View Full Version : CRpSuite : Playing aids and game analysis utils


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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 release.

I see you got a save from DJMGator13. Sorry, I forgot to check back, as I have been trying for a histo victory condition in GOTM34. 50+ Hours with the last 10-15 mostly cleaning up pollution. I just finished and remembered my post here. I was watching mapstat domination warnings so closely, I forgot to check my culture. Still, I wouldn't have tried it with out mapstat. :) (That might be a good feature. Some kind of culture win warning.)

Bartleby
Aug 26, 2004, 04:42 AM
Hello again,
I have a very limited grasp of programming, mainly from fiddling with VB, and I'm just curious...is there a reason why I can't choose MapStat in the "list of programs to open with" when I right click on a .sav?
'Cos I'd love to be able to do that :)

watorrey
Aug 26, 2004, 05:05 AM
Open with >> choose program >> browse

Bartleby
Aug 26, 2004, 06:41 AM
That's what I did but I didn't see MapStat in the list. Possibly I didn't look hard enough!
Edit: Wait a minute I gotcha. Thanks.

planetfall
Aug 26, 2004, 05:08 PM
Wow, stay away for awhile and miss many changes.

Nice tool to reinstall. If you have time, might think about updating your screenshots on your web site to match current build.

I had a couple unexpected flips in current game so looking to give the flip tab a try.

PF

Dianthus
Aug 27, 2004, 03:23 AM
@watorrey, thanks for answering Bartleby's question :goodjob:

@Bartleby, as watorrey pointed out, you can associate programs with the .sav filetype yourself. I wanted to associate all of the .sav reading programs (CRpMapStat/CRpViewer/CRpRings) with the .sav filetype, but for some reason the install program didn't seem to handle it.

@planetfall, yes, I ought to update those screenshots. I keep meaning to add some more description of how to use these programs too, but I just keep doing other things instead (like adding new features).

planetfall
Aug 27, 2004, 09:20 AM
no problem. I will always take new features over documentation and screenshots.
Just wanted to let you know the tool and documentation were out of sync. I haven't installed the latest version yet, but it looks like you may have added a new tab in 2.7 screenshots. I didn't see it in 2.7.2. So don't know if it stayed or was removed.

PF

Dianthus
Aug 28, 2004, 07:49 AM
I haven't installed the latest version yet, but it looks like you may have added a new tab in 2.7 screenshots. I didn't see it in 2.7.2. So don't know if it stayed or was removed.

I'm a little confused about what you mean :confused:. I assume you're talking about CRpMapStat? The latest version (2.7.2) should have all of the tabs shown in the screenshots, plus 2 new ones (Trading and Flipping).

planetfall
Aug 28, 2004, 09:33 AM
Me too, I confused CPRstats with CPRmap stats. Ignore, it was friday.
)-:

PF

chunkymonkey
Aug 29, 2004, 03:08 PM
Hi Dianthus,

In the last GOTM34 i noticed that the Flip Calculator in CRPMapStat still presented me with risks of losing cities to civs that had already been conquered. :eek:

I didn't know whether this was a known bug or not, and it may have had something to do with AI respawn being on. I wish I'd taken some screenshots now, but that probably would have involved some effort on my part. :p

Edit: BTW, thanks very much for CRPSuite. It's an amazing utility and I feel like a much more professional player since I've started using it.

planetfall
Aug 29, 2004, 03:11 PM
Ok, now that it is not Friday, some observations and questions:

Rings
Nice utility, it would sure be nice to be able to scroll up and down using the mouse wheel instead of the sliders. You have this on other utilities so should not be a hard enhancement.

MapStat
Nice utility. The flipping information is sure valuable.

Stats utility
New to this one, will start using more and the paste to spreadsheet works perfectly.

Why are the following tabs always blank with no data:
-trade
-foreign
-culture
-demographics
-cities
-wonders

Might be nice to have an additional column between Year and Units for Peace/War.

PF

planetfall
Aug 29, 2004, 07:37 PM
Another comment about CrpStats. How about an option to save to a file automatically? Maybe a preference to give the name of the file and the delimiter so can import into spreadsheet. And while asking, what about a perferce to select which tabs to save. It might be easiest to have a preference for different file names for each tab.

Turns out my "general abilities" are less than expected and this cut and pasting, while a nice option, is quickly getting old. And this is only after following 24 turns.'

PF

planetfall
Aug 29, 2004, 08:53 PM
oh, one more. I think this was mentioned before. Mapstat needs two new columns: luxuries to buy, luxuries to sell.

PF

planetfall
Aug 30, 2004, 09:02 AM
I noticed that the Flip Calculator in CRPMapStat still presented me with risks of losing cities to civs that had already been conquered. .


Question about flip percentages. I have been seeing .## % probability. Is this really .05% or is this 5%?

Thanks

PF

Dianthus
Aug 31, 2004, 06:45 AM
In the last GOTM34 i noticed that the Flip Calculator in CRPMapStat still presented me with risks of losing cities to civs that had already been conquered. :eek:

I didn't know whether this was a known bug or not...

It's a bug. It's one I've fixed, but I haven't created a new release since I fixed it. Maybe I'll get around to it now I'm back from my holiday ;).

Dianthus
Aug 31, 2004, 07:01 AM
Rings ... it would sure be nice to be able to scroll up and down using the mouse wheel instead of the sliders. You have this on other utilities so should not be a hard enhancement.

I didn't do anything to make it happen on the other utilities, and I'm not really sure how to do it. I'll take a look at some point though.



Stats ... Why are the following tabs always blank with no data:
-trade
-foreign
-culture
-demographics
-cities
-wonders

Because they are things I'm intending to implement, but haven't done yet. I've done a little work on trade and foreign. I probably won't get around to looking at the others for a while.




Might be nice to have an additional column between Year and Units for Peace/War.

This is going to be covered by the foreign tab (will show when you go to war, when the civ no longer refused contact, when peace was made). I can sort of see that it could be useful here too, but not sure how war should be presented. Do you mean it should just say "War" if at war with one or more civs? Or should it show which civs you're at war with?




Another comment about CrpStats. How about an option to save to a file automatically? Maybe a preference to give the name of the file and the delimiter so can import into spreadsheet. And while asking, what about a perferce to select which tabs to save. It might be easiest to have a preference for different file names for each tab.

Turns out my "general abilities" are less than expected and this cut and pasting, while a nice option, is quickly getting old. And this is only after following 24 turns.'

There's definitely some scope for improving the copy/paste and saving of the data. Are you using CRpStats contantly while playing the game? I only tend to use it to gather data for my spoiler writeups for GOTM, so I only do it 2 or 3 times per month. I guess the clumsiness of copying/pasting each tab would be a bit more annoying if you're doing it every turn!




oh, one more. I think this was mentioned before. Mapstat needs two new columns: luxuries to buy, luxuries to sell.
I can add the columns easily enough. If you want them to work that might take a little longer :mischief:. Seriously though, that's something I intend to do, but currently I can't actually tell when it's possible to trade resources.




Question about flip percentages. I have been seeing .## % probability. Is this really .05% or is this 5%?
I'm a bit confused (again). Do you mean it literally shows .##% ?

planetfall
Aug 31, 2004, 09:33 AM
I didn't do anything to make it happen on the other utilities, and I'm not really sure how to do it. I'll take a look at some point though.

Ok, no big deal. The other improvements are more important.




Because they are things I'm intending to implement, but haven't done yet. I've done a little work on trade and foreign. I probably won't get around to looking at the others for a while.
Ah, future improvements. It's nice to know it was not my system.



This is going to be covered by the foreign tab (will show when you go to war, when the civ no longer refused contact, when peace was made). I can sort of see that it could be useful here too, but not sure how war should be presented. Do you mean it should just say "War" if at war with one or more civs? Or should it show which civs you're at war with?

I was thinking of some clue as to when WW would kick in. Also during war times, military production is higher. Simple "War/Pax" would work for me, but I can see how others might want to know which civs. But I think this might be too much clutter and would better go on the foreign tab.




There's definitely some scope for improving the copy/paste and saving of the data. Are you using CRpStats contantly while playing the game? I only tend to use it to gather data for my spoiler writeups for GOTM, so I only do it 2 or 3 times per month. I guess the clumsiness of copying/pasting each tab would be a bit more annoying if you're doing it every turn!

I'm trying to figure out how best to learn from CRpStats. {I hate the full name as I tend to be dylestic with it and type CPrStats}. Here is how I have been using it:

1. save the military tab each turn.
Well started out doing this, but was too tedious.

2. Now my Lotus sheet has 3 tabs: monarcy, republic, war
Monarchy- shows slow military buildup during peace
Republic-- shows slower military buildup during peace
War-- shows the change in units during war.
In current game played Monarchy into Industrial Era because fearful of WW problem.
Then I noticed I couldn't get either of the other 2 civs on the continent with this setup.
So I went back and replayed switching to Republic near the end of the Middle Ages.
What I have learned from this exercise:
a. third weaker civ on continent was not a problem with either govt. With monarchy I declared, but with Republic Inca declared. High point with Monarchy was about 950 Offense. Current high point with Republic is about 600 offense.
b. Had to use MPP with Russia vs Inca in Republic but could go sole campaigner in Monarchy.
c. War skills sucked at first. I was winning but a huge cost. This was not apparent at any one turn, but looking at the data, after 10 turns the military offense was about the same at the beginning as at the end. Ugh. Changed style and advanced slower and now after 10 turns military is stronger even during war times.


During times of peace I am getting lazy and not copying data into Lotus sheet, for example, right now the military count has not changed during the last 8 turns, so why bother? If there was a preference to automatically save a tab to a unique file when the .sav file was opened, I would import the {csv/other delimiter } file and then shift the data ranges to match column headings as needed.

What would be most interesting would be a new column in military tab, ERA: A,O,I,M.
{A=ancient, O=Old,i.e middle ages, I=industrial, M=modern}.
Then say after 10 games at one level could see generally how much offense was needed for peace in each era.





I can add the columns easily enough. If you want them to work that might take a little longer :mischief:. Seriously though, that's something I intend to do, but currently I can't actually tell when it's possible to trade resources.
How about then just a list of resources available. Again not that important, but would be nice some time in the future.




I'm a bit confused (again). Do you mean it literally shows .##% ?
No the pattern is .##%, actuals are something like .04%, .07%, .14%. Some people have trouble with percentage formulas and 1.00% displayed is really 100% and not 1%. I haven't used it long enough to figure out if your percents are true percents or if you got caught by the off by 2 hundreds bug.

Glad to hear you had some holiday time. This is such a great package of utilities. I really appreciate any work you do on them.

PF

SesnOfWthr
Aug 31, 2004, 02:53 PM
Dianthus:

Great Tools! I generally only use the MapStat, but that alone is well worth the price of admission. ;)

Great Job!! :goodjob:

Couple questions though:
I have the 2.7.2 version, and when there is pollution that is not cleaned up, every turn the tab flashes as if there is "new" info there. Is this something I'm doing?

Also, is there any way to fix the trading tab for the Conquests? What I mean is: In the Conquests, some techs are not tradeable. MapStat thinks they are. Is there some way to filter this out?

I'd also love for you to be able to put things like luxes/resources/workers in the trading tab, but I thought I saw you say that was very difficult/unfeasable. Any way to see how much gpt a civ can afford to trade?

Anyhow, thanks again, and sorry if these issues have already been brought up. :)

Dianthus
Aug 31, 2004, 03:44 PM
I was thinking of some clue as to when WW would kick in. Also during war times, military production is higher. Simple "War/Pax" would work for me, but I can see how others might want to know which civs. But I think this might be too much clutter and would better go on the foreign tab.

OK, I've added it to my TODO list.



1. save the military tab each turn.
Well started out doing this, but was too tedious.

Do you actually need to look at the data every turn? I'm just asking in case you don't realise that you can load multiple turns into CRpStats. Just select multiple files from the "Load .sav files..." form.



What would be most interesting would be a new column in military tab, ERA: A,O,I,M.
{A=ancient, O=Old,i.e middle ages, I=industrial, M=modern}.
Then say after 10 games at one level could see generally how much offense was needed for peace in each era.

Era would be pretty easy, though I'm not sure about the abbreviations. The names of the eras are configurable. I.e. the eras for the [c3c] Mesopotamia scenario are Bronze Age, Iron Age, Age of Empires, The Future.




How about then just a list of resources available. Again not that important, but would be nice some time in the future.

That's possible. I might just do that.




No the pattern is .##%, actuals are something like .04%, .07%, .14%. Some people have trouble with percentage formulas and 1.00% displayed is really 100% and not 1%. I haven't used it long enough to figure out if your percents are true percents or if you got caught by the off by 2 hundreds bug.

They're real percentages. .04% is a 1 in 2500 chance of flipping. That's pretty low, but doesn't guarantee it won't flip. So far the lowest probability I've seen flip is 0.305% (in CGOTM03), but I'm sure that can be beaten ;).

Dianthus
Aug 31, 2004, 03:53 PM
Great Tools! I generally only use the MapStat, but that alone is well worth the price of admission. ;)

Great Job!! :goodjob:

Cheers SesnOfWthr. MapStat is probably the most useful. The only one I tend not to use now is CRpRings, but that's because I'm only playing [c3c] at the moment.




Couple questions though:
I have the 2.7.2 version, and when there is pollution that is not cleaned up, every turn the tab flashes as if there is "new" info there. Is this something I'm doing?

That's a feature. I expected the user to clear pollution in the turn it appears. If you don't then you've probably forgotten to clear it and need reminding again. If it's really annoying you you could turn off the pollution notification in the options.




Also, is there any way to fix the trading tab for the Conquests? What I mean is: In the Conquests, some techs are not tradeable. MapStat thinks they are. Is there some way to filter this out?

It sounds like you might have found a bug. Could you send me a .sav that shows this? I guess you're using the latest version? (2.7.2).




I'd also love for you to be able to put things like luxes/resources/workers in the trading tab, but I thought I saw you say that was very difficult/unfeasable.

Workers is already there! luxes/resources I would classify as difficult. I need to either locate the trade route information in the .sav file, or work it out myself. I think I know about trade routes over-land, so maybe I should just implement that first of all and come back to sea routes.




Any way to see how much gpt a civ can afford to trade?

That's possible for me to find out, but I'm not sure about showing it in a non-spoiler way. The only way you can find this out is if you have enough to trade that the worth of your trades is more than the gpt of the AI, and they are prepared to offer you gpt.

SesnOfWthr
Aug 31, 2004, 04:30 PM
I'm sorry, I did know workers was there, just typing quicker than I can think, I guess. :crazyeye:

I hadn't thought about the gpt being a spoiler. However, can't you just use the "999" trick to find that out, or was there something about that not being entirely accurate?

Here's a save that I justed finished my turn in. From the Middle Ages scenario, though Doc modded it to allow different civs to be playable, I think. I wouldn't think that would have any impace on reading the techs though, would it?

Middle Ages Conquest (http://www.civfanatics.net/uploads8/Simeon_of_the_Bulgars,_1248_AD.SAV)

planetfall
Sep 01, 2004, 09:22 AM
Do you actually need to look at the data every turn? I'm just asking in case you don't realise that you can load multiple turns into CRpStats. Just select multiple files from the "Load .sav files..." form.
Hummm, I did not know that, I will give it a try and see what results I get.





Era would be pretty easy, though I'm not sure about the abbreviations. The names of the eras are configurable. I.e. the eras for the [c3c] Mesopotamia scenario are Bronze Age, Iron Age, Age of Empires, The Future. Im not sure about abbreviations either, I was just looking for a 1 character label so columns could be very narrow.
[/quote]


[quote
They're real percentages. .04% is a 1 in 2500 chance of flipping. That's pretty low, but doesn't guarantee it won't flip. So far the lowest probability I've seen flip is 0.305% (in CGOTM03), but I'm sure that can be beaten ;).[/QUOTE]

Great! I thought so as I wasn't seeing flipping, but was unsure.


PF

planetfall
Sep 01, 2004, 09:25 AM
Interesting data from MapStat last night. In one turn the only change in military from turn X to turn Y was the addition of 8 artillery.

Here is what I saw:
Offense HP identical
Defense HP identical
Total HP increased by 32, thus 4 x number of new units.

Now question. Is "attack HP" and "defense HP" your terms or is that how Civ interprets the strength?

If it is civ and not the utility, this would go a long way to explaning why bombardment units are devaluated and under utilized by AI.

PF

Dianthus
Sep 01, 2004, 09:41 AM
Hummm, I did not know that, I will give it a try and see what results I get.

OK. To select multiple files just use shift or ctrl while clicking (just like in windows explorer).



Now question. Is "attack HP" and "defense HP" your terms or is that how Civ interprets the strength?

They are my terms, and they don't include bombard. Since I implemented that I found the formula used by Civ's Military Advisor when it says "We're weak compared to them" etc. I think it was somewhere in the strategy tips/articles forum.

planetfall
Sep 01, 2004, 09:52 AM
Thanks, so it wasn't civ coding. Yes I read the thread on weak/average/strong. After reading it I learned we must use 2 grains of salt when accepting that evaluation. I was just attacked with "weak military" and after 2 defensive turns, I am not "average". Go figure. Must have been near border line.
Oh well.

PF

Dianthus
Sep 01, 2004, 01:47 PM
Here's a save that I justed finished my turn in. From the Middle Ages scenario, though Doc modded it to allow different civs to be playable, I think. I wouldn't think that would have any impace on reading the techs though, would it?
Did you have to mod your C3C as well? I'm getting the following error when I try to open that .sav file:
http://www.civfanatics.net/uploads8/errorreadingfile.jpg

SesnOfWthr
Sep 01, 2004, 02:48 PM
Sorry, forgot about that. :blush:

As I said, the conquest was modded to allow certain civs to be playable. The appropriate files are HERE (http://www.civfanatics.net/uploads8/4e_Middle_Ages_Bulgars.zip)

However, I started up a plain version of the game, and here is a .sav that *should* be unmodded, and does the exact same thing.

Test Run (http://www.civfanatics.net/uploads8/Dianthus_test.SAV)

Sorry for the confusion.

EDIT: The tech Byz Ingenuity is untradeable, as evidenced by the diplo screen, but MapStat says I can trade it.

Dianthus
Sep 01, 2004, 03:10 PM
However, I started up a plain version of the game, and here is a .sav that *should* be unmodded, and does the exact same thing.

Test Run (http://www.civfanatics.net/uploads8/Dianthus_test.SAV)

Sorry for the confusion.

EDIT: The tech Byz Ingenuity is untradeable, as evidenced by the diplo screen, but MapStat says I can trade it.
Thanks for that SesnOfWthr. I can open that one fine. I've found out what was causing it. There's a new option in the scenario editor for techs that I've not noticed until now:
http://www.civfanatics.net/uploads8/CannotBeTraded.png

Dianthus
Sep 01, 2004, 05:51 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 2.7.3 :

CRpMapStat - Added a new info bar at the bottom to show score, QSC score, and time played (if applicable)
CRpMapStat - Fixed bug causing flip probability for cities once owned by eliminated civs (thanks to dvandenberg/DJMGator13 for pointing this out)
CRpMapStat - Fixed bug causing techs marked as "Not Tradeable" in C3C scenarios to be listed on the Trade tab (thanks to SesnOfWthr for reporting this)
CRpMapStat - Fixed bug causing CRpMapStat to not popup if notification occurs while minimized (thanks to EPL for finding this one)
CRpStats - Added QSC tab and implemented Trade/Foreign tabs.
CRpStats - Added an additional column on the military tab showing whether at war or not (Suggested by planetfall)
CRpStats - Added an eras column to the military tab (Suggested by planetfall)

SesnOfWthr
Sep 01, 2004, 06:20 PM
Wow! Talk about your fast turn around times! :goodjob:

ainwood
Sep 01, 2004, 06:25 PM
@Dianthus:

re trading of resources & luxuries, I'm up against the same problem as you are, in that I can't reliably determine whether there is a sea trade-route.

In the end, I settled on providing a list of the resources for trade if the player can contact the civ - same as per the 'standard' game interface. The only downside is that it puts the onus on the player to 'know' whether they have a route for trade with that AI. I figured that this is only a small downside compared to the benefits of having the info available. :)

Dianthus
Sep 02, 2004, 02:27 AM
Wow! Talk about your fast turn around times! :goodjob:
It was over a month between 2.7.2 and 2.7.3. You were just lucky ;).




re trading of resources & luxuries, I'm up against the same problem as you are, in that I can't reliably determine whether there is a sea trade-route.

I'm thinking that working out the sea trade-routes should be pretty straightforward to do myself. I'll have another go at locating the information in the .sav file first, when I get time. My RL job seems to be getting in the way at the moment though :(.




In the end, I settled on providing a list of the resources for trade if the player can contact the civ - same as per the 'standard' game interface. The only downside is that it puts the onus on the player to 'know' whether they have a route for trade with that AI. I figured that this is only a small downside compared to the benefits of having the info available. :)
I've seen your new Civ Assist (http://forums.civfanatics.com/showthread.php?t=98630) application :goodjob:.

ainwood
Sep 02, 2004, 02:35 AM
I'm thinking that working out the sea trade-routes should be pretty straightforward to do myself. I'll have another go at locating the information in the .sav file first, when I get time. My RL job seems to be getting in the way at the moment though :(.Good luck! It drove me nuts for a couple of weeks! And if Alan couldn't do it... :mischief:

I've seen your new Civ Assist (http://forums.civfanatics.com/showthread.php?t=98630) application :goodjob:.Thanks! :) Now you know where all of your and Gramphos' assistance has gone!

planetfall
Sep 02, 2004, 09:12 AM
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 2.7.3 :

CRpStats - Added an additional column on the military tab showing whether at war or not (Suggested by planetfall)
CRpStats - Added an eras column to the military tab (Suggested by planetfall)


Very nice, thank you!!!

I have confirmed that multiple saves can be loaded into Stats. Please cancel my RFE for autoappending save tabs to a designated file.

PF

CornMaster
Sep 02, 2004, 10:39 PM
Still no MP yet. :mischief:

Denniz
Sep 08, 2004, 05:59 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 2.7.3 :

CRpStats - Added an additional column on the military tab showing whether at war or not (Suggested by planetfall)
CRpStats - Added an eras column to the military tab (Suggested by planetfall)


I like the new version. I am using it for COTM04. One thing I noticed was the CrpStats Military tab's column headers bug you fixed before came back. (i.e. I think the slaves column header is missing and heading are shifted <-- this way.)

Sorry to be the bearer of bad tidings. It is very minor. :)

planetfall
Sep 08, 2004, 07:07 PM
Hey more stuff is working. Great! I like the addition of the turn # column.

PF

planetfall
Sep 08, 2004, 07:27 PM
Found a bug with stats in 2.7.3
C3C 450 bc

settler 1
workers 12
warriors 14
archer 4
sword 1
catapult 1

CrpStat
settler 0
worker 1
warrior 12
archer 14
sword 4
cataplault 1


Looks like an off by one error. No biggie, but just confirmed what was previously reported.

PF

Dianthus
Sep 09, 2004, 02:58 AM
Still no MP yet. :mischief:
I haven't forgotten CornMaster, it's still on my list ;).



I like the new version. I am using it for COTM04.
Me too!




One thing I noticed was the CrpStats Military tab's column headers bug you fixed before came back. (i.e. I think the slaves column header is missing and heading are shifted <-- this way.)

Found a bug with stats in 2.7.3

...

Looks like an off by one error. No biggie, but just confirmed what was previously reported.

PF
Cheers for pointing that out guys, I'll get that fixed.

planetfall
Sep 09, 2004, 08:28 AM
Nice touch to add turn number and time played to bottom of MapStat.

PF

planetfall
Sep 11, 2004, 07:57 PM
Forgot to tell you, the MapStat jump to city with happiness problem no longer works. It worked in 2.6? but has not worked in 2.7.x

PF

Denniz
Sep 11, 2004, 08:02 PM
Hey, Dianthus.

I was putting together my MA spoiler and I noticed a issue with that the new column on the Stats military tab. (It is much better than looking for wounded units to figure out when a war started, BTW :) )

When you take the last city of a civ but they still have a settler somewhere, Stats thinks the war was over once the cities were gone.
http://www.civfanatics.net/uploads8/crpstats_cotm04_Miltab_war.JPG

I captured the last city in 720AD, but I didn't track down the galley with the settler for 3 more turns. I attached the save file from 750AD for you to look at.

Dianthus
Sep 12, 2004, 03:58 AM
Forgot to tell you, the MapStat jump to city with happiness problem no longer works. It worked in 2.6? but has not worked in 2.7.x

Hmm, that's strange. I just used that feature with 2.7.3 yesterday! In what way doesn't it work? Does nothing happen at all? Does the map move, but just to the wrong place? Which version of civ are you using? Has that changed since you were using 2.6? Does it work again if you revert back to 2.6? (If you can be bothered with that last one? I realise that's a pain!).




I was putting together my MA spoiler and I noticed a issue with that the new column on the Stats military tab. (It is much better than looking for wounded units to figure out when a war started, BTW :) )

Have you noticed that the "Foreign" tab works now? You might find that more useful! (though it may well have this bug as well).




When you take the last city of a civ but they still have a settler somewhere, Stats thinks the war was over once the cities were gone.
http://www.civfanatics.net/uploads8/crpstats_cotm04_Miltab_war.JPG

I captured the last city in 720AD, but I didn't track down the galley with the settler for 3 more turns. I attached the save file from 750AD for you to look at.
:confused:. I thought in [c3c] that the civ died when the last city was taken, even if there's a roaming Settler? I'll take a look at this at some point. The .sav will be useful, though I'd better finish my CGOTM04 game first. I'm at a pretty late point, so probably can't be spoiled, but just to make sure...

Denniz
Sep 12, 2004, 12:00 PM
Forgot to tell you, the MapStat jump to city with happiness problem no longer works.
Hmm, that's strange. I just used that feature with 2.7.3 yesterday! In what way doesn't it work? Does nothing happen at all? Does the map move, but just to the wrong place? Which version of civ are you using? Has that changed since you were using 2.6? Does it work again if you revert back to 2.6? (If you can be bothered with that last one? I realise that's a pain!)
I didn't know it would do that. What do you have to do? Double-click?

Have you noticed that the "Foreign" tab works now? You might find that more useful! (though it may well have this bug as well).
I hadn't paid that much attention to it yet. But you are correct on both counts. It is better, especially when trying to understand overlaping wars. I wish I had looked closer. :( And, it does show the war ending at the same time as the military tab. (see attached image). I think both it and the trade tab would benefit from eliminating/Hiding the blank rows. If you could do that then maybe you could wrap the text on the trade tab so it will be visible. Of course, in hindsight I could just paste it to Excel to get that.

:confused:. I thought in [c3c] that the civ died when the last city was taken, even if there's a roaming Settler? I'll take a look at this at some point. The .sav will be useful, though I'd better finish my CGOTM04 game first. I'm at a pretty late point, so probably can't be spoiled, but just to make sure...
I had though that it was always the case. But, maybe it only works that way when respawn is turned on.

Dianthus
Sep 12, 2004, 03:25 PM
I didn't know it would do that. What do you have to do? Double-click?

You have to select a city by clicking on it (this works on any of the tabs that list cities), then either press J, or right click and select the "Jump To City" menu item. If it doesn't jump to the right place you may have to alter the "Map Scroll Speed" (see the popup menu) in CRpMapStat to match that selected in the preferences in Civ.




And, it does show the war ending at the same time as the military tab. (see attached image).

...

I had though that it was always the case. But, maybe it only works that way when respawn is turned on.

That respawn idea is an interesting one. I'll take a look when I've finished my CGOTM04 game.




I think both it and the trade tab would benefit from eliminating/Hiding the blank rows. If you could do that then maybe you could wrap the text on the trade tab so it will be visible. Of course, in hindsight I could just paste it to Excel to get that.

Showing/hiding blank rows would be pretty easy. The main reason I left them in is so that there are the same number of rows on all of the tabs. That way they line up if you decide to paste the data from multiple tabs into the same spreadsheet. Making that optional would be easy enough though. I'm not sure about wrapping the text though. I don't think the control I'm using is capable of doing that. I'm intending to reduce the amount of text shown on the Trade tab at some future point. The current version is just a quick first attempt. I would like to do something similar to the Foreign tab. I.e. show when new trades start, when trades end normally and when a trade is broken.

Darkness
Sep 16, 2004, 10:09 AM
Dianthus:

Last night I tried to instal CRPsuite 2.7.3 on my computer, but it failed, 'cause there was already another version of CRPsuite on my computer. At least that's what the computer said. But I checked everything and it's not on my PC.

Any suggestions, short of uninstalling civ3/C3C, and re-installing the whole thing? Or is this just my very ancient computer acting funny, so you can't really say anything about this problem?

Thanks anyway...

Dianthus
Sep 16, 2004, 11:01 AM
Dianthus:

Last night I tried to instal CRPsuite 2.7.3 on my computer, but it failed, 'cause there was already another version of CRPsuite on my computer. At least that's what the computer said. But I checked everything and it's not on my PC.

Any suggestions, short of uninstalling civ3/C3C, and re-installing the whole thing? Or is this just my very ancient computer acting funny, so you can't really say anything about this problem?

Thanks anyway...
Don't uninstall/reinstall civ3/C3c, that won't make any difference!

When you removed the previous version of CRpSuite did you use the add/remove programs, or did you just delete the files off of the disk?

planetfall
Sep 16, 2004, 06:46 PM
Map jump-- jumps to wrong location, within about 1/5 of map of location.

Another bug I don't think anyone has reported:

CRpStats 2.7.3
Domestic tab, columns "Expenses" and "to support units", I get bogus numbers:

858997198 and 858993264

govt is fascism is that matters.

I have not found anything else to report. It is working well.

PF

Darkness
Sep 17, 2004, 05:46 AM
Don't uninstall/reinstall civ3/C3c, that won't make any difference!

When you removed the previous version of CRpSuite did you use the add/remove programs, or did you just delete the files off of the disk?

IIRC I just deleted it. Which may not have been a very smart move...
I'll check when I get home tonight.

Dianthus
Sep 17, 2004, 06:04 AM
Map jump-- jumps to wrong location, within about 1/5 of map of location.

Have you made sure MapScrollSpeed in CRpMapStat (just right click one of the tabs showing cities) is set to the same as that in Civ? CRpMapStat is just pressing the arrow keys to move the map around, and the arrow keys move a different distance depending on whether Civ's scroll-speed is set to Slow/Normal/Fast.




Another bug I don't think anyone has reported:

CRpStats 2.7.3
Domestic tab, columns "Expenses" and "to support units", I get bogus numbers:

858997198 and 858993264

OK, I'll take a look into that.



IIRC I just deleted it. Which may not have been a very smart move...
I'll check when I get home tonight.
Maybe we could take this across to email? When I get home from work I can walk you through the steps needed to delete the registry keys that shouldn't be there, after which you should be able to install again. I'll be home in another 5 or 6 hours.

Darkness
Sep 17, 2004, 08:40 AM
Maybe we could take this across to email? When I get home from work I can walk you through the steps needed to delete the registry keys that shouldn't be there, after which you should be able to install again. I'll be home in another 5 or 6 hours.

Thanks very much for the offer Dianthus, but my brother just called and I'm not going home after work it seems... :blush: He said something about a bar and lots of beer.... :D

I'm going to give it one more try tomorrow morning (afternoon probably) and if I can't get it to work I'll get back to you. But I think I may have forgotten to delete some files (I just recalled, after you asked if I had manually deleted), so I think I can get it to work.

Thank you very much for the kind offer! :)

Dianthus
Sep 17, 2004, 08:49 AM
I guess you're exchanging "Just one more turn..." for "Just one more beer..." :).

About the deleting files, that won't be enough. The installer isn't failing because you haven't deleted the files, it's failing because the registry says it's still installed even though it's not. You will have to delete the keys from the registry, which is what I'll help you to do. I'll check what keys you need to delete and let you know how to do it, or maybe even write a quick utility to do it for you...

Darkness
Sep 20, 2004, 07:06 AM
I guess you're exchanging "Just one more turn..." for "Just one more beer..." :).

About the deleting files, that won't be enough. The installer isn't failing because you haven't deleted the files, it's failing because the registry says it's still installed even though it's not. You will have to delete the keys from the registry, which is what I'll help you to do. I'll check what keys you need to delete and let you know how to do it, or maybe even write a quick utility to do it for you...

One more beer???? How about two, or three? Or four? :)
It took me until sunday night to get to start working on the CRPsuite problem...

Please don't! It's not neccessary anymore. I found the problem (there were still shortcuts on the desktop :blush: ), I have no idea about registry keys, but I have CRPsuite 2.7.3 installed now and it works great (working on a new HoF attempt :) )

Thanks for the help offer Dianthus, and the great utility!!!! :goodjob:

SesnOfWthr
Sep 21, 2004, 06:20 PM
(also posted same request to Ainwood's thread :D )

Dianthus, since the utility reads the save file, something to consider for the next update.

Oystein has done a wonderful little study of how espionage missions work HERE (http://forums.civfanatics.com/showthread.php?t=97042)

The part of it that I thought you might be able to incorporate is the 'flag' part. Oystein has discovered that when you fail a spy mission, a flag is put on the save file, indicating that all subsequent spy mission will fail until the flag is removed. Apparently, there is a 33% chance that the flag will be removed each turn. So it is *technically* possible that the flag would remain for ten or twelve turns.

Is there some way that you could incorporate something to show us if the flag remains on the save file? Oystein has indicated he would be happy to show you exactly where the flag in the save file is. Might be something of a spoiler, but otherwise it's a shot in the dark for espionage missions....

planetfall
Sep 25, 2004, 10:21 AM
Disregard jumping to wrong city. It was map scroll speed. I experimented and changed to fast but left mapstat on normal.

Thanks

PF

Dianthus
Sep 28, 2004, 04:37 PM
Oystein has done a wonderful little study of how espionage missions work HERE (http://forums.civfanatics.com/showthread.php?t=97042)

The part of it that I thought you might be able to incorporate is the 'flag' part. Oystein has discovered that when you fail a spy mission, a flag is put on the save file, indicating that all subsequent spy mission will fail until the flag is removed. Apparently, there is a 33% chance that the flag will be removed each turn. So it is *technically* possible that the flag would remain for ten or twelve turns.

...

Might be something of a spoiler, but otherwise it's a shot in the dark for espionage missions....
Hi SesnOfWthr. Thanks for that link, that was interesting. Sorry I've taken so long to respond. You're right, that would definitely be a spoiler. I'm not sure this really fits into my tools, which I've attempted to make spoiler safe. Thanks for the suggestion though!

Dianthus
Sep 29, 2004, 06:39 AM
Is there anyone out there still having trouble getting the autosave monitoring to work? Lord British has been helping me track this down, and it turned out that I wasn't recognising his Civ Gold version properly. I've tested with standard [civ3]/[ptw]/[c3c], and the next release (coming real soon now!) will also support Civ Gold. Maybe there are some other versions that aren't recognized?

Let me know and I'll investigate.

watorrey
Sep 29, 2004, 07:14 AM
I've got my civ installed in a custom folder and have no problems. :)

Lord British
Sep 29, 2004, 02:18 PM
Maybe there are some other versions that aren't recognized?

The latest version 'Civcomplete' could be one. I don't know anyone who owns it yet though!

Dianthus
Sep 29, 2004, 02:58 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 2.7.4 :

CRpMapStat - Fixed bug causing autosaves to not be loaded automatically when playing Civ Gold.
(Reported by Lord British)
CRpMapStat - Now shows potential lux/resource trades (for land based trade routes only).
CRpMapStat - Seperated "Specialist" column out into sub-categories.
(Suggested by DJMGator13)
CRpMapStat - Added notification of when a city changes size on the Happiness tab. Also added a new "Citizens" column, which shows the current number of citizens, followed by the previous number of citizens in brackets if there has been a change.
(Suggested by EMan)
CRpMapStat - Added a "PT Deals" column to the trading tab (PT stands for Per Turn). This shows the number of turns remaining on the longest deal with the civ when at peace, and shows the number of turns remaining on a military alliance deal against the civ if at war. This should mean it's safe to go to war (rep-wise) if this column is empty.
(Sort of suggested by socralynnek. I simplified the suggestion a bit though)
CRpStats/CRpMapStat - Fixes to QSC score to more closely match ainwood's tool.
CRpStats - Fixed missing slaves column on Military Tab causing stats to be shifted under the wrong column headings.
(Reported by dvandenberg/planetfall)
CRpStats - Fixed Military tab to not include workers/setters in Healed HP and Total HP columns.
(Reported by DaveShack)
CRpStats - Fixed bogus numbers for "Expenses" and "to support units" on Domestic tab with Facist goverment.
(Reported by planetfall)
CRpViewer/CRpRings - Fixed bug causing resources to be more visible under FOW than in Civ


Here are a couple of screenshots showing the main new features:

This first one shows the resource to buy/sell. The bracketted number is the number available (the same as shown when making contact in Civ). It also shows the PT Deals (PT = Per Turn) column. In this example I've just last turn traded Horses to America for an alliance against the Aztecs. Therefore I mustn't go to war with the Americans for 19 turns, or make peace with the Aztecs for 19 turns.
http://www.civfanatics.net/uploads8/CRpMapStat274a.gif

This second one shows the new Citizens column. The bracketted number is the number of citizens last turn and is only shown if the number of citizens has changed.
http://www.civfanatics.net/uploads8/CRpMapStat274b.gif


P.S. Cornmaster, I know what you're going to say. You might notice that MP support is now at the top of my TODO list ;).

ainwood
Sep 29, 2004, 07:56 PM
CRpMapStat - Now shows potential lux/resource trades (for land based trade routes only).

I thought you were going to show me the holy grail of sea-based trade route :(

Dianthus
Sep 30, 2004, 02:47 AM
I thought you were going to show me the holy grail of sea-based trade route :(
Maybe next time. I figured, assuming CGOTM05 really is pangea, that land-based would be enough for this month ;).

Mistfit
Sep 30, 2004, 07:54 AM
Wow thanks Dianthus this looks cool! I cant wait until tomorrow to try it out.

ssvensson
Oct 01, 2004, 07:00 AM
CRpMapStat - Added a "PT Deals" column to the trading tab (PT stands for Per Turn). This shows the number of turns remaining on the longest deal with the civ when at peace, and shows the number of turns remaining on a military alliance deal against the civ if at war. This should mean it's safe to go to war (rep-wise) if this column is empty.

Dianthus this is cool - but it would even cooler if you could add the shortest lasting deal too - e.g. 3/19 ..and then make it pop-up and turn red when a deal has expired so you remember to renew it or sell something else to the civ.

For example if I sell a tech to a civ for 150 gpt they usually can't afford anything else before the deal expires - but if you forget to sell them something they might go somewhere else.

I hope this feature could easily be implemented and thanks again for a great tool.

Dianthus
Oct 01, 2004, 07:21 AM
Good idea ssvensson :goodjob:. My original intention with the current PT Deals column was for it to be used to avoid breaking deals, but yes, your suggestion would be good for knowing when to renew deals. I'll add it to my list of things to do.

EMan
Oct 01, 2004, 03:26 PM
Dianthus, your utility programs just keep getting better and better! :thumbsup: :thumbsup:

Of course, I'm particularly pleased AND pleasantly surprised to see the "Increase in City Size" Tab (viz. Happiness) :)

This is very important for Milk Runs OR even just for optimizing food production when you want to, say, cash-rush a settler/worker. As you know the AI rarely gets the "correct" square assigned when the city population increases! :)

Even though vacationing in Mexico, I must find a place to immediately download the latest version of your Super-program!

Thanks for ALL your hard work! :)