View Full Version : CRpSuite : Playing aids and game analysis utils
Dianthus Oct 06, 2004, 06:43 AM 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.
Well, thanks for the suggestion EMan. I've actually been finding that feature pretty useful while MMing in the QSC period. I haven't missed a single change from forest to grass (yet :)).
EMan Oct 06, 2004, 10:09 AM Dianthus, your program is so "sweet".....I've been using it for GOTM......and even though I'm going for a Fast-Finish, I can't help but tweak the cities when they increase in population! :goodjob:
Your stuff is so well thought-out and bug-free.......but I came across a "User" error.....mine :blush: :
While "City Pop Optimizing" in the Happiness Tab, if you alt-tab to CRpMapStat from the Civ City Screen and then "J" back to Civ for the next city on your list, units will MOVE on the Civ game!!? :eek: :eek: (Grrr, NOT where you want them to go!)
(If you switch to CRpMapStat from the Main Map Screen, there's no problem of course! :) )
I guess I'm the "Monkey" in Monkey-Proofing! :lol:
Dianthus Oct 06, 2004, 10:17 AM Hmm, maybe we could find a shortcut key for CRpMapStat that doesn't do anything in Civ ;). Alternatively you could use the context menu in CRpMapStat. Maybe the shortcut key should be for users that know what they're doing :mischief:.
EMan Oct 06, 2004, 10:26 AM Maybe the shortcut key should be for users that know what they're doing :mischief:.Hey, I started as a computer programmer in "a previous lifetime" and own a computer consulting company in Houston...so I know exactly what you're talking about.
Being a "User" now, one "finds" a way "around" problems........the only difference is that most users "forget" to point out the problems...... as long as they can get around them! :lol:
Dianthus Oct 06, 2004, 01:15 PM Hey, I started as a computer programmer in "a previous lifetime" and own a computer consulting company in Houston...so I know exactly what you're talking about.
Hmm, must aviod insulting my customers :lol:
Being a "User" now, one "finds" a way "around" problems........the only difference is that most users "forget" to point out the problems...... as long as they can get around them! :lol:
True. This forum thread does seem to be quite a good way of getting feedback though, even if 40% of the posts are mine!
I was serious about the key change though. Do you know of any keys that don't do anything in Civ? I'll have a little play, with a test game rather than one I care about!
OvrEagR Oct 06, 2004, 01:51 PM The latest version 'Civcomplete' could be one. I don't know anyone who owns it yet though!
LoL, unfortunately I recently bought that version. Apparently most utility programs don't work with it, or only partially.
I just DLed CRpSuite and I am looking forward to testing it out on the Complete version ;)
Dianthus Oct 06, 2004, 01:57 PM LoL, unfortunately I recently bought that version. Apparently most utility programs don't work with it, or only partially.
I just DLed CRpSuite and I am looking forward to testing it out on the Complete version ;)
Cheers OvrEagR. I would expect it all to work, apart from maybe the automatic autosave reading. Could you check that specifically? I.e.
Run Civ and CRpMapStat
Play a turn as normal and press the end turn button
CRpMapStat should now automatically load the new autosave, and possibly pop to the front (only if any of the notification events occurred)
Could you check if CRpMapStat loaded a new autosave at point 3? The file name should change in the titlebar (you might have to maximize the window to see the filename at the end of the path).
OvrEagR Oct 06, 2004, 02:02 PM :beer: Dianthus
Sure! I would be happy to check it out. Just let me get off my lazy arse and get to workin on it ;)
Question though: Should I do it on a brand new game or a previously saved game? Or does it matter?
Thanks!
Dianthus Oct 06, 2004, 02:08 PM ... my lazy arse and ...
Are you a fellow Brit OvrEagR? It's just that pretty much everyone else uses American English, I.e. "ass".
Question though: Should I do it on a brand new game or a previously saved game? Or does it matter?
It doesn't matter in the slightest, so do whichever takes your fancy. CRpMapStat mostly just shows information for the currently loaded game. The previously loaded game is also used for notifications of changes since last turn (I.e. If the techs available to trade change, or the population of a city increases/decreases).
OvrEagR Oct 06, 2004, 04:35 PM LoL, nah I am an American, just try to keep it clean on the boards.... when I can ;)
I did what you said and it looks like everything is working great!! I like how it shows you who is about to be unhappy before the town goes into civil disorder.
I have only messed with it a little bit so far, but I have had no problems :goodjob:
Turner Oct 06, 2004, 09:53 PM I've been meaning to report the jump bug too.
Dianthus, this post (http://forums.civfanatics.com/showthread.php?t=7359) has PDFs for Civ3, PTW & C3C that list all the basic info. It also has all the shortcut keys.
Edit: Dianthus, can you add in the non-trade techs not showing?
watorrey Oct 07, 2004, 12:01 AM Edit: Dianthus, can you add in the non-trade techs not showing?
It doesn't show non-tradeable techs, but it will show era 'None' techs if they are not flagged 'untradeable'.
Turner Oct 07, 2004, 12:23 AM I'll have to check, but I was under the impression that it was showing up in my RnR games. Each civ starts out with a 'Being...' tech, and I recall those being in the trade window.
I just recently (yesterday) upgraded to the lastest version, and haven't played around much since then. I'll have to check it out.
watorrey Oct 07, 2004, 12:38 AM Those techs are probably assigned to era 'None'. There is no reason from the modders POV to flag them untradable because they aren't tradable. I flagged them all in the upcoming version of TAM to get around this very problem.
Dianthus Oct 07, 2004, 03:21 AM I've been meaning to report the jump bug too.
Can I just verify, what EMan reported isn't really a bug. He pressed J when Civ had focus. Is that what you're talking about?
Dianthus, this post (http://forums.civfanatics.com/showthread.php?t=7359) has PDFs for Civ3, PTW & C3C that list all the basic info. It also has all the shortcut keys.
Thanks for that Turner. I got a little distracted playing GOTM last night, so haven't wasted any time looking for unused keys.
Edit: Dianthus, can you add in the non-trade techs not showing?
As wattorey mentioned, I've made sure techs with the "Cannot be traded" box checked in the editor are not listed (See Post #462 (http://forums.civfanatics.com/showpost.php?p=2148442&postcount=462)). Maybe it's something else? If you've got example .savs could you send them to me (either via email or upload/link here)? And tell me which techs are visible that shouldn't be?
Coincidentally I added "Check compatibility with RaR" as a new item on my todo list a couple of days ago ;).
Dianthus Oct 07, 2004, 03:26 AM Those techs are probably assigned to era 'None'. There is no reason from the modders POV to flag them untradable because they aren't tradable. I flagged them all in the upcoming version of TAM to get around this very problem.
Thanks for mentioning TAM watorrey. I've just been exploring the links in your sig (when I should be working ;)). If you find any other bugs while using CRpSuite with TAM (or, indeed, with anything else) could you let me know?
watorrey Oct 07, 2004, 03:38 AM The real solution would be to have CRpMapStat not list the era 'none' techs. I didn't really consider it a bug or i would have mentioned it. Plus other utilities probably would list the None Era techs.
Another thing i thought of while working on TAM but don't know if it can be done reasonably: If the game is a Debug mode game, have it consider the player as having contact with all civs at all times. Or perhaps an option to do so. This would have to be thought out to avoid exploits but would allow the developer to have a better idea what the AI is up to when debugging. Obviously not a priority item but could be useful to scenerio makers.
Turner Oct 07, 2004, 04:12 AM I've got an RnR save. it's showing the 'Being....' techs as tradeable, when they're not. This is the second or third RnR game that I've seen this in. If you've got it installed, go ahead and start a game, make contact, and you'll see what I'm saying.
I'm looking at the .biq now, and it appears as tho they do not have the 'cannot be traded' flag tripped. Although it's a non tradable tech. It's also a 'None' era tech.
Yeah, upon reflection, like watorrey says, it's not a bug. It's the way it was designed. Probably better to have 'none' era techs not to display.
i can upload a save, if you need it. But it's not really a bug.
Dianthus Oct 07, 2004, 04:45 AM If you've got it installed, go ahead and start a game, make contact, and you'll see what I'm saying.
...
i can upload a save, if you need it.
I've downloaded RaR, but not installed it yet. If you've got a .sav handy could you upload it so I can take a look? I probably won't install RaR until I've completed CGOTM05, and I'm only at 1000BC so far.
Yeah, upon reflection, like watorrey says, it's not a bug. It's the way it was designed. Probably better to have 'none' era techs not to display.
...
But it's not really a bug.
I think it is! I intend the trade view to only show techs that can be traded! Granted it's not a major bug as it doesn't reveal spoiler information and it's easily understandable/ignorable.
Turner Oct 07, 2004, 04:48 AM Give me about four hours or so and I can get a save uploaded.
Dianthus Oct 07, 2004, 07:04 AM Cheers Turner. Don't rush though, I won't be home for another 5 or 6 hours anyway.
EMan Oct 07, 2004, 10:33 AM Can I just verify, what EMan reported isn't really a bug. He pressed J when Civ had focus. Is that what you're talking about?Not sure what you mean by "Civ had focus". :)
To recap a scenario where the problem occurs:
1. Both Civ & CRpMapstat are running and you are in the Civ window.
2. You end a turn and CRpMapstat pops up with the Happiness tab flashing.....highlighting multiple cities with an increase in population.
3. You highlight the first city on the list and press "j".
4. Civ window comes up with the city in the center of the Map Screen.
5. You go to the City Screen and put the laborers where you want them.
6. You alt-tab back to CRpMapstat and highlight the next city on the list
7. Press "j"......THIS is the point where the problem occurs!
8. Civ windows pops up and a unit moves!? (NOT where you want it to go!)
Since I know how to "get around" this problem (viz. EXIT the City Screen BEFORE alt-tabbing to CRpMapstat), I haven't studied on it too much! ;)
Turner Oct 07, 2004, 11:09 AM 'Focus' is the program that is in the foreground.
Dianthus Oct 07, 2004, 11:40 AM @Eman, thanks for clarifying that. I thought you were saying that Civ was the foreground (or focussed) application when you pressed 'J' :blush:. CRpMapStat *should* handle you doing that while on any view. It trys to press the Escape key until the window pops up saying "Are you sure you want to quit", then presses no, then presses the h key then the arrow keys to scroll the map. I'm not sure which of those key presses would actually end up moving a unit. Any ideas?
Turner Oct 07, 2004, 12:14 PM I'm not sure of EMan's experiences, but pressing the 'J' key while MapStat has focus causes the current unit to 'goto' someplace. I have seen it do the esc until 'Are you sure...' but it does pop by pretty quickly.
Dianthus Oct 07, 2004, 12:52 PM @Turner, does this only happen when Civ is currently on the City View? Does it happen every time?
I'm also wondering if this is a speed issue as it's working OK on my machine. What spec PC are you using?
handy900 Oct 10, 2004, 09:51 PM Wonderful stuff
OvrEagR Oct 11, 2004, 10:34 AM I'm not sure of EMan's experiences, but pressing the 'J' key while MapStat has focus causes the current unit to 'goto' someplace. I have seen it do the esc until 'Are you sure...' but it does pop by pretty quickly.
This happens to me too. However, it went by so fast that I barely had time to see what it was. It doesn't seem to cause any problems. I thought it might just be a Civ 3 Complete issue that was more an annoyance than anything else. Sorry I didn't mention that before!
For me, it happens when Civ is in the regular world view, the turn ends and the Happiness Tab pops up flashing and I select to jump to that city.
Dianthus Oct 11, 2004, 11:33 AM @OvrEagR, does pressing 'J' in CRpMapStat cause your units to move? It's expected for the "Are you sure you want to quit" box to appear and disappear (probably real quick). What's not expect is for your units to move around.
grs Oct 11, 2004, 11:35 AM @OvrEagR, does pressing 'J' in CRpMapStat cause your units to move? It's expected for the "Are you sure you want to quit" box to appear and disappear (probably real quick). What's not expect is for your units to move around. It does sometimes really quit the game for me.
Dianthus Oct 11, 2004, 11:41 AM It does sometimes really quit the game for me.
"£$%(*"&£$%
OK, thanks for reporting that grs. Looks like "Jump to city" is a bit too dangerous to use at the moment :(. I'll take a look and see if there is some way I can make this more robust.
DJMGator13 Oct 11, 2004, 01:21 PM I've been jumping to cities from the happiness screen by highlighting the citiy and using the mouse (right click I think) and have not had any problems.
grs Oct 11, 2004, 01:32 PM It may in fact be that my relative slow machine is causing it. If I remember correct, this problem occurred when the game already had progressed and took longer to process anyways.
ainwood Oct 11, 2004, 01:39 PM :mischief: Perhaps you should try subclassing the entire civ program and sending the program the 'go to city' message.
Assuming there is one. :)
watorrey Oct 11, 2004, 02:26 PM I just recently tried the jump to city feature and having that box popup scared the heck out of me and i quickly hit the enter key and it disappeared before i could read it. I then worried what the heck i had done to the game.
Reading this just now made realize what had happened. That doesn't seem the best way to deal with this but i have no suggestion as to what would be.
Dianthus Oct 11, 2004, 03:01 PM @Eman/Turner_727/OvrEagR: When this unit movement problem happens, do you know if the numlock was on or off at the point you pressed J in CRpMapStat? CRpMapStat tries to turn it on if it was off and set it back when it finishes. If it failed to do this though it will move units rather than the map when it presses the arrow keys.
@grs: I'm having trouble seeing how CRpMapStat could have pressed "Yes". When you press Esc to reach the "Do you really want to quit?" is "No" highlighted by default? Does pressing enter cause the game to continue or to quit?
@ainwood: Thanks for that mate :)
@watorrey: I can understand that message popping up being scarey. It is intended behaviour though (as suggested by SirPleb, no less!). I have no way of knowing what is currently visible in Civ, so I try to press Esc enough times that the "Do you really want to Quit?" box pops up and I can continue from a known state from there. Of course, if you know any other way of doing this then let me know! I suppose I could warn the user the 1st time they use this feature though, might prevent a few heart-attacks...
ainwood Oct 11, 2004, 03:34 PM @ainwood: Thanks for that mate :)
Let me know if you find anything that works - I'll have a play with spy++ and see if I can find any messages. Subclassing scares me, and I get GPFs more often than not, but it would be the elegant solution if it could be made to work. Do you think it would actually be possible to do it just using postmessage / sendmessage without subclassing?
Dianthus Oct 11, 2004, 03:40 PM @ainwood, I was being sarcastic as I thought you were joking! (Sounded much too complicated to be feasible to me). If you do see any messages though that would be great (not being sarcastic this time). Much better than just sending keypresses (not being sarcastic this time either!).
watorrey Oct 11, 2004, 03:47 PM Only 2 alternatives i can see from a user POV.
a) provide a message that in game popups will occur, once the player expects it, have the option to turn off the warning.
b) do the jumping to city in the background so the user doesn't see the popups but i don't even know if that can be done.
OvrEagR Oct 11, 2004, 09:10 PM The units are NOT moving on my game. I am sorry for the confusion. I meant only that I was getting the box popping up real quick also. It worried me at first, but I figured it was a minor issue and I could live with it.
Again, I apologize for not clarifying that in the previous post.
Turner Oct 12, 2004, 01:21 AM @Eman/Turner_727/OvrEagR: When this unit movement problem happens, do you know if the numlock was on or off at the point you pressed J in CRpMapStat? CRpMapStat tries to turn it on if it was off and set it back when it finishes. If it failed to do this though it will move units rather than the map when it presses the arrow keys.
Numlock off. I've been using this on a laptop without a number pad, and it hasn't been on. I haven't tried it yet when my keyboard is plugged in and I have a keypad active. I will do so ASAP. So expect results by this weekend. ;)
There is a 'Find City' routine: Shift-L I think it is. Dianthus - you can reference this in the links I provided earlier. Maybe it would be a good idea to remap the 'J' to the 'Shift-L'.
I'll also try the highlighting part of it.
Oh, and this is on a Celeron 1066Mhz machine, WinXPPro SP1, 256mb ram with this and CRPSuite running. Not sure on available system resources, but I have run this, Firefox, CivAssist, ConquestsEdit, and Civ3 with very little page swapping and general overall good performace. For that machine, anyways. ;)
Well, it seems it's inconsistant. Now it's working as it's supposed to. :hmm. I tried doing various things to make it cause the error, but have been unable to do so. However, you get some interesting things happening when the map speed isn't set to 'Normal.'
ainwood Oct 12, 2004, 04:18 AM I had a look, and the Shift-L to jump to a city doesn't post any meaningful messages - its all done internally, and just needs a repaint for the screen apparently. :(
Turner Oct 12, 2004, 04:25 AM Having a keyboard plugged in, I was unable to reproduce the error with either the numlock key on or off.
Getting to look more like a nuisence bug then something that actually affects the gameplay. I had this happen in earlier games and was turned off to it. Now that it's working, I shall be using it more to attempt to figure out where this bug is.
Dianthus Oct 12, 2004, 07:14 AM Only 2 alternatives i can see from a user POV.
a) provide a message that in game popups will occur, once the player expects it, have the option to turn off the warning.
b) do the jumping to city in the background so the user doesn't see the popups but i don't even know if that can be done.
I'm thinking I'll probably do both alternatives. I currently pop Civ to the front before moving the map, but it will still work fine if I move the map first, then pop Civ to the front.
The units are NOT moving on my game.
...
Again, I apologize for not clarifying that in the previous post.
Apology accepted :).
There is a 'Find City' routine: Shift-L I think it is. Dianthus - you can reference this in the links I provided earlier. Maybe it would be a good idea to remap the 'J' to the 'Shift-L'.
I don't think the 'J' key makes any difference, but it can't hurt.
Well, it seems it's inconsistant. Now it's working as it's supposed to. :hmm. I tried doing various things to make it cause the error, but have been unable to do so.
Hmm, those sorts of errors are the worst :(.
However, you get some interesting things happening when the map speed isn't set to 'Normal.'
By "interesting" do you mean it doesn't scroll to the correct position? You need to make sure the scroll speed in Civ and in CRpMapStat are set to the same values.
I had a look, and the Shift-L to jump to a city doesn't post any meaningful messages - its all done internally, and just needs a repaint for the screen apparently. :(
OK, thanks for trying ainwood.
Getting to look more like a nuisence bug then something that actually affects the gameplay. I had this happen in earlier games and was turned off to it. Now that it's working, I shall be using it more to attempt to figure out where this bug is.
Definitely annoying. I've noticed one thing about the way I tend to use that feature. What tends to happen is CRpMapStat pops up and I switch straight back to Civ, play the turn, then switch back to CRpMapStat and go through the citys. I'm not really sure why I do this! But, this means there are no units to accidentally move, so I'm less likely to see this problem than most.
I think the only way the units can move rather than the map is if the numlock is off at the point the arrow keys are pressed (either because CRpMapStat was unable to turn it on, or because something else turned it off again). I think what I'll do is make CRpMapStat check the state of the numlock key before each and every key press and avoid doing it if it's off.
Turner Oct 12, 2004, 07:23 AM Well, in every instance it happened to me it was like I said - on a laptop, and the numlock 'pad' wasn't activated. It's too bad that two of the most used keys were right under the numpad....
I didn't know about the map scroll speed. In fact, I forgot it was a preference! So that explains that.
Dianthus Oct 12, 2004, 03:40 PM I've just released a new version of CRpSuite, consisting mainly of bug fixes, which can be found on my website (http://www.cfc-dianthus.com/CRpSuite).
New features in 2.7.5 :
CRpMapStat - Added (currently optional, see preferences) detection of air/sea trade routes.
CRpMapStat - Fixed bug where Era None techs were shown as tradeable.
(Reported by Turner_727 and wattorey)
CRpMapStat - Made Jump to city more robust, to hopefully avoid accidentally moving units.
(Reported by EMan & Turner_727)
CRpMapStat - Added warning when using Jump to city and made civ pop to front after (rather than before) key presses.
(Suggested by wattorey)
CRpMapStat - Fixed corrupted drawing in listviews, especially noticeable when resizing the columns.
(Reported by mike.pink)
A note about the air/sea trade routes. I gave up trying to find that information in the .sav and wrote my own algorithm for calculating it. I've ran the algorithm against over 4000 .sav files to check that it's stable, but I've only checked against 7 or 8 to see if it actually works. Enable it in the preferences if you're daring :).
Mistfit Oct 12, 2004, 03:48 PM I've noticed one thing about the way I tend to use that feature. What tends to happen is CRpMapStat pops up and I switch straight back to Civ, play the turn, then switch back to CRpMapStat and go through the citys. I'm not really sure why I do this! But, this means there are no units to accidentally move, so I'm less likely to see this problem than most.
I actually do the same thing so I never noticed this either. I tried to do it "wrong" and it happened to me as well.
Another way I will use the MapStat is on turns that have big happenings (revolt - Loose a city or lux) I will save at the end of the turn, pull MapStat back up through the save to make sure everything is still cool.
I will test the new version over the next couple of days and report back. :D
watorrey Oct 12, 2004, 05:54 PM Doesn't the whole discussion of units moving come from the fact that 'J' is an old stack move hotkey?
ainwood Oct 12, 2004, 06:40 PM Fantastic work on the Air - sea trade routes -> you've raised the bar again. :goodjob:
Turner Oct 12, 2004, 10:54 PM Actually, 'J' is still the stack move. Although now we have 'X' too.
I turned of notification of pollution a couple of games back because I had a volcano near a city that kept erupting. Finally, this game I'm playing now I keep having to clean pollution and wonder why MapStat isn't telling me I need to clean it. Turned the notification back on and now it tells me.
I had thought it would still show something, because in the trade window I have notify for tradable workers off. Yet I still see them in the trade window. It is telling me about new techs, so I'm guessing that it checks for all trades or none, like the pollution.
Anyways, I was expecting it to check regardless of the option, and was wondering why it didn't.
Still have yet to reproduce the movement bug.
Dianthus Oct 13, 2004, 06:37 AM Having the notification turned off should just mean that CRpMapStat doesn't highlight the changes, or flash the tab, or pop to the front, when that particular event happens. So for pollution the pollution tab should still list all of the cities that have polluted tiles, you just won't be notified.
Bartleby Oct 13, 2004, 06:46 AM In my current game, I'm at war with the Japanese and now that MapStat reveals that Tokugawa will speak to me it seems to be counting down a per turn deal with Japan. It looks like either MapStat or Civ considers war to be a 20 turn deal...anyone else get this?
Dianthus Oct 13, 2004, 06:50 AM In my current game, I'm at war with the Japanese and now that MapStat reveals that Tokugawa will speak to me it seems to be counting down a per turn deal with Japan. It looks like either MapStat or Civ considers war to be a 20 turn deal...anyone else get this?
Have you got an alliance with another Civ against Japan? Send me a .sav and I'll take a look.
Bartleby Oct 13, 2004, 07:48 AM I do have an alliance, but I ~think~ it's not the same number of turns...anyhoo I'll put up a save tomorrow.
EDIT:
Yes it was the alliance :blush: What has happened is that I made another per-turn deal with my ally so a different number of turns was showing up for them!
Turner Oct 14, 2004, 03:36 AM Having the notification turned off should just mean that CRpMapStat doesn't highlight the changes, or flash the tab, or pop to the front, when that particular event happens. So for pollution the pollution tab should still list all of the cities that have polluted tiles, you just won't be notified.
That turns out not to be the case. RnR game I'm in, there's pollution near a city, and nothing in the pollution tob when the notification option is turned off.
Yes, yes, I know. A save. You'll get one in a bit.
Dianthus Oct 14, 2004, 03:52 AM EDIT:
Yes it was the alliance :blush: What has happened is that I made another per-turn deal with my ally so a different number of turns was showing up for them!
Thanks for checking that Bartleby. Just to clarify, when at war the PT Deals column effectively tells you how long until you can make peace without breaking deals. When at peace it shows how long until you can declare war without breaking deals.
That turns out not to be the case. RnR game I'm in, there's pollution near a city, and nothing in the pollution tob when the notification option is turned off.
One quick question. Does "near a city" mean inside your territory? CRpMapStat only reports pollution in your territory.
Yes, yes, I know. A save. You'll get one in a bit.
If you've got an example .sav that would be great. You read my mind :).
Turner Oct 14, 2004, 03:54 AM It's actually right next to the city itself. So not only within my territory, but within the 21 tile city border. Or the 9 tile first cultural border. Or....;)
planetfall Oct 14, 2004, 09:12 AM Another good job. Confirming fixed:
1. fascism numbers
2. alignment of units with multiple saves loaded.
Love the new feature of showing the number of turns until the city expands and the
luxuries for trading.
Questions:
1. Enabled "see trade routes", but didn't see them. Where should I look? In rings, in game, in something else?
2. Is it possible to add preference changes:
a. default font size for Rings
b. default width for tabs in MapStat and Stats?
These are not urgent or probably really important. It might be better to finish adding
the other data points first. It is just annoying to have the utilities too wide and having to manually adjust width so can see many columns at a time.
Again, thank you for a great utility suite.
PF
Dianthus Oct 14, 2004, 09:27 AM Love the new feature of showing the number of turns until the city expands...
:confused: It doesn't do that yet, does it? It tells you when a city has expanded/shrunk, but doesn't do any predicting of the number of turns. Are you confused about the figure in brackets? That's just showing the population for the previous turn if it changed.
Questions:
1. Enabled "see trade routes", but didn't see them. Where should I look? In rings, in game, in something else?
Those trade routes affect what is shown in the "Resources to buy"/"Resources to sell" columns of the Trading tab in CRpMapStat. If unchecked then it will only notify you of resources tradable across land. When checked it will also notify you of resource tradable across sea/air.
2. Is it possible to add preference changes:
a. default font size for Rings
b. default width for tabs in MapStat and Stats?
These are not urgent or probably really important. It might be better to finish adding the other data points first. It is just annoying to have the utilities too wide and having to manually adjust width so can see many columns at a time.
Certainly possible. I keep coming across the same thing myself in CRpMapStat. I'm thinking I'll make it remember the window size and column sizes when you close it and use those sizes when starting again.
planetfall Oct 14, 2004, 09:44 AM Appreciate the explanations.
As I mentioned before, using Stats has changed my playing. I used to just look at winning vs losing battles and length of time before WW kicks in. Now, I set a target of never dropping offense more than 20% during a war. 90% of the time I try to keep offense power level during war, but sometimes WW is so close or another civ is ready to gang up on me if I delay that I'll accept the 20% force reduction.
Now wars are slower paced and there is not as much "Yahoo, 5 cities fell that turn", but over 10 turns I can have a stronger position. I'm learning to be more patient and use more artillery and defensive units than just running pell mell with fast offense.
Without your Stat utility this would not have happened, so thank you.
PF
planetfall Oct 16, 2004, 09:28 AM RFE - Request for Enhancement - City count
It would sure be nice to have an extra column in MapStat, Territory tab, of just a count of Cities currently owned by each civ.
The current methods do not work as well.
Method 1 - diplo with each civ, expand cities tab, scroll and count, scroll and count
Method 2 - Name each city in Editor with a number. Then use Rings to see what the largest number city is. This roughly works, and is faster than method 1 until civs start conquest.
Thanks for considering this.
PF
Dianthus Oct 18, 2004, 06:33 AM @planetfall, that's pretty easy to do. The only minor difficulty would be to avoid spoiler info. There are 2 ways that I know of to find other civ's city counts within the game:
Count those visible
Count those listed when trading and add 1 for the capital
#2 is easiest as I can safely show the city count when at peace, or at war but not refusing contact.
ainwood Oct 18, 2004, 02:03 PM Request from me as well: Add to CRP-Rings something that can identify settler / worker factory locations. :) And while you're at it, how about an overlay of what tiles are being worked? The latter one should be pretty simple; the first a good challenge. :)
Dianthus Oct 18, 2004, 02:47 PM Request from me as well: Add to CRP-Rings something that can identify settler / worker factory locations. :) And while you're at it, how about an overlay of what tiles are being worked? The latter one should be pretty simple; the first a good challenge. :)
They're both good suggestions. I don't think it would actually be that hard to work out whether a settler/worker factory is possible (apart from corruption). I expect the hardest thing of both of those would be showing the information on the map. Especially in a way that the rings/current tiles/factories can all be shown at once.
grs Oct 18, 2004, 03:48 PM While I use and like your tool, I can't help myself but ask: Why not include a feature that moves your units, selects what to build, and controls workers, diplomacy and research? :hmm:
ainwood Oct 18, 2004, 05:16 PM They're both good suggestions. I don't think it would actually be that hard to work out whether a settler/worker factory is possible (apart from corruption). I expect the hardest thing of both of those would be showing the information on the map. Especially in a way that the rings/current tiles/factories can all be shown at once.
Why do they need to be shown all-at-once? Just turn-off the rings whilst showing the other stuff. :) And ignore corruption - its mainly for the first / second city that people want a settler factory, and food is immune to corruption, and most places can get 10 shields / 2 turns for a worker pump at <some> size. :)
planetfall Oct 19, 2004, 02:19 PM Thanks. I don't care if you use method 1 or method 2. Either is better than method none.
PF
Turner Oct 22, 2004, 06:05 AM Any chance you could add some kind of notepad system? I realize there's notepad that comes with windows, but it would be really convenient to have one that's driven off your program so it automatically opens up that text file when the program loads.
Yes, I'm too lazy to do it manually. Honestly, I'll forget about the note...
Denniz Oct 26, 2004, 10:27 PM Hey Dianthus. I used MapStat 2.7.5 for GOTM36. :goodjob:
I turned on your "Beta" Trade Route algorithm.
[Beta Report]
I noticed that Russia needed Iron (i.e. "Resource to Sell" showed 2 iron plus some lux). When I went to trade it to them, iron didn't show up as an option. although, the lux on the list did. This persisted across multiple turns and play sessions (open/close of programs).
[/Beta Report]
I thought you might like a save to look at. :)
Dianthus Nov 02, 2004, 06:26 AM I thought you might like a save to look at. :)
You read my mind :). I'll take a look.
Turner Nov 02, 2004, 06:30 AM Ahem......
Any chance you could add some kind of notepad system? I realize there's notepad that comes with windows, but it would be really convenient to have one that's driven off your program so it automatically opens up that text file when the program loads.
Yes, I'm too lazy to do it manually. Honestly, I'll forget about the note...
Dianthus Nov 02, 2004, 06:35 AM Ahem......
Subtle :).
You may not believe this with the rate I've been putting out these CRpSuite releases, but I'm pretty lazy too! I'll add it to my todo list, but it's not something I'm likely to do soon.
Turner Nov 02, 2004, 06:38 AM Don't forget, I have the ban stick! :evil:
Do it! Do it NOW....
No, whenever's fine....;)
Now that I think about it, some of my best coding was done when I was too lazy to 'manually' do things...I actually spent a lot of time and effort getting it done....and then saved a whole lot by being 'efficient'....
IbnSina Nov 02, 2004, 10:18 AM By way of encouraging you to keep up the good work (soon), let me just say that this is a great suite! I can't play without it any more.
Mistfit Nov 02, 2004, 01:58 PM Is there anyway to calculate reverse Flipping Chances?
In other words to see the chances the AI cities have of flipping to me. This would prolly be spoiler info but I could see it as great information for learning the game. I'd really like to see what effects me building a temple/lib/cath/wonder has on the AI cities. It would help me know if me doing these things is helping or if it is a waste.
Dianthus Nov 02, 2004, 05:10 PM @Mistfit, yes, it's possible to calculate the reverse flipping probability (infact, it's easy). You guessed right, the problem is the spoiler info. Very little of the information needed is directly available to the player.
I can give some advice about flipping based on the formula though. The main things you can do to cause a flip are:
Expand the borders of your towns that are near the enemy towns so that as many of the tiles around the enemies towns as possible become your territory.
Try to improve your overall culture. Note that culture in towns near the border doesn't make any difference to the flip probability other than the side effect of pushing back the border to gain more territory as in #1.
Move your palace near to the border.
Dianthus Nov 02, 2004, 06:15 PM Hey Dianthus. I used MapStat 2.7.5 for GOTM36. :goodjob:
I turned on your "Beta" Trade Route algorithm.
[Beta Report]
I noticed that Russia needed Iron (i.e. "Resource to Sell" showed 2 iron plus some lux). When I went to trade it to them, iron didn't show up as an option. although, the lux on the list did. This persisted across multiple turns and play sessions (open/close of programs).
[/Beta Report]
I thought you might like a save to look at. :)
I've just had a little look. My trade route algorithm is actually not the culprit. You have a sea trade route with Russia (which my trade route algorithm is correctly identifying). The problem is that Russia is getting Spices/Saltpeter from China and Iron from France, which is why you can't trade those particular resources. I'll have to look into why my current checks don't account for that.
TimBentley Nov 02, 2004, 10:47 PM The flip calculator seems to be inaccurate. In one game, there was a city with 10 foreign citizens, 2 of them resisting, had 9 tiles under the AI's influence, the AI had more local culture, I estimate I have 2.4 times the culture of the AI, it has one garrisoned unit, and it's so close to the AI's capital it reaches the limit of 0.25. MapStat said there was a flip chance of 0.835% and needed a garrison of 18. Anarres's flip calculator said there was a flip chance of 3.3% and needed a garrison of 18. I got the same result as the Anarres's calculator using the formula myself. I tried several other cities and the numbers didn't match up either.
Okay, I believe I've identified the problem. When I input a distance ratio of 1, Anarres's calculator's numbers match yours. Since required garrison is independent of distance, that number was correct.
Dianthus Nov 03, 2004, 02:56 AM The flip calculator seems to be inaccurate. In one game, there was a city with 10 foreign citizens, 2 of them resisting, had 9 tiles under the AI's influence, the AI had more local culture, I estimate I have 2.4 times the culture of the AI, it has one garrisoned unit, and it's so close to the AI's capital it reaches the limit of 0.25. MapStat said there was a flip chance of 0.835% and needed a garrison of 18. Anarres's flip calculator said there was a flip chance of 3.3% and needed a garrison of 18. I got the same result as the Anarres's calculator using the formula myself. I tried several other cities and the numbers didn't match up either.
Okay, I believe I've identified the problem. When I input a distance ratio of 1, Anarres's calculator's numbers match yours. Since required garrison is independent of distance, that number was correct.
I'm a bit confused. Does that second paragraph mean it's OK after all? If not could you post a .sav and give an expected flip probability for a town?
TimBentley Nov 03, 2004, 10:55 AM MapStat says the flip probability of Salamanca is 0.835% (similar with spoilers), and it should be 3.3%.
http://www.civfanatics.net/uploads8/DG5_AD1180_encore.zip
Dianthus Nov 03, 2004, 03:25 PM MapStat says the flip probability of Salamanca is 0.835% (similar with spoilers), and it should be 3.3%.
http://www.civfanatics.net/uploads8/DG5_AD1180_encore.zip
Thanks Tim. I've investigated, and found I'd completely messed up the distance from capital ratio, so was always multiplying by 1. I'm now getting 3.328% for Salamanca in your example.
ainwood Nov 03, 2004, 05:32 PM I've just had a little look. My trade route algorithm is actually not the culprit. You have a sea trade route with Russia (which my trade route algorithm is correctly identifying). The problem is that Russia is getting Spices/Saltpeter from China and Iron from France, which is why you can't trade those particular resources. I'll have to look into why my current checks don't account for that.
I noticed the same thing, and haven't updated CivAssist for it either.
The 'HasResource' flag is not set for goods that are being received via trade routes - need to check all of those as well, as far as I can tell.
Elhoim Nov 05, 2004, 05:31 PM The polution tab in map stats doesn“t show anything
Turner Nov 05, 2004, 10:41 PM Do you have notification for pollution turned on? If it's turned off, it sometimes doesn't show pollution in the tab.
Dianthus Nov 06, 2004, 06:05 PM Do you have notification for pollution turned on? If it's turned off, it sometimes doesn't show pollution in the tab.
Make that "never" rather than "sometimes" ;). I've got a fix for that, just haven't got around to creating a new release.
@elhoim, could you let me know if enabling pollution notification fixes this for you? If it doesn't then could you send me a .sav file so I can look into it?
Turner Nov 06, 2004, 09:40 PM How about a notepad function while you're updating it? ;)
superslug Nov 07, 2004, 10:20 PM Dianthus, I haven't dropped by CFC much lately, but I'm still subscribed to this thread and wanted to let you know I'm still in awe of your CRPsuite and use it almost daily on my games. Thanks for all your hardwork!
QuinEd Nov 07, 2004, 10:29 PM First off, let me say that I have not read through all of the posts in this thread to see if my problem is already mentioned / resolved. I apologize if I am being repetitious.
The latest downloads and information (including screenshots. Note though that the CRpMapStat screenshot is out of date, and doesn't show the new Trading/Flipping views) can be found on my website (http://www.cfc-dianthus.com/CRpSuite) (Last Updated : 13th October : 15:00 GMT (ish)).
When I traverse the above link to your website, I seem to get only a blank page. By blank, I mean a frame with a couple of background images. However, absolutely no text and no links to download the program.
ainwood Nov 07, 2004, 11:56 PM @QuinEd: What browser are you using?
Anyway - direct link is here (http://www.cfc-dianthus.com/CRpSuite/installs/CRpSuite275.zip).
QuinEd Nov 08, 2004, 10:44 AM @QuinEd: What browser are you using?
Anyway - direct link is here (http://www.cfc-dianthus.com/CRpSuite/installs/CRpSuite275.zip).
Thanks for the link! It worked like a charm. My browser is IE5.5, although I have activex controls disabled. I usually get a warning message that activex controls are on the page; no such warning at this site. Other than that, it is just a standard IE config.
Dianthus Nov 08, 2004, 11:09 AM Thanks for the link! It worked like a charm. My browser is IE5.5, although I have activex controls disabled. I usually get a warning message that activex controls are on the page; no such warning at this site. Other than that, it is just a standard IE config.
Hi QuinEd. There aren't any activex controls on the page. It's all hand written html (in notepad). Could you do a screenshot of what's displayed? Also, maybe you could try accessing the following html files? (They're the url's of the individual frames)
http://www.cfc-dianthus.com/CRpSuite/main.html
http://www.cfc-dianthus.com/CRpSuite/contents.html
QuinEd Nov 08, 2004, 04:03 PM Could you do a screenshot of what's displayed?
I can do a View|Source and see that you have something in the HTML. But, as you can see, the screen is rather sparse.
HTH
Dianthus Nov 08, 2004, 04:18 PM I can do a View|Source and see that you have something in the HTML. But, as you can see, the screen is rather sparse.
HTH
Strange. I just had a try with IE5.0, and it worked fine. I'll see if I can find a 5.5 version to test with.
Did you try the other links? :
http://www.cfc-dianthus.com/CRpSuite/main.html
http://www.cfc-dianthus.com/CRpSuite/contents.html
Or did they produce similar results?
Dianthus Nov 08, 2004, 06:02 PM I can do a View|Source and see that you have something in the HTML. But, as you can see, the screen is rather sparse.
HTH
You mentioned earlier that you're using IE5.5. Which exact version are you using? I've just tried with the following version:
http://www.civfanatics.net/uploads8/ie5b.png
and it displays the following:
http://www.civfanatics.net/uploads8/ie5a.png
QuinEd Nov 09, 2004, 11:04 AM I noticed that your IE5.5 has SP2 loaded. I loaded SP2 and the page loads properly now.
Sorry about the confusion.
Dianthus Nov 10, 2004, 03:40 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 2.8.0 :
CRpMapStat - Fixed flip probabilities, which were not taking distance to capitals into account.
(Reported by TimBentley)
CRpMapStat - Fixed pollution to be listed even when notification turned off.
(Reported by Turner_727)
CRpMapStat - Fixed problem with resources shown as tradeable when already imported/exported.
(Reported by dvandenberg)
CRpMapStat - City Count added to Territory view. Only shown when trade possible.
(Suggested by planetfall/Bartleby)
CRpMapStat - Culture added to Territory view. This is rounded to the culture/pixel to avoid spoiler info.
(Suggested by dmanakho, though for CivAssist, not CRpMapStat :))
CRpMapStat - PBEM/MP support added to CRpMapStat.
(Requested by sabrewolf/CornMaster/SuperMA5TER/Tomislav Grabic)
CRpStats - Fixed bug causing >0 maintenance costs when in Anarchy
(Reported by David Seijas)
CRpStats/CRpCreator - QSC breakdown changed to be same as GOTM results page, plus corrections to more closely match ainwood's QSC score.
smackster Nov 11, 2004, 12:45 PM New features in 2.8.0 :
[list]
CRpMapStat - Fixed flip probabilities, which were not taking distance to capitals into account.
Thanks for the updates. This explains some of the strange flips I've been having. The %'s seem much higher now. I just loaded my latest game and see I've got a 40% flip chance on a city I just took, required garrison 224, so now I'm really scared :)
Is there anyway to mark up cities that have just flipped, keep them around in the flipping tab for one more autoload. When a city flips I always like to look back at the % flip chance, but have to load the last autosave to do that.
cheers
smackster
anarres Nov 11, 2004, 05:42 PM Just out of interest, how do you calculate flip chances without using the exact culture values?
I'm guessing you add in a random variance, it would be a really cool way of doing it. :)
Dianthus Nov 12, 2004, 06:53 AM Thanks for the updates. This explains some of the strange flips I've been having. The %'s seem much higher now. I just loaded my latest game and see I've got a 40% flip chance on a city I just took, required garrison 224, so now I'm really scared :)
Well, my fixes only correct the probability. The garrison was correct before, so that 224 would have been just as scary before the fixes!
Is there anyway to mark up cities that have just flipped, keep them around in the flipping tab for one more autoload. When a city flips I always like to look back at the % flip chance, but have to load the last autosave to do that.
I could do that, but I'm not sure it's necessary. You can switch to CRpMapStat when that popup appears (in CIV) saying that your town has flipped. The autosave doesn't get created until after that point, so just don't close the popup until you've made a note of the probability. If you forget you can always open the previous autosave in CRpMapStat.
Just out of interest, how do you calculate flip chances without using the exact culture values?
I'm guessing you add in a random variance, it would be a really cool way of doing it. :)
Sorry, nothing cool. For global culture I just round to the culture/pixel on the histogram. My justification for this is that the user could count the pixels in a paint package to get the same value. For local culture I assume we have the most culture if we've always owned the city, and that the AI has the most culture if the city has been owned by anyone else.
bluebox Nov 13, 2004, 07:31 PM Hi, dl'ed your latest version of your CrpSuite. Generally, i find your tools are very clever.
But I experience some strange behaviour of the MapStat module. First, the window doesn't minimize. The button is there, it's not greyed out, but when I click on it, nothing happens. The window remains where it is, the top bar switches from active to inactive and back - but that's all. It's simply not willing to minimize. :(
Second, the listings look like this:
http://www.civfanatics.net/uploads8/crpmapstat280.jpg
Do you see the the area of white cells and the rest of them being a little bit darker?
I slightly altered my settings of the display options: i changed the window background colour to a very light beige for less contrast because I write a lot (doing my university exam :) ).
I guess what happens here is that the cells that keep the numbers do not allow a system default colour. They are displayed in a preset colour (white in this case) and you might not see it on your system because you use the windows preset options. But anyone using a custom setting will see the effect of a bi-coloured list. All tabs exept the Flipping tab are the same: cells with numbers in them are pure white the rest is custom default system colour. The list in the flipping tab is as it were: no white cells, but only system default.
I haven't met these things with 2.7.4 that I used before. I completely uninstalled that version before installing 2.8.0. I have also re-booted my W2K Pro /w SP4 but the problems remained the same.
But in every other regard I have to say:
Thanks for your great utilities!
mjmillar Nov 14, 2004, 06:40 PM The Application would not minimise for me either, just become inactive. That said I use your app constantly, and always look forward to the next update.
- James.
Dianthus Nov 15, 2004, 06:33 AM Hi, dl'ed your latest version of your CrpSuite. Generally, i find your tools are very clever.
Cheers bluebox :).
First, the window doesn't minimize...
The Application would not minimise for me either, just become inactive. That said I use your app constantly, and always look forward to the next update.
OK, I'm seeing the same thing. Works OK in 2.7.5 and earlier, not in 2.8.0. I'll try and find what I changed and fix it for the next release :(.
I guess what happens here is that the cells that keep the numbers do not allow a system default colour. They are displayed in a preset colour (white in this case) and you might not see it on your system because you use the windows preset options.
Exactly right. I *was* using the standard white, I'm now using a pretty off-white green. I'll sort this out for the next release.
mjmillar Nov 16, 2004, 07:04 PM Also the terrain tab appears to have lost some of its' details as I can only see visible terrain.
Dianthus Nov 17, 2004, 01:16 PM Also the terrain tab appears to have lost some of its' details as I can only see visible terrain.
Are you sure that's new in 2.8.0? Which of the following have you got selected on the Spoiler tab of the Preferences form?
Visible tiles only (OK for GOTM)
Non-visible tiles when >80% of WM visible (OK for GOTM)
All tiles, non-visible ones too
If you've selected #1 then the terrain breakdowns won't be shown until the whole map is visible. If #2 then they won't be shown until >80% of the map is visible. If it's a GOTM .sav then #2 applies even if you've selected #3!
GrendelS Nov 17, 2004, 05:19 PM I“m looking forward to the multiplayer support (sorry for the senseless post, didn“t figure out how to subscribe to a thread without posting ;-) ).
Dianthus Nov 17, 2004, 05:24 PM I“m looking forward to the multiplayer support.
Have you seen that I've made a start? CRpMapStat is now multi-player friendly. The others are at the top of my TODO list.
(sorry for the senseless post, didn“t figure out how to subscribe to a thread without posting ;-) ).
A post is a post. At the very least it shows that you're interested. I like people showing interest. It means I'm not wasting my time :).
About the "hidden" question. Do you see the "Thread Tools" link at near the top of the page on the right hand side? You can click on that to get a popup menu to appear. Just select "Subscribe to this Thread".
bluebox Nov 18, 2004, 09:44 AM .... If it's a GOTM .sav then #3 applies even if you've selected #2!
Sorry, Dianthus, but that doesn't make sense to me. :confused: Did you mix up the numbers (maybe you've meant: "#2 applies even if you've selected #3")?
Dianthus Nov 18, 2004, 11:06 AM Sorry, Dianthus, but that doesn't make sense to me. :confused: Did you mix up the numbers (maybe you've meant: "#2 applies even if you've selected #3")?
Yes, that's what I meant. I've updated the earlier post now :).
superslug Nov 20, 2004, 11:02 PM Dianthus, does CRpSuite still calculate flip probabilities when cultural conversions are off? Wouldn't that automatically make flip chances zero? Or does the game still calculate flip chances and just disable the actual flips? ;) :mischief:
Dianthus Nov 21, 2004, 03:43 AM It does. Thanks for pointing that out. Something made me think about that recently :). I've never actually played a game where they were turned off, unless ainwood has turned them off an not told us? :mischief:. Actually, that might be a good point. If the game is generated by someone else maybe whether cultural conversions is on/off is spoiler?
Offa Nov 21, 2004, 05:27 AM Your utility continues to amaze me with it's brilliance.
In my last game I captured a town only to be told it had a flip chance of 115.2%. Obviously this is useful information, but surely there should be max chance of 100%.
Dianthus Nov 21, 2004, 06:02 AM Your utility continues to amaze me with it's brilliance.
In my last game I captured a town only to be told it had a flip chance of 115.2%. Obviously this is useful information, but surely there should be max chance of 100%.
Wow, that's pretty high! I'll put a cap of 100% on it. Did it flip straightaway? I was just wondering if 100% means it will definitely flip (I've never seen it that high).
Offa Nov 21, 2004, 07:34 AM Wow, that's pretty high! I'll put a cap of 100% on it. Did it flip straightaway? I was just wondering if 100% means it will definitely flip (I've never seen it that high).
It would indeed have been interesting to see if it flipped but I abandoned the city instead to be on the safe side so I don't know. I did have to work fairly hard to achieve such a high flip chance: pretty much everything that could cause a flip was in operation.
In general the calculated flip chances seem fairly reasonable to me, if a little high. For example I thought that shared cultural borders only matter if the shared tiles are being worked: is this true and if so is it allowed for?
I find this information very helpful, if a little alarming.
Dianthus Nov 21, 2004, 09:12 AM AFAIK it doesn't matter whether the tiles owned by another Civ are being worked by them.
EMan Nov 21, 2004, 09:54 AM Correct :)
anarres Nov 21, 2004, 01:24 PM Dianthus, just to check: did you set a cap on the distance ratio of 0.25 to 4?
Also worth noting is the civ culture ratio which doesn't have a cap (and can be 20+ times if you never build culture).
Offa Nov 21, 2004, 01:31 PM Thanks for the info guys. I thought the flip formula contained something about worked tiles. I can save myself the effort of not working shared tiles from now on.
ainwood Nov 21, 2004, 01:32 PM Dianthus, just to check: did you set a cap on the distance ratio of 0.25 to 4?
Also worth noting is the civ culture ratio which doesn't have a cap (and can be 20+ times if you never build culture).
@Anarres: Are you sure about no cap on civ culture ratio? If you modded the palace not to produce culture, then the first person to build cultural improvements would automatically have every non-capital city flip to them. :hmm:
Mistfit Nov 21, 2004, 02:16 PM I thought Capitals were immune to flipping
MarineCorps Nov 21, 2004, 02:38 PM I thought Capitals were immune to flipping
Last I heard they are
Dianthus Nov 21, 2004, 02:43 PM @Anarres: Are you sure about no cap on civ culture ratio? If you modded the palace not to produce culture, then the first person to build cultural improvements would automatically have every non-capital city flip to them. :hmm:
Not quite true. The culture can be irrelevant. There is a 0% flip probability for a town no matter what the local/global culture if there are no foreign citizens and none of the surrounding 21 tiles are owned by another civ.
Dianthus Nov 21, 2004, 02:45 PM Dianthus, just to check: did you set a cap on the distance ratio of 0.25 to 4?
I just checked to be absolutely sure, and yes, there is a cap on the ratio.
ainwood Nov 21, 2004, 04:57 PM Not quite true. The culture can be irrelevant. There is a 0% flip probability for a town no matter what the local/global culture if there are no foreign citizens and none of the surrounding 21 tiles are owned by another civ.
Ahh - good point. I looked at infinity as a numerator and got ahead of myself. Still - would be interesting for (say) a borg scenario - have only borg buildings that can generate culture, and as soon as they establish a foothold, (city tile or citizen in city) then it flips.
EMan Nov 21, 2004, 10:58 PM I thought Capitals were immune to flippingLast I heard they areCorrect. :)
anarres Nov 22, 2004, 03:56 AM Well, I missed the fun. It would be interesting to see if you could get guarenteed flips with no culture. :)
ainwood Nov 22, 2004, 01:20 PM I thought Capitals were immune to flipping
That's why I said non-Cpaitals! ;)
Mistfit Nov 22, 2004, 01:31 PM My bad I must have mis-read that. :(
jb1964 Nov 23, 2004, 06:05 PM Thanks for the utility....
One question....
How should I read the "boarder dist" and "influence" columns on the Culture tab?
Dianthus Nov 23, 2004, 07:11 PM Thanks for the utility....
One question....
How should I read the "boarder dist" and "influence" columns on the Culture tab?
You know, that's one of the oldest features, and this is the 1st time anyone has asked a question about it! I'm not sure if that means everyone else understands, or that they're not interested :).
Border distance is the distance from the city centre to the closest border. Influence is the distance your borders would be at if there were no other enemy cities pushing them back. Distances are measured in the same way as shown by the CRpRings application.
The idea is that if the influence >= border distance then a cultural increase could push the borders back, so gaining territory.
Sir Bugsy Nov 24, 2004, 12:37 AM I've understood what you meant by it. I use it a lot in a close to domination situation.
superslug Nov 24, 2004, 01:52 AM I use it a lot in a close to domination situation.
No kidding! I've stayed exactly one tile under domination for hundreds of turns without ever having to reload because of this utility!
erislover Nov 29, 2004, 03:54 PM This utility pretty much put me out of delurking mode. Thanks a bunch for it. Definitely takes the effort out of finding trades if nothing else. Alerting of new trades is just excellent.
anarres Nov 30, 2004, 03:10 AM Dianthus,
akots mentioned somewhere that this gives spoiler info in PBEM games (like techs your opponents have, their gold, territory, etc). Is there any change of at least being able to turn this spoiler info off? Preferably this wouldn't be available at all. :)
Dianthus Nov 30, 2004, 03:49 AM akots mentioned somewhere that this gives spoiler info in PBEM games (like techs your opponents have, their gold, territory, etc). Is there any change of at least being able to turn this spoiler info off? Preferably this wouldn't be available at all. :)
Thanks for pointing that out anarres. I wasn't aware of this, it's the first I've heard of it. I guess this is because the diplomacy with human players doesn't reveal this stuff? (I'm thinking of the techs/gold here, territory should be OK).
anarres Nov 30, 2004, 11:12 AM Yep, with a human opponent you can't see anything on their side of the diplo at all.
What you can see is techs you can sell them, so if they are missing anything it appears in your side of the diplo screen to sell (this is of course only the next 'level' of techs they are missing - if they are an age behind they will still only see the immediately missing techs).
Edit: I'm not suggesting you work out this known tech information, it seems waaay to complex to easily add in. I'm suggesting all tech info is hidden against a human).
Along with this it means you don't get info on gold or on territory size, or culture, and possibly other stuff I don't know about (since I've never loaded a PBEM save with it). Not sure why you think we have access to territory info against a human, or even an AI until the map is known...
Dianthus Nov 30, 2004, 11:17 AM OK, I've definitely got some work to do on techs/gold.
I'm assuming territory is known from having visibility of the map. This should work exactly the same for PBEM as for single player (unless you're telling me different).
For culture I'm rounding to the culture/pixel as visible on the histogram. You still have a histogram in PBEM, right?
City Count is the other one I'm assuming is known from the diplomacy screen. Are the opponent's cities visible in the diplomacy screen for PBEM? (I'm guessing not).
Edit: The tech thing should be easy enough. I'm already doing all of the hard checks. The "Techs to sell" should still work OK. I just need to not output anything in the "Techs to buy" for human opponents.
anarres Nov 30, 2004, 12:08 PM Cool, this is great!
As you supect we still have the histogram, and we can't see cities of the opponent.
I can't really remember the map/territory thing very well, but IIRC there was a spoiler toggle for that, so that would be fine. :)
Dianthus Nov 30, 2004, 12:29 PM Cool, this is great!
No problem. Spoiler bugs are automatically my top priority, so if there are any others then make sure to let me know.
grs Nov 30, 2004, 12:35 PM You can see nothing in the diplo screen, it looks like that.
Dianthus Nov 30, 2004, 12:40 PM Cheers grs. So I guess that means I need to disable the following for multiplayer games (This applies to the other type of multiplayer too, right?) :
Opponent city count on Territory tab.
List of techs/resources to buy on Trade tab.
Workers on Trade tab.
Gold on Trade tab.
akots Nov 30, 2004, 01:26 PM Cannot tell anything about other types of multiplayer games. But the list is apparently complete for the PBEM games.
Dianthus Dec 01, 2004, 06:32 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 2.8.1 :
CRpMapStat - Fixed background colours.
(Reported by bluebox)
CRpMapStat - Fixed icon from 16x16 to 32x32.
CRpMapStat - Fixed problem with window not minimizing.
(Reported by bluebox/mjmillar)
CRpMapStat - Fix bug causing spoiler information to be displayed for human opponents in multiplayer games (city count, techs/resource to buy, gold/workers).
(Reported by anarres/akots/grs)
CRpMapStat - Added short cut keys to tabs.
CRpMapStat - Reduced selectable players to only humans.
CRpViewer - Fixed reported score for 2nd player.
(Reported by Randy Edwards)
CRpStats - Partially implemented the Cultural tab.
Turner Dec 04, 2004, 03:25 AM Hey Dianthus,
- Wonder list - turn, wonder, owner, city
Back on 15 July dvandenberg suggested adding wonders. I really don't care to wade through all the posts to find an answer, so I'll ask: Can this be added? Or even who's building what wonder and how long till completion?
Dianthus Dec 04, 2004, 03:34 AM Back on 15 July dvandenberg suggested adding wonders. I really don't care to wade through all the posts to find an answer, so I'll ask: Can this be added? Or even who's building what wonder and how long till completion?
Are you talking about CRpStats? I added a tab for "Wonders", just haven't got around to implementing it yet! So far I've been trying to avoid revealing spoiler info in CRpStats as well, and turns till completion would be spoiler.
Turner Dec 04, 2004, 03:37 AM I don't see it as spoiler info. You can get it from the F7 screen, it can just be tedious.
You mean mapstat, right?
Dianthus Dec 04, 2004, 03:46 AM I don't see it as spoiler info. You can get it from the F7 screen, it can just be tedious.
You can get the list of wonders being built, but you can't find out the number of turns left on those that haven't been completed unless you build an embassy or investigate a city.
You mean mapstat, right?
No, I meant CRpStats, not CRpMapStat. CRpStats was the new app created, partly as a result of that eariler post by dvandenberg.
OK, so I guess what you're asking for is a tab in CRpMapStat that shows the same info as the F7 screen, but is just a bit easier to understand?
Turner Dec 04, 2004, 03:54 AM So is that something you can check for, having an embassy? (I forgot that bit. It's rather late here.)
OK, so I guess what you're asking for is a tab in CRpMapStat that shows the same info as the F7 screen, but is just a bit easier to understand?
Please. If it's not too much trouble. :)
Dianthus Dec 04, 2004, 04:01 AM So is that something you can check for, having an embassy? (I forgot that bit. It's rather late here.)
It is if the wonder is being built in the capital. When you build the embassy you get to look at the city screen for the capital.
Please. If it's not too much trouble. :)
It's pretty straightforward. I'll add it to my todo list. I doubt I'll do another release until the end of the month though. Unless anyone finds a major bug...
Talking of bugs, has anyone found any problems with my experimental trade routes algorithm? (The one that has to be enabled via the preferences form). I've been used it for a couple of games now and not seen any problems, so I'm thinking I'll make it the default for the next release and remove the warning.
The same with the "Jump to City". I'm guessing it's been OK since my last change for those that had trouble with it moving units?
Turner Dec 04, 2004, 04:03 AM I've been having problems with the jump to function. I'll up load a save sometime.
Edit: Weird, now it's working.
erislover Dec 04, 2004, 09:47 PM Is it true that explorers count as garrison units? :crazyeye:
grs Dec 05, 2004, 03:48 AM No, I don't think so, but it counts artillery type unit too, IIRC.
Dianthus Dec 05, 2004, 05:54 AM Explorers definitely don't count, that's a bug. I'll have to check about artillery type units. Thanks for pointing that out erislover, though why anyone would have that many Explorers is a little puzzling ;).
Turner Dec 05, 2004, 09:00 AM Alright, I just sent a save. Suddenly, it's not counting my cities.
Mistfit Dec 05, 2004, 10:51 AM Artilliary units do not count as garrison. You do not get the little smillie next to them when in Monarchy government.
erislover Dec 05, 2004, 10:52 AM Explorers definitely don't count, that's a bug. I'll have to check about artillery type units. Thanks for pointing that out erislover, though why anyone would have that many Explorers is a little puzzling ;).They're my pillage crew for a first strike. Is that considered bad form at this site?
Mistfit Dec 05, 2004, 10:57 AM I don't think it's bad form but an unusual tactic to have built 15 Explorers. I don't know if I've ever built one... :hmm: I might just have to build one now just to say I did.
Dianthus Dec 05, 2004, 02:56 PM Alright, I just sent a save. Suddenly, it's not counting my cities.
Ooops. That's due to one of the changes I put in for Multi-player. I don't show the city count for human players as it's not visible in the diplomacy screens. I guess you ought to be able to see your own city count though! :blush:
Turner Dec 05, 2004, 03:07 PM It was working earlier! Then I got over 100+ cities (don't know where) and it stopped working. Thought I might have overfilled a buffer or somesuch.
Dianthus Dec 05, 2004, 03:15 PM It was working earlier! Then I got over 100+ cities (don't know where) and it stopped working. Thought I might have overfilled a buffer or somesuch.
Are you sure it worked earlier? Maybe you're thinking of before you upgraded (or should that be downgraded) to 2.8.1? 2.8.0 was OK. I've just tried it with a bunch of .savs and it doesn't work with 2.8.1.
Turner Dec 05, 2004, 05:32 PM Maybe that was it. I did just upgrade. I don't remember if the cities were counted after the upgrade or not. I suppose I could reinstall 2.8.0 and see if it works.
erislover Dec 05, 2004, 05:56 PM I don't think it's bad form but an unusual tactic to have built 15 Explorers. I don't know if I've ever built one... :hmm: I might just have to build one now just to say I did.Wicked cheap deep-pillage units (because of movement). Try it out, maybe you'll like it. :) You lose them quick, but they are an excellent diversionary force and can do enough damage. When I'm behind in military size, like fighting on another coast and have long resupply times, I've found this can tip the scale by sabotaging production.
Anyway, enough hijack.
I recently installed CivIIIComplete and found that 2.8.0 wasn't updating properly (wasn't warning me before cities rioted frex). I put the patch on, maybe it will be ok now.
Mistfit Dec 07, 2004, 07:01 AM Dianthus - I have a couple of ideas kicking around in my head for future expansions of the MapStat.
1.) On the trading page - show all civ's out there from the very begining and put a tag line "unmet" or somthing next to their name (like you have "at war") This info can be found in the space race screen but it would be nice to have it as a reminder of who we need to meet.
2.) along the same lines could you put somthing in showing the ci'v traits and starting techs and even UU. This would save me a bunch of time digging through the civalopedia for each and every civ I meet. I have a terrible memory for this kind of thing.
These are just ideas I've been kicking around in the normally useless thing I like to call my nogin. I've no clue if they are possible or if other people would consider then useful. I love your utility and it has raised the level of my play a bunch. Thanks for your hard work and diligence in updating and improving this utility. If we could only get Firaxis to spend as much time on the in game problems we'd be all set :D
Dianthus Dec 07, 2004, 07:55 AM Wicked cheap deep-pillage units (because of movement). Try it out, maybe you'll like it. :) You lose them quick, but they are an excellent diversionary force and can do enough damage. When I'm behind in military size, like fighting on another coast and have long resupply times, I've found this can tip the scale by sabotaging production.
Actually, I've heard of something like that elsewhere. It was suggested that combining lots of explorers with an army was a good idea, especially in C3C where the AI doesn't tend to attack armies. You can then move the army/explorers through enemy territory, moving the explorer out 1 tile, pillage, then back to the safety of the army!
I recently installed CivIIIComplete and found that 2.8.0 wasn't updating properly (wasn't warning me before cities rioted frex). I put the patch on, maybe it will be ok now.
Are you sure it was a bug? There are conditions that won't (and can't) be detected by CRpMapStat. CRpMapStat only reports unhappiness for the last .sav file, which is normally the autosave. The autosave is from the start of the turn. Things can change after that point (both during the turn and between turns) that affect happiness, so causing disorder. I.e. Start of turn, everything fine. During turn, lose a lux trade or start war on a civ causing war weariness, or go into anarchy etc. When you end the turn your towns can then go into disorder despite being happy at the start of the turn.
Dianthus - I have a couple of ideas kicking around in my head for future expansions of the MapStat.
1.) On the trading page - show all civ's out there from the very begining and put a tag line "unmet" or somthing next to their name (like you have "at war") This info can be found in the space race screen but it would be nice to have it as a reminder of who we need to meet.
2.) along the same lines could you put somthing in showing the ci'v traits and starting techs and even UU. This would save me a bunch of time digging through the civalopedia for each and every civ I meet. I have a terrible memory for this kind of thing.
Both of those sound like good ideas. I'm a little unsure about the traits thing from a spoiler point of view. I'll check with ainwood about it. For modified games it's not possible to tell what the traits are from within the game. The 'pedia won't necessarily tell you the truth. cracker used to modify the traits of the AIs as a surprise, but ainwood might not mind. In fact, I think he displays this in his CivAssist utility (I'm not sure though, haven't looked at it for a while!).
superslug Dec 07, 2004, 03:56 PM I'm a little unsure about the traits thing from a spoiler point of view.
It's obviously perfectly okay for Hall of Fame play, given that players can preselect their opponents. [/shameless HoF plug]
Dianthus Dec 07, 2004, 03:58 PM I've checked with ainwood, and it's fine with him too for GOTM.
TimBentley Dec 07, 2004, 04:49 PM 1.) On the trading page - show all civ's out there from the very begining and put a tag line "unmet" or somthing next to their name (like you have "at war") This info can be found in the space race screen but it would be nice to have it as a reminder of who we need to meet.
It can't be found if space victory is disabled.
Dianthus Dec 07, 2004, 04:55 PM It can't be found if space victory is disabled.
You're right! (Just had to check as I've never played a game with it disabled).
I'll make sure not to show that information if space race is disabled.
Denniz Dec 08, 2004, 05:59 PM How about adding a column with "Culture Last turn" to MapStat Territory tab? Sort of a poor man's cpt. :)
Dianthus Dec 08, 2004, 06:10 PM How about adding a column with "Culture Last turn" to MapStat Territory tab? Sort of a poor man's cpt. :)
Sure. I was thinking that would be a good idea when I played 100K culture for CGOTM06, but never got around to doing it.
DJMGator13 Dec 08, 2004, 09:50 PM I had a situation in GOTM37 where a settler in a boat was sailing the ocean blue. That civ did not show in MapStat on the trading tab as being active, but once a city flipped back to them it did show up. Not really sure it's worth fixing just a did you know item.
Dianthus Dec 09, 2004, 03:59 AM I had a situation in GOTM37 where a settler in a boat was sailing the ocean blue. That civ did not show in MapStat on the trading tab as being active, but once a city flipped back to them it did show up. Not really sure it's worth fixing just a did you know item.
Thanks for reporting that Gator. It sounds similar to a bug reported quite a while back that I've been very lazy about fixing:
CRpStats/CRpMapStat - Seem to be problems identifying when Civ dies. Maybe to do with whether respawn flag is on or not?
(Reported by dvandenberg)
Doc Tsiolkovski Dec 09, 2004, 07:29 AM One word:
Volcanoes.
They make me mad - I see absolutely no need to clean up a polluted mountain tile outside any cities' borders, yet still MapStat keeps blinking 'Alert! Alert!' ;)
Would it be possible to only check for pollution within city "radiuses" (radii?)?
Dianthus Dec 09, 2004, 07:47 AM One word:
Volcanoes.
They make me mad - I see absolutely no need to clean up a polluted mountain tile outside any cities' borders, yet still MapStat keeps blinking 'Alert! Alert!' ;)
Would it be possible to only check for pollution within city "radiuses" (radii?)?
Definitely possible. It's currently only checking tiles within your borders. I assume you're talking about the full 21 tile city radii (nice word! :))? Out of interested, have you got many tiles inside your borders but outside your city radii?
TimBentley Dec 09, 2004, 03:03 PM In the attached game, Inca and America have a trade embargo against me, but MapStat tells me about possible luxury trading opportunities.
Dianthus Dec 09, 2004, 04:32 PM Tim, is that with or without the experimental trade routes (see the preferences form)?
TimBentley Dec 09, 2004, 06:09 PM It was with experimental, but when I tried with it off, it still listed trades with Inca (Inca are on my continent, America is off).
TimBentley Dec 09, 2004, 06:22 PM I checked a couple of other saves, and while I was still at war with the Incas, MapStat didn't say I could trade with America (this is with experimental trade). I've attached that save. So possibly it thought the embargo ended when war ended?
planetfall Dec 09, 2004, 09:16 PM I see you added the city count to mapstat, but I don't see city count for my civ. Is this a bug?
PF
Turner Dec 09, 2004, 11:24 PM Sorta. He took it back out in 2.8.1. it's my understanding that it will be back in the next release. I had a post abou this within the last page or two.
Dianthus Dec 10, 2004, 04:46 AM I see you added the city count to mapstat, but I don't see city count for my civ. Is this a bug?
PF
Yes, it's a bug (see the list in the 1st post). I added it in 2.8.0 and it was all working, then accidentally removed it for the human player for 2.8.1 when fixing a spoiler problem with multi-player.
planetfall Dec 10, 2004, 06:38 AM Ok, no problem. Just wanted to be sure it was noted. It helps to have the other civs city counts.
pf
planetfall Dec 14, 2004, 08:55 PM Minor, but don't remember anyone mentioning it. With MpsRings, when you rename a city, the ring module shows the original name and not the new name.
Dianthus Dec 15, 2004, 04:36 AM Minor, but don't remember anyone mentioning it. With MpsRings, when you rename a city, the ring module shows the original name and not the new name.
Hmmm, sounds related to a problem reported a while back that CRpRings shows razed cities. I forgot to add that to the list though. I've added it to the list on the 1st post. Thanks for reporting that planetfall :goodjob:.
planetfall Dec 15, 2004, 09:12 AM Hmmm, sounds related to a problem reported a while back that CRpRings shows razed cities. I forgot to add that to the list though. I've added it to the list on the 1st post. Thanks for reporting that planetfall :goodjob:.
You're welcome. I like to rename some cities to show key builds, such as
-- PF
-- IW
-- key wonders
-- key luxuries
-- Fort
Then I use Rings to check my city placements.
Again no major problem, just a minor annoyance. Getting kinda burned out on C3, it is only your suite that keeps it mildly interesting as I check in periodically to see what new goodies you have added.
PF
Moonsinger Dec 15, 2004, 01:02 PM Hi Dianthus! It's very nice to see you still working hard on improving your utilities for Civ3. Most of all, I'm happy to see that you are still around, alive and well. :) Just in case, our paths won't cross again, have a happy holiday and a great new year!!!
:beer:
Dianthus Dec 15, 2004, 01:36 PM Hi Dianthus! It's very nice to see you still working hard on improving your utilities for Civ3. Most of all, I'm happy to see that you are still around, alive and well. :) Just in case, our paths won't cross again, have a happy holiday and a great new year!!!
:beer:
Hey Moonsinger, haven't heard from you for a while. Good to see you back around, and in your Map Finder thread too. Have you popped into the HOF yet? The bit of text under my name might give you a clue why ;).
Anyway, seasons greetings to you as well (and all of my other loyal users too, of course, no favouritism here!).
Dianthus Dec 15, 2004, 03:43 PM I checked a couple of other saves, and while I was still at war with the Incas, MapStat didn't say I could trade with America (this is with experimental trade). I've attached that save. So possibly it thought the embargo ended when war ended?
Tim, did you mean "MapStat didn't say I couldn't trade with America"? I've opened up that .sav in C3C and you can't trade with America as an embargo is in place (and will be for another 18 turns!). 2.8.1 incorrectly says that you can trade with America. The latest (as yet unreleased) handles embargos correctly now.
Mistfit Dec 15, 2004, 04:07 PM Is there any way of showing borders on Rings? And show civ colors for the cities? This would make the utility more useful for me. I like to use it for Dot maps and Battle plans for SG's.
Dianthus Dec 15, 2004, 04:11 PM Is there any way of showing borders on Rings? And show civ colors for the cities? This would make the utility more useful for me. I like to use it for Dot maps and Battle plans for SG's.
You mean an option to show civ colours instead of colouring the rings? That's certainly possible.
Mistfit Dec 15, 2004, 04:21 PM What I'm looking for is:
1.) show cultural borders on Rings for planning purposes
2.) somehow have the cities show who owns them I'm really bad at remembering who owns Chicken Pizza and who owns Mauch Chunky.
Dianthus Dec 15, 2004, 04:27 PM What I'm looking for is:
1.) show cultural borders on Rings for planning purposes
2.) somehow have the cities show who owns them I'm really bad at remembering who owns Chicken Pizza and who owns Mauch Chunky.
OK, #1 makes sense. Is this any different than opening the .sav in CRpViewer? Are you still interested in distance to the capital for planning purposes? (I'm asking because that's not shown in CRpViewer).
Re #2, maybe I could do something similar to the "colour blind help" in Civ? I.e. show the city name as "Chicken Pizza (Italian)" :).
Mistfit Dec 15, 2004, 04:49 PM OK, #1 makes sense. Is this any different than opening the .sav in CRpViewer? Are you still interested in distance to the capital for planning purposes? (I'm asking because that's not shown in CRpViewer).
Well color me embarassed :blush: I've, quite honestly never opened that one. Thats really cool. I can just start using the Viewer instead. One issue though it shows the cultural expansion of that specific city but not the cultural borders of the civ as a whole. I'm not sure exactly how the border expansion works but in CrpViewer it does not show all of the borders. In the example pic I have below I'm pretty sure that the circled area is filled in by the Keltoi's culture. I don't know if I'm making myself clear (prolly not)
http://www.civfanatics.net/uploads8/Example.jpg
Re #2, maybe I could do something similar to the "colour blind help" in Civ? I.e. show the city name as "Chicken Pizza (Italian)" .
Never mind my second request as CrpViewer takes care of the problem!
Dianthus Dec 15, 2004, 04:56 PM Well color me embarassed :blush: I've, quite honestly never opened that one. Thats really cool.
Thanks Mistfit. If you think that's cool maybe you should download one of the GOTM .crp files from my website and open it with CRpViewer :mischief:.
One issue though it shows the cultural expansion of that specific city but not the cultural borders of the civ as a whole. I'm not sure exactly how the border expansion works but in CrpViewer it does not show all of the borders. In the example pic I have below I'm pretty sure that the circled area is filled in by the Keltoi's culture. I don't know if I'm making myself clear (prolly not)
CRpViewer is basically doing the same as the replay that civ does when you finish. Therefore, it shows the exact border expansion for any turn up until the current turn in the .sav file. Which turn are you currently showing? Note that you can click/drag in the graph down the bottom (though might be slow dragging backwards if you've got an old PC), and Play/Step Forward/Backwards via the popup menu.
Mistfit Dec 15, 2004, 05:12 PM Ya know I jumped the gun on saying that it wasn't right. This is great I learned somthing today! Thanks again for your wonderful utility! It keeps getting better all of the time! One of these days I'm going to have to open the Settler one and figure out what it does.
Dianthus Dec 15, 2004, 05:15 PM Ya know I jumped the gun on saying that it wasn't right. This is great I learned somthing today! Thanks again for your wonderful utility! It keeps getting better all of the time! One of these days I'm going to have to open the Settler one and figure out what it does.
To be honest you're not likely to be interested in CRpSettleLoc. It's the utility I use to generate the "City location map" for GOTM's QSC competition.
DJMGator13 Dec 16, 2004, 07:54 PM Dianthus,
I just dl'd 2.8.1 and I found that the "Copy Autosave" feature in the preferences is copying all the autosave files except for the current one.
I have 4 differently modded versions of CIV running on my machine. When I turned on "Copy Autosave" tonight this is what I got. I should have copied only the 1910BC save file, instead it copied every file in all my different autosaves except for the most current one. I used it in one of the earlier version but have not used it in a while.
Here is a look at it. I played my last turn 1950BC the last night. I started it tonight, turned on the Copy feature and after advancing to 1910BC all of these files were copied. But no 1910BC.
http://www.civfanatics.net/uploads8/Mapstat02.jpg
viper275 Dec 16, 2004, 10:22 PM I'm having trouble with MapStat (2.8.1.) When I open MapStat, then open a save, it automatically opens a save (usually fairly recent) then freezes up. Clicking on things does nothing, although it otherwise appeared to be working. It didn't work for me on the 2.8.0 version either (it works fine on another computer, but not this one.) Help would be appreciated :) .
superslug Dec 17, 2004, 01:02 AM I'm having trouble with MapStat (2.8.1.) When I open MapStat, then open a save, it automatically opens a save (usually fairly recent) then freezes up. Clicking on things does nothing, although it otherwise appeared to be working. It didn't work for me on the 2.8.0 version either (it works fine on another computer, but not this one.) Help would be appreciated :) .
I've noticed the same thing. It doesn't do it everytime, but I have to kill it through TaskManager and then launch it again. It also seems to sometimes autoload a game when first opened and sometimes not.
I absolutely adore how it reloads for a new turn while I'm actively playing. That's usually my taskbar clue that the game's ready for me to tab back over...
Dianthus Dec 17, 2004, 07:14 AM Here is a look at it. I played my last turn 1950BC the last night. I started it tonight, turned on the Copy feature and after advancing to 1910BC all of these files were copied. But no 1910BC.
It looks like it has copied all files from after the 1910BC point. I think it has done that because the autosave reading and autosave copying are related. It adds new files that appear in the autosave directory to the list of those to process, processing them in order of the modified date. It ignores .sav files with dates that are not newer than the latest read so far. Because the 1910BC .sav has already been processed it doesn't get re-added to the list, so doesn't get copied.
The autosave copying feature could definitely do with being improved a little. It's also far to easy to overwrite the autosaves from one game with those from another. I.e. I've just finished playing cotm06, I start on cotm07 and forget to change the autosave copy directory. CRpMapStat then overwrites the cotm06 autosaves with the cotm07 ones! I'll look into improving this at some point, but probably won't be until next year.
For now, you should be able to avoid this by:
Ensure your civ autosave dir is empty before start either civ or CRpMapStat.
Start CRpMapStat and make sure the autosave dir is pointing to the correct place and copy autosaves is enabled
Start civ and start playing.
Dianthus Dec 17, 2004, 07:25 AM I'm having trouble with MapStat (2.8.1.) When I open MapStat, then open a save, it automatically opens a save (usually fairly recent) then freezes up. Clicking on things does nothing, although it otherwise appeared to be working. It didn't work for me on the 2.8.0 version either (it works fine on another computer, but not this one.) Help would be appreciated :) .
OK, can I get a sequence of events? It sounds like you're doing the following:
Civ already running, with autosaves already created.
Start CRpMapStat.
Click on the menu item File->Open.
Select a .sav file and click Open.
CRpMapStat then seems to freeze up.
Does that sound anything like what you're doing? You mentioned the phrase "automatically opens a save". Do you think it's possible that CRpMapStat could be automatically opening the latest .sav file from the autosave dir at the same time you're opening one manually? If so, could you try doing the above either :
Without civ running (CRpMapStat won't open files in the autosave dir if civ isn't running)
or, with civ running, but wait until the latest autosave has loaded until you manually open another .sav file.
If this is what is causing the problem then I can probably fix it. If not we need to do some more investigation :).
Dianthus Dec 17, 2004, 07:27 AM I've noticed the same thing. It doesn't do it everytime, but I have to kill it through TaskManager and then launch it again.
Do you think it could be due to CRpMapStat automatically loading a .sav at the same time you manually open one?
It also seems to sometimes autoload a game when first opened and sometimes not.
Could it be that sometimes you've got civ running when you start, and sometimes you haven't?
I absolutely adore how it reloads for a new turn while I'm actively playing. That's usually my taskbar clue that the game's ready for me to tab back over...
Sounds like you need to get a faster PC! :mischief:
viper275 Dec 17, 2004, 09:34 AM Here's what happens:
1: Civ's running, usually autosaves are created.
2: Start CRpMapStat.
3. Choose File, then Open.
4: It opens a save file without me doing anything, usually the latest one in my Conquests saves.
5: It seems to freeze up.
The first problem is I need to select a save file. BTW, I did this without CivIII running and it did the same thing.
Moonsinger Dec 17, 2004, 12:58 PM The bit of text under my name might give you a clue why ;).
Congratulation!:) I didn't realize you are taking over for Aeson...you and Superslug and Space...Congrats! I better go over there to say hello to the whole gang and the regulars.
bluebox Dec 17, 2004, 05:55 PM I have a quick question: Can I access the firaxis base score in Crp Stats?
Turner Dec 17, 2004, 10:56 PM Yeah, it shows the score. I don't remember where, tho.
citizen001 Dec 18, 2004, 08:15 PM When i double click save games after i install the CRpSuite, an error comes up.
It says ' the procedure entry point TLsAlloC could not be located in the dynamic link library kernel32.dll'
any ideas why?
Dianthus Dec 19, 2004, 03:52 AM Here's what happens:
1: Civ's running, usually autosaves are created.
2: Start CRpMapStat.
3. Choose File, then Open.
4: It opens a save file without me doing anything, usually the latest one in my Conquests saves.
5: It seems to freeze up.
The first problem is I need to select a save file. BTW, I did this without CivIII running and it did the same thing.
Thanks for reporting back Viper. I'll take a look at the code and see if I can add some logging to help diagnose this.
I have a quick question: Can I access the firaxis base score in Crp Stats?
Not currently, no. I'll take that as a request. How about a "Histograph" tab that shows the underlying data for Civ's Histographs?
Yeah, it shows the score. I don't remember where, tho.
Turner, are you getting confused between CRpStats and CRpMapStat? CRpMapStat shows the score (and QSC score) for the current turn at the top of the form. CRpStats (AFAIK, unless I've added it accidentally!) doesn't show fireaxis score, only QSC score.
When i double click save games after i install the CRpSuite, an error comes up.
It says ' the procedure entry point TLsAlloC could not be located in the dynamic link library kernel32.dll'
any ideas why?
Which version of windows are you running? kernel32.dll is a windows dll, so I'm guessing you're running an old version of windows. To be honest I'm not sure which versions of windows CRpSuite runs on. I've personally ran it on XP Home/Proffesional and 2000 Proffessional.
Turner Dec 19, 2004, 05:38 AM Yeah, you know me, D....all your programs just run together! :lol:
It is MapStat tho that shows it.
Hey,when's the next version release? I want my city count back! ;)
Dianthus Dec 19, 2004, 06:28 AM Hey,when's the next version release? I want my city count back! ;)
It's been quite a while, hasn't it?! I've been a little busy with HOF stuff, and haven't even started CGOTM07 yet, so haven't had much time for CRpSuite recently. I have fixed a number of bugs though, including that city count one. Maybe I'll just do a another bug fix release in the next couple of days.
bluebox Dec 19, 2004, 07:40 AM Not currently, no. I'll take that as a request. How about a "Histograph" tab that shows the underlying data for Civ's Histographs?
:eek: sure, that would be a great feature.
I wondered if I can get my turn scores and create a graph of it, just as I can do with culture. If you can count the score for all players in your tool that would be of course very helpful.
Thanks for picking it up as a request. :)
Denniz Dec 19, 2004, 02:30 PM Hey, Dianthus. Towards the end of GOTM37, I was tyring to decide which victory condition would score best for me once I reached the point where I knew I could win. I posted a question and AlanH pointed me to the Jason score calculator.
I tried using it but found myself without some basic information that would make for an acurate comparison between victory conditions:
1. I was trying compare a Dom win in x turns to a SS victory in y turns. To be truly comparible, I had to watch my score over a couple of turns to figure my rate of increase so I could estimate my base score in x turns and again in y turns.
2. The calculator input score is (I assume) a Firaxis score from a completed game. So I had to figure out what my Firaxis bonus would be in each case, so I could add it to my projected score. Otherwise the step that subtracts the bonus would distort the comparison.
So what I was thinking is that it would be useful to have a "Scoring" tab added to MapStats. Built in would be the Jason calculator where you could input:
1) estimated "Best" dates, like the online version, from a similar game or your own best guess.
2) your expected finish dates for victory conditions you want to compare.
The calculator could then take your score and some kind of growth rate to estimate your base score at the projected finish date Jason scores. (It might be necessary to input or override the calculated growth rate.)
The most difficult thing would be the run rate. You would have to track score over a period of time to get a growth curve. I suppose you could just track it over time while the program is open. Closing mapstats would lose the data but it would start over each session.
I don't think there is any spoiler info there, since a determined player could do what I discribed without too much trouble. I've thought about doing something like this in excel but MapStat would be a much better place for it obvious reasons. :)
What do you think?
Dianthus Dec 20, 2004, 06:40 AM I don't think there is any spoiler info there, since a determined player could do what I discribed without too much trouble. I've thought about doing something like this in excel but MapStat would be a much better place for it obvious reasons. :)
What do you think?
Sounds feasible, and I agree about the spoiler info so long as the player is the source of the "best dates". Don't expect this feature to get in soon though, I'm pretty busy at the moment. I'll add it to my TODO list though.
MOTH Dec 20, 2004, 09:33 AM Here's what happens:
1: Civ's running, usually autosaves are created.
2: Start CRpMapStat.
3. Choose File, then Open.
4: It opens a save file without me doing anything, usually the latest one in my Conquests saves.
5: It seems to freeze up.
The first problem is I need to select a save file. BTW, I did this without CivIII running and it did the same thing.
I saw this happen the first couple times I tried using this on my older PC. What I think is happening is a timing issue.
1. Lauch
2. Program starts loading an autosave (but its slow and takes 5-10 seconds).
2a. Its possible the program 'hangs' for 5 seconds or something before looking for the autosave.
3. The user clicks on open and the open dialog pops up with focus.
4. The program finishes loading the autosave and CrpMapStat gains focus with the autosave info up 'front' and the 'open dialog' still the active window.
Once you switch focus back to the 'open dialog' you can cancel the window and the utility works just fine.
I've solved this by being more patient. I now launch CrpMapStat before loading Civ3 PTW. By the time I've loaded a save to the game the utility has already finished with the autosave load. At this point I can either do a manual open or the file that is open is the one I'm interested in.
EDIT: I tried it now and did not see the behavior....
Denniz Dec 20, 2004, 10:38 AM Sounds feasible, and I agree about the spoiler info so long as the player is the source of the "best dates". Don't expect this feature to get in soon though, I'm pretty busy at the moment. I'll add it to my TODO list though.
Great! No hurry.
I decided to try out an excel version for s&g's. I am finding the growth rate a challenge. I am trying to decide if it should be:
1) an average of the each turn's percent growth over the prior for the sample of turns. .
2) use points per turn somewhat like the game does [i.e. same 3 turns, say current turn is 920AD (207): ((1000/205) + (1010 /206) + (1020/207)) / 3]
The first would would need a loop to do FinalScore = score * (1 + percent) until finish date is reached.
[I]Edit: on second thought no loop if I do: FinalScore = Score + ((Score * (1 + Percent)) * turn to finish)
The other seems more straight forward: FinalScore = score + (avg points * turns to finish).
There are probably better ways. But those were all I could think of. I am going to have to go back through a bunch of saves and see which method comes closest to what actually happened.
DV
Dianthus Dec 21, 2004, 07:04 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 2.8.2 :
CRpMapStat - Fixed bug in flip calculations. No longer count units without attack/defence as garisson.
(Reported by erislover)
CRpMapStat - Fixed bug on Territory tab. Now (once again) shows city count for selected player.
(Reported by Turner_727)
CRpMapStat - Flip probabilities now capped at 100%.
(Reported by Offa)
CRpMapStat - Fixed trading tab handling of embargos.
(Reported by TimBentley)
CRpMapStat - Fixed bug where CRpMapStat could load an autosave while manually selecting a file to open, so causing it to freeze.
(Reported by viper275/MOTH)
CRpMapStat - No longer accepts an empty admin password for MP.
(Reported by alpha_fys)
CRpMapStat - Added tab showing civ attributes. Shows unmet civs if space race victory is enabled.
(Suggested by Mistfit)
CRpMapStat - Added a parenthesised culture change to culture column in territory tab. I.e. 43987 (+1023) means that the civ has 43987 culture, and has increased by 1023 since last turn.
(Suggested by dvandenberg)
CRpRings - Fixed bug with cities and city names. No longer shows razed cities and now shows the current city names rather than the name the city was originally settled with.
(Reported by planetfall)
CRpRings - Added civ name to cities to help identify the owner.
(Suggested by Mistfit)
CRpStats/CRpMapStat - Fixed identification of when civ dies.
(Reported by dvandenberg)
Here's a screenshot of the new "Civ Info" tab:
http://www.civfanatics.net/uploads8/CRpMapStat282.png
viper275 Dec 21, 2004, 07:15 PM I like the new version, it works fine now, good job!
Edit: The city count is good too.
EMan Dec 23, 2004, 02:01 PM @Dianthus: When I highlight any city in CRpMapStat and hit "J", I'm switched to the Civ screen BUT, it centers on the Capital city (viz. First city built.) instead of the highlighted one! :confused:
Mistfit Dec 23, 2004, 02:09 PM You are a Giant amongst us Lilliputians, Dianthus. Nice Additions to the Utility.
Dianthus Dec 23, 2004, 02:10 PM @Eman, is this a new "feature"? Or is this the first time you've tried it?
Mistfit Dec 23, 2004, 03:44 PM BTW what happened to your brother in COTM last month? He went from a 1190AD domination win in 05 to a 1630 conquest loss in 06. You need to quit distracting him so much so he can concentrate on the game :D
Dianthus Dec 23, 2004, 04:58 PM BTW what happened to your brother in COTM last month? He went from a 1190AD domination win in 05 to a 1630 conquest loss in 06. You need to quit distracting him so much so he can concentrate on the game :D
He ran out of time, so gave all of his cities away. It's not me that distracts him, he spends far too much time playing half life.
EMan Dec 23, 2004, 07:25 PM @Eman, is this a new "feature"? Or is this the first time you've tried it?I used the "J" key on MANY prior CRpMapStat versions and it worked FINE......2.8.2 not so fine! :)
New Subject....
@Dianthus: Additional CRpMapStat Preference Request:
Would it be possible to have an option to notify human player when an AI's "viewable" borders expand this turn?
This could be very useful, for example, when there is 1 AI city left and you have military units along its borders and you are at Peace. If you don't notice the AI's city borders expand, you may get the "Automatically Move....Or War" Pop-up message on the following turn! ;)
Merry Xmas Civvers! :)
Doc Tsiolkovski Dec 26, 2004, 06:44 PM One word:
Volcanoes.
They make me mad - I see absolutely no need to clean up a polluted mountain tile outside any cities' borders, yet still MapStat keeps blinking 'Alert! Alert!' ;)
Would it be possible to only check for pollution within city "radiuses" (radii?)?
Definitely possible. It's currently only checking tiles within your borders. I assume you're talking about the full 21 tile city radii (nice word! :))? Out of interested, have you got many tiles inside your borders but outside your city radii?
Better late than never...
Yes, since Vulanoes tend to be in Mountain ranges (I prefer young worlds), this is nothing rare. Also, quite a lot Scenario maps have those 1-tile Vulcanoe islands.
I'd guess it would be impossible to distinguish pollution caused by those from regular one, but it would be a great help for me at least if MapSat could check if:
1) Is the polluted tile a Volcano?
2) Is the pollution inside the workable tiles for a city?
Maybe as an option ("Ignore Pollution most likely related to Volcanoes").
Btw, never had the oportunity to see that, but how are Craters treated?
socralynnek Dec 28, 2004, 03:06 AM I have a feature request:
(Doc's post reminded me that I wanted to post this one a few weeks ago)
In C3C it now happened to me more than once, that I got distracted by all those messages in the beginning of the trun, so that I didn't notice a "volcano now active" message (if it was a popup I would notice it for sure...) or I noticed it but lots of cities were building something afterwards so my worker or military got toasted.
Is it possible, that MapStat shoes an alert, when a volcano is active inside my border and/or a unit of mine is standing next to an active volcano?
(Maybe in a new "Map" tab or something like this)
Thanks in advance...
PS: Oh, and another one: Maybe show an alert if there are non-allied units inside your border (especially barbs)
Dianthus Dec 29, 2004, 04:31 AM I used the "J" key on MANY prior CRpMapStat versions and it worked FINE......2.8.2 not so fine! :)
OK, I'll check it out.
New Subject....
@Dianthus: Additional CRpMapStat Preference Request:
Would it be possible to have an option to notify human player when an AI's "viewable" borders expand this turn?
Definitely possible. Not sure how I would show this information. I'll add it to my TODO list and think about it a little.
I'd guess it would be impossible to distinguish pollution caused by those from regular one, but it would be a great help for me at least if MapSat could check if:
1) Is the polluted tile a Volcano?
2) Is the pollution inside the workable tiles for a city?
Maybe as an option ("Ignore Pollution most likely related to Volcanoes").
Both of those are straightforward. I'll add that to my TODO list.
Btw, never had the oportunity to see that, but how are Craters treated?
Me either. I believe they're created by bombarding, but I've never seen them.
Is it possible, that MapStat shoes an alert, when a volcano is active inside my border and/or a unit of mine is standing next to an active volcano?
(Maybe in a new "Map" tab or something like this)
I don't know how to tell if a Volcano is active yet, but it shouldn't be too hard to find.
PS: Oh, and another one: Maybe show an alert if there are non-allied units inside your border (especially barbs)
That sounds feasible. Maybe even just show a list of non-allied units that are visible, even outside your borders.
Denniz Dec 29, 2004, 04:35 AM Great! No hurry.
Sounds feasible, and I agree about the spoiler info so long as the player is the source of the "best dates". Don't expect this feature to get in soon though, I'm pretty busy at the moment. I'll add it to my TODO list though.
I decided to try out an excel version for s&g's. I am finding the growth rate a challenge. I am trying to decide if it should be:
1) an average of the each turn's percent growth over the prior for the sample of turns. .
2) use points per turn somewhat like the game does [i.e. same 3 turns, say current turn is 920AD (207): ((1000/205) + (1010 /206) + (1020/207)) / 3]
The first would would need a loop to do FinalScore = score * (1 + percent) until finish date is reached.
[I]Edit: on second thought no loop if I do: FinalScore = Score + ((Score * (1 + Percent)) * turn to finish)
The other seems more straight forward: FinalScore = score + (avg points * turns to finish).
There are probably better ways. But those were all I could think of. I am going to have to go back through a bunch of saves and see which method comes closest to what actually happened.
DV
Please don't waste any time on this. I've played around with a VB6 version. I am not sure it will be as useful as I thought it was. I will post it once I figure out how to make the setup.exe smaller. Including the VB6 runtime files makes it about 1.5M.
DJMGator13 Dec 29, 2004, 08:52 AM Dianthus - I love the "Civ Info" tab. Generating that table is the first thing I do for every civ game I play. The only other thing I add is a little note on the "age" for the UU and what it replaces. Here is a look at my COTM06 table:
http://www.civfanatics.net/uploads8/Start_stats.jpg
The age and replace notes helps me to focus on enemy civs before they become powerful. I also total up how many civs have each tech. This helps to guide research or more importantly it guides early trading.
microbe Jan 02, 2005, 12:57 AM It's a great utility and I cannot play without it now.
One bug: you cannot minimize the window after quitting Civ.
Dianthus Jan 02, 2005, 07:13 AM Dianthus - I love the "Civ Info" tab. Generating that table is the first thing I do for every civ game I play.
Me too. I've been doing this for ages, and it has never crossed my mind to extract this information automatically! Thanks to Mistfit for the suggestion :goodjob:.
The only other thing I add is a little note on the "age" for the UU and what it replaces. Here is a look at my COTM06 table:
http://www.civfanatics.net/uploads8/Start_stats.jpg
The age and replace notes helps me to focus on enemy civs before they become powerful. I also total up how many civs have each tech. This helps to guide research or more importantly it guides early trading.
Great suggestions Gator, I'll add them to my list.
It's a great utility and I cannot play without it now.
One bug: you cannot minimize the window after quitting Civ.
Which version are you using microbe? Note that all of the utilities contain the version number in the title bar. That problem is one that I accidentally introduced in 2.8.0, and fixed in 2.8.1. I've just checked, and it's OK for me in the latest version too (2.8.2). Hopefully you're using 2.8.0 and I can just tell you to upgrade ;).
Dianthus Jan 02, 2005, 07:45 AM I used the "J" key on MANY prior CRpMapStat versions and it worked FINE......2.8.2 not so fine! :)
It's working for me, I've just finished using it lots of times in my first HOF attempt ;).
In what way is it not working? Does it just no move at all? Or move to the wrong place? Does it make any difference if you use the menu rather than the key?
EMan Jan 02, 2005, 08:44 AM It's working for me, I've just finished using it lots of times in my first HOF attempt ;).
In what way is it not working? Does it just no move at all? Or move to the wrong place? Does it make any difference if you use the menu rather than the key?It centers on my capital city every time! (menu & key)
I'll do some more testing AND I'll be moving the current game from my "travelling" laptop to my "residential" laptop today...which is a later model.
Maybe my travelling laptop got seasick! :lol:
Anybody else experience this problem?
Dianthus Jan 02, 2005, 08:48 AM It centers on my capital city every time! (menu & key)
I'll do some more testing AND I'll be moving the current game from my "travelling" laptop to my "residential" laptop today...which is a later model.
Maybe my travelling laptop got seasick! :lol:
It could be something to do with the laptop. CRpMapStat tries to turn on the numlock, then use the arrow keys to move the map around. Does this work for you if you do it manually?
anarres Jan 02, 2005, 08:50 AM Someone just pointed out to me that you still get flip probabilities before you've seen where the enemy capital is (which is required in the flip calcs).
Since this ratio of capital-distances is capped between 0.25 and 4 - is there any chance a range of probabilities could be given? A lot to ask I know, but it really is spoiler info...
Dianthus Jan 02, 2005, 08:53 AM Someone just pointed out to me that you still get flip probabilities before you've seen where the enemy capital is (which is required in the flip calcs).
Since this ratio of capital-distances is capped between 0.25 and 4 - is there any chance a range of probabilities could be given? A lot to ask I know, but it really is spoiler info...
Ooops. You're dead right anarres, I missed that one. Yes, I could give a range. It might be worth doing the same for some of the other estimated stuff too, I.e. the x2 for having less local culture.
microbe Jan 05, 2005, 02:33 PM Which version are you using microbe? Note that all of the utilities contain the version number in the title bar. That problem is one that I accidentally introduced in 2.8.0, and fixed in 2.8.1. I've just checked, and it's OK for me in the latest version too (2.8.2). Hopefully you're using 2.8.0 and I can just tell you to upgrade ;).
Yeah I was using 2.8.0. I'll let you know if it happens with 2.8.2.
One request for feature: could we also include "workers" in the trade screen?
Dianthus Jan 05, 2005, 04:08 PM One request for feature: could we also include "workers" in the trade screen?
Do you mean as per the 3rd column titled "Workers"? :)
microbe Jan 05, 2005, 06:03 PM Do you mean as per the 3rd column titled "Workers"? :)
:lol: I obviously missed that! Thanks.
microbe Jan 07, 2005, 06:45 PM :lol: I obviously missed that! Thanks.
In fact, the reason I missed that is this doesn't work with the RaR mod. Sometimes it shows there are workers but there are actually not. It's possible that RaR has some "non-tradable worker type" that confused this utility?
watorrey Jan 08, 2005, 01:42 AM For workers to be tradeable in Civ3, you need to have cities on a common landmass with the other civ. It can be as simple as tundra island towns sharing a small island.
Dianthus Jan 08, 2005, 06:25 PM In fact, the reason I missed that is this doesn't work with the RaR mod. Sometimes it shows there are workers but there are actually not. It's possible that RaR has some "non-tradable worker type" that confused this utility?
If you've got an example .sav then post it and I'll take a look. I have done very little testing with RaR, so it's possible there are things that I've missed. Let me know and I'll investigate!
For workers to be tradeable in Civ3, you need to have cities on a common landmass with the other civ. It can be as simple as tundra island towns sharing a small island.
You're right watorrey, but CRpMapStat knows about this.
Moonsinger Jan 10, 2005, 09:32 AM Hi Dianthus,
I have been playing a little bit last weekend and were checking out your latest version of CRpMapStat 2.8.2. All I can say is "WOW"!:goodjob: It even beeps when something is up. I think Firaxis should include all these features in Civ4. I hope they at least acknowledge your wonderful works. Quite frankly, if Firaxis is going to mess up so badly in Civ4, you can always release these wonderful tools for a small fee...of...let says $1 a piece or something. I'm sure most of us would be happy to employ you as a full time programmer for us.:) Great works, Dianthus!!!
:goodjob: :goodjob: :goodjob:
LKendter Jan 14, 2005, 02:23 PM I have a request. Can the flipping alt key not be "F". I keep hitting "F" for the file menu. I realize there is a shortcut key. However, I am to use to File, Open and won't break the habit.
Dianthus Jan 15, 2005, 04:24 AM Thanks for pointing that out LKendter. I'll change it for the next release. I'm surprised I didn't notice that one myself as I'm a bit of a keyboard junky. I guess I tend to just use the autosave detection to load files!
Mistfit Jan 15, 2005, 08:28 AM This is a save from Gator 01 - 100K or bust. Please don't spoiler yourself if you are playing on one of the other rosters.
>> The Save << (http://www.civfanatics.net/uploads8/Hiawatha,_50_AD.SAV)
I'm getting some odd names for our cities when puling this save up in Rings. I was planning to do some F.P./Palace planning but the names of the cities are wrong. MapStat shows our city names right but some of them...well most of them are screwy in Rings.
The only possibility I can think of would be that the save is from AlanH so it was played on a Mac. If you want to, I'm all for blaming it on him :lol:
Edit: Nope we can't blame it on Alan because I pulled up one of my own saves from earlier and the names are still mussed up.
Dianthus Jan 15, 2005, 08:48 AM Shame, I would love to blame AlanH as well :). You're right though, those names are completely wrong. I can't believe I didn't notice! I'll get that fixed.
Mistfit Jan 15, 2005, 08:57 AM I can still blame it on Alan... Uh... Yeah he was distracting you with the GOTM and you did not notice.. Yeah thats the ticket :mischief:
Edit:
Here is another odd one. How do the Iroq end up with -1 gold? I sometimes go around the forum and look at saves people have posted and look at them and I came across this one. Is it a PBEM? Can you have a negative number in PBEM?
If you are playing a game with a save name of 4444YUIRY.sav do not look at the following:
http://www.civfanatics.net/uploads8/Minus1.jpg
http://www.civfanatics.net/uploads8/4444YUIRY.SAV
Also is there any chance of you putting the year of the save on the header of mapstat? possibly next to Score/QSC/Time played?
MOTH Jan 18, 2005, 11:08 AM Happy Birthday to my favorite utility program builder guy! [party]
Mistfit Jan 18, 2005, 11:18 AM Ditto - Happy b-day old man :lol: have a :beer: and get back to programing!
Dianthus Jan 18, 2005, 11:47 AM Thanks Guys. I AM still programming. Unfortunately at work. On the bright side, I've just got a new work PC for my birthday (OK, not really for my birthday, but it came today ;)).
Dianthus Jan 18, 2005, 11:52 AM Edit:
Here is another odd one. How do the Iroq end up with -1 gold? I sometimes go around the forum and look at saves people have posted and look at them and I came across this one. Is it a PBEM? Can you have a negative number in PBEM?
I've only just noticed that you editted this! I'll take a look. I've never seen a -ve there, and didn't think that should happen. Thanks for the testing. Keep it up!
Also is there any chance of you putting the year of the save on the header of mapstat? possibly next to Score/QSC/Time played?
Sounds like a good idea. It's something I keep thinking about, but I haven't got around to implementing a proper date output function. I.e. to properly handle months/days as per some scenarios.
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