do with the victory points causing extra data in the histgram section. I've made it cope with this for now by ignoring the histogram section, which won't matter for CRpMapStat anyway. Thanks for the example .sav watorrey! For the MapStat problem I just started a random game and saved it at on turn 1. I then opened it in MapStat and the FoW isn't shown. Hope these help. I guess you mean CRpRings :). OK, I've just found out why I wasn't seeing this. The FOW doesn't work if you're using the Inbuilt textures. If you use the Civ textures (which I always do!) then it's OK: http://www.civfanatics.net/uploads7/FOWPlease.gif I'll just have a look into that IronClads problem, then maybe I'll do a release.... Mistfit Jul 08, 2004, 03:35 PM You must need Civ installed on the computer that you are using Rings with because when I try to open rings on my work computer the way you showed in the above post this is what I get: http://www.civfanatics.net/uploads7/dianthus1.jpg Matt_G Jul 08, 2004, 03:45 PM I guess you mean CRpRings :). OK, I've just found out why I wasn't seeing this. The FOW doesn't work if you're using the Inbuilt textures. If you use the Civ textures (which I always do!) then it's OK: WooHoo! I was going to post about this and then saw the fix. Thanks....it was driving me nuts. :crazyeye: Dianthus Jul 08, 2004, 03:47 PM You must need Civ installed on the computer that you are using Rings with because when I try to open rings on my work computer the way you showed in the above post this is what I get: Correct. I've got it fixed now so the FOW works for inbuilt textures too, but I'm just looking into EPL's IronClad problem before I create an install. Mistfit Jul 08, 2004, 03:49 PM You are a God amongst us mere mortals Dianthus. Thats again for your hard work. Dianthus Jul 08, 2004, 05:46 PM I have just released a new version of CRpSuite (version 2.6.3) on my Website (www.cfc-dianthus.com/CRpSuite) with the following new features : New features in 2.6.3 : CRpViewer - Now shows score (+ other stats) at current time (as suggested by Bartleby) CRpViewer - Fixed graph. Was showing power for score and vice versa. CRpViewer - Score now imported correctly from C3C .savs. CRpRings/CRpViewer - Fixed FOW when using inbuilt textures. CRpMapStat - No longer notfies that workers are tradeable when they're not. CRpMapStat - Now shows the correct tech for the later techs in the tech tree with C3C 1.22 General - Multi-player game detection improved. DaveMcW Jul 08, 2004, 06:14 PM I tried CRpMapStat for the first time with COTM2 and it's great. :goodjob: I did notice one minor spoiler: you can see the resources of an AI you are at war with, even if they refuse to talk with you ingame. LordKestrel Jul 08, 2004, 11:31 PM In the attached save file, I have contact with America, and can trade with them, but CRpMapStat doesn't show contact with them. I've had contact for several turns, so it wasn't like I just established contact. This is with PTW 1.27, and CRpMapStat 2.6.2. EDIT: I saw you released 2.6.3, so I updated to that and reloaded the save file, and it still doesn't show contact. EPL Jul 09, 2004, 03:24 AM Thankyou for such a quick update. I checked it and everything now works fine. Thanks for such a great tool. :goodjob: watorrey Jul 09, 2004, 03:57 AM Ditto for me. There have been no more problems with the middle ages conquest. Just curious... is the color of the civ suppose to match the in game color? Some, but not all match up. I don't see it as a problem. Dianthus Jul 09, 2004, 06:46 AM I tried CRpMapStat for the first time with COTM2 and it's great. :goodjob: I did notice one minor spoiler: you can see the resources of an AI you are at war with, even if they refuse to talk with you ingame. Thanks for pointing that out Dave, I'll look in to that. If you see any other spoiler information then let me know and I'll address that too. I've also had a request to avoid showing the terrain breakdowns and tiles to domination limit until >80% of the world map is known. Once these are fixed CRpMapStat will be completely Spoiler Safe as far as I know. In the attached save file, I have contact with America, and can trade with them, but CRpMapStat doesn't show contact with them. I've had contact for several turns, so it wasn't like I just established contact. This is with PTW 1.27, and CRpMapStat 2.6.2. EDIT: I saw you released 2.6.3, so I updated to that and reloaded the save file, and it still doesn't show contact. Thanks for the .sav jimmydean, I'll peer in to that. Just curious... is the color of the civ suppose to match the in game color? Some, but not all match up. I don't see it as a problem. Yes, it's supposed to match up. If you could post a .sav I'll gaze in to that at some point, but you're right, it's definitely a low priority. Bartleby Jul 09, 2004, 07:04 AM New features in 2.6.3 : CRpViewer - Now shows score (+ other stats) at current time (as suggested by Bartleby) Thanks! :goodjob: watorrey Jul 09, 2004, 11:48 AM RE: color match If you still have the middle ages conquest .sav, the color mismatch is apparent on the trading tab with some of the civs. If you deleted the file... it is linked in post #311 of this thread. LordKestrel Jul 09, 2004, 08:12 PM I think I've figured out the issue with contacts. If I have contact with a civ, but don't know where any of their cities are, your utility doesn't count that as contact. As soon as I find one of the cities, I'm listed as having contact, and I can see what's available for trade. Turner Jul 09, 2004, 11:05 PM So the easy way to rectify that is to estabish an embassy when you trade for contact, or meet that lone warrior out in the boonies.... I'm sure you realize that.... LordKestrel Jul 10, 2004, 06:19 AM So the easy way to rectify that is to estabish an embassy when you trade for contact, or meet that lone warrior out in the boonies.... I'm sure you realize that.... I don't have a problem with it, I just wanted to let him know that there was a slight bug in his app, and the steps I had taken to figure out what was causing it. I did some QA work years ago, and I learned that providing as much info as possible helps issues get resolved quicker and easier. Dianthus Jul 10, 2004, 06:27 AM I did some QA work years ago, and I learned that providing as much info as possible helps issues get resolved quicker and easier. You're dead right jimmydean. You've provided enough information that I don't even have to look at the code to find out what was wrong :goodjob:. I'll add that to my list. watorrey Jul 10, 2004, 12:39 PM Are there plans to add resources to the trading screen? CRpMapStat is too good to be true :D Turner Jul 13, 2004, 03:01 AM I don't have a problem with it, I just wanted to let him know that there was a slight bug in his app, and the steps I had taken to figure out what was causing it. I did some QA work years ago, and I learned that providing as much info as possible helps issues get resolved quicker and easier. I always say, better to have too much and not need it than to not have enough and need it.... Can I go from 2.6.0 to 2.6.3, or do I need to install 2.6.2? Never mind, I see the full install on your website.... Dianthus Jul 13, 2004, 06:39 AM Are there plans to add resources to the trading screen? That's something for the future, yes. Needs some further research into the .sav format though. CRpMapStat is too good to be true :D Thanks watorrey! Can I go from 2.6.0 to 2.6.3, or do I need to install 2.6.2? Never mind, I see the full install on your website.... If you wanted to avoid downloading the full version you could always download the individual patches. You would need to patch from 2.6.0 to 2.6.1, then from 2.6.1 to 2.6.2, then from 2.6.2 to 2.6.3. They're all on my website in the historical section. Turner Jul 13, 2004, 06:40 AM Nah...'sokay...I don't mind doing the full installs. I have an inheriant distrust of patches, anyways. watorrey Jul 14, 2004, 07:48 PM I am using CRpMapStat 2.6.3 while playing the Mess O' Potamia Conquest and it doesn't show any techs as available for trade. Edit: It started working after the first era change. Dianthus Jul 15, 2004, 06:29 AM Hey, watorrey, have you got an example .sav showing this? Denniz Jul 15, 2004, 10:07 AM Hey Dianthus, I have been using MapStat for about a month now. I don't see how I ever played without it. :) I have been thinking about ways to use it to help with creating posts in the spoiler threads and other post game analysis. I know you have a ToDo for a CRpLogger, but as you have noted it is a lot of work. One thing I have thought of that might be easier intermediate step, was to take advantage of the autosave archive feature. (Oh, during the autoarchive, renaming the files to identify the game would be a good enhancement.) The idea is to step thru eah file and extract statistical information about the game. I can think of several lists that would be useful without having provide anything more than csv files (i.e. no UI just an executable that accepts parms or uses MapStats' preferences. Totally batch.) Lists: - Empire Stats - turn, civ, some F1 & F4 summary info - City list - turn, owner, pop (total, foreign/native, happy/content/sad/resisting, working/specialist(by type), gpt, food produced/extra, shield, science, corruption, culture, etc. (A column for each improvement would be cool but probably a bit much.) - Army list - turn, civ, unit counts of some type (maybe by type & age - AADef, AAInf, AABow, AAart, AATrans, MADef, etc.) I supposed you could have a column for each unit but that might be a bit much. - Wonder list - turn, wonder, owner, city - Tech list - turn, Civ, researching, turns remaining (A column for each tech to indicate known or unknown would be cool but probably a bit much, too.) Really pretty much any information you are already showing in mapstat would be useful. The idea is to "Keep it simple ..." and just worry about getting the data. (That would cut the work a lot, wouldn't it?) Once we have the list files, they could be used by almost anyone to analyze, build reports or graphs. The key is to get the data, IMO. I know I could use either Excel or Access and VBA to create some interesting stuff. What do you think? Dianthus Jul 16, 2004, 05:23 AM Hey Dianthus, I have been using MapStat for about a month now. I don't see how I ever played without it. :) Hi dvandenberg, and thanks :). One thing I have thought of that might be easier intermediate step, was to take advantage of the autosave archive feature. I've got a utilitiy that does that, but it's not yet in a state where I can release it. It creates a .csv file with information about units/techs. I used it to create the graphs I created for my GOTM31 Spoiler 2 post (http://forums.civfanatics.com/showpost.php?p=1851280&postcount=125) and Conquests GOTM01 Spoiler 2 post (http://forums.civfanatics.com/showpost.php?p=1971858&postcount=125) (see end of those posts for the graphs). My main issue with not releasing this utility yet is that I don't want to release a utility that can be used during the game to gain information not normally accessible. Unfortunately that restricts which stats can be generated. The data shown in the Conquests GOTM01 Spoiler 2 post is Spoiler safe, so maybe that would be enough? (Oh, during the autoarchive, renaming the files to identify the game would be a good enhancement.) My intention was that the autosaves would be saved to a different directory for each game. Note that my CRpStats utility (not yet released) will extract the data from all of the autosaves in a directory. Denniz Jul 16, 2004, 11:29 AM I've got a utilitiy that does that, but it's not yet in a state where I can release it. It creates a .csv file with information about units/techs. I used it to create the graphs I created for my GOTM31 Spoiler 2 post (http://forums.civfanatics.com/showpost.php?p=1851280&postcount=125) and Conquests GOTM01 Spoiler 2 post (http://forums.civfanatics.com/showpost.php?p=1971858&postcount=125) (see end of those posts for the graphs). I remember seeing them. That may be what sparked my thought. My main issue with not releasing this utility yet is that I don't want to release a utility that can be used during the game to gain information not normally accessible. Unfortunately that restricts which stats can be generated. Can you identify a unique game instance's save files? Maybe verifying the last save is a complete game or past some point, would allow you to spoiler-proof it? The data shown in the Conquests GOTM01 Spoiler 2 post is Spoiler safe, so maybe that would be enough?Getting the information about only the human empire, which I assume you mean by "spoiler safe", would be probably be enough for spoiler report purposes. The other civ is more interesting for analysis purposes anyway. My intention was that the autosaves would be saved to a different directory for each game.What I have been doing is putting them in one directory. I haven't been using for more than one game at a time. I haven't looked closely, do just re-point it to the correct folder at the start of a game sesssion? Note that my CRpStats utility (not yet released) will extract the data from all of the autosaves in a directory.Let me know if you need some help beta testing the CRpStat program. :) planetfall Jul 17, 2004, 10:23 AM Just confirming, FOW is now fixed in 2.6.3 and trading does no longer shows dead civs. Thanks. PF MSTK Jul 18, 2004, 04:42 PM Has any development came that allowed creations of crp files yet? Dianthus Jul 18, 2004, 04:45 PM Has any development came that allowed creations of crp files yet? Hi MSTK. Has it been a while since you looked at my CRp stuff? CRpViewer/CRpRings/CRpMapStat can all open .sav files directly now. If you really need to create a .crp file for some reason (I.e. you want to compare multiple .savs of the same game) then you can use the supplied CRpCreator command-line application. MSTK Jul 18, 2004, 07:10 PM I download the latest version, and the description says "View games for 2 players on a .crp file" for the Viewer. And I'd like a sav support for Settler Location :( Dianthus Jul 19, 2004, 03:38 AM OK, the description needs updating. CRpViewer/CRpRings/CRpMapStat can all open .sav files directly now, trust me :). It doesn't really make much sense for CRpSettleLoc to open a .sav file. The point of that application is to show the most popular settling locations over a number of games, and a .sav file contains only a single game. CRpSettleLoc was used to generate the start analysis when GOTM still did QSC's. See <here> (http://gotm.civfanatics.net/qsc/qsc20/index.shtml) for an example, about half way down the page. MSTK Jul 19, 2004, 03:01 PM Oh, I thought SettleLoc was meant to find the best city placements, kind of like a dot map. Tarkeel Jul 20, 2004, 02:58 AM One issue/bug with the trading tab: It only shows civs that you can see territory from, not that you have contact with. I haven't tested if it shows a civ you know territor for but haven't met, but it doesn't show civs you haven't seen territory from (unlees you turn on spoiler). Also, is there a way you can get it to not show trading-info for civs that won't talk to you (due to war)? Dianthus Jul 20, 2004, 03:02 AM One issue/bug with the trading tab: I make that 2 bugs! ;) It only shows civs that you can see territory from, not that you have contact with. I haven't tested if it shows a civ you know territor for but haven't met, but it doesn't show civs you haven't seen territory from (unlees you turn on spoiler). It only shows civs that you have contact with and that have territory. The last bit is the buggy bit, and will be fixed in the next release. Also, is there a way you can get it to not show trading-info for civs that won't talk to you (due to war)? Yes, and that too will be fixed in the next release. SuperMA5TER Jul 20, 2004, 04:00 PM The new features in the viewer and mapstat look awesome but I was rather disappointed becasue the suite refused to open any of my Hotseat games giving an error that Multiplayer games are not supported. :( (Almost all the games I play in C3C are hotseat) I request you to re-enable the support for hotseat games in the future releases as hotseat games are completely different from other MP based games and the suite wont spoil anything as the other players in the game can see such things already. I hope you are convinced! :mischief: anarres Jul 20, 2004, 04:31 PM Please no! Hotseat is the SAME mode as PBEM. If you allow hotseat every PBEM player will be screwed... Dianthus Jul 20, 2004, 04:34 PM Actually, I can tell the difference between a Hotseat and a PBEM .sav. However, I would prefer to treat them the same way. I could, as a short term measure, allow the existing functionality to be used if there are no passwords defined. What do you think? anarres Jul 20, 2004, 06:10 PM Hmm. That would be fine as far as I am concerned, but how on earth do you tell the modes apart? Last time I looked it was the same game - you just click "Save and Exit" or "Continue" to distinguish. :confused: SuperMA5TER Jul 21, 2004, 03:16 PM That would be a perfect long term solution. :thumbsup: I am looking forward to see it in the next release or some patch MSTK Jul 21, 2004, 08:09 PM Hmm. That would be fine as far as I am concerned, but how on earth do you tell the modes apart? Last time I looked it was the same game - you just click "Save and Exit" or "Continue" to distinguish. :confused: I think it's a part of a coding tag. Mistfit Jul 22, 2004, 08:03 AM Correct. I've got it fixed now so the FOW works for inbuilt textures too, but I'm just looking into EPL's IronClad problem before I create an install. You Got this to work. Excelent!!!! :goodjob: Thanks watorrey Jul 22, 2004, 01:37 PM FYI: playing The Ancient Medeteranean Mod 2.3 in c3c 1.22 and the have the same problem with 1st era techs not showing up in crpmapstat 2.6.3 Dianthus Jul 22, 2004, 06:49 PM I've just released a new version of CRpSuite. New features in 2.7.0 : CRpMapStat - Fixed problem identifying when Civ is dead causing them to not be listed as contactable (Reported by jimmydean). CRpMapStat - Fixed techs not being listed as tradeable due to hidden -1 Era (Reported by wattorey) CRpMapStat - No longer shows trade info when at war and the civ is non-contactable (Reported by DaveMcW). CRpMapStat - Made more spoiler friendly. Now doesn't show tile counts until >80% of the world is known. (Suggested by GOTM staff). CRpMapStat - War status shown on trading tab. When at war the civs name has "(At war)" appended to it. (Suggested by Bartleby) CRpStats - New application! This application loads multiple .savs (use shift/ctrl in file window to multi-select) and tabulates stats for those files. Here's a screenshot of the new application, CRpStats: http://www.civfanatics.net/uploads8/CRpStats270.png Note that not all of the tabs in CRpStats are implemented. I've included a whole bunch as a reminder to myself of some other stats to extract :). MSTK Jul 22, 2004, 10:15 PM Can I request a Story Viewer? Can't you extract the build dates of every Palace Improvement, Barracks, War Declaration, Renaming, etc? And then put them all as a big storybook for us to read. Dianthus Jul 23, 2004, 04:23 AM Can I request a Story Viewer? Can't you extract the build dates of every Palace Improvement, Barracks, War Declaration, Renaming, etc? And then put them all as a big storybook for us to read. That sounds like something that could be added to CRpStats, just another way of presenting the data. Have you got any ideas about the format/layout for this "Story"? anarres Jul 23, 2004, 04:45 AM Is there any chance of this utility doing Flip calculations? The formula is pretty trivial for each city, and I am sure you have the info in your datastructures already. You can add a new screen with each city, and the chances of it flipping to each other civ. I can provide a function for you if you want in any M$ language you want (VB, VB6, C, C++, C#). Let me know. :) Dianthus Jul 23, 2004, 04:49 AM Is there any chance of this utility doing Flip calculations? The formula is pretty trivial for each city, and I am sure you have the info in your datastructures already. You can add a new screen with each city, and the chances of it flipping to each other civ. I can provide a function for you if you want in any M$ language you want (VB, VB6, C, C++, C#). Let me know. :) That's an interesting idea. Doing flip calculations would be straightforward. I'd need to put some effort into making sure it doesn't use spoiler information for the calculations though... Denniz Jul 23, 2004, 05:27 AM Hey, Dianthus. I just downloaded 2.7.0 and started checking out the new CRpStat program. It looks great! :goodjob: I can't wait to get some free time to answer I couple question I had about something I did. :) FYI, the only issue I saw after a quick look was on the military tab. The unit numbers did seem to be correct. Too few workers and other units where know I a had fair number and way too many of other unit I know I only had a couple. I am not sure if the numbers should be built that turn or on-hand but I don't think either account for the numbers I am seeing. Once again, thanks for all your efforts in producing a great suite of tools. I don't know how you find time to play civ. Dianthus Jul 23, 2004, 05:39 AM FYI, the only issue I saw after a quick look was on the military tab. The unit numbers did seem to be correct. Too few workers and other units where know I a had fair number and way too many of other unit I know I only had a couple. I am not sure if the numbers should be built that turn or on-hand but I don't think either account for the numbers I am seeing. About workers, I split the count up into Slaves and Workers. Slaves are those captured, so not requiring support costs, Workers are those of your own nationality. Could this account for the discrepency you're seeing? If you've got an example of the counts being wrong just post a zipped .sav and I'll take a look. MSTK Jul 23, 2004, 12:34 PM That sounds like something that could be added to CRpStats, just another way of presenting the data. Have you got any ideas about the format/layout for this "Story"? Like... 4000 BC - (Leadername) establishes city of (city). Production starts on the (Production). (Production may not be possible...but I'm sure the finished build dates are, by calculating the age. And for it getting repetitive, only mention production when it's the first of a unit, building, or wonder built by that civ) 3800 BC - (City) produces the first (Production). Start on (Production). Again, production is only listed if it's the first one) 3650 BC - (Civ) meets the (Other Civ) 3600 BC - City of (Second City) founded. 3500 BC - (Other Civ) declares war on (Civ)! 3250 BC - City of (Third City) founded 3000 BC - (Other Civ) and (Civ) sign peace treaty. 3050 BC - (Civ) starts production for Great Wonder (Great Wonder) at (City) Once I look at it agian, I'm not sure if it's all possible... Denniz Jul 23, 2004, 05:51 PM About workers, I split the count up into Slaves and Workers. Slaves are those captured, so not requiring support costs, Workers are those of your own nationality. Could this account for the discrepency you're seeing? In a way. It looks like you are missing the column header for the slave workers so the number are correct, they are just under the wrong header. The is an additional column of data that shows up if you copy & paste. If I shift the numbers to the right then they look correct. I can send the sav file if you want it but I think this explains what I'm seeing. MSTK Jul 24, 2004, 01:52 AM Strange. The 0-1-3-1 should be shifted to the left. haralz Jul 24, 2004, 04:01 AM Great bunch of tools! :goodjob: Especially the MapStat utility is really useful and saves me a lot of time and problably missed trading deals. Concerning the new tool, I have the same problem like dvandenberg. The column headers seem to be shifted and the first "unit column" is made of zeros. Btw it's not the number of slave workers, as guessed above, their number doesn't show up anywhere. http://www.civfanatics.net/uploads8/Stats.jpg I've traded two foreign worker in 1500 BC, so the potential slave worker column should contain the number two. A similar problem is in the MapStat tool. The tradable worker column always shows zeros, even if the Ai offers them in the trade screen. Maybe it's the same problem with shifted columns resp. wrong indices. One minor thing in the Domestic tab: if you haven't settled the first city there are no expenses to support units. Thank you once again for your great efforts haralz PS: Could you implement to highlight the WLTKD in the Happiness tab, by a different face colour, with optional alert. The necessary data is already there, should be easy to insert. EDIT: Btw, I'm playing PTW v1.27f(german). Dianthus Jul 24, 2004, 04:05 AM Once I look at it agian, I'm not sure if it's all possible... Actually, pretty much all of that is possible! The only things I'm not sure about currently are: 3650 BC - (Civ) meets the (Other Civ) : I can tell which civs have contact, but not which civ made the contact. 3500 BC - (Other Civ) declares war on (Civ)! : Again, I can tell which civs are at war, but not sure about who started it (though thinking about it, may be able to guess by the war weariness). 3000 BC - (Other Civ) and (Civ) sign peace treaty. : Again, I can tell when they're at peace, but not which one instigated it. In a way. It looks like you are missing the column header for the slave workers so the number are correct, they are just under the wrong header. The is an additional column of data that shows up if you copy & paste. If I shift the numbers to the right then they look correct. Yes! That's exactly it! I have a number of fixed columns and a number of dynamic columns. The first thing I do before displaying the data is delete all of the dynamic columns. I'd only just added that Slaves column and it looks like I forgot to increase the number of columns to keep for the Military listview, so it deletes the Slaves column before adding the data to the listview :(. Dianthus Jul 24, 2004, 04:13 AM Btw it's not the number of slave workers, as guessed above, their number doesn't show up anywhere. ... A similar problem is in the MapStat tool. The tradable worker column always shows zeros, even if the Ai offers them in the trade screen. Maybe it's the same problem with shifted columns resp. wrong indices. I think that's due to me looking for a unittype named "Worker", but that doesn't exist in the German version. One minor thing in the Domestic tab: if you haven't settled the first city there are no expenses to support units. Does that happen then? I didn't realise you had to pay when you haven't got any cities! PS: Could you implement to highlight the WLTKD in the Happiness tab, by a different face colour, with optional alert. The necessary data is already there, should be easy to insert.Possible. I'll add that to my TODO list. I think that will come after showing more data in CRpStats and adding a "Flip" tab to CRpMapStats ;). P.S. Your English is excellent! haralz Jul 24, 2004, 04:30 AM I think that's due to me looking for a unittype named "Worker", but that doesn't exist in the German version. In German, it's "Bautrupp". Maybe it's possible to get the right term directly from SAV file, as you did it in CRpStats, where the correct German words are displayed. Does that happen then? I didn't realise you had to pay when you haven't got any cities! This is the situation, if I load the startsave of my actual game. http://www.civfanatics.net/uploads8/Domestic.jpg I have no expenses of course, but CRPStats doesn't agree. ;) Dianthus Jul 24, 2004, 04:42 AM Ah, I understand now, I thought you meant the other way around. I've updated the bug list in the 1st post. Denniz Jul 24, 2004, 05:31 AM If I shift the numbers to the right then they look correct Strange. The 0-1-3-1 should be shifted to the left. :lol: Please be kind to the directionally challenged. MSTK Jul 24, 2004, 03:01 PM Actually, pretty much all of that is possible! The only things I'm not sure about currently are: 3650 BC - (Civ) meets the (Other Civ) : I can tell which civs have contact, but not which civ made the contact. 3500 BC - (Other Civ) declares war on (Civ)! : Again, I can tell which civs are at war, but not sure about who started it (though thinking about it, may be able to guess by the war weariness). 3000 BC - (Other Civ) and (Civ) sign peace treaty. : Again, I can tell when they're at peace, but not which one instigated it. The subject should always be the "player" or "watched" civ that the person is viewing the story for. The Object should be the Other Civ... Not sure, but I think it could work that way. The only problem is declaration of war. I think war instigator should be a big factor. But if it's too hard, then you can't do it. Peace I consider a mutual agreement, so it doens't really matter. I'm very sorry if I sound too bossy or something. Denniz Jul 25, 2004, 02:20 PM CRpMapStat - War status shown on trading tab. When at war the civs name has "(At war)" appended to it. (Suggested by Bartleby) When a peace treaty is signed the trading tab takes off the "(At war)" text but does not resume showing trade information. This was [c3c] 1.22f. CornMaster Jul 25, 2004, 07:26 PM This is looking good. Going to try out the new features soon. :) CornMaster Jul 25, 2004, 08:27 PM I like the additions to the MapStats....and the Stats program. But I wish the Stats would work with PBEM. It always shows player 1. If you could have a list of players...and ask for passwords...that would really be a HUGE help for the MP Demo Game. :) Dianthus Jul 25, 2004, 08:39 PM I like the additions to the MapStats....and the Stats program. But I wish the Stats would work with PBEM. It always shows player 1. If you could have a list of players...and ask for passwords...that would really be a HUGE help for the MP Demo Game. :) Ask for passwords. Doh! I'll make sure that gets in. MP was supposed to be disabled as per the other apps! anarres Jul 26, 2004, 03:49 AM That's bad news if PBEM's can be loaded. :( Bartleby Jul 26, 2004, 09:57 AM I might have found a bug...it seems to me that MapStat no longer counts the "tiles to win" properly...it's telling me how many tiles I need to reach 66% of the 12800 tiles of the entire map rather than tiles to domination limit. Dianthus Jul 26, 2004, 10:09 AM That's bad news if PBEM's can be loaded. :( Agreed. That was not intended. I'll get a bug fix release out ASAP (once I get home from work). I might have found a bug...it seems to me that MapStat no longer counts the "tiles to win" properly...it's telling me how many tiles I need to reach 66% of the 12800 tiles of the entire map rather than tiles to domination limit. Thank Bartleby. I must have messed that up while making CRpMapStat more spoiler friendly. I'll include that fix in the above mentioned bug fix release. CornMaster Jul 26, 2004, 02:25 PM That's bad news if PBEM's can be loaded. :( Aren't these types of tools illegal in the intersite PBEM Demo Games? anarres Jul 26, 2004, 04:50 PM Yes, and also in most competitions. If a way to cheat exists then you can bet your money someone is cheating with it. :( Dianthus Jul 26, 2004, 05:29 PM I've just released a new version of CRpSuite, which can be found on my website (http://www.cfc-dianthus.com/CRpSuite), that fixes the most urgent known bugs. Bugs fixed in 2.7.1 : CRpMapStat - Fixed problem with data not shown after making peace. CRpMapStat - Fixed domination limit. CRpStats - Fixed problem with missing Slaves column. CRpStats - Added check for Multi-player Mistfit Jul 26, 2004, 06:26 PM Wow another one? I just got the last one up and running :lol: Keep up the great work Dianthus! ainwood Jul 26, 2004, 07:50 PM What are your thoughts on the 80%? Doing some test myslef, I am wondering whether a better measure would be >80% of the domination tiles visible. Dianthus Jul 26, 2004, 07:53 PM What are your thoughts on the 80%? Doing some test myslef, I am wondering whether a better measure would be >80% of the domination tiles visible. I haven't had much of a chance to use it yet (still got quite a bit of CGOTM02 to go!). Nobody has complained yet.... :mischief: Still, if you're happy to relax the 80% then I am too! ainwood Jul 26, 2004, 10:56 PM Maybe should get some more feedback! :D CornMaster Jul 27, 2004, 06:22 PM More feedback.... Add passwords so I can get the stats for my team in the Demo Game. ;) It's looking good though guys...keep up the good work. :) Dianthus Jul 27, 2004, 06:29 PM ainwood meant more feedback about the domination limit only using visible tiles until 80% of the map is uncovered! Still, I am intending to do the password thing at some point. Someday. Soon(ish). After the next thing I add before the MP support. Oh, and there's only one guy working on this project. He's just spending so much time on it when he should be playing Civ that it looks like there are more ;). Tarkeel Jul 28, 2004, 08:54 AM I agree that it should be a % of domination limit and not total tiles, as some continents/archipelgo maps can have over 20% that you won't explore for a long time. 80% seems a bit low for dom limit though, maybe 90%? (so you don't need all those one square islands, but most of the continental landmasses). Dianthus Jul 29, 2004, 05:05 PM I've just released a new version of CRpSuite, which can be found on my website (http://www.cfc-dianthus.com/CRpSuite). New features in 2.7.2 : CRpMapStat - Fixed domination limit (really is fixed this time!). CRpMapStat - Fixed worker detection for non-English language versions. CRpMapStat - Added Flipping tab, showing cities order by probability of culture flipping (thanks for the idea Annares). CRpStats - Fixed problem with missing Slaves column (really is fixed this time!). CRpStats - Fixed slave detection for non-English language versions. The Flipping tab is the main new addition. By default this doesn't use any information you couldn't find out yourself, but as a result can overestimate the flip probability and the number of garrison troops required. This inaccuracy is because: It's not possible to know the exact culture of the other civ. I've rounded the culture to the resolution that would be available if you counted the number of pixels for yourself and the other civ on the culture histogram (~600 pixels). The more major one, it's not possible to know whether the other civ has higher local culture that you in the city. I've assumed the other civ does, unless the city has only ever been owned by you. This default setting can be overridden in the preferences view by clicking the checkbox marked "Accurate Flip calculations (using Spoiler info)". Here is a screenshot of the tab, the lower one showing the accurate calculations: http://www.civfanatics.net/uploads8/CRpMapStatFlipping.png Note that in this example the spoiler version is very similar to the inaccurate one, apart from Pamplona, and that's because I've actually built more culture in Pamplona than the Egyptians did. ainwood Jul 29, 2004, 07:36 PM As another point for discussion, the 'have more local culture' is a flag for yes or no - the actual number is irrelevent. Based on that logic, I was thinking that in most cases you would know who has the greater local culture (if you'd been really observant). Lets say you captured another city. From the cultural boundary size, you know whether its got 0 to 10; 10 to 1000 or 1000+ culture (there or there abouts). If it has under 10, then chances are you'll know if you have more. Ditto for 1000+ (for most of the game, anyway). The dodgy bit is to 10 to 100 area. Why don't you just add details that gives the two extremes? Eg: Flip Chance Garrison 0.33 / 0.16 7 / 4 The first number is the chance if they have more local culture; the second is if you have more local culture. That's what I might've done... :mischief: P.S. - why not highlight the ones where the garrison is too small? MSTK Jul 29, 2004, 09:04 PM BTW, I'm curious about if you are considering the "story" idea or not... MSTK Jul 29, 2004, 09:05 PM As another point for discussion, the 'have more local culture' is a flag for yes or no - the actual number is irrelevent. I thought that you could onyl have that number if you have Spoilers... EMan Jul 29, 2004, 11:25 PM The addition of the Flip Tab was a Great Move, Dianthus!! (Thanks also to anarres for the Flip Calc.) :goodjob: :goodjob: I noticed that my Capital City was listed in the Flip Tab (I had added foreign workers for a quick population boost at Sid!)......BUT, my understanding is that Capital Cities cannot Flip!? :) BTW, changing the subject, hopefully my request for listing cities with increase-in-population-this-turn is still on the (back) burner? It's very useful to only have to look at cities when: 1. They show as unhappy (CRpSuite OR Domestic Advisor [F1] List Scan) 2. They complete production (Civ Preference) 3. They increase in population (NO indicator at present!) 3a. They will decrease in population next turn! (Ditto) :) Also, if you're going for a Domination Victory, do you show the number of "Happy People" to generate in order to satisfy that part of the Win? (viz. 66 or 66.67% of World Pop)? :) Turner Jul 29, 2004, 11:32 PM Question - With your feature of copying games to a different directory....can this be a compressed directory (WinXP)? The save files get awful big awful quick on the Huge maps.... Dianthus Jul 30, 2004, 07:17 AM As another point for discussion, the 'have more local culture' is a flag for yes or no - the actual number is irrelevent. Based on that logic, I was thinking that in most cases you would know who has the greater local culture (if you'd been really observant). Lets say you captured another city. From the cultural boundary size, you know whether its got 0 to 10; 10 to 1000 or 1000+ culture (there or there abouts). If it has under 10, then chances are you'll know if you have more. Ditto for 1000+ (for most of the game, anyway). The dodgy bit is to 10 to 100 area. I did actually think about that. I thought about it a bit more though and came up with the following problems, so didn't use it: At time of capture you only know about the influence of the civ who owned the city at that point. Other civs could have owned the city before that point and accumulated more/less culture. The influence is not always observable, I.e. if the city is surrounded by other citys belonging to the same Civ, or near other high influence citys. Why don't you just add details that gives the two extremes? Eg: Flip Chance Garrison 0.33 / 0.16 7 / 4 The first number is the chance if they have more local culture; the second is if you have more local culture. That's what I might've done... :mischief: I thought about doing that, then just decided to show the worst case. Would the best case be useful too? P.S. - why not highlight the ones where the garrison is too small? Now that is a good idea :goodjob:. I'm not sure about notification, though I suppose I could notify if the number of garrison troops changes. BTW, I'm curious about if you are considering the "story" idea or not... I am. It's currently number 2 on the TODO list on my website. I thought that you could onyl have that number if you have Spoilers... It's possible to know a range for the culture at the point you capture a city. I.e. If the city hasn't culture expanded then it has 0..9 culture. If it's only expanded once then it has 10..99 culture... etc. That's what ainwood is talking about. He's not suggesting using spoiler information! I noticed that my Capital City was listed in the Flip Tab (I had added foreign workers for a quick population boost at Sid!)......BUT, my understanding is that Capital Cities cannot Flip!? You're right EMan, that's an oversight on my part. I'm not so sure about Forbidden Palace though. Can that flip? BTW, changing the subject, hopefully my request for listing cities with increase-in-population-this-turn is still on the (back) burner? It's very useful to only have to look at cities when: 1. They show as unhappy (CRpSuite OR Domestic Advisor [F1] List Scan) 2. They complete production (Civ Preference) 3. They increase in population (NO indicator at present!) 3a. They will decrease in population next turn! (Ditto) Yes, that's planned. It's currently number 4 on the TODO list on my website. Also, if you're going for a Domination Victory, do you show the number of "Happy People" to generate in order to satisfy that part of the Win? (viz. 66 or 66.67% of World Pop)? :) I don't. Have you ever had trouble with not getting enough population for domination? I've never seen a case of meeting the territory requirements but not the population! Question - With your feature of copying games to a different directory....can this be a compressed directory (WinXP)? The save files get awful big awful quick on the Huge maps.... Yes, compressed directories can be used. I haven't actually tried it, but compressed directorys (NT 4, W2K & XP) look just like normal directorys to programs that use them. EMan Jul 30, 2004, 08:43 AM Have you ever had trouble with not getting enough population for domination?NO, not until the current game I'm playing at Sid! ;) The ONLY way I think I can win it is with a Domination Victory AND, I think I'll get the Land-tiles criteria met BEFORE the Population criteria!? :) Of course C3C gives you a pretty good idea how close you are BUT vanilla Civ & PTW don't! :) P.s. Thanks for keeping the "City-Population-Increase-This-Turn" on the TO DO List! :goodjob: ainwood Jul 30, 2004, 06:16 PM FYI - the FP city can flip. :( Dianthus Jul 30, 2004, 06:19 PM Wow, that could be nasty. I built my FP in enemy lands during CGOTM02, it would have been pretty annoying if that had flipped. That reminds me, I must do a spoiler post... keureous Jul 30, 2004, 07:35 PM I am eager to try this, but where should I extract it to, and how do i intitiate ( play ) with it? Thanks : Turner Jul 30, 2004, 09:10 PM Thanks, Dianthus. I had suspected that, but was unable to test it. I've got another question regarding mods....doesn't seem to work right. I wasn't going to bring this up now because I can't post a save file (Have to wait for the RnR release) but I realized that other scenarios and conquests would have the same setup - different techs and different civs. So while I haven't tried this with any other conquest or scenario, I'm curious to know how it works out. Dianthus Jul 31, 2004, 03:22 AM I am eager to try this, but where should I extract it to, and how do i intitiate ( play ) with it? Thanks : Hi keureous. Just unzip to your harddrive somewhere. Run the .msi file to install. Then you should be able to run by: Running the utils via Start Menu->Programs->CIVReplay-><prog name> Opening a .crp or .sav file I've got another question regarding mods....doesn't seem to work right. I wasn't going to bring this up now because I can't post a save file (Have to wait for the RnR release) but I realized that other scenarios and conquests would have the same setup - different techs and different civs. So while I haven't tried this with any other conquest or scenario, I'm curious to know how it works out. I don't currently know of anything that would stop a mod loading. Different techs and civs should be OK for instance. Mistfit Jul 31, 2004, 03:23 PM Dainthus ~ Does Crpmapstat know that a Civ will not open diplo with you? The reason I ask is that if I'm at war with the Greek and they are refusing to open diplo with me I should not be able to see what tech's they have and how much money they have available. I've not tested this to see if the utility does this or not I figured it would be easier to ask you. I still have not been able to make this thing work to where it comes up by itself while I'm playing. I know I'm doing somthing wrong I just can't figure what so I'm stuck Alt-Tab'ing it and manually opening the save every turn I want to check diplo status. Can you or someone else give me the quick primer on how to set it up properly. watorrey Jul 31, 2004, 06:00 PM I still have not been able to make this thing work to where it comes up by itself while I'm playing. I know I'm doing somthing wrong I just can't figure what so I'm stuck Alt-Tab'ing it and manually opening the save every turn I want to check diplo status. Can you or someone else give me the quick primer on how to set it up properly. Make sure the preferences are set to monitor the correct folders. Dianthus Aug 01, 2004, 03:58 AM Dainthus ~ Does Crpmapstat know that a Civ will not open diplo with you? It depends which version you're using. Since version 2.7.0 CRpMapStat puts "(At War)" on the end of the civ name of the civs you're at war with (on the Trading Tab). If the Civ is refusing contact the Workers/Gold/Tech to buy/Techs to sell columns will be blank. I still have not been able to make this thing work to where it comes up by itself while I'm playing. I know I'm doing somthing wrong I just can't figure what so I'm stuck Alt-Tab'ing it and manually opening the save every turn I want to check diplo status. Can you or someone else give me the quick primer on how to set it up properly. watorrey answered, but I thought I'd add another 1000 words in the form of a picture :). http://www.civfanatics.net/uploads8/CRpMapStatPrefs.png You need to check a couple of things: That the directories listed in the "Autosave Dirs" box are correct (these should be detected automatically). That "Auto-Monitor Dirs" is checked in the "Directory Monitoring" box. (If this is unchecked then NO monitoring will occur). That the "Autosave Dir" is checked in the "Directory Monitoring" box for the civ version you're using. (Note it will only monitor these dirs if that version of civ is detected as running, so it's safe to enable all of those). You can also monitor another dir by checking "Other Dir" and adding a path next to it. This can be useful if you want to save at the end of a turn and have CRpMapStat popup. This can be useful if a lot has changed since the start of the turn, which is when the autosave happens DaveShack Aug 04, 2004, 11:14 PM Finally got around to downloading a newer version today. So far so good... :worship: One small bug I've found so far, in the "stats" program it is counting HP for workers and settlers, in the Healed HP and Total HP columns. Dianthus Aug 05, 2004, 03:41 AM Finally got around to downloading a newer version today. So far so good... :worship: Thanks Dave. Nice to see you back around here :). One small bug I've found so far, in the "stats" program it is counting HP for workers and settlers, in the Healed HP and Total HP columns. Now you've pointed that out it seems obvious. I've added it to my list of bugs. Offa Aug 05, 2004, 06:18 AM You need to check a couple of things: That the directories listed in the "Autosave Dirs" box are correct (these should be detected automatically). That "Auto-Monitor Dirs" is checked in the "Directory Monitoring" box. (If this is unchecked then NO monitoring will occur). That the "Autosave Dir" is checked in the "Directory Monitoring" box for the civ version you're using. (Note it will only monitor these dirs if that version of civ is detected as running, so it's safe to enable all of those). You can also monitor another dir by checking "Other Dir" and adding a path next to it. This can be useful if you want to save at the end of a turn and have CRpMapStat popup. This can be useful if a lot has changed since the start of the turn, which is when the autosave happens I also have a problem with the utility not updating, or rather doing so only intermittently. I am pretty sure I have changed the settings as you suggest but the utility sometimes seems to get stuck on one autosave and doesn't update itself. This can obviously have grim consequences if you are relying on it in gotm so I end up alt-tabbing into the utility a lot. Monitering another directory sounds a good idea, and I will start this too. Another thing is that it sometimes tells me there are workers for sale which aren't available on the diplo screen. I am a little intrigued by this as I investigated one of the affected capitals to find there was indeed a worker there, but it wasn't available for sale. I think the utility can give tech information about civs who you are at war with who are refusing to talk with you. If correct this means it is giving you a little information that is not available in the game. Edit: I see you have addressed this in an earlier post: maybe I have an old version. The utility is of course superb and if I could completely trust it to alert me to new trades it would speed up my game a lot. At present I am probably playing faster but missing opportunities. Dianthus Aug 05, 2004, 06:31 AM @Offa, any idea which version you're using? There was a version a while back that wasn't using the full path to autosaves, so only worked if the autosave dir was the current directory. I believe this, the worker problem, and the trades while at war have all been fixed. About the workers, the problem is that Civ only lets you trade workers if you have a city on the same continent as the AI has a city. CRpMapStat now includes this in the criteria for displaying workers as tradeable. Mistfit Aug 05, 2004, 07:08 AM Thnaks so much Dianthus. This tool became even more useful now that I can check it to see if a Civ will talk to me or not during war instead of going to diplo and checking it mannualy. CornMaster Aug 05, 2004, 07:53 AM You disabled replay of multiplayer games in the viewer! That's all me and a friend used it for. :( I know I've asked more then once....but how high on the list is multiplayer support? Dianthus Aug 05, 2004, 07:57 AM Sorry CornMaster, but it will require some work to not allow cheating by viewing the other players games. It's on the list, but currently at number 8 (the list is on my website, click on "ToDo List" over on the left). sabrewolf Aug 05, 2004, 08:38 AM 3 requests: A) move multiplayer priority up the list :lol: :p B) default opening program for .sav files is currently set to RpRings. as c3c finally removed the RCP exploit, that program isn't that important any more. i suggest you associating it with MapStat or the Viewer or maybe even let people chose at install-time. C) allow multiple seperate instances of your suite :) Offa Aug 05, 2004, 01:58 PM @Offa, any idea which version you're using? There was a version a while back that wasn't using the full path to autosaves, so only worked if the autosave dir was the current directory. I believe this, the worker problem, and the trades while at war have all been fixed. 2.6.0 but I will download the latest version at once. About the workers, the problem is that Civ only lets you trade workers if you have a city on the same continent as the AI has a city. I had no idea about that. That is interesting. Thanks. socralynnek Aug 10, 2004, 11:01 AM I have a feature request (don't know, if someone has mentioned it yet, but it's not on the to do list): Maype CrpMapStat could display ongoing trades to other civs, because it's a lot of clicks until you can actually see, how long your luxury/gpt/ressources/aliances deals last.... WaterMoon Aug 12, 2004, 09:56 AM Dianthus From reading the posts in this forum I get the impression that when using CRpMapStat that it should pop to the front every turn. It does not do this for me. I always have to alt-tab to get to it. I believe I have followed your instructions as to the path to the proper folder and checking the "Directory Monitoring" and checking off the civ version I'm using. Any suggestions as to what I am doing wrong? (I am using CrpSuite 2.7.2, Windows ME, and Conquests 1.15) Also, when I open the Stat program and direct it to the autosave it does not update with each turn but stays with the year of the autosave I opened it to in the first place. I read in one of the posts that you mentioned using the "Other Dir" box but I didn't understand if this was suppose to be directed to a specific directory–––such as the autosave file–––or just some random directory that I've created. Furthermore, if I open both the Stat program along with MapStat I can only view the second one I had opened. In other words, when I alt-tab out of Civ3 I go to the last program I opened. I cannot get to the first one. Alt-tabbing only brings me back to Civ3. Help. Turner Aug 12, 2004, 01:18 PM If you don't have new information in the save, the focus won't change from Civ3 to CRPSuite. At least, that's how it works for me. Dianthus Aug 12, 2004, 06:46 PM From reading the posts in this forum I get the impression that when using CRpMapStat that it should pop to the front every turn. It does not do this for me. I always have to alt-tab to get to it. I believe I have followed your instructions as to the path to the proper folder and checking the "Directory Monitoring" and checking off the civ version I'm using. Any suggestions as to what I am doing wrong? (I am using CrpSuite 2.7.2, Windows ME, and Conquests 1.15) Hi WaterMoon, It sounds like you're doing the right sort of things. CRpMapStat should automatically load any .sav files that appear in the monitored directories. It doesn't pop to the front though unless there have been any changes since the previous .sav was loaded. I've got a couple of questions: Have you got autosaves enabled in the Civ preferences? Do you see the autosave .sav files appearing in the autosave directory each time you end a turn in civ? Does CRpMapStat load the autosave? (You should be able to see the full path and file name in the title of CRpMapStat. You'll probably have to maximize it to see the whole lot). Also, when I open the Stat program and direct it to the autosave it does not update with each turn but stays with the year of the autosave I opened it to in the first place. CRpStats doesn't do any monitoring. It's just used to load multiple .sav files. You can select multiple files by holding shift/control down while clicking (just like in Windows Explorer). I read in one of the posts that you mentioned using the "Other Dir" box but I didn't understand if this was suppose to be directed to a specific directory–––such as the autosave file–––or just some random directory that I've created. You don't necessarily need to use the "Other Dir" box. The autosave directory will generally be enough. However, the autosaves are the state at the very beginning of the turn, and it can be useful to know the state at the end of the turn before ending it. This is when I tend to use the "Other Dir" box. I just set the "Other Dir" to the directory that I'm saving my current game in (I normally create a dir for each new game I play), then from within Civ I save to that directory at the end of the turn. Furthermore, if I open both the Stat program along with MapStat I can only view the second one I had opened. In other words, when I alt-tab out of Civ3 I go to the last program I opened. I cannot get to the first one. Alt-tabbing only brings me back to Civ3. Have you tried holding Alt key down keep pressing the Tab key? That should cycle round the currently running applications. Dianthus Aug 12, 2004, 06:53 PM 3 requests: A) move multiplayer priority up the list :lol: :p B) default opening program for .sav files is currently set to RpRings. as c3c finally removed the RCP exploit, that program isn't that important any more. i suggest you associating it with MapStat or the Viewer or maybe even let people chose at install-time. C) allow multiple seperate instances of your suite :) A/B, noted (though that doesn't mean I agree with A ;)) C, what? I don't understand what you mean by that? You want to be able to install multiple versions? @Offa, any idea which version you're using? There was a version a while back that wasn't using the full path to autosaves, so only worked if the autosave dir was the current directory. I believe this, the worker problem, and the trades while at war have all been fixed. 2.6.0 but I will download the latest version at once. Did you have any luck with the latest version Offa? I have a feature request (don't know, if someone has mentioned it yet, but it's not on the to do list): Maype CrpMapStat could display ongoing trades to other civs, because it's a lot of clicks until you can actually see, how long your luxury/gpt/ressources/aliances deals last.... Someone might have mentioned it, but if they have I've missed adding it to the list. I've added it now, but can't update my website at the moment as my friend that's providing the space is on holiday (OK, he's in the US working, but I call it a holiday :)). ainwood Aug 12, 2004, 06:56 PM Re seperate instances; would this refer to ebing able to have two copies open at the same time (rather than two installs)? Dianthus Aug 13, 2004, 03:08 AM Re seperate instances; would this refer to being able to have two copies open at the same time (rather than two installs)? It could, but AFAIK that's already possible! (Just tried it here and seems to work OK with all apps). EPL Aug 13, 2004, 03:08 AM I don't know if this is mentioned before but I have noticed that if I minimise CrpMapStat rather than Alt Tab back to civ then it doesn't pop up properly (Win XP). I here the beep and Civ loses focus but MapStat doesn't show. Not a problem as I normally Alt Tab anyway but I thought I'd mention it in case this is the cause of other peoples problems. Dianthus Aug 13, 2004, 03:11 AM @EPL, it hasn't been mentioned, but now it has I can understand why that would be a problem. Thanks for pointing it out :goodjob:. sabrewolf Aug 13, 2004, 07:01 AM i'm ashamed of myself! i didn't mean instances in the sence of "instancing a class/bean/compilation"... i meant to say installation. currently, uninstalling requires the msi-file to be available. i prefer keeping them compressed when unused). and when a new version has a bug that wasn't in before (don't remember which one, but once something didn't work any more), it is quite tedious to uninstall the new and reinstall the old version. i like gramphos' c3mt method of having updates come as the newest exe-file, while leaving the libraries the same. then, you can either overwrite the exe or rename it to test first (eg. c3mt1.01.exe, c3mt1.02.exe, etc.). but this isn't really that important. i'm much more looking forward to a MP-version :) Mistfit Aug 13, 2004, 01:10 PM Dianthus _ I had a situation come up recently using Map Stat that I found weird. I had contact with the Babs but they were not showing up on Map Stat. It may be helpful to know that I could not establish an embasy with them either. Is this because I had not seen any of their borders, just one of their units? DJMGator13 Aug 17, 2004, 10:59 AM Dianthus - this may have been asked before but is there a way to get a breakdown on the specialists on the happiness tab? When I was milking the last GOTM it was real annoying that the game kept reassigning my specialist every time a city grew or when pollution popped up. Second request - is there a way to notify when a city is about to grow. (I think this was asked before and may already be on your todo list - I did not check there). Thanks Denniz Aug 17, 2004, 06:48 PM Dianthus, you might already be aware of this, but during play of GOTM34 with mapstat version 2.7.2, I noticed the the Flip tab would continue to show cities with a chance (very small or 0) to flip to civs that had been eliminated. I am thinking it has to do with the foreign pop still in those cities. I will have to go back and check to see what happens as they are fully assimilated. I didn't notice it before because in GOTM33 & COTM03, I was the one being eliminated. :) DJMGator13 Aug 17, 2004, 07:47 PM Dianthus, you might already be aware of this, but during play of GOTM34 with mapstat version 2.7.2, I noticed the the Flip tab would continue to show cities with a chance (very small or 0) to flip to civs that had been eliminated. I am thinking it has to do with the foreign pop still in those cities. I will have to go back and check to see what happens as they are fully assimilated. I didn't notice it before because in GOTM33 & COTM03, I was the one being eliminated. :) It appeared in 33 just as you stated in my game also. Running 2.7.2 ainwood Aug 18, 2004, 12:24 AM Dianthus, you might already be aware of this, but during play of GOTM34 with mapstat version 2.7.2, I noticed the the Flip tab would continue to show cities with a chance (very small or 0) to flip to civs that had been eliminated. I am thinking it has to do with the foreign pop still in those cities. I will have to go back and check to see what happens as they are fully assimilated. I didn't notice it before because in GOTM33 & COTM03, I was the one being eliminated. :)Is this civs that have been eliminated, or simply civs that have no cities (settler on a boat?) You can still have flips to civs with no capital. DJMGator13 Aug 18, 2004, 02:34 AM In mine they were eliminated, no longer active on the F4 screen. Here is a shot from the 2050 autosave from GOTM33 http://www.civfanatics.net/uploads8/Mapstat01.jpg Dianthus Aug 20, 2004, 11:30 AM Dianthus _ I had a situation come up recently using Map Stat that I found weird. I had contact with the Babs but they were not showing up on Map Stat. It may be helpful to know that I could not establish an embasy with them either. Is this because I had not seen any of their borders, just one of their units? Have you got a .sav? I'm not sure why that would be, but I'm sure I could find out with a .sav. Dianthus - this may have been asked before but is there a way to get a breakdown on the specialists on the happiness tab? When I was milking the last GOTM it was real annoying that the game kept reassigning my specialist every time a city grew or when pollution popped up. Second request - is there a way to notify when a city is about to grow. (I think this was asked before and may already be on your todo list - I did not check there). Both noted. ... I noticed the the Flip tab would continue to show cities with a chance (very small or 0) to flip to civs that had been eliminated. In mine they were eliminated, no longer active on the F4 screen. If you've both got .sav then post them and I'll take a look. I've tried to make it take account of civs that still have settlers in [civ3]/[ptw], and maybe I've messed that up a bit. DJMGator13 Aug 20, 2004, 11:50 AM If you've both got .sav then post them and I'll take a look. I've tried to make it take account of civs that still have settlers in [civ3]/[ptw], and maybe I've messed that up a bit. Here's my autosave from 2050AD, PTW 1.27. Save file (http://www.civfanatics.net/uploads8/DJMGatorPTW2050AD_Auto.SAV) Dianthus Aug 21, 2004, 07:18 AM Here's my autosave from 2050AD, PTW 1.27. Cheers for the .sav Gator. I've found/fixed the problem, and it'll be fixed in the next release. Mistfit Aug 21, 2004, 07:51 AM Have you got a .sav? I'm not sure why that would be, but I'm sure I could find out with a .sav. Never mind... I realized I was using an old version of MapStat. I've updated and now it works on that save. Sorry for the trouble. Denniz Aug 21, 2004, 08:26 PM Cheers for the .sav Gator. I've found/fixed the problem, and it'll be fixed in the next releas |