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


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Dianthus
May 09, 2003, 06:11 AM
CRpSuite (CRp short for CivReplay) is a suite of utilities intended as playing aids and for post game analysis.

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 Note though that the CRpMapStat screenshot is out of date, and doesn't show the new Trading/Flipping views) can be found on my website (http://www.cfc-dianthus.com/crpsuite/) (Last Updated : 12th May 2005 : 13:00 BST). The end of this post summarises the latest changes, and the rest of this thread is used:

To notify of new releases. I post every time a new release becomes available. Click on "Thread Tools" then "Subscribe to this Thread" above to receive notification.
To provide support. If you've got any questions (preferably related to CRpSuite :)) just ask here and I'll try to answer. CRpSuite has evolved quite a bit (including a name change, from CIVReplayViewer) since it started, so the early parts of this thread are not really applicable. Don't feel you have to read it all, just ask!
For you to provide feedback. Let me know what you think. Tell me if you find a bug or if you've had an idea for a new feature. Most of the added features have been at the request of users.


The current version of CRpSuite on my website is 2.11.0 :

Bug fixes in 2.11.0 :

CRpMapStat - Fixed another trading bug. I thought that enemy naval units would block sea trade routes. They don't!
(Reported by Furiey)
CRpMapStat - Fixed another problem with CPT. Denniz reported he thought it was to do with selling buildings. I think it was just wrong!
(Reported by Denniz)
CRpMapStat - Fixed bug with newly added disabling of blinking. Tabs now remain highlighted when blinking disabled.
(Reported by MeteorPunch)
CRpMapStat - Fixed bug with highlighting. All columns in a row trailing the highlighted one were being highlighted.
(Reported by zyxy)
CRpViewer - Fixed bug with "Terr (%)" for .savs other than the the first loaded.
(Reported by Moonsinger and vmxa)


New features in 2.11.0 :

CRpMapStat - Added a new "Food" tab that helps to identify cities that will grow soon and/or will overrun.
(Suggested by Moonsinger)
CRpMapStat - Added new icons to "Happiness" tab to show WLTKD and riotting.
(Suggested by Moonsinger and Gyathaar)
CRpMapStat - Added new option to not show resources with count of 0 on trading tab.
(Suggested by Turner_727)
CRpMapStat - Tabs can now be hidden to avoid clutter.
(Suggested by Moonsinger)


Known bugs in 2.11.0 :

CRpMapStat - Can list untradeable tech for scenarios using flavours.
(Reported by Michelangelo)
CRpViewer - Incorrectly reports victory point location events as great leaders.
(Reported by vmxa)
CRpMapStat - Uses lots of CPU if target directory for autosave copying does not exist. This can be worked around by creating the target directory. At some point I'll make CRpMapStat create it automatically if it doesn't already exist.
(Reported by DaveShack)
CRpMapStat - Trading tab highlights techs that are no longer available for trade. Should only highlight those newly available.
CRpMapStat - Should (maybe, need to think about spoilers) only show flip probabilities if cultural conversion are enabled.
(Reported by superslug)

a space oddity
May 09, 2003, 06:57 AM
Wow, great tool! :goodjob:

:worship:

You're the :king:!

Ronald
May 09, 2003, 07:02 AM
This tool looks great!

How do I get a crp.file ? :confused: Please help

Ronald

Dianthus
May 09, 2003, 07:04 AM
Thanks Ronald. Currently there is only the one .crp file available. See the 2nd link in the 1st post!

Ronald
May 09, 2003, 09:28 AM
Originally posted by Dianthus
Currently there is only the one .crp file available. See the 2nd link in the 1st post!

But to use the replayviewer, we need to somehow convert our sav files into crp files. Is there a utility?

Ronald

a space oddity
May 09, 2003, 09:33 AM
No, the one file contains all the QSC18 games! Enjoy!

Ronald
May 09, 2003, 10:02 AM
Originally posted by a space oddity
No, the one file contains all the QSC18 games! Enjoy!

It's nice to see all the qsc18 games :goodjob: but I was thinking about just looking at any game to watch.

Dianthus
May 09, 2003, 10:05 AM
Originally posted by Ronald


But to use the replayviewer, we need to somehow convert our sav files into crp files. Is there a utility?

Ronald

My initial intention is to release .crp files for all of the submitted GOTM games. This may turn out to be an incentive for people to submit even when they do poorly so they can compare their game to the good ones.

I may in the future release a utility to extract the event log from a .SAV file and add it to an already existing .crp file. This would not contrevene point 2 in my original post about not allowing people to cheat and reveal the map for any game prior to completing it.

Gramphos
May 09, 2003, 11:42 AM
Interesting Utility...

I have a suggestion for point 2. Contact me by PM.

kring
May 09, 2003, 05:44 PM
I have downloaded both. I will try them later tonight.

I appreciate your work, and understand your concerns about point 2. I would not use it for that purpose, but I know some who would.

TedJackson
May 09, 2003, 06:07 PM
@Dianthus

I just had a quick look and I'm impressed. :goodjob:

Couple this up with SpiderZord's upcoming PowerTimeline and together they will be a killer learning tool!


regards

Ted

Dianthus
May 15, 2003, 06:39 AM
There's a new version of CIVReplayViewer, along with a new version of the QSC_18_celts.crp file and a Full_18_celts.crp file.

See the first post for details of the changes.

I probably won't be changing this for a little while. I've yet to start GOTM 19, so I'm not going to have much time in the next couple of weeks!

Smirk
May 15, 2003, 04:35 PM
Originally posted by Dianthus

I may in the future release a utility to extract the event log from a .SAV file and add it to an already existing .crp file. This would not contrevene point 2 in my original post about not allowing people to cheat and reveal the map for any game prior to completing it.


The crp file thing is no good. Your app doesn't allow any seemless cheat that didn't already exist so that should not be a reason for choosing a more difficult interface. The simple fact that you don't also have a crp maker program available prevents any real use of this app. That is, we can only use it with the files you distribute.

rabies
May 15, 2003, 10:05 PM
I downloaded this and played with it. Wow. This is great! Just wanted to pipe in to say there is at least one person who finds this very useful and hopes that you will continue with development and new releases of CSP files to coincide with the GOTM.

Dianthus
May 16, 2003, 05:18 AM
Originally posted by Smirk



The crp file thing is no good. Your app doesn't allow any seemless cheat that didn't already exist so that should not be a reason for choosing a more difficult interface. The simple fact that you don't also have a crp maker program available prevents any real use of this app. That is, we can only use it with the files you distribute.

Smirk, I think you're being a bit harsh saying the crp file is "no good". However, I probably am being a bit anal over not releasing the CIVReplayCreator.

I'm thinking I'll modify it slightly to only reveal the tiles that are revealed in 1 or more of the added games, and modify CIVReplayViewer to allow loading of any other .SAV files matching the map for the currently loaded .crp file.

Like I mentioned earlier, I'm not going to have any time for further development this month, so don't hold your breathe. If this sounds useful to anyone say so and I'll be more likely to do it!

Constructive critisism/useful suggestions are welcome.

Dianthus
May 16, 2003, 05:20 AM
Originally posted by rabies
I downloaded this and played with it. Wow. This is great! Just wanted to pipe in to say there is at least one person who finds this very useful and hopes that you will continue with development and new releases of CSP files to coincide with the GOTM.

Thanks rabies. I'm definitely going to do that as I find it useful myself. CIVReplayViewer seems a lot better for giving an idea of whats happening in a full game than for a QSC though. More detail would be needed to properly analyze a QSC and that isn't available in the .SAV files.

Hurricane
May 16, 2003, 08:54 AM
I haven't tried it yet, but it looks awesome! :goodjob:

rabies
May 16, 2003, 11:36 AM
One suggestion from a GUI persective...resizable/selectable panes. I am running 1024x768 res..and the map display does not quite fit..forcing me to scroll the window..even when I bump the res up to 1280x1024, the window scrolls are there.

...and I agree with city numbers..or something to make the cities/borders in the map stand out more..right now the color palettes make it a bit tough to see clearly.

I also agree with you on the icons in the event log list view. With the exception of GL and GA...they all kinda look the same.

...and is there a way to show the victory condition achieved by each player?

Aeson
May 16, 2003, 11:40 AM
I think it would be alright for you to release or integrate the CIVReplayCreator. If people are going to cheat (in a GOTM/Tournament/HOF sense), there are numerous ways they can already see the map.

Talk to Gramphos or Ainwood (if you haven't already) about how you can make it a bit more 'competition safe', but when it comes down to it, this replay utility doesn't allow any more cheating oportunities than are already available through other means.

Aeson
May 16, 2003, 12:16 PM
BTW, I think all the broken links to the save games are now fixed on the GOTM18 results page.

SirPleb
May 19, 2003, 03:26 AM
This is an awesome utility Dianthus! Thank you!!

Dianthus
May 21, 2003, 07:27 AM
Originally posted by SirPleb
This is an awesome utility Dianthus! Thank you!!

Thanks SirPleb. Congrats from my 2 favourite GOTM heros (Moonsinger is the other, obviously:) ) is much appreciated!

DaveShack
May 24, 2003, 12:39 AM
Awseome utility! :worshp:

I have a request -- this information may not be available but it's worth asking... ;) Is it possible to graph a 'tech score' which allows two players tech progress to be compared? In GOTM18, I'm fairly certain that my quick exit was due (at least partly) to being way behind in tech where others were ahead in tech. If I could pinpoint where I'm making that mistake it could have a huge impact.

I have a little utility which copies the autosaves to another folder. If it were possible to extract a 'tech score' from a sequence of save files that would do the trick too. Any suggestions you might have would be appreciated.

Dianthus
May 30, 2003, 06:59 AM
Originally posted by d8575
Awseome utility! :worshp:

Thanks d8575. I'm planning to continue improving it, but just don't seem to get the time. Even this months small map took me 38 hours!

Originally posted by d8575
I have a request -- this information may not be available but it's worth asking... ;) Is it possible to graph a 'tech score' which allows two players tech progress to be compared? In GOTM18, I'm fairly certain that my quick exit was due (at least partly) to being way behind in tech where others were ahead in tech. If I could pinpoint where I'm making that mistake it could have a huge impact.

I don't think it's possible to get historical tech information out. I've contacted SpiderZord about getting PTL (See Automatic Document Generator (http://forums.civfanatics.com/showthread.php?s=&threadid=43174)) to output a machine readable format that CivReplayViewer could read. We're both pretty busy though, so don't expect anything any time soon!

Originally posted by d8575
I have a little utility which copies the autosaves to another folder. If it were possible to extract a 'tech score' from a sequence of save files that would do the trick too. Any suggestions you might have would be appreciated.

I gather you have some programming experience. If you're interested I could give you some pointers on how to read the .SAV file format. Contact me via PM if you're interested.

Dianthus
Jun 06, 2003, 05:07 AM
I've just added the .crp file for GOTM 19 (Ottomans). I'm hoping to add files for the QSC and Full games back to GOTM 15 (Russia) soon, though I guess most people are more interested in the recent games.

I'm trying to complete my QSC for GOTM 20 before I continue any more development of this, though I've got my brother slaving away on some OpenGL map code. This should allow much better scaling of the map, and improved performance on accelerated hardware.

Moonsinger
Jun 14, 2003, 01:34 PM
Dianthus,

I just want to say thanks for developing such wonderful tool.:) I just checked out the crp file for GOTM 19 and all I can say is this ":worship:". Your CIVReplayViewer has helped me to understand why my expansion wasn't as fast as SirPleb. Hint: building the granary right way was a bad move on my part. I will definitely try to correct that and make a few other adjustment in my next game.:)

Thanks again!:worship:
Moonsinger

Dianthus
Jun 16, 2003, 04:26 PM
Originally posted by Moonsinger

I just want to say thanks for developing such wonderful tool.:)Hey Moonsinger, it was your idea! I'm not so good at the ideas, so if you've got any more that will help to improve it further then go ahead and post them here. I'm listening, I just haven't heard anything for a while :).

Originally posted by Moonsinger

I will definitely try to correct that and make a few other adjustment in my next game.:)I would just like to apologise to all of the GOTM players for helping Moonsinger improve her game. The rest of us already had our work cut out for us ;).

RufRydyr
Jun 20, 2003, 03:13 PM
Dianthus-

Replied to your PMs, in case you haven't seen them yet.

I wipped together a little icon. Lemme know if you (or anyone else) has any ideas for it. [Does it look a little familar? lol]

Dianthus
Jun 22, 2003, 07:40 AM
Originally posted by RufRydyr
Dianthus-

Replied to your PMs, in case you haven't seen them yet.

I wipped together a little icon. Lemme know if you (or anyone else) has any ideas for it. [Does it look a little familar? lol]

Thanks Ruf. The icon looks great, and yes it does look familiar, but that's fine:) One thing, how about a 16x16 version (used for the top left of the window and in Windows Explorer when in List/Details mode)? I guess the words won't scale too well, so it would have to be slightly different for 16x16. Maybe just the initials?

I'm going to add your suggestions of city build date and X/Y coordinates to the todo list, and will probably add it to the next version (coming soon now I've completed GOTM 20). I'm thinking that maybe the info could be displayed in a status bar at the bottom for the city the mouse is currently over, as the map will become a bit cluttered otherwise (especially when zoomed right out).

RufRydyr
Jun 28, 2003, 07:57 AM
Just noticed your reply. I'll make it smaller and email it to ya.

[editted. guess drinking and posting really don't mix. :beer: ]

tao
Jun 29, 2003, 05:24 AM
Terrific. And it even runs on Macintosh using Virtual PC. :goodjob:

Dianthus
Jun 29, 2003, 06:43 AM
Originally posted by tao
Terrific. And it even runs on Macintosh using Virtual PC. :goodjob:
Well that's an unexpected bonus! Have you any idea if Virtual PC supports OpenGL? I'm intending to release the new version real soon now, and the new Map display uses OpenGL.

tao
Jun 29, 2003, 07:43 AM
Originally posted by Dianthus
Have you any idea if Virtual PC supports OpenGL?It does not. :(

RufRydyr
Jun 29, 2003, 10:33 AM
Time to get a real computer. lol

Dianthus
Jun 30, 2003, 06:35 AM
Originally posted by tao
It does not. :(
I'm sorry to hear that tao. I'll try and at least make sure the old non-OpenGL version is available and can read any new .crp file format, but I probably won't do anything else to it.

If there are any Mac developers out there who would be interested in working on a Mac version then contact me and I'll see about letting you have the code.

Dianthus
Jul 01, 2003, 08:39 AM
I've rushed out a new release as I ran out of time this month. The new OpenGL display code supplied by my brother (thanks Bruv :goodjob: ) is an exciting addition. If your graphics card has any 3d acceleration then it runs super-quick.

Thanks to RufRydyr for the icons.

Tao, I've made some minor changes to the old CIVReplayViewer to bring it to 1.2. Hopefully it will still work for you!

If anyone has trouble installing the .msi then just let me know and I'll improve (I.e. supply some:)) installation docs. This shouldn't be a problem unless you're using 95/98 as you may need to install the Windows Installer stuff.

RufRydyr
Jul 01, 2003, 06:44 PM
Neat stuff! :goodjob:

Here's the QSC20.crp file (it doesn't have any scores in it):

http://www.civfanatics.net/uploads4/QSC20_SpainJune26.zip

tao
Jul 01, 2003, 09:36 PM
Dianthus: thanks, works still great.

RufRydyr: thanks for the fast compilation.

:goodjob:

Dianthus
Jul 02, 2003, 04:27 AM
Ruf,

Thanks for you suggestions (via EMail) for Viewer. I've included them in the todo list. Hopefully I'll remember to look at the todo list when I work on this again at the end of the month:)

If anyone else has any suggestions for cool features just let me know! Just bear in mind that the only information available is from the .SAVs at the moment (I.e. the map, histograph and the event log as seen in Viewer).

Gramphos
Jul 02, 2003, 03:07 PM
If you figure you need to know any of the info I know of just PM me.

Dianthus
Jul 02, 2003, 05:30 PM
Originally posted by Gramphos
If you figure you need to know any of the info I know of just PM me.

Thanks Gramphos, I may well take you up on that offer (again)! Both your online docs on Apolyton and your PM responses have been a great help to me in getting this far :goodjob:.

What I was really hoping is to avoid people suggesting features based on information that can't be extracted from the .SAV because it's not there. Most of the .SAV is a snapshot of the game state at the point the .SAV was saved. There isn't all that much that can be replayed over time. I.e. can't replay all unit movements because we only know the unit's current position, not all of their previous positions.

RufRydyr
Jul 02, 2003, 08:46 PM
Originally posted by Dianthus


Thanks Gramphos, I may well take you up on that offer (again)! Both your online docs on Apolyton and your PM responses have been a great help to me in getting this far :goodjob:.

What I was really hoping is to avoid people suggesting features based on information that can't be extracted from the .SAV because it's not there. Most of the .SAV is a snapshot of the game state at the point the .SAV was saved. There isn't all that much that can be replayed over time. I.e. can't replay all unit movements because we only know the unit's current position, not all of their previous positions.


Maybe PTL data (which is pulled from memory) can be loaded after PTL is complete...
-----------
Thx Gramphos from me, too!

rabies
Jul 04, 2003, 01:08 PM
Dianthus,
Just downloaded 2.0....and I have to say, I think the new settlerlocation utility is just as powerful (if not more so) than the viewer util when it comes to analyzing these games.

Thank you very much for all your efforts here. They are greatly appreciated! Looking forward to all the upcoming enhancements...I think your wish list covers everythign I want (resources/terrain feature on maps being #1). :thumbsup:

Dianthus
Jul 10, 2003, 07:06 AM
Originally posted by rabies
Just downloaded 2.0....and I have to say, I think the new settlerlocation utility is just as powerful (if not more so) than the viewer util when it comes to analyzing these games.

I forgot to mention that SettleLoc was RufRydyr's idea, though I don't think he expected me to get it working so soon! If you've any ideas for other utilities then go ahead and let me know.

Originally posted by rabies
Thank you very much for all your efforts here. They are greatly appreciated! Looking forward to all the upcoming enhancements...I think your wish list covers everythign I want (resources/terrain feature on maps being #1). :thumbsup: [/B]
No problem, and thanks for the feedback. I'll be sure to continue improving them.

Dianthus
Jul 10, 2003, 07:10 AM
I've just created the QSC 20 .crp file, complete with QSC scores. See the front page. It's currently missing runifoc's .SAV, though hopefully I'll get that sometime soon (Hey Ruf, that's a hint :) ).

RufRydyr
Jul 11, 2003, 05:01 AM
Originally posted by Dianthus

If you've any ideas for other utilities then go ahead and let me know.

I think I mentioned this in an email. If you could make a utility that would convert 1.29 .savs to work perfectly in PTW, that would be pretty cool. I'm thinking it's just of matter of luxuries and other stuff appearing in different places in the .savs for each. So, the utilitly would 'move' them to the right spot n the .sav and then show up in the right spot on the map when loaded into PTW.

Dianthus
Jul 11, 2003, 06:28 AM
I've updated the QSC20 file to contain runifoc's game (thanks Ruf). The GOTM20 Full .crp is missing ~10 games at the moment. I'll get those incorporated before uploading it.

Dianthus
Jul 11, 2003, 06:32 AM
Originally posted by RufRydyr
I think I mentioned this in an email. If you could make a utility that would convert 1.29 .savs to work perfectly in PTW, that would be pretty cool.
I think I mentioned this in an email ;), that saving the .SAV's is quite a bit more difficult than loading them. Have you tried asking Gramphos? He has a lot more expertise than me in this area.

Alternatively, maybe CRpViewer could be made to display all of the information you need to evaluate the games, thereby avoiding having to load them into CIV. What information do you actually need?

RufRydyr
Jul 11, 2003, 01:16 PM
Originally posted by Dianthus

I think I mentioned this in an email ;), that saving the .SAV's is quite a bit more difficult than loading them. Have you tried asking Gramphos? He has a lot more expertise than me in this area.

Alternatively, maybe CRpViewer could be made to display all of the information you need to evaluate the games, thereby avoiding having to load them into CIV. What information do you actually need?

Lots and lots. The more the better.

Dianthus
Jul 12, 2003, 01:34 PM
I've just added the Full GOTM 20 file. It contains data for all players except KELLO and Gandalf t'gray.

Dianthus
Jul 15, 2003, 02:10 AM
I've just uploaded a new version of the GOTM20 Full .crp. rabies PM'd me to point out that SirPleb's game didn't match the results, and it turns out I got SirPleb's, Sloppy Bob's and smackster's .SAVs mixed up. Thanks for pointing that out rabies, well spotted :goodjob:!

DaveMcW
Jul 16, 2003, 02:11 PM
Can you register the .crp file type so it clicking the file automatically opens CivReplayViewer?

smackster
Jul 16, 2003, 04:08 PM
Originally posted by Dianthus
I've just uploaded a new version of the GOTM20 Full .crp. rabies PM'd me to point out that SirPleb's game didn't match the results, and it turns out I got SirPleb's, Sloppy Bob's and smackster's .SAVs mixed up. Thanks for pointing that out rabies, well spotted :goodjob:!

You definately have mine right now, I can see those annoying culture flips to Keltoi that sucked the heart out of my game. Its amazing to compare my game to the top players and see how quickly their empires grew. Big lesson in how to settle quickly. Great utility.

Thanks

Smackster

Dianthus
Jul 17, 2003, 03:49 AM
Originally posted by DaveMcW
Can you register the .crp file type so it clicking the file automatically opens CivReplayViewer?
Good idea Dave, I've added to the wish list. I think I will finish GOTM21 this week, so I should get some time to do some of those changes next week!

Dianthus
Jul 17, 2003, 03:57 AM
Originally posted by smackster
You definately have mine right now, I can see those annoying culture flips to Keltoi that sucked the heart out of my game. Its amazing to compare my game to the top players and see how quickly their empires grew. Big lesson in how to settle quickly.

I know the feeling. I did a lot better in the QSC last month, so my game actually compares with the top players up to 1000BC. I became very complacent after that though, not doing anything with my advantage in size/tech/territory. Probably a bit of Renata's Deity Paranoia creeping in ;). Hopefully I'm learning from my mistakes, if a little slowly.

EsatP
Jul 24, 2003, 09:48 AM
Sorry terrible english. I have 2 qwestions.

1. Where I can find utilite for convertation *.sav --> *.crp ?
2. Where I can see number of reloads ?

Dianthus
Jul 24, 2003, 10:02 AM
Originally posted by EsatP
Sorry terrible english. I have 2 qwestions.
1. Where I can find utilite for convertation *.sav --> *.crp ?
2. Where I can see number of reloads ?
1. I included CRpCreator in the most recent distribution, but haven't documented it yet. It should be installed in the same .dir as CRpViewer and CRpSettleLoc. It's a command line application that takes a .csv file as a parameter to specify all of the .SAV's and some information about each .SAV. If you run it with no parameters it gives some very limited documentation. One thing to remember is to change to the same dir as the .SAV files before running it. Let me know if you need any more information and you can be my beta-tester for the documentation :).

2. I don't get or use the reload information. Have you looked at Gramphos' C3MT - Civ3MultiTool (http://forums.civfanatics.com/showthread.php?s=&threadid=54689)?

Pggar
Jul 28, 2003, 06:46 PM
Originally posted by Dianthus
[B]
1. I included CRpCreator in the most recent distribution, but haven't documented it yet. It should be installed in the same .dir as CRpViewer and CRpSettleLoc. It's a command line application that takes a .csv file as a parameter to specify all of the .SAV's and some information about each .SAV. If you run it with no parameters it gives some very limited documentation. One thing to remember is to change to the same dir as the .SAV files before running it. Let me know if you need any more information and you can be my beta-tester for the documentation :).
I might just be me, but I can't get what you're saying.
Could you explain it in a "for dummies" manner, please? :D
What exactly should I do?
I have one sav in the same dir of CRpCreator.exe.
When I run the exe, nothing is created.
What am I doing wrong?

Heinz4lif
Jul 28, 2003, 09:55 PM
This tool is a great idea! Thanks for distributing it.
I just wanted to make you aware of something with the viewer. I had made a .crp file from a completed TETurkhan Scenario (starts with 31 civs). When I tried to open it, it gave me an error:
External Exception EEFFACE

It stopped loading after listing the first 16 players. I think that is where the error is coming from. I just thought you'd like to know to iron out this bug for future versions. Thanks.

John

Dianthus
Jul 29, 2003, 03:43 AM
Originally posted by Heinz4lif
This tool is a great idea! Thanks for distributing it.

Thanks Heinz4lif. I feel especially honoured that you used your 1st post in my thread :).

Originally posted by Heinz4lif
I just wanted to make you aware of something with the viewer. I had made a .crp file from a completed TETurkhan Scenario (starts with 31 civs). When I tried to open it, it gave me an error:
External Exception EEFFACE

It stopped loading after listing the first 16 players. I think that is where the error is coming from. I just thought you'd like to know to iron out this bug for future versions. Thanks.

OK, could you get the .crp file to me so I can take a look? Just zip it up, upload it, then post the URL here.

Dianthus
Jul 29, 2003, 03:59 AM
Originally posted by Pggar
It might just be me, but I can't get what you're saying.

It's not just you Pggar. CRpCreator is a command line app, and users that are used to using the command line will find it easy, but those that only use GUI apps will need a little help. I'll put together some simple instructions with examples, look out for them a little later today (hopefully the uploads server will be working again by then!).

Heinz4lif
Jul 29, 2003, 05:52 AM
Originally posted by Dianthus

OK, could you get the .crp file to me so I can take a look? Just zip it up, upload it, then post the URL here.

No problem. The file is located at:
http://members.fortunecity.com/surge942/A.Test.Of.Time.Germany.zip

I also included the .csv file I used with the creator, in case I made an error that caused the problem. I hope this helps.

Thanks,
John

Dianthus
Jul 29, 2003, 10:01 AM
Originally posted by Heinz4lif
No problem. The file is located at:
http://members.fortunecity.com/surge942/A.Test.Of.Time.Germany.zip

John/Heinz4lif, there seems to be a problem with that URL. I'm getting the message :


We're sorry, but we can't supply the file you requested.

In order for us to continue to provide our members with the first-class service they expect, we don't allow people to link files from sites hosted with other providers.


Maybe you could E-mail it to me? I'll PM you.

Dianthus
Jul 29, 2003, 04:58 PM
Originally posted by Heinz4lif
I just wanted to make you aware of something with the viewer. I had made a .crp file from a completed TETurkhan Scenario (starts with 31 civs). When I tried to open it, it gave me an error:
External Exception EEFFACE

:band: Congratulations Heinz4lif, have a virtual :beer:. You're the 1st one to find a bug. As you can see I've got a very strange attitude to bugs, for a S/W developer. Maybe that's because normally I only get to fix other people's bugs (he says, hoping none of his collegues read this and interrupt his current dreamlike state :)).

Anyway, just a warning to those creating their own .crp files. Currently CRpViewer won't read your .crp file if it contains more than 16 civs. I've added this to a new bug list section in the main post, and will most likely fix this for the next release.

GOTMers don't have to worry as cracker hasn't released one with >16 civs, yet.

Dianthus
Jul 31, 2003, 10:36 AM
A number of you have expressed interest in using CRpCreator, and have had trouble with using it. I've finally gotten around to writing some docs for it. They're in HTML format complete with an example :
CRpCreatorHelp.zip (175Kb) (http://www.civfanatics.net/uploads5/CRPCreatorHelp.zip)

These are the docs I'm planning to add into the next distribution, so if you spot any mistakes then feel free to let me know!

Dianthus
Aug 05, 2003, 03:35 PM
I've finally got release 2.1 ready. The following is a list of new features :

New features in 2.1 :
Viewer/SettleLoc : GOTM class now visible in Viewer comboboxes and SettleLoc listbox.
Viewer/SettleLoc : Map display now (optionally) capable of showing resources/hills/mountains/rivers and original forest/jungle locations. (Need to use latest .crp files containing extra map info).
Viewer/SettleLoc : Can now optionally read larger textures from the client CIV installation rather than the small ones embedded in CIVReplay.dll.
Viewer/SettleLoc : .crp file type now registered to Viewer and SettleLoc.
SettleLoc : New options for settlement frequency for 1st 3 cities and for cummulative cities (I.e. all cities from 1..N) now available.
SettleLoc : Can now wrap around the x-axis to allow the map to be centred on any point.
Viewer : Bug resulting in failure to completely load .crp files containing >16 civs (doesn't affect GOTM, yet) fixed.
Viewer : Now uses some intelligence to setup visible/sorted scoring fields on loading a .crp file.
Creator : Documentation added.

rabies
Aug 07, 2003, 09:56 AM
Hey Dianthus,
How can we tell which version we are running? You are updating so fast, I can't keep up! ;) I don't want to download the full install version of 2.1 if I don't have to...

Dianthus
Aug 07, 2003, 10:05 AM
Originally posted by rabies
Hey Dianthus,
How can we tell which version we are running? You are updating so fast, I can't keep up! ;) I don't want to download the full install version of 2.1 if I don't have to...
Is that a roundabout way of requesting an about box :). I've made sure the .exe and .dlls all have a version in them. Go to the install dir (Defaults to C:\Program Files\CFC Dianthus\CIVReplay), right click on a .exe and go to properties. Look at the Version tab. Hopefully it says 2.0.0.0, then you can download the patch.

Oh, and I'm only updating once per month! (Too busy playing GOTM)

rabies
Aug 07, 2003, 10:43 AM
heh heh..yea...you got me...it was a roundabuot way of asking for a version in the utility somewhere.... ;) I actually went ahead and uninstalled and installed the full version..but I'll take your steps into mind next time around. The terrain addition in this version is ALL the difference! It is almost like watching a replay of the game at this point. It is damn shame we will never be able to capture troop movements....then it would be just like watching over peoples backs as they play (almost).

Dianthus
Aug 07, 2003, 10:48 AM
Originally posted by rabies
The terrain addition in this version is ALL the difference! It is almost like watching a replay of the game at this point.

Thanks rabies. It sure makes it easier to recognise the map when there are a lot of hills/mountains/resources on the map, like GOTM21. The hills/mountains/forests aren't exactly the same images as those used in game (couldn't work out how to extract that from the .SAV), but they're in the right place. I just guessed how to join them up, or chose a random image for some variation. Still, it looks pretty good (in my opinion :)).

Originally posted by rabies
It is damn shame we will never be able to capture troop movements....then it would be just like watching over peoples backs as they play (almost).
I'd love to do that too. I'll have to try contacting Spiderzord again sometime, but he's been too busy recently.

Dianthus
Aug 20, 2003, 05:55 AM
I've just made the GOTM 21 (Greece) .crp file available (see the 1st page). The full file is rather big this month (>6Mb!), partly because there were a lot of participants, partly due to the big map, partly because a lot of people played a long space race game. So, I've also added a smaller version with just the top 25 as well for those with slower links.

Dianthus
Aug 31, 2003, 02:08 PM
It's that time of the month again, time for me to release the recent changes and get ready for the new GOTM game. See the 1st page for the links.

New features in 2.2 :
Rings : New application to aid choice of RCP settlement location
Creator : Added support for [ptw] 1.27f
Viewer : Can now load .SAV files directly
Viewer : FOW and resource filtering added
Viewer : Single player mode added
Viewer : Optional Time Bar replacement for Graph added
Viewer : Playback speed optimized a little
Viewer/SettleLoc : Open GL settings standardized to popup-menu, defaulted to unsmoothed inbuilt textures, and settings made persistent

SirPleb
Aug 31, 2003, 04:21 PM
Wow Dianthus, your tools just keep getting better! The new replay viewer is great and runs nicely on my machine.

But I can't get CRpRings to run, I'm getting the message "The dynamic link library CRpComponents.bpl could not be found ..." when trying to start it. I used the full install package. Hopefully just an easy missing piece somewhere :)

Dianthus
Sep 01, 2003, 03:33 AM
Originally posted by SirPleb
But I can't get CRpRings to run, I'm getting the message "The dynamic link library CRpComponents.bpl could not be found ..." when trying to start it.

Oops, yes I missed that from the install. I'm at work at the moment, so it will be a little while before I can get home and sort this out. (9-10 hours). Thanks for the quick post SirPleb!

Dianthus
Sep 01, 2003, 01:09 PM
I've released version 2.2.1, which is 2.2 with CRpComponents.bpl included.

Those that downloaded 2.2 can patch to 2.2.1 with the following :
CIVReplay 2.2.1 Patch from 2.2 (54Kb) (http://www.civfanatics.net/uploads5/CIVReplayPatch22to221.zip)

Moonsinger
Sep 02, 2003, 11:04 AM
Dianthus,

Great job on the the Ring placement utility!:goodjob: When you have time, would you please consider adding the following extra feature into it:

1. The ability to shift the map. For example, if my starting location is at the edge of the map, I want to shift the map right so my starting location is centered on the map - it's a lot easier to see the ring when it's centered.

2. The ability to zoom into certain section of the map.

Thanks!:)

Dianthus
Sep 02, 2003, 11:11 AM
Originally posted by Moonsinger
Great job on the the Ring placement utility!:goodjob: When you have time, would you please consider adding the following extra feature into it:

Thanks Moonsinger. I think you'll find those features are already there! (Unless I'm misunderstanding you?)

Originally posted by Moonsinger
2. The ability to zoom into certain section of the map.

You can zoom by using the lower scrollbar. Dragging to the far left will zoom to full CIV size, far right sizes to fit the window.

Originally posted by Moonsinger
1. The ability to shift the map. For example, if my starting location is at the edge of the map, I want to shift the map right so my starting location is centered on the map - it's a lot easier to see the ring when it's centered.

When zoomed in you can scroll around using the scrollbars to the right and below the map. If you want to centre across the horizontal wrapping point then just click the XWrap checkbox.

Moonsinger
Sep 02, 2003, 11:42 AM
Dianthus,

You are absolutely right! Those feature is already there![dance] Stupid me for not figuring it out.:( I do have one more question. According to the formula, would there also be city with distance like 2.5, 3.5, 4.5, ... and so on. Please see the following sample:

http://www.civfanatics.net/uploads5/Moonsinger_rcp2.jpg

Should my first ring has a distance of 4.5 instead of 4?

Dianthus
Sep 02, 2003, 11:48 AM
Originally posted by Moonsinger
Should my first ring has a distance of 4.5 instead of 4? [/B]
I think you've got some catching up to do, you might want to check out Qitai's post (http://forums.civfanatics.com/showthread.php?postid=1169521#post1169521) in the "Do you think you understand corruption?" thread. His latest discovery in A Rank Corruption Discovery and Exploit to negate rank corruption (http://forums.civfanatics.com/showthread.php?s=&threadid=62851) is pretty interesting too :).

Moonsinger
Sep 02, 2003, 11:52 AM
So basically, this map by Bamspeedy is all wrong?

http://www.civfanatics.net/uploads4/bamspeedyRCPcounting.jpg

I have read that thread but did NOT see any where he said that distance of 4.5 is actually the same as 4. I will go read that thread again.

Dianthus
Sep 02, 2003, 11:53 AM
Originally posted by Moonsinger
So basically, this map by Bamspeedy is all wrong?

Yes, that's wrong, it's from prior to Qitai's discovery. Use the links (<- plural, there are 2) I put in my previous post, they'll take you straight there!

Moonsinger
Sep 02, 2003, 12:06 PM
Thanks very much!:) I finally got it! Ring of integer only! Everything need to round down to the nearest integer.:)

dubious
Sep 06, 2003, 01:27 PM
I installed the latest version (v2.2.1 full install) and can't get anything displayed in the Rings utility. (Haven't tried any other of the tools as only the Rings tool is of interest at the moment.) How do I point it to the SAV file? Or won't it work with a SAV file? I don't have any CRP files. I load the tool before the game and display it on a second monitor because I haven't been able to get the game to start in a window instead of full screen and with dual displays it's no big deal. I tried loading the tool second, but no joy there either.

I suspect this may be because my Civ3 folder is on drive D: and the installer doesn't offer an option to choose a different location and put itself on C:. (An oversight, I hope. Making assumptions without verification or an option to change things is not a good programming practice.) I can't find any docs or help re CRpRings.

A little guidance, please? (Moving the game to C: is not an option.)

-dubious-

Dianthus
Sep 07, 2003, 07:35 AM
dubious,

I guess I ought to write those user docs at some point. The bit you've missed is the "hidden" context menu (just right click on the map or elsewhere) :
http://www.civfanatics.net/uploads5/CRpRingsContextMenu.png

You can the "Open" a .sav file from that menu. It doesn't matter where the CRp stuff is installed, or whether it installed on the same drive as the Civ3 folder. Civ 3 doesn't even need to be installed, though you can use the full sized textures if Civ 3 is installed by selecting the "Civ Installation Textures" item below the "Open GL" sub-menu. Note that you might not want to do this unless you've got a reasonable spec 3D graphics card (works fine on my brother's GeForce 2 MX 100 32Mb).

The install location is configurable, though only if you select "Custom" rather than "Complete" early on in the install process :
http://www.civfanatics.net/uploads5/CIVReplayCustomInstall.png

On selecting "Custom" you will be given a chance to "Change" the install location later on :
http://www.civfanatics.net/uploads5/CIVReplayInstallPath.png

I hope that helps dubious,

Dianthus

dubious
Sep 07, 2003, 05:03 PM
Thanks. That was the info I needed.

Is there any way to "zoom in" on the map? All I get is the entire map (with unexplored obsured, naturally.) I want to see more clearly the proposed locations.

-dubious-

Dianthus
Sep 08, 2003, 03:08 AM
Originally posted by dubious
Is there any way to "zoom in" on the map?

Moonsinger had the same trouble, see my answer here (http://forums.civfanatics.com/showthread.php?postid=1209823#post1209823).

Dianthus
Sep 25, 2003, 07:21 AM
The GOTM 22 (Vikings) .crp is now available. I found a couple of bugs with CRpViewer while using this .crp file, so have released a new build (2.2.2) to fix these. See the 1st post for the links.

Dianthus
Oct 28, 2003, 05:53 AM
I've just added the bug list back to the 1st post to keep track of the current list of known bugs. If you know of any others, especially if they're less trivial than these, then let me know! The following are the ones I've just added :
Viewer/Rings : The resource filter incorrectly filters out Wool in the GOTM23 game.
Creator : The Turns column output is incorrect, showing the turn number of the last event (I.e. it's 1 or more too low).

TedJackson
Oct 28, 2003, 05:56 AM
Creator : The Turns column output is incorrect, showing the turn number of the last event (I.e. it's 1 or more too low). :D


Ted

Dianthus
Oct 28, 2003, 06:00 AM
I guess I ought to say "Thanks Ted :goodjob:" for pointing that one out :)

CornMaster
Nov 08, 2003, 08:24 AM
Is there going to be an update for conquests?

Dianthus
Nov 08, 2003, 02:20 PM
Originally posted by CornMaster
Is there going to be an update for conquests?
Hi CornMaster. At some point I'll do some updates for conquests, but not for a while yet. Partly because Conquests isn't quite out here yet (I'm in the UK), and partly because I've got other things I want to do with CIVReplay first (I'm looking to replay unit movement, tech advancements, city management changes etc).

CornMaster
Nov 08, 2003, 08:24 PM
That would be cool.

Can't wait to see it. :)

Dianthus
Nov 10, 2003, 03:33 AM
You'll have to exercise a little patience I'm afraid. There's quite a bit of work there and I doubt I'll finish it this month. I've got some time off over Christmas, so hopefully I'll be able to finish the first release by then!

Dianthus
Nov 24, 2003, 01:21 PM
The GOTM 23 (Arabs) .crp is now available on my website (www.cfc-dianthus.com). It's missing 2 players files (Kuningas and rrau) as they're not yet downloadable from the gotm results page. I'll update the .crp files later when they become available.

Dianthus
Nov 25, 2003, 06:13 PM
Kuningas has passed his .sav on to me (thanks Kuningas), so I've just updated the GOTM 23 (Arabs) .crp files. Again, see my website (http://www.cfc-dianthus.com)

CornMaster
Dec 05, 2003, 07:26 AM
Did you get the three save files I sent?

Dianthus
Dec 05, 2003, 07:38 AM
Originally posted by CornMaster
Did you get the three save files I sent?
I did, thanks CornMaster. Sorry I didn't reply earlier. I can now open all of them in CRpViewer. The only thing I need to work on now is the Hills/Mountains/Forests/Jungles.

For those who don't know what we're talking about, CornMaster has kindly sent me some [c3c] .sav files to test CRpViewer with :).

CornMaster
Dec 05, 2003, 09:06 PM
Sweet. :) Can't wait to see it. How is the replaying unit movement going?

Dianthus
Dec 07, 2003, 03:51 PM
I've just released version 2.3 of the CIVReplay suite, which includes support for the Conquests .sav format and support for the new terrain features (Marsh/Volcanos) and the new resources. See my website (www.cfc-dianthus.com) for the download.


Originally posted by CornMaster
How is the replaying unit movement going?

I haven't been doing much on it recently. Hopefully I'll be able to resist playing Conquests during all of my spare time, or it will take even longer than I thought ;).

ainwood
Dec 08, 2003, 05:20 PM
Originally posted by Dianthus
For those who don't know what we're talking about, CornMaster has kindly sent me some [c3c] .sav files to test CRpViewer with :).

So I guess that now that he's playing Conquests, he won't be getting his website back up and running any time soon. :mischief:

CornMaster
Dec 08, 2003, 10:27 PM
I've lost my webspace. :( I was thinking about reviving my angelfire page...but I have over 20 MB of info to upload...if I had some webspace I'd put it back online....I still have all the files. Maybe I'll just upload a few progs...and the resource section. Hummm....

Maybe if you were on MSN every once in a while we could talk about it. :p

Dianthus
Dec 09, 2003, 02:22 AM
Originally posted by ainwood
So I guess that now that he's playing Conquests, he won't be getting his website back up and running any time soon. :mischief:
ainwood, I guess you're trying to tell me that my website wasn't working earlier :confused: It looks like it's OK at the moment! What wasn't working, and is it OK now?

ainwood
Dec 09, 2003, 02:57 AM
No, I was having a pointed dig at Cornmaster. He is still advertising his website in his sig, yet its been down for about 10 months now. It was a VB site, and I used to contribute on an irregular basis. In fact, IIRC, corn did some testing and gave me some feedback on a very early iteration of my replay viewer (the GOTM staff version, it was).

@Corn - yeah, i should download trillian again. :hmm:

Sorry to spam up your thread, Dianthus. :)

Dianthus
Dec 09, 2003, 03:00 AM
Originally posted by ainwood
Sorry to spam up your thread, Dianthus. :)
I can hardly complain when I've done the same thing over in the GOTM area :rolleyes:

Dianthus
Dec 18, 2003, 03:03 PM
The GOTM 24 (Korea) and 25 (Mongols) .crp files are now available on my website (www.cfc-dianthus.com).

CCJ39
Dec 19, 2003, 11:37 AM
it seems the website is down, does anyone knows an alternative download link?
(if I like this program I can host it on my site :D )

if someone can mail me the latest version here is my e-mail address

info@ccj39.com

Dianthus
Dec 20, 2003, 04:43 AM
Originally posted by CCJ39
It seems the website is down, does anyone knows an alternative download link?

Hi CCJ39. The site seems to be back up again. I didn't have time to find out what was wrong, it just miraculously started working again while I was investigating!

CCJ39
Dec 20, 2003, 05:17 AM
hm, http://www.cfc-dianthus.com/ don't work to me, after some minutes I always get "action canceled" (hope thats the correct error-translation from "Aktion abgebrochen"), reload etc. always reproduce this error, but your domain link to http://www.sucs.org/~weazel/dan and the problem is that I can't visit www.sucs.org too :(
it's not a problem of my firewall, because same problem if I disable all functions and the firewall itself

btw: I use IE6 (with latest patches) and try to access from germany, if there are any problems with it :confused:

else... can you e-mail me the program? if you like I can offer it from www.world-of-civ.com (and my other domains too), so other people who have the same problem can download it there

Dianthus
Dec 20, 2003, 05:47 PM
Hmm, that's strange. I can still access it from here OK. I'll send you the latest install by email.

CCJ39
Dec 20, 2003, 06:32 PM
thanks a lot :)

DesertWolf
Dec 28, 2003, 09:50 AM
i have the same problem like ccj39 - i just wanted to post the same - but hopefully he will mirror your tool :)

edit: i just saw he already has it on his page :)

CCJ39
Dec 28, 2003, 09:56 AM
Originally posted by DesertWolf
i have the same problem like ccj39 - i just wanted to post the same - but hopefully he will mirror your tool :)

edit: i just saw he already has it on his page :)

:king:

CCJ39
Jan 08, 2004, 04:14 PM
hey Dianthus
does you've changed something on your page? today it's first time I can visit it :)

Dianthus
Jan 09, 2004, 04:30 AM
Originally posted by CCJ39
hey Dianthus
does you've changed something on your page? today it's first time I can visit it :)
I haven't changed anything, but I'm glad it's working for you now!

Dianthus
Jan 09, 2004, 04:36 AM
I've just released a new utility in the the CIVReplay suite named CRpMapStat. The main feature this has over the other mapstat programs is that it supports Conquests [c3c] (as well as [civ3] and [ptw]). I know Conquests tells you the % land area, but for those going for the maximum tiles without triggering the domination limit on a huge map 1% just isn't accurate enough :).

Here's a screenshot :
http://www.civfanatics.net/uploads6/CRpMapStat.png

I've released this as a patch from 2.3 to 2.3.1 (http://www.civfanatics.net/uploads6/CIVReplay231From230.zip) (20Kb) which adds CRpMapStat. You must have 2.3 installed and the .msi file in the location you installed from to use this!

SirPleb
Jan 09, 2004, 04:12 PM
Originally posted by Dianthus
I've just released a new utility in the the CIVReplay suite named CRpMapStat.
Thanks Dianthus! :goodjob:

superslug
Jan 26, 2004, 11:43 PM
I've tried your new patch six ways from sunday, I keep getting an image file. I've got 2.3 installed and it works, I guess I'm seriously misunderstanding the part about having the msi file in the directory I install from?

Dianthus
Jan 27, 2004, 03:19 AM
Originally posted by superslug
I've got 2.3 installed and it works, I guess I'm seriously misunderstanding the part about having the msi file in the directory I install from?
OK, I'll try and explain more clearly :).

[list=1]
Extract the 2.3 .msi file from the .zip to a dir on your harddisk.
Do not move the 2.3 .msi file.
Install using the 2.3 .msi file.
Do not move the .2.3 msi file!
Extract the 2.3.1 .msp from the .zip
Do not move the 2.3 msi file (I think you're getting the idea now :)).
Patch using the 2.3.1 .msp file
[/list=1]

Hopefully the above should work, let me know if it doesn't.

CornMaster
Jan 27, 2004, 01:15 PM
How is the unit replay coming?

Dianthus
Jan 27, 2004, 01:21 PM
Originally posted by CornMaster
How is the unit replay coming?
Very slowly at the moment. I'm getting very little free time due to work at the moment, and all that free time is going into GOTM. Hopefully next month will be different :).

superslug
Jan 27, 2004, 04:00 PM
Thanks, Dianthus, I'll give it another shot.

The funny thing is that I may never need MapStat again due to that lovely utility you helped Moonsinger with!

Dianthus
Jan 27, 2004, 04:05 PM
Originally posted by superslug
Thanks, Dianthus, I'll give it another shot.

Good luck. Let me know if you can't get this to work and I'll upload the full .msi file for 2.3.1.

Originally posted by superslug
The funny thing is that I may never need MapStat again due to that lovely utility you helped Moonsinger with!
Surely you need a MapStat so you can maximize your territory while milking? 65% territory just isn't enough, you need every last tile :).

superslug
Jan 27, 2004, 08:00 PM
Originally posted by Dianthus
Surely you need a MapStat so you can maximize your territory while milking? 65% territory just isn't enough, you need every last tile :).
Now that I think about it, I'll probably still use MapStat for in-game milk phases. It is easier/faster than testing city by city.

It's just that I won't have to run it on hundreds of starting locations...

superslug
Feb 01, 2004, 08:49 PM
Dianthus, I'm not sure what I wasn't understanding last week. I tried it again today and got it to work. It is nice to have MapStat again! :thanx:

Dianthus
Feb 02, 2004, 06:46 AM
I'm glad to hear it's working for you superslug.

As an aside, I was a little disappointed in how slow CRpMapStat loads a .sav file compared to MapStat, so I did a little optimization. I can now read .sav files ~100x faster. Is anyone interested in this?

superslug
Feb 02, 2004, 01:08 PM
Originally posted by Dianthus
I can now read .sav files ~100x faster. Is anyone interested in this?
Interesting, you CrpMapStat for me seemed to load just as fast as MapStat, but I guess a faster version wouldn't hurt.

Also, I didn't notice this at first, but when using CrpMapStat I have to go my the percentage column rather than tiles left. According to the chart, I still had tiles left when I triggered a domination limit.

I take it CrpMapStat is set for higher than 66.0%?

Dianthus
Feb 02, 2004, 01:19 PM
Originally posted by superslug
Interesting, you CrpMapStat for me seemed to load just as fast as MapStat, but I guess a faster version wouldn't hurt.

For me a huge map at 2050AD is taking about 4 seconds with the old code, and about 50ms with the new.

Originally posted by superslug
Also, I didn't notice this at first, but when using CrpMapStat I have to go my the percentage column rather than tiles left. According to the chart, I still had tiles left when I triggered a domination limit.

I take it CrpMapStat is set for higher than 66.0%?
Hmmm, I'm actually using 2/3, or 66.6666666% recurring. Is 66.0% what I should be using? I'll give it a test and make sure!

Dianthus
Feb 02, 2004, 01:31 PM
I've just compared MapStat and CRpMapStat for my GOTM27 submission. They came up exactly the same :

http://www.civfanatics.net/uploads6/mapstats.png

superslug
Feb 02, 2004, 01:34 PM
I wonder if they tweaked the percentage trigger then?

EDIT: It's a slight pain, but your program is still roughly usuable like this and does get me within a dozen tiles of the Domination limit.:goodjob:

Dianthus
Feb 02, 2004, 01:54 PM
Originally posted by superslug
I wonder if they tweaked the percentage trigger then?

EDIT: It's a slight pain, but your program is still roughly usuable like this and does get me within a dozen tiles of the Domination limit.:goodjob:
Could you send me a [c3c] .sav I can check out?

Gramphos
Feb 02, 2004, 02:36 PM
I think it is 66.0% The game is full of strange truncations (For instance the science cost is truncated at 4 decimals somewhere in calculations, resulting in slightly lower costs than counting to the end and truncating (or rounding) would do)

Dianthus
Feb 02, 2004, 02:38 PM
Do you mean Conquests? Is Conquests different from PTW/Civ 3?

Dianthus
Feb 02, 2004, 03:59 PM
OK, I've just done some testing, and it's definitely :
[civ3] : 2/3
[ptw] : 2/3
[c3c] : 66%

I'll update CRpMapStat accordingly.

Dianthus
Feb 02, 2004, 06:29 PM
I've just released 2.3.2 of CIVReplay, see my website (www.cfc-dianthus.com) for the download.

New features in 2.3.2 :

CRpMapStat : Bug Fixed for Conquests. Conquests domination limit is 66%, was using 2/3 as for PTW and Civ 3
General : .SAV file reading optimized, is now ~50 times faster.

ainwood
Feb 02, 2004, 08:18 PM
I would never have guessed that VB could do binary operations faster than C++...:mischief:

Dianthus
Feb 03, 2004, 06:32 AM
@ainwood, do you mean you can read .sav files faster than my current code, or than my old dodgy code? I haven't seen your code, but I'm guessing you're reading from the file directly into structures/records. My old code was reading a byte at a time, and so was bound to be slow, even in C++!

Gramphos
Feb 03, 2004, 08:32 AM
Originally posted by Dianthus
OK, I've just done some testing, and it's definitely :
[civ3] : 2/3
[ptw] : 2/3
[c3c] : 66%

I'll update CRpMapStat accordingly.
Ok, then it is because it is a configurable option in C3C.

Dianthus
Feb 03, 2004, 08:34 AM
Have you seen it other than 66% in C3C?

Gramphos
Feb 03, 2004, 08:39 AM
Originally posted by Dianthus
Have you seen it other than 66% in C3C?
You can set it in Scenario Properties. For instance Rice of Rome scenario has it set to 20% IIRC

Dianthus
Feb 03, 2004, 08:41 AM
Ah, all is clear now. Thanks Gramphos. The current release should be fine for those going for a HOF entry though, as they're standard games anyway.

ainwood
Feb 03, 2004, 12:21 PM
Originally posted by Dianthus
@ainwood, do you mean you can read .sav files faster than my current code, or than my old dodgy code? I haven't seen your code, but I'm guessing you're reading from the file directly into structures/records. My old code was reading a byte at a time, and so was bound to be slow, even in C++!

Yes, I meant your old code, and I was certainly extracting the Michael somewhat.....

In my initial versions, I was doing some horribly slow things: Eg had a search function that inadvertently converted the entire file from unicode everytime I executed it. Reading directly to structures is MUCH faster. :)

Dianthus
Feb 03, 2004, 01:10 PM
Originally posted by ainwood
Yes, I meant your old code ...

That's good then, my C++ coder's superiority complex was taking a battering for a moment there ;).

Originally posted by ainwood
and I was certainly extracting the Michael somewhat.....

I got that from the mischievious smiley, just wanted to check if there was any truth behind the comment!

chiefpaco
Feb 06, 2004, 05:08 PM
Very nice utility.

Moonsinger
Feb 24, 2004, 10:32 AM
Dianthus,

Excellent improvement on the speed!!!:goodjob: It's truely super fast!!! Now, if you have extra free time, please consider to re-compile the DLL (the latest version would be fine) for the MapFinder too.:)

Thanks!:)

Dianthus
Feb 24, 2004, 12:58 PM
No problemo Moonsinger. You should now have an email with a new build.

Dianthus
Mar 07, 2004, 04:35 PM
The GOTM 26 (Han) .crp is now available on my website (www.cfc-dianthus.com).

Inshun
Mar 29, 2004, 10:22 PM
I wonder what are the system requirements? All the features except MapStat don't work at all here. They don't even open, the main windows don't get a chance to appear, they simply keep frozen until they're closed through ctrl+alt+del.

I use win98SE, and RAM and HD space aren't a problem, in case they matter.

Dianthus
Mar 30, 2004, 03:00 AM
Inshun, the other apps all use OpenGL to draw the map. For the map to run at a decent speed you need a graphics card that accelerates OpenGL and with a reasonable amount of memory on it (say 32Mb). Even if you haven't got this it should do software OpenGL though. Is your PC up to running OpenGL apps? Have you managed to run any others?

Inshun
Mar 30, 2004, 05:20 PM
Oh, then that's the problem. Recently, I messed up with some related drivers, trying to make another game work. It worked for the game, but then OpenGL was disabled and I couldn't enable it back.
Well, so I'll have to change my video drivers again. Thanks anyway. :)

SuperMA5TER
Apr 02, 2004, 02:56 AM
This tool is so useful..:goodjob: Thanx for it!
However, i have a few questions regarding the functionality of this
tool.
I played a MP Hot seat game in C3C and wanted to view it in ReplayViewer. The problem is that the viewer only shows graph and worldmaps of the first player, incidently me, not the other human players that were playing in the game as player#2 and player#8. Is there a way to view graphs/maps for these players? Also is it possible to compare the graphs of two players from the same saved game file?

Dianthus
Apr 02, 2004, 03:08 AM
Hi SuperMA5TER,

I guess by "worldmap" you're meaning FOW? Currently CRpViewer can't do either of those things (the FOW or graphs for other human players). I don't think it would be all that hard to do though. If anyone is interested in this then maybe I'll add it in as it shouldn't be all that much work to do. Obviously SuperMA5TER is interested. Anyone else?

Dianthus
Apr 09, 2004, 05:03 PM
I've finally got around to updating my website (http://www.cfc-dianthus.com). I generated the GOTM28 (India) .crp file quite a while ago but forgot to upload it. I've just added the GOTM29 (Egypt) .crp file as well.

superslug
Apr 13, 2004, 01:30 AM
Dianthus, I (and potentially some of the others down in the HoF) were wondering if you could add a feature to CRpMapStat that we loved in the original MapStat, namely counts of each terrain type?

Dianthus
Apr 13, 2004, 04:44 AM
@superslug. Is that allowed for HOF? I would have thought that would be spoiler information?

superslug
Apr 13, 2004, 05:34 AM
I'll check...
EDIT: Okay, question posted in the HOF Rules thread:
http://forums.civfanatics.com/showthread.php?s=&postid=1752048#post1752048

Svar
Apr 14, 2004, 11:55 AM
Dianthus,

I'm trying to develop a personal map evaluation tool that rates a games potential from any point in the game given the known map tiles.

I have a theory about domination limits and have generated numerous tiny maps that have been played until the entire map was revealed. I then counted the coast tiles and subtracted that from the total number of tiles that CRpMapStat uses for the domination limit to get the number of land tiles. The number of land tiles seems to be independent of the domination limit. In other words I get almost the same number of land tiles for worlds with very low domination limits as well as worlds with very high domination limits. Counting the coast tiles for very low domination limit worlds is relatively easy but it is very difficult to count the very high domination worlds because the land mass is so convoluted. I get the higest variation from the very high domination limit worlds and think it is because I made an error in the coast tile count. Most of the land tile counts are within 2 tiles of each other but one of the very high domination limit worlds is about 8 tiles lower.

My real objective for a tool that counts the tile types is to evaluate my high score HOF game worlds at 10 AD from the known land mass. In other words only count the tiles that are not under the fog similar to the way MapFinder counts the known land tiles at 4000 BC.

A map tile counting utility is just part of it, I still need to develop some scoring system similar to the GOTM QSC method that considers the domination limit of a world.

anarres
Apr 14, 2004, 12:05 PM
Svar, have you tried MapStat to count tiles? It is in this forum...

Dianthus
Apr 14, 2004, 12:05 PM
Svar, is that a long way of saying "Me too, I want the counts of each terrain type like wot superslug said"? ;)

Svar
Apr 14, 2004, 12:08 PM
Originally posted by anarres
Svar, have you tried MapStat to count tiles? It is in this forum...

I'm sorry, I'm using C3C and MapStat doesn't work with it, only CRpMapStat does. Thanks for the suggestion though.

Svar
Apr 14, 2004, 12:12 PM
Originally posted by Dianthus
Svar, is that a long way of saying "Me too, I want the counts of each terrain type like wot superslug said"? ;)

Superslug was asking based on a request from me in th HOF forum but I just wanted to make it clear I didn't want spoiler information only information on known terrain. I think we had a discussion about getting the tile counts at 4000 BC in the MapFinder thread and that information is not allowed at 4000 BC only the first 9 tiles.

Dianthus
Apr 14, 2004, 12:35 PM
Well, I definitely don't see a problem with only showing stats for visible tiles. I've actually already modified CRpMapStat to show tile stats, just waiting for Aeson to respond before creating the install and uploading. Maybe I'll just change it so the stats are only for visible tiles and just release it! I've got some other little goodies in this next release too, including [c3c] 1.22 support, SuperMA5TER's CRpViewer multiplayer support, + a feature to help milkers (which I'll explain later ;))

Svar
Apr 14, 2004, 12:56 PM
Originally posted by Dianthus
Well, I definitely don't see a problem with only showing stats for visible tiles. I've actually already modified CRpMapStat to show tile stats, just waiting for Aeson to respond before creating the install and uploading. Maybe I'll just change it so the stats are only for visible tiles and just release it! I've got some other little goodies in this next release too, including [c3c] 1.22 support, SuperMA5TER's CRpViewer multiplayer support, + a feature to help milkers (which I'll explain later ;))

Thank you. You're the greatest, when do you find time to actually play?

Dianthus
Apr 14, 2004, 01:05 PM
Originally posted by Svar
Thank you. You're the greatest, when do you find time to actually play?
:blush: thanks Svar! I don't get all that much time to play, only enough for GOTM. I like to have enough time to play quite a few turns for GOTM to avoid getting my reload count up. This CIVReplay stuff is one of the things I do when I've got some spare time but not enough to play GOTM!

Dianthus
Apr 14, 2004, 04:17 PM
I've just released version 2.4.0 on my website (www.cfc-dianthus.com)

New features in 2.4.0 :

CRpMapStat : Added 2 new views. The first shows the terrain distribution of the visible tiles. The second shows cities ordered by their turns to cultural expansion. These views only show information that is available in-game, so should be spoiler proof for competions such as CFC's HOF.
CRpViewer : Can now view the FOW and graph for any Civ, not just Civ 1 (the human player).
General : Now supports C3C 1.20 and 1.22


The 2nd new view in CRpMapStat is the one I think will be useful for milkers. It helps to identify which cities are due to expand their cultural borders next. It also puts a red circle next the cities which might cause a border expansion. I.e. :
http://www.civfanatics.net/uploads7/CRpMapStat.gif

In the above example there is no red circle next to Lund because it is 7 tiles from the closest border, so expanding it's influence from 1 to 2 won't make any difference. DaveMcWorgborg has an Influence >= Border distance, so when it culture expands in 2 turns time it could (depending on the cultural influence of the surrounding opponent cities) cause the borders to move and so trigger a domination win.

EMan
Apr 14, 2004, 08:32 PM
.....and now for my question for a possible future feature for Milkers Who Ride The Domination Limit:

As you know, when you perform a Milk Run to optimize your score you may "Re-locate" cities to better locations where more food, and thus more happy people, are available.

Because Surplus $$$$, Settlers & Workers may be limited, it might behove the Milker to disband a city by reducing the population to 2 or 1 and then rush-building a settler/worker. On the same turn building a new city to pick up the lost Terrain Count by disbanding the other city NEXT TURN!

The hard part comes in when you try to figure out how many Zone Of Control (Border) tiles will be freed up when you disband or abandon a city........obviously if you abandon it, you'll know right away.

Theoretically you can figure it out.....but it's not much fun.....so I usually just abandon the city....and then sometimes to my chagrin, there's NO Border reduction at all! (Due to another city's Culture Count.)

So it would be useful to look up the number of Zone Of Control tiles that would be freed up if you disband a city......without actually having to do it.

I don't think this would be a Spoiler since it can be figured out manually (Just like Domination Limit!!!)........could be a lot of UNFUN work though! ;)

Whether you can actually modify your program to capture this information is THE BIG QUESTION? ;)

ducki
Apr 16, 2004, 12:48 PM
Edit: Nevermind. This thread is rather long. I see you added a crp creation util. Thanks a million! I'll leave my original post because I hate when posts disappear, but hopefully I've made it small.


about not allowing people to cheat and reveal the map for any game prior to completing it.
Can't I start a new game, retire, watch the replay and see the whole map, then reload the 4000BC sav file?
Originally posted by Smirk
The crp file thing is no good. Your app doesn't allow any seemless cheat that didn't already exist so that should not be a reason for choosing a more difficult interface. The simple fact that you don't also have a crp maker program available prevents any real use of this app. That is, we can only use it with the files you distribute.
For the above reason, I agree with Smirk.
I'd love to be able to analyze my games.
I'm not going to play the GotMs because of the sheer amount of extra junk I have to install.

It could be a great app with wide appeal, but that little point that doesn't really hold much water severely hampers its usefullness, IMO.

Moonsinger
Apr 16, 2004, 01:51 PM
Originally posted by Dianthus
The 2nd new view in CRpMapStat is the one I think will be useful for milkers. It helps to identify which cities are due to expand their cultural borders next. It also puts a red circle next the cities which might cause a border expansion. I.e. :
http://www.civfanatics.net/uploads7/CRpMapStat.gif

In the above example there is no red circle next to Lund because it is 7 tiles from the closest border, so expanding it's influence from 1 to 2 won't make any difference. DaveMcWorgborg has an Influence >= Border distance, so when it culture expands in 2 turns time it could (depending on the cultural influence of the surrounding opponent cities) cause the borders to move and so trigger a domination win.

That's definitely a dream come true for most milkers!:worship:

SirPleb
Apr 16, 2004, 06:51 PM
Wow Dianthus, thanks for the new views! The cultural expansion view is a great timesaver, hugely better than the tedious scan of the F5 display I'd been using before. :thumbsup:

Dianthus
Apr 17, 2004, 03:19 AM
Originally posted by ducki
Edit: Nevermind. This thread is rather long. I see you added a crp creation util. Thanks a million! I'll leave my original post because I hate when posts disappear, but hopefully I've made it small.

Hi ducki. You only really need CRpCreator if you want to make a .crp file with multiple .savs in it. If you want to view a single .sav file, just open it in CRpViewer/CRpRings etc. They open .savs directly!

Dianthus
Apr 17, 2004, 03:36 AM
Originally posted by EMan
So it would be useful to look up the number of Zone Of Control tiles that would be freed up if you disband a city......without actually having to do it.

I don't think this would be a Spoiler since it can be figured out manually (Just like Domination Limit!!!)........could be a lot of UNFUN work though! ;)

Whether you can actually modify your program to capture this information is THE BIG QUESTION? ;)
I don't think this would be all that difficult, but might take some time to do. I agree that it wouldn't be a spoiler, as long as the city to be disbanded is not within range of an AI city's cultural influence, and the util could just not let you disband if that was the case. This can easily be checked using non spoiler info though (I.e. if the city to disband has an influence > the distance to the closest border then it is being pushed back by an AI city).



Originally posted by Moonsinger
That's definitely a dream come true for most milkers!:worship:

Originally posted by SirPleb
Wow Dianthus, thanks for the new views! The cultural expansion view is a great timesaver, hugely better than the tedious scan of the F5 display I'd been using before. :thumbsup:
Thanks Moonsinger/SirPleb! If you have any ideas for other improvements then feel free to let me know (especially if they're easy to do :))!

EMan
Apr 17, 2004, 05:16 AM
Originally posted by Dianthus
I agree that it wouldn't be a spoiler, as long as the city to be disbanded is not within range of an AI city's cultural influence, and the util could just not let you disband if that was the case. This can easily be checked using non spoiler info though (I.e. if the city to disband has an influence > the distance to the closest border then it is being pushed back by an AI city).
Very good point, Dianthus! :)
In fact, the Rules in this case are not that clear (to me anyways). When you disband a city that is "pushing" back the AI's border, even though you have ANOTHER city with enough influence to maintain the border, it seems in most cases the AI will expand ITS border, providing it has the necessary influence! :)

This program in conjunction with MapFinder will be MOST USEFUL to the HOF Milker........Thanks! :goodjob: :goodjob:

Moonsinger
Apr 19, 2004, 09:25 AM
Originally posted by Dianthus
Thanks Moonsinger/SirPleb! If you have any ideas for other improvements then feel free to let me know (especially if they're easy to do :))!

It would be really nice if you would consider adding another tab/view (or just another column to your current list - just make sure we can sort by column) to report pollution tiles - list of cities that have pollution within their city boundary. Although I have workers set for cleanning up all pollutions immediately, I still have to track each of those cities to reassign their laborers. Basically, I will use this utility to check for all pollution at the beginning of the turn before my workers clearing all of them all up, of course.:) Thanks!:)

Moonsinger
Apr 19, 2004, 09:51 AM
This idea is very doable and it doesn't take long to program at all.:) I will explain by using your example:

http://www.civfanatics.net/uploads7/CRpMapStat.gif

Let's say we are going to click on DaveMcWorgborg or whatever city on the list, you will take us directly there!:) Now, that's very nice and very doable. Base on my experience with sending keystrokes command to Civ3 program, I'm sure you can easily scroll the map to any location on the map at no time. It would help to locate those pollutions that I just mentioned previously too.:) Here is what I have in mind.

1. The user click on one of the city/item on the list.
2. Since your program already know the location of the capital, you it can calculate the location of any city in relative distance from the capital. For example, let's say that DaveMcWorgborg is 12 tiles to the right and 5 tiles to the North of the capitals. In this case, you can just simply send a "H" key to Civ ("H" hotkey will locate the capital), then, "Arrow Right" key 12 times and "Arrow Up" key 5 times and DaveMcWorgborg will be centered in Civ3/PTW/C3C.:) Can't wait for such a feature!

Dianthus
Apr 19, 2004, 03:12 PM
Thanks for the ideas Moonsinger. The 1st one (pollution list) sounds pretty easy. I'm not so sure about the 2nd one (jumping to a city in Civ), any idea how to send Keystrokes to Civ using C++?

Anyway, while I have every intention of implementing these at some point, I'm a bit busy right now. Just realised I'm only going to have 15-20 hours of free time between now and the 30th (GOTM submission day), and I'm only at 290BC!

Moonsinger
Apr 19, 2004, 03:58 PM
Originally posted by Dianthus
Thanks for the ideas Moonsinger. The 1st one (pollution list) sounds pretty easy. I'm not so sure about the 2nd one (jumping to a city in Civ), any idea how to send Keystrokes to Civ using C++?

It's very easy to send keystrokes to another apps in C/C++.

1. Use the "FindWindow" api to get the handle of Civ3/Ptw/C3C apps.
2. After you got a valid Window/application handle of Civ3, you can just simply "SendMessage". For example: To simulate a 'H' key press:

SendMessage(hwndCiv3, WM_KEYDOWN, VkKeyScan('H'), 0);
SendMessage(hwndCiv3, WM_CHAR, VkKeyScan('H'), 0);
SendMessage(hwndCiv3, WM_KEYUP, VkKeyScan('H'), 0);

ainwood
Apr 19, 2004, 04:25 PM
Originally posted by Dianthus
Thanks for the ideas Moonsinger. The 1st one (pollution list) sounds pretty easy. I'm not so sure about the 2nd one (jumping to a city in Civ), any idea how to send Keystrokes to Civ using C++? I'm pretty sure that the first long after the GAME tag is the screen coordinates. Don't know what changing them in protected memory would do..... Sendkeys might be the better approach.

Actually the pollution thing is an idea I might steal for trade assist. :mischief:

Dianthus
Apr 20, 2004, 06:32 AM
Originally posted by Moonsinger
It's very easy to send keystrokes to another apps in C/C++.
You're right, it is. I've been so spoilt by Borland wrapper classes that I had forgotten about "real" windows interfaces!

Originally posted by ainwood
I'm pretty sure that the first long after the GAME tag is the screen coordinates. Don't know what changing them in protected memory would do..... Sendkeys might be the better approach.
Thanks ainwood, but I think I prefer Moonsingers method. I've done enough playing around in memory for work projects that I don't fancy doing it at home too!

Originally posted by ainwood
Actually the pollution thing is an idea I might steal for trade assist. :mischief:That's fine by me. The city culture thing might be more appropriate for trade assist too, complete with a notification popup. I hope you've finished your QSC utility before even thinking about this though? (See, I can do :mischief: too!)

ainwood
Apr 20, 2004, 02:29 PM
Originally posted by Dianthus
I hope you've finished your QSC utility before even thinking about this though? (See, I can do :mischief: too!) It is in its death throes...

I rewrote quite a bit of the base classes to simplify how data is retrieved -> should be much less buggy now, and much easier to build on. :)

Dianthus
Apr 21, 2004, 04:14 PM
I've just released version 2.4.1 on my website (www.cfc-dianthus.com)

New features in 2.4.1 :

CRpMapStat : Added a new "Pollution" view showing a list of cities with pollution near them.
CRpMapStat : Added the ability to make Civ jump to a city in the "Cities by Expansion" and "Pollution" view.
CRpMapStat : Fixed the "Tiles per Terrain Type" view for C3C.


The new "Pollution" view looks like this :

http://www.civfanatics.net/uploads7/MapStatPollution.gif

The above shows the popup-menu complete with the new "Jump to City" item. This will only become enabled when Civ is running. Just make sure Civ is at the normal map view and select "Jump to City" in CRpMapStat. For [ptw] and [c3c] you may need to change the "Map Scroll Speed" to match your Civ preferences. This affects how far the map moves when pressing the arrow keys. CRpMapStat remembers this setting, so just set it to whatever you normally use in Civ and forget about it :).

Svar
Apr 21, 2004, 04:28 PM
Wow, thanks Dianthus, you just made a great utility better.

ainwood
Apr 21, 2004, 05:09 PM
Originally posted by Dianthus
For [ptw] and [c3c] you may need to change the "Map Scroll Speed" to match your Civ preferences. This affects how far the map moves when pressing the arrow keys. CRpMapStat remembers this setting, so just set it to whatever you normally use in Civ and forget about it :). You're pretty quick at getting your program(s) updated! :D If only I had that sort of discipline...

Re the above: Can you not read this from the .ini file?

Dianthus
Apr 22, 2004, 06:36 AM
Originally posted by ainwood
You're pretty quick at getting your program(s) updated! :D If only I had that sort of discipline...

Thanks ainwood, I just need to stop playing with this and finish my GOTM (that's where I need more discipline!)

Originally posted by ainwood
Re the above: Can you not read this from the .ini file?
Great idea ainwood :goodjob:, I might just do that!

Dianthus
Apr 26, 2004, 04:28 PM
I've just released version 2.4.2 on my website (www.cfc-dianthus.com). This is just a little patch to fix a bug that Moonsinger pointed out to me (thanks Moonsinger!) :

New features in 2.4.2 : CRpMapStat : Fixed the new "Pollution" view to work with C3C.

SuperMA5TER
May 01, 2004, 03:41 AM
Wow. This suite of utilities is just getting perfect. Thanks a million for accepting my request. Actually, no one else except me requested for that mp support but once again you have proven to be a really devoted, nice and caring person.

Dianthus
May 01, 2004, 03:46 AM
No problem superMA5TER, and thanks for the feedback! Is what I added OK? I didn't really test it that much, so let me know if you spot any bugs.

CCJ39
May 03, 2004, 02:36 AM
(hi dianthus, check your PM please ;) )

Moonsinger
May 03, 2004, 10:57 AM
Just want to drop by to say thank again!:) The CRpMapStat utility has saved me a lot of boring time on tracking out those border expansion and pollution on the map. Nowadays, before I end my turn, I quickly save and check my game with CrpMapStat to see if I miss anything.:) Even though the city jump isn't working at the moment (will talk more about that in a moment), this utility is the only utilty that I use in Civ3 (beside using our MapFinder utility to generate a good map ofcourse). You have done an excellent job with this CrpMapStat utility, Dianthus!:worship:

----------

What I think about scrolling map: I was wrong about my initial procedure for scrolling map. Basically, the arrow keys won't at all in Civ3/PTW/C3C. At this point, I think the procedure for scrolling the map is as follows:

1. Use "SendKey" to jump to the captial (we use our capital as a base of operation). This part is working perfectly now!:)

2. Simulate mouse movement to scroll the map. First, we need to move the mouse to the edge of the screen then go from there. For example, if we need to scroll the map to the right of the screen, we need to move the mouse to the left edge of the screen, then simulate mouse movement left after that. Since this is really a lot of works and I haven't actually done it, you don't really have to do anthing about it. However, if you wish to play around with simulating mouse movement or just want to learn more about sending mouse messages to another application, you may want to look into this.

SirPleb
May 04, 2004, 12:37 AM
Originally posted by Moonsinger
What I think about scrolling map: I was wrong about my initial procedure for scrolling map. Basically, the arrow keys won't at all in Civ3/PTW/C3C.
It has been working for me! And it is very nice to have in the final stages of a milking game, :thanx: Dianthus!

I was baffled for a little while before I got the "Jump to city" function to work because I'm playing on a notebook. The function didn't work but was sending some odd keystrokes flying. After a bit of guessing I discovered that I had to enable the "numeric keypad", i.e. toggle the U/J/M region of the keyboard to act as a keypad, before invoking Jump to City. As long as I toggle that first, it works fine.

I suspect that the Windows messages being sent to Civ are the scancodes for the numeric pad. Perhaps on a regular keyboard they'll only work when the pad is in one state, i.e. only when in numeric mode or only when not in numeric mode.

Dianthus
May 04, 2004, 06:25 AM
Originally posted by SirPleb
After a bit of guessing I discovered that I had to enable the "numeric keypad", i.e. toggle the U/J/M region of the keyboard to act as a keypad, before invoking Jump to City. As long as I toggle that first, it works fine.

Thanks for the feedback SirPleb. When I get the time I'll see if that's something I can fix.

Hey Moonsinger, could this be the same problem you're seeing?

Moonsinger
May 04, 2004, 07:52 AM
Dianthus,

I haven't yet figured out how to get it to jump to the city yet, but I'm going to try what SirPleb just said.:)

Moonsinger
May 04, 2004, 08:05 AM
Ok, it's working out just as SirPleb said! Thanks SirPleb!:) The moment I turn the "Num Lock" on, it can jump to the correct city just fine! Now, I know that I wasn't seeing things. Since I orginally could use arrows to move month ago then later was unable to, I thought I was seeing things....:(

Dianthus
May 04, 2004, 08:10 AM
Thanks Moonsinger, glad to know it's working for you now!


Originally posted by SirPleb
And it is very nice to have in the final stages of a milking game, :thanx: Dianthus!

SirPleb, you've probably used this more than I have now then ;), so, I was wondering, how well does it perform when you've got a lot of cities? I'm aware that the dodgy algorithm I'm using for finding the closest city to a tile is not very scalable (factor of #tiles.#cities). Does the .sav still load in a reasonable time for a huge map when you've got lots of cities?

Moonsinger
May 04, 2004, 08:18 AM
Originally posted by Dianthus
SirPleb, you've probably used this more than I have now then ;), so, I was wondering, how well does it perform when you've got a lot of cities? I'm aware that the dodgy algorithm I'm using for finding the closest city to a tile is not very scalable (factor of #tiles.#cities). Does the .sav still load in a reasonable time for a huge map when you've got lots of cities?

Your CRpMapStat utility loads the SAV very fast for me.:) It happens almost instantly on my P4 @3.0 GHz on a huge map with a lot of cities.:)

SirPleb
May 04, 2004, 02:21 PM
Originally posted by Dianthus
Does the .sav still load in a reasonable time for a huge map when you've got lots of cities?
Same for me as for Moonsinger - it stays quite fast. On my 1Ghz machine, with very near the limit of 512 cities, it takes two to three seconds to load a save file and display the information. And that's with C3C running at the same time and trying to use every available machine cycle. (I wish it didn't do that.)

Now that I've used this for almost a full milking cycle I do have some suggestions for the Jump To City function. I don't have any suggestions for the new tabs for Pollution and Cities by Expansion - they both seem perfect to me as is.

As background for these suggestions, here's a description of how I've found myself using CRpMapStat to deal with pollution:
o When I was finished with other worker tasks, I used spacebar on the first worker the game presented to me at the start of a turn, then shift-A automated the rest of my workers.
o At the start of each turn when the game presents me my single manual worker, I save the game.
o Then alt-tab to CRpMapStat which at this point is the first process in my alt-tab list since I recently used it.
o Use alt-F, Enter, then change the filename to my newest save, and open it.
o Turn on my keyboard's "numeric keypad"
o For each item in the pollution list (which remains on display from last time I was there, nice!):
a) Right click and select Jump To City.
b) Alt-tab to C3C
c) Pick a city and assign a citizen to the polluted tile
d) Alt-tab to CRpMapStat
o After handling each case of pollution with the above sequence, alt-tab to C3C, turn off my keyboard's numeric keypad, hit spacebar to finish with the manual worker

If you don't agree with the following suggestions or they're too hard to do, please feel free to ignore them - CRpMapStat is awesome just as it is!

1) A menu function with a shortcut key which opens the most recent save file in the same folder as was last used. This would simplify opening the save file for each turn.

2) At the start of doing a Jump To City, send four extra keystrokes: Escape, Escape, Escape, Enter. The reason for this bizarre request is because of a silly thing I find myself doing every few turns. I'll alt-tab to C3C, doubleclick a city, assign a citizen, then alt-tab to CRpMapStat (here's my mistake, I forgot to escape from the city display before doing this), select the next polluted city, and do a jump to city. Then C3C goes a bit nuts handling the resulting keystrokes in the city display mode instead of the map display. I figure if you always start by sending three Escapes, that will get to the "are you sure" prompt for exiting the game from almost anywhere. Enter then gets to the map.

3) At the end of sending keystrokes, automatically bring C3C to the foreground. I think (not positive, can just try it) that calling "SetForegroundWindow(hwnd)", with the same hwnd you are sending keystrokes, should do the trick.

4) Try to dodge the Numlock nuisance. I've poked around a bit and there seems to be no way to directly solve this by changing the values you are sending via SendMessage. It seems that the recipient program (C3C) must check its Numlock state at the time it receives a WM_KEYxxx message. But I have an idea which I think would work. Before starting to send keystrokes do something like this:
short NumlockOn = GetKeyState(VK_NUMLOCK);
And both before sending the keystrokes and after sending them, do something like this:
if (!NumlockOn) {
SendMessage(hwnd, WM_KEYDOWN, VK_NUMLOCK, 0);
SendMessage(hwnd, WM_KEYUP, VK_NUMLOCK, 0);
}

Dianthus
May 05, 2004, 06:32 AM
Thanks for all of the feedback SirPleb!

Originally posted by SirPleb
... it takes two to three seconds to load a save file and display the information. And that's with C3C running at the same time and trying to use every available machine cycle. (I wish it didn't do that.)

Have you tried using Task Manager to set CRpMapStat to high priority? Might work.


Originally posted by SirPleb
I don't have any suggestions for the new tabs for Pollution and Cities by Expansion - they both seem perfect to me as is.

Thanks! In the Cities by Expansion, did the red marker seem to appear OK next to the cities to be careful of? I'm thinking of making CRpMapStat monitor a directory, and this would be the criteria for notifying about expansion.


Originally posted by SirPleb
If you don't agree with the following suggestions or they're too hard to do, please feel free to ignore them - CRpMapStat is awesome just as it is!

The suggestions are great! They all look easy to do too, so it's pretty likely they will get in :).

CornMaster
May 05, 2004, 10:41 AM
I got a quick question....what is the point of the multiplayer mode?

The only benefit I see, is the list of cities and stuff are in different windows. Both maps look the same to me.

Dianthus
May 05, 2004, 10:43 AM
I've got a quick answer :).

The graph's also show the player selected and the FOW is for the player selected.

Moonsinger
May 17, 2004, 09:39 AM
Hi Dianthus,

CRpMapStat is working great!:) It took me awhile to figure out that unless the Map Scroll speed setting in CRpMapStat is the same as in C3C, it sometimes won't scroll to the correct city. Once I sync the Map Scroll speed, the jump almost an instant and right on target perfectly every time.:) This is one of the greatest utility for CivIII. :worship: Currently, there are only two utilities that I use when I'm playing Civ. #1 - Use MapFinder to find get a good starting position. #2 - Use CRpMapStat to help cut down the micromanangement time.:)

Speaking of micromanagement, I have one more request - a very easy one too - easy for you to implement but extremely powerful feature for us to have. As you may have seen, when a city run out of food because of pollution or nature cause or whatever, Firaxis had decided that it would be best to turn all of our specialists (espcially entertainers) into scientists!:( This would of course create a pocket of unhappy people in the city. Currently, we (dairy farmers) have been spending a lot of time locating those cities. If you would please please please add another tab to list cities that have at least 1 unhappy citizen who isn't a specialist. This tab would have a "Jump" just like in the Pollution and Culture Expansion tabs. It will be sorted by the number of unhappy people. The city that has the most unhappy people (just unhappy people with no job - not a specialist) will be listed first. Of course, we would jump there and give them jobs (turning them into specialists).:)

Note: For the record, Civ3/PTW/C3C DOES NOT HAVE THIS FEATURE! They (Firaxis) seem to have implemented a similar feature in Civ3/PTW/C3C, but they did not sort by the NUMBER of unhappy people correctly. I think they sort it by the NUMBER of unhappy people before we give them jobs. Well, if people have jobs, they would be no longer consider as unhappy!

Many thanks in advance!:)

Dianthus
May 17, 2004, 10:01 AM
CRpMapStat is working great!:)
Thanks Moonsinger.


It took me awhile to figure out that unless the Map Scroll speed setting in CRpMapStat is the same as in C3C, it sometimes won't scroll to the correct city.
Ha, you've just been caught not RTFP'ing (RTFP is like RTFM, but with posts rather than manuals ;)). Earlier when I announced this feature I said:
For [ptw] and [c3c] you may need to change the "Map Scroll Speed" to match your Civ preferences. This affects how far the map moves when pressing the arrow keys. CRpMapStat remembers this setting, so just set it to whatever you normally use in Civ and forget about it :).



... easy for you to implement ... If you would please please please add another tab to list cities that have at least 1 unhappy citizen who isn't a specialist.
Well, since you asked so nicely...! This is something I've thought about adding but not had the time. I've actually finished GOTM early this month, so I should be able to do a little work on this. I've already done SirPleb's items 2, 3 & 4. It shouldn't take long to do this and SirPleb's item 1. I might even get a release out this week.

Moonsinger
May 17, 2004, 10:50 AM
Thanks Moonsinger.
Ha, you've just been caught not RTFP'ing (RTFP is like RTFM, but with posts rather than manuals ;)). Earlier when I announced this feature I said:

Guilty as charge! :blush: I heard that you have a new version and I downloaded it right away without reading any detail about it. :blush:

Well, since you asked so nicely...! This is something I've thought about adding but not had the time. I've actual