View Full Version : Civ Assist


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ainwood
Nov 11, 2004, 03:57 AM
Version 1.1.2 posted. Thanks to all for providing the bug reports and the save-games to support them.

V 1.1.2
• Improved current trades screen.
• Fixed problem with garbled text with display of large numbers of alerts on alert form.
• Fixed problem with resources shown for trade before reqd tech was discovered.
• Fixed problem with goods already being imported shown as being available for a civ.
• Improved behaviour of lists when there are two on a page (items now linked).
• Fixed beaker counts and incorrect end-project data on technology screen.

Ginger_Ale
Nov 11, 2004, 02:57 PM
Nice ainwood - I downloaded it 3 hours after you posted it - maybe I was first. :)

I really, really like how you made the text of the tabs blue. It's really pleasing to look at!

ainwood
Nov 11, 2004, 03:46 PM
I really, really like how you made the text of the tabs blue. It's really pleasing to look at!:lol: Well, I'm glad you appreciate aesthetic beauty! ;)

Ginger_Ale
Nov 13, 2004, 09:25 AM
Hehe. I found a really minor bug, nothing much.

Description: I signed a 1 gpt deal with Babylon, and on the 20th turn when it expired, the My Trades screen said correctly "1 gpt to Babylon" on the expired trades part, but on the Alerts page, it said it said "Expired: 1 gpt to Netherlands." I am currently the Dutch in my game, so I think it just got the names confused or something.
(I attached the 2 screenshots of Civ Assist on the Trades and Alerts screen).

PS: This is the type of stuff they should include with Civ4! Helpful programs would be a *big* hit. :)

Ginger_Ale
Nov 13, 2004, 04:34 PM
Here's another suspicious thing / possible bug ainwood:

Description: I'm still in the ancient age (C3C v1.22), I loaded up Civ Assist, and it tells me what civs know each other, via Contacts, which I shouldn't know about until Printing Press. Again, nothing major, just thought it was a bit interesting. :)

eldar
Nov 14, 2004, 04:49 AM
C3C 1.22, no mods.

On the 'production' tab - the 'Reqd' shields for unit production is wrong. Insists I still have 290+ shields required for a Horseman, and 280 for a Galley! Improvement shields look right. I guess this may be down to the different way Improvement and Unit costs are defined?

Neil. :cool:

Gramphos
Nov 14, 2004, 06:44 AM
C3C supports costs to be exactly set for units, that is not multiplied by the cost factor.

It is the value just after "require support" that can be used to know if you shallmultiply with the cost factor or not.

eldar
Nov 14, 2004, 07:08 AM
Yep - it looks like CivAssist is multiplying all shield costs by 10, though, i.e. Horsemen cost 300, Workers 100 etc., not just for Improvements as it should be :)

Neil. :cool:

Gramphos
Nov 14, 2004, 08:06 AM
actually converted PTW scenarios should have it multiplied as well.

ainwood
Nov 14, 2004, 01:40 PM
Hehe. I found a really minor bug, nothing much.

Description: I signed a 1 gpt deal with Babylon, and on the 20th turn when it expired, the My Trades screen said correctly "1 gpt to Babylon" on the expired trades part, but on the Alerts page, it said it said "Expired: 1 gpt to Netherlands." I am currently the Dutch in my game, so I think it just got the names confused or something.
:hmm: I will investigate - it looks like that alert is referring to the wrong half of the deal (ie is from the Babylon perspective).

Here's another suspicious thing / possible bug ainwood:

Description: I'm still in the ancient age (C3C v1.22), I loaded up Civ Assist, and it tells me what civs know each other, via Contacts, which I shouldn't know about until Printing Press. Again, nothing major, just thought it was a bit interesting. :)Modded game? Although I did find something like this with an array not being erased when it should be with resources....

C3C 1.22, no mods.

On the 'production' tab - the 'Reqd' shields for unit production is wrong. Insists I still have 290+ shields required for a Horseman, and 280 for a Galley! Improvement shields look right. I guess this may be down to the different way Improvement and Unit costs are defined?

Neil. :cool:
C3C supports costs to be exactly set for units, that is not multiplied by the cost factor.

It is the value just after "require support" that can be used to know if you shallmultiply with the cost factor or not.
Thanks Gramphos - is it simply a 1 = use exact costs / 0 = scale costs?

Gramphos
Nov 14, 2004, 01:52 PM
I think it is 7 if you should use the exact cost and zero otherwise, but I might remember wrong.

Ginger_Ale
Nov 14, 2004, 01:57 PM
:hmm: I will investigate - it looks like that alert is referring to the wrong half of the deal (ie is from the Babylon perspective).

Modded game? Although I did find something like this with an array not being erased when it should be with resources....


Nope, regular C3C, v1.22f game - Epic, non-modded.

Hope they get fixed. :)

Still lovin' the blue! :crazyeye:

Dianthus
Nov 14, 2004, 02:46 PM
Here's another suspicious thing / possible bug ainwood:

Description: I'm still in the ancient age (C3C v1.22), I loaded up Civ Assist, and it tells me what civs know each other, via Contacts, which I shouldn't know about until Printing Press. Again, nothing major, just thought it was a bit interesting. :)
Actually, you can find this out quite a bit before PrintingPress. I.e. Once Military Alliances are possible you can make contact with a Civ and see which other Civs it's possible to make an alliance against. Maybe ainwood is being "clever" and taking this into account :).

socralynnek
Nov 15, 2004, 04:51 AM
It's easier, if I have an embassy with a civ, I can see on the F4 screen the state (peace, war) between the civ and other civs if I click on the head.
But I think it's abug, because they can't trade the contacts up to Printing Press, but not necessarily spoiler info.

QuinEd
Nov 18, 2004, 11:00 PM
I've noticed the same thing ("Tech will overrun N/A beakers" as a constant alert). I'm using v1.1.1 with PTW 1.27f. It worked properly in v1.1.0 but has not worked since I did the v1.1.1 update.
I just installed 1.1.2 update and the constant N/A beakers message is gone. Unfortunately, I am not getting any tech overrun alerts, now.

MarineCorps
Nov 20, 2004, 07:33 PM
I tried using civassit on my new PC with a newer save but it still stopped responding ainwood. CRpSuite however has no probelms loading it for some odd reason.

ainwood
Nov 21, 2004, 01:15 PM
@MarineCorps - can you send me a copy of that save please. When you say 'stopped responding', that is strange....nothing should cause that (that I can think of).

Either upload the save here, or e-mail to gotm@civfanatics.net please. :)

MarineCorps
Nov 21, 2004, 01:27 PM
@MarineCorps - can you send me a copy of that save please. When you say 'stopped responding', that is strange....nothing should cause that (that I can think of).

Either upload the save here, or e-mail to gotm@civfanatics.net please. :)

Your wish is my command. :D Also got a screen shot of the resault.

http://www.civfanatics.net/uploads8/save.zip

ainwood
Nov 22, 2004, 03:31 AM
Your wish is my command. :D Also got a screen shot of the resault.

http://www.civfanatics.net/uploads8/save.zip
Ok - thanks for that.

Your file is a scenario file, which has units that can teleport. I hadn't bothered to parse that section properly in the past, because I didn't know that there were scenarios being played the exploited this possibility. Have now updated it for this (wait a day or two for a new version). :)

cidknee
Nov 22, 2004, 07:50 AM
I myself am having a problem that when I try to use it is gives me an error and crashes. I cant remember what one because im at work right now but I will edit post and include it when I get home later...im pretty sure its runtime error.

MarineCorps
Nov 22, 2004, 11:30 AM
Ok - thanks for that.

Your file is a scenario file, which has units that can teleport. I hadn't bothered to parse that section properly in the past, because I didn't know that there were scenarios being played the exploited this possibility. Have now updated it for this (wait a day or two for a new version). :)

Cool. Thanks.

ainwood
Nov 22, 2004, 01:18 PM
I myself am having a problem that when I try to use it is gives me an error and crashes. I cant remember what one because im at work right now but I will edit post and include it when I get home later...im pretty sure its runtime error.
If you can post a save as well, then that will help with the diagnosis.:)

Michelangelo
Nov 24, 2004, 02:24 AM
Checking in again.

I haven't used v1.1.2 yet so I don't know if it's allready fixed, but I saw some reworking of the current trades tab. I used to get (in late game) false messages of expired deals. I will keep on the lookout.

Another (small) bug is that when you close the form with the quit button, the file-dialog pops up. The "X" doesn't have this "feature".

And a request. After using civassist since v1.0.0 I depend on it for information of cities going in to riot (and MM after growth). Big reduction in turn-time. Is it possible to (optional) display these alerts bold or in another colour. I the heat of the game I sometimes miss them.

Skyfish
Nov 24, 2004, 09:26 AM
This is to confirm what Zild said a few posts above.
I run CivAssist 1.1.2 (Conquest 1.22) and after I played a Multiplayer save, CivAssist does not accept to load ANY save, it gives the message "ThisFile is a Multiplayer file and Multiplayer is current (sic) unsupported".
I tried all options of restarting Civ3 and playing solo, reloading a solo save, not using autosave, loading another game, etc.. Nothing works !
I doubt it comes from the save I am playing now but in any case I have sent you the save at your gotm address. I included a PBEM save so you can try to reproduce the error : play any save and then load the PBEM save (password : admin) and then try to load any save into CivAssist.
Hope you can reproduce the bug and help, this is the best utility I've ever had.

ainwood
Nov 24, 2004, 01:04 PM
Thank - I got that save. I should be able to fix that fairly easily.

@Michelangelo: Trade issue was fixed in 1.1.2. I'll look in to bolding of alerts.

cidknee
Nov 25, 2004, 06:23 PM
ok i got that same error today...i install the program and go to use it and this is the error I get

MarineCorps
Nov 25, 2004, 08:36 PM
ok i got that same error today...i install the program and go to use it and this is the error I get

http://www.majorgeeks.com/faqshow.php?id=8

@ainwood: It's been two days :p ;)

ainwood
Nov 25, 2004, 08:37 PM
@cidknee - what version of windows are you trying to run this on? Looks like you need to install the VB Runtime files.

Michelangelo
Nov 26, 2004, 06:03 AM
@cidknee: I had something similar right after release v.1.0.0, only with a different control. Searched the internet for the control and installed it.
Look at post #3 and further.

cidknee
Nov 26, 2004, 06:13 AM
xp pro with sp2 and how do I get the vb runtime stuff??? i m no pc wiz

ainwood
Nov 27, 2004, 07:07 PM
xp pro with sp2 and how do I get the vb runtime stuff??? i m no pc wiz
Click on the link that MarineCorps posted - that has the file and instructions on how to install it. :)

FeelGood
Dec 03, 2004, 11:11 AM
Err... sorry...but I can resist to ask... I can`t find the info I need.

I can`t open my conquest save game. I have no problem with vanilla 1.29f and PTW. Btw, it`s conquest 1.15 version. I got the error 63; bad record number. And I`m using the 1.1.2 version civassist

Thanks

ainwood
Dec 03, 2004, 03:13 PM
Please e-mail me a save to gotm@civfanatics.net

FeelGood
Dec 05, 2004, 08:54 AM
I`m sorry.... my old computer is now dead.... I mean sort of... I can`t logon windows and I don`t know what else to do.... Last solution!... format. The files were lost forever. Maybe you have any advice because my problem is I can`t copy the files using the win xp bootable disc. It says "access denied"...

I`ll install the game back later.

FeelGood
Dec 06, 2004, 08:32 AM
Ok.... now that I have reinstalled the game... the problem can be whether run time error 7: out of memory or 63: bad record number. When I load my 4000BC file, error 63 happen and error 7 for other files.

I`m using C3C 1.15 and xp pro sp2.

thanks

Dianthus
Dec 06, 2004, 08:35 AM
@FeelGood, have you still got the files? ainwood is still going to want them, so maybe you could either upload them here, or send them to him via email?

Three_Crowns
Dec 06, 2004, 12:55 PM
Would it be possible to show the total unit support for the selected government under the corruption tab?

ainwood
Dec 06, 2004, 01:02 PM
Would it be possible to show the total unit support for the selected government under the corruption tab?
It already does! (And that bit is one of the bits that actually works on the corruption tab!)

Three_Crowns
Dec 06, 2004, 02:04 PM
Yes. Of course it does... :blush:
Thanks.

FeelGood
Dec 07, 2004, 06:49 AM
These are the files ... the 4000BC and 370BC. It`s C3C. I don`t have any PTW or vanilla saves anymore.

Thanks. :)

TimBentley
Dec 08, 2004, 11:18 PM
I just noticed two bugs. In the technology list (for C3C 1.22), fascism (technology 82) is listed as future tech 1. It says it is known by zero civs if I don't know it, and one civ if I do, regardless of whether that is true. It originally says it costs 18285g for a large map demigod game, which seems to be accurate for a future tech.

Also, I opened a hotseat save (randomly checking for the other bug), and it loaded fine. When I loaded a different game, it would say "Thisfile is a multiplayer file, and multiplayer is current unsupported." When I resumed auto, it would say that every five seconds or so.

TimBentley
Dec 09, 2004, 06:29 PM
There are two problems with the attached save (actually I already attached it in a different utility thread). CivAssist won't tell me trade information and says only the "known" cities of the Incas and the Aztecs (as if we were at war), even though I recently signed peace with both of them. Also, it says I can trade two luxuries to America, even though America and Inca signed peace against me.

http://forums.civfanatics.com/attachment.php?attachmentid=76449

Three_Crowns
Dec 12, 2004, 07:42 AM
A question about your problems with calculating corruption in C3C, and forgive me if it is a stupid question. Does the discrepancies indicate that the "Everything About Corruption: C3C Edition" by alexman is wrong or incomplete? or is it difficult to implement the rules in your program? Perhaps you have taken an entirely different approach?

ainwood
Dec 12, 2004, 12:48 PM
A question about your problems with calculating corruption in C3C, and forgive me if it is a stupid question. Does the discrepancies indicate that the "Everything About Corruption: C3C Edition" by alexman is wrong or incomplete? or is it difficult to implement the rules in your program? Perhaps you have taken an entirely different approach?
No, it indicates that the corruption calculation in my program is not very accurate. I don't have much time to spend on this at the moment, but I will update it eventually.

Ginger_Ale
Dec 24, 2004, 08:41 AM
ainwood,

(I use 1.1.2) When in Anarchy, it always says "Tech will overrun N/A beakers" (or at least it did for my 5 turns of Anarchy). I'm not sure if you knew this, so I'm just saying it ...

Can't wait for the latest version when you get time. :)

socralynnek
Dec 28, 2004, 03:04 AM
I have a feature request:
In C3C it now happened to me more than once, that I got distracted by all those messages in the beginning of the trun, so that I didn't notice a "volcano now active" message (if it was a popup I would notice it for sure...) or I noticed it but lots of cities were building something afterwards so my worker or military got toasted.

Is it possible, that CivAssist shoes an alert, when a volcano is active inside my border and/or a unit of mine is standing next to an active volcano?

Thanks in advance...
Oh, and BTW, GOTM 38 is a very interesting game...

EDIT: Oh, and another one: Maybe show an alert if there are non-allied units inside your border (especially barbs)

Louis XXIV
Dec 29, 2004, 08:39 AM
Here's a question. Does it check to see if there are edited rules (for example, Rise of Rome has a different limit for domination. When I look at tiles to domination, am I looking at an accurate number?)

Ginger_Ale
Dec 30, 2004, 12:29 PM
@Louis: I know it looks at editted rules, yes - well, at least for technologies and resources. If you play Rise and Rule, it works fine, as does any other mod, so I can only imagine the domination limit will be accurate too. Try a test (set the domination limits at 1%) and see if your tiles to limit is pretty low. I'll be it will be.

@socralynnek: I'm not sure if he can do that, but I'll let him answer it.

ainwood
Dec 30, 2004, 01:20 PM
Is it possible, that CivAssist shoes an alert, when a volcano is active inside my border and/or a unit of mine is standing next to an active volcano?
I can think about ways to do that. :)


EDIT: Oh, and another one: Maybe show an alert if there are non-allied units inside your border (especially barbs)Have been playing with this. Will try to sort something out.

Here's a question. Does it check to see if there are edited rules (for example, Rise of Rome has a different limit for domination. When I look at tiles to domination, am I looking at an accurate number?)Most edited rules are followed, however I <think> I hard-coded the domination limit to the default (which is a bit stupid, really :ack: ). Will check it, and fix it if required.

Ginger_Ale
Dec 31, 2004, 04:51 PM
Another request for some other version: An addition to the Alert screen when "Another civ enters a new era." This could come in handy...rather than checking F4 everyturn to see if the graphic has changed. A small request, however.

Stora
Jan 02, 2005, 03:52 PM
Are you using old calculations for corruption? I was playing around with the palace location in the corruption tab, and the best spot for my capital turned out to be an isolated and currently useless city I only captured to get a luxury. This would make sense with the old rules for rank corruption, but not in PTW or C3C.

ainwood
Jan 03, 2005, 06:17 PM
The rank corruption bug still applies to PTW - its only C3C that it doesn't for.

That said - the corruption calcs are by no means perfect. But whilst it won't give exact figures, they should be rough-enough. I'm not surprised that the palace is best located in the most remote location -> this WILL be the rank corruption bug taking effect. Unless its C3C that you tested it on :confused:

Stora
Jan 03, 2005, 09:09 PM
It was in C3C, the Rise of Rome conquest. Are you using different formulas for the three versions (civ3, PTW, C3C)?

ainwood
Jan 04, 2005, 01:19 PM
It was in C3C, the Rise of Rome conquest. Are you using different formulas for the three versions (civ3, PTW, C3C)?
The C3C corruption model I'm using has a few problems. I use two different formulae - one for Civ/PTW; the other for C3C.

Stora
Jan 04, 2005, 06:00 PM
What determines which formula is used? I am guessing it depends on which folder the saves are located, or maybe it depends on what selection you make when you start the program. To be honest, this looks more like the Civ/PTW formulas are beeing used than a few problems with your C3C formulas. I get 300 corruption with my capital in Rome and only 70 if I move the capital close to Egypt where I have a lonenly city.

It's a great tool though, thanks for taking the time to make it.

Hawklord
Jan 08, 2005, 06:00 AM
I just discovered your utility and tried it.
I am currently playing PBEM games when I tried these it says it doesn't support MP games.
OK but the pop up error box won't go away. The program gets stuck in a loop and I had to use ctrl-alt-del to shut it down. It looks like it:
tries to load the file
produces error
tries to load the file
etc
I supose it is only a problem once as I won't use it to open those files again. But you might want to have a look when you have a moment.

Ginger_Ale
Jan 08, 2005, 07:05 AM
Yes, ainwood knows about that. :) Right now it only works with single player - another way you can exit out is if you click yes to the warning, and then quickly hit Alt - F4 (exit).

Hawklord
Jan 08, 2005, 07:39 AM
OK cheers. Also I sussed that it can see pbem games if I load up a single file in the beginning, it was just while trying to change that the problem occurred. Not complaining though excellent helper, will save loads of time.
Keep up the good work.

TimHobbit
Jan 11, 2005, 03:03 PM
Ainwood-

You have ruined my enjoyment of MP Civ3. I can’t play without CivAssist anymore!! Oh, well. I didn’t play MP very much anyway. I would like to thank you for all the time and effort you have put in on this really nice utility.

But … you knew there was a “but” in there didn’t you? … I think I have found one small, but aggravating, problem. In both of my last two games one of the civs was eliminated early on before I discovered ether the dead civ or the conquering civ. Example: Long before I discovered the continent they were on Persia destroyed India. There was a little pop-up window saying something to that effect at the time. The problem comes when I finally do discover Persia and contacts are tradable. CivAssist insists that Persia has contacts to trade, but there isn’t any. I am assuming that it sees the missing India civ. This wouldn’t be a problem if it only happened at that time, but it happens every turn for the rest of the game. It’s not a fatal error or anything, just distracting, since I have come to depend on the Alerts for the micromanagement.

Thanks again for a cool utility.

TimHobbit

Dianthus
Jan 11, 2005, 03:18 PM
You could always try CRpMapStat, that works with MP :mischief:.

sabrewolf
Feb 02, 2005, 03:43 PM
i'm getting a "file not found" error, looking for beast.dll
trying to use this util in a custom scenario.

it's the newest version of conquests and the save works fine with mapstat.

any ideas?

thanks in advance and cheers!

ainwood
Feb 03, 2005, 01:27 PM
Have you installed the latest version? It would appear that the install didn't work properly, as that DLL should have been placed in the system directory. Did you install with administrator rights on the PC?

sabrewolf
Feb 03, 2005, 02:58 PM
thanks to your advice i found it. beast.dll was size 0 in the system32 directory. after manually deleting the file a reinstalling, it worked fine.

why don't you place the library locally in the civassist folder?

thanks again and cheers!

ainwood
Feb 03, 2005, 03:39 PM
Its in the system folder, because its a shared DLL (with GameSettings extraction, for example).

Glad its working.

Three_Crowns
Feb 03, 2005, 04:15 PM
I have just noticed that everytime I try to install a program, that first checks if the program already is installed - and then either begins the installation or starts the program - then, instead the installation program for Civ Assist (the newest version) begins. I do not know if it is your install program that has corrupted something or if it is just windows that is odd - but do you have any ideas?
I can still install the programs, I just have to manually find the right setup file.

sabrewolf
Feb 03, 2005, 06:24 PM
Its in the system folder, because its a shared DLL (with GameSettings extraction, for example).

true... but who cares about 24kB nowadays? :lol:
and you get potential difficulties when 2 different versions should be required ;)


anyhow, great tool! and in combination with CpMapStat paradise for micromanagers :D

one request: could you make the frame resizeable? most things fit, but the 20k culture screen does not and requires horizontal scrolling. most others at least require vertical scrolling

and one technical question: by clicking on the column headers the lists get sorted by that category. may i ask you if that's a standard library feature?
and if so, what base class library are you using? .NET framework or MFC or other. and what is the class for this sorted grid with header called.

thanks and cheers!

ainwood
Feb 03, 2005, 06:35 PM
one request: could you make the frame resizeable? most things fit, but the 20k culture screen does not and requires horizontal scrolling. most others at least require vertical scrolling
The reason that there hasn't been any updates to this thread in a while is that there is a new version in the works - resizable frames are one of the new features.


and one technical question: by clicking on the column headers the lists get sorted by that category. may i ask you if that's a standard library feature?
and if so, what base class library are you using? .NET framework or MFC or other. and what is the class for this sorted grid with header called.
Its actually a standary VB 6.0 common controls ListView control. Sorting of lists is supported, but unfortunately it assumes that everything is a string data type. How I've got it to sort numbers is actually by some code I found on codeproject (or somewhere similar). It takes a copy of the entire list, parses it to a sortable format, sorts it and puts it back to the listview. Its a pain, but that's all I could do with the limited control functionallity.

ainwood
Feb 03, 2005, 06:38 PM
I have just noticed that everytime I try to install a program, that first checks if the program already is installed - and then either begins the installation or starts the program - then, instead the installation program for Civ Assist (the newest version) begins. I do not know if it is your install program that has corrupted something or if it is just windows that is odd - but do you have any ideas?
I can still install the programs, I just have to manually find the right setup file.
I'm really not sure what would cause this! Do you download files to a directory then install them, or do you choose "run" from the box that appears when you start the download?

Three_Crowns
Feb 04, 2005, 04:27 AM
I'm really not sure what would cause this! Do you download files to a directory then install them, or do you choose "run" from the box that appears when you start the download?

I download them first.

ainwood
Feb 04, 2005, 02:14 PM
Strange. Have you tried deleting the installation program for CivAssist?

I've never heard of anything like this - maybe a corrupt registry or something?

Three_Crowns
Feb 04, 2005, 03:54 PM
Yes, I have. Wait - I currently use the newest version and it is the only installer on my harddisk. But now I notice ( :rolleyes: ), that the installer that opens every time says: "This will install CivAssist 1.0.1 ...".
So what ever happened, I guess it happened at 1.0.1 - or atleast at the newest version where it still stated 1.0.1 - and I definitely do no have version 1.0.1 on my computer anymore.

On a different note. Does the current version take into account, income from other civs when calculating corruption?

Luthor_Saxburg
Feb 13, 2005, 03:34 PM
It's my first Civ utility and it works great. I can't wait for the new update!

I do have a few comments and suggestions, though:

TECHNOLOGY
- Is it possible to add who are the Civ's that know that Tech (not just the number)?

DIPLOMACY
- It would be great to include the agreements here (RoP, MPP and MA)

MY TRADES
- It's good to have all the trades here. In 3C3, if there is under 8 Civ's you can see them easily. But in the bigger maps it's annoying having to go and change the Civ's to see all the trades!
- Would it be too much to ask to "link" the trades? It could be as easy as putting numbers in the "giving" and "receiving" boxes, like being trade #1, #2, etc.

CITIES
- Putting which building each city has I guess is asking for too much, but at least the number of total buildings would be good. Something like 5 temples, 2 granaries.

OPPONENTS
- I think more info on your opponents would be good. I don't mean any cheating, but you can (just by hard work) determine somethings of your opponents, like:
* Resources - if you look in the map you can find how many each civilization has (excluding trade)
* Cities sizes (at least those you can see)
* Total population (based on the city population)


Thanks for your hardwork making our work less hard and more fun!

dexters
Feb 14, 2005, 07:44 AM
I'm having trouble getting the net gold to match up to anything close to what in-game income under the corruption tab.

The calculations get the unit support and building maintenance cost right, the corruption calculation is a bit off however but the tax income assumed in the city entries, I assume to be base tax without the commercial modifiers.

Excluding the 50 gpt I'm getting from a trade, I'm getting close to 250+ gpt from my taxmen and wallstreet alone, also, extra gold from the tourist attraction wonders.

The tab lists my net income as -555 while my actual ingame income is 320 gold.

I'm sorry if this has been repeated before, the ultility is great.

Nooble
Feb 18, 2005, 06:19 PM
thx dude i needed the technology bad

ainwood
Feb 20, 2005, 12:46 AM
I'm having trouble getting the net gold to match up to anything close to what in-game income under the corruption tab.

The calculations get the unit support and building maintenance cost right, the corruption calculation is a bit off however but the tax income assumed in the city entries, I assume to be base tax without the commercial modifiers.

Excluding the 50 gpt I'm getting from a trade, I'm getting close to 250+ gpt from my taxmen and wallstreet alone, also, extra gold from the tourist attraction wonders.

The tab lists my net income as -555 while my actual ingame income is 320 gold.

I'm sorry if this has been repeated before, the ultility is great.
Yes - its very wrong. :(

Am testing the calcs in the new version, and they are much better.

Three_Crowns
Feb 24, 2005, 05:59 PM
Just an update on the strange install-problem. I talked with a friend of mine and he has the same problem - only with "DC Essential files .5l" - something for an old version of Desert Combat. So it is not your program that is the problem. Maybe it is a general problem with the type of installer you are using - but most likely it is just Windows...

DJMGator13
Feb 26, 2005, 01:33 PM
I'm sure this has been requested, but any chance of getting the expected target city of a free palace jump, like you had in the older Trade Assist utility?

ainwood
Feb 26, 2005, 04:35 PM
I'm sure this has been requested, but any chance of getting the expected target city of a free palace jump, like you had in the older Trade Assist utility?
That was added to the new version about a week ago. :)

DJMGator13
Feb 26, 2005, 08:16 PM
That was added to the new version about a week ago. :)

:blush: Oops, I'm already using it (v1.1.2). Now for an even stupier question, where is the jump info, which tab?

ainwood
Feb 27, 2005, 12:41 AM
:blush: Oops, I'm already using it (v1.1.2). Now for an even stupier question, where is the jump info, which tab?
No, there is a real "New" version coming - its not finished yet.

Teshik
Feb 27, 2005, 02:10 AM
[delurk]

and now for a possibly annoying question : can you tell us when you expect the new version to be ready? I mean, I'm not asking you to reply with "The new version will be posted on March 3rd, 3:18 PM GMT", just a rough timescale...like "I'm done with the major parts, I should post it in the next few days", or "Stupid corruption still won't work as I'd like, I think I need two more weeks for it" or "Ungrateful little forumists, annoying me to no end! Showing absolutely no patience, although I'm spending my free time over this!! That's it, I quit, They'll just have to wait for Civ 4 ! That'll teach them!"

Well...I certainly hope it's not the last one... :lol:

Oh, and someone mentioned upthread (I'm too lazy to search for it) the request for listing MPP's and alliances(of other civs, not of own). I second that, that would really improve 9+ player games.

Anyway, keep up the good work! :thumbsup:

[relurk]

ainwood
Feb 27, 2005, 02:36 AM
Well, I would hope it will be within the next few weeks. Can't guarantee it, but we just need to tidy-up a few things and make sure its working reasonably robustly.

tao
Feb 27, 2005, 05:19 AM
I'm running CivAssist on my Macintosh under Virtual PC and Windows 2000.

Once I research a Future Tech, CivAssist reports Run-time error '9': Subscript out of range after loading the .sav file and quits.

ainwood
Feb 27, 2005, 01:43 PM
I'm running CivAssist on my Macintosh under Virtual PC and Windows 2000.

Once I research a Future Tech, CivAssist reports Run-time error '9': Subscript out of range after loading the .sav file and quits.
Can you send me a save for that? I might be able to fix it. :)

Peepers
Mar 06, 2005, 06:34 PM
@ainwood: Just wanted to say thanks :worship: , and great job :goodjob: . Civassist has significantly enhanced my Civving, and saved me a lot of time and hassle. Your considerable effort is appreciated.

Peepers

jamsx1
Mar 06, 2005, 07:37 PM
Mine says that also "Run-time error '9': Subscript out of range" when i just load it up with C3C on the select game version

vmxa
Mar 10, 2005, 10:05 AM
I was confused yesterday when I used CivAssist t look at the tiles in my game. It was showing more than 100 tiles unimproved and worked?

I knew that about a half a dozen were railed, but nothing else in one corrupt town that was not going to grow past size 6 and I wanted to have it that way. I could not find any other tiles.

I finally guessed it was talking about coastal or sea tile, maybe even ocean ones, is that correct? Can we filter out or report seperately non land tiles?
I may or may not ever get to offshore or commercial docks, if that constitutes improved tiles for those squares. I just want to be alerted to land tiles that I missed.

I know this is antidotal, but I offer this for what it is worth. I have left CivAssist up looking at a save, while I played on. Much later I have an error trying to reload that save. I suspect I may have saved over it during that time. I tried another save and it crashed the game.

I looked at the saves and the one I had been looking at was size 0. Needless to say I won't be leaving it up in the future. I had not had a crash in more than a year.

Thanks for listening and the great tool.

mikezang
Mar 15, 2005, 11:17 PM
When I open a saved game, I got message as below:
Run-time error '9'
subscript out of range

What does this mean? the saved game is not edited.

ainwood
Mar 15, 2005, 11:27 PM
Can you e-mail me the save to gotm@civfanatics.net?

ainwood
Mar 16, 2005, 02:51 AM
When I open a saved game, I got message as below:
Run-time error '9'
subscript out of range

What does this mean? the saved game is not edited.
Thanks for the save. It opens fine on my version - are you sure you're running the latest? (it says in the program when you run it what the version number is).

It should open OK in version 1.1.2 (you can get that from the first post). If it doesn't, then please let me know.

mikezang
Mar 16, 2005, 04:38 AM
The program is installed in folder ~\CivAssist 112, I downloaded yesterday:)

MangeTonChapeau
Mar 16, 2005, 11:57 AM
Again, Civassist is a very precious tool. There's one thing I miss though : would it be possible to have an alert (or an option for this) each time a civ gets a new tech (not just the first time a civ discovers a new tech) ?

mikezang
Mar 16, 2005, 07:04 PM
Do you mean in game playing?

ainwood
Mar 16, 2005, 07:10 PM
The program is installed in folder ~\CivAssist 112, I downloaded yesterday:)
Ok - is the version of C3C that you have installed patched to version 1.22f?

@MangeTonChapeau: Possible. We'll think about it.

mikezang
Mar 16, 2005, 07:13 PM
Yeah, v1.22 patch.

ainwood
Mar 16, 2005, 07:24 PM
In that case, I am at a bit of a loss to explain it! It loads fine on my machine, and the only thing that might have been different for yours is that it loads the BIX section from your installed version of conquests. However I just checked, and those saves have the BIX info embedded anyway (they are scenarios). :confused:

mikezang
Mar 16, 2005, 07:57 PM
Anyway, thanks alot.

smphang
Mar 22, 2005, 02:42 PM
mike, on the last screenshot of one of your post, i notice your computer is running japanese language, right?
i have similar problem in the past running chinese characters in my windows.
try to change your default non-unicode language back to English, if your system supports this. below is the steps in case you dont...
go to starts
select control panels
select "Regional and language option"
click on "Advance" tab
then change the default language to English
restart your computer
restart C3C and restart CivAssist
Hopefully, thing will be working now... :P

but the problem of doing this that you may not able to read whatever language your computer was able to read before...

mikezang
Mar 22, 2005, 07:01 PM
Thanks for you to find this problem.
But I am not sure why did you have to limit in English OS? I am also a programmer, I think you can make a program independent from OS language, may I make sense?

MOTH
Mar 23, 2005, 07:44 AM
I am currently playing in DemoGame 6 which is the first using C3C. I don't own C3C so I can't run the game to investigate the save. I've also found that I can't use CivAssist to investigate the save as I don't have a Conquest.Biq file and CivAssist complains about it.

I'm am currently using the CrpSuite for some info, but CivAssist has other juicy stuff that I like.

So, the question:
Ainwood, is there something "hard" that you require in the conquest.biq file or is there a legitimate means to get around this problem?

I did try taking one of the simple mods and renaming it's biq to conquest.biq but that ended up with a subscript 9 error.

Note: I assume that there would be copywrite issues with copying a standard conquest.biq file and placing that on my PC.

ainwood
Mar 23, 2005, 02:09 PM
@ Moth: Its not a copyright issue - simply get Conquests 1.22 patch, and install it (even though you don't have conquests). You might get complaints from the installer that it can't find certain files, but just ignore it. At the end, you should have a sub-folder in your Civ3 folder called "conquests", and conquests.biq will be installed in it. CivAssist should be quite happy with that!

Otherwise, I <think> I put a command-line option in where you can specify the path to the BIQ. Not completely sure, but if you have problems, then I'll try and find out for you.

MOTH
Mar 23, 2005, 03:42 PM
Thanks. I installed the patch and then moved the Conquests folder from Infogrames/Civ to Atari/Civ and I can now load the saves.

The only issue I see is that the base cost of units is 10 times larger than it should be on the production tab. Ie: warriors need 100 shields.

I can live with this.

Thanks

RFHolloway
Mar 31, 2005, 04:42 PM
I am also getting the subsript out of range error, I think it occurs after my lap top hibernates, The shield costs for units look a little strange also.

Ginger_Ale
Apr 03, 2005, 07:06 PM
Any idea when you will near completion on the next version ainwood? I saw a few 'previews' (really just screenshots with information about DG6 using the beta version) in the demogame forum and I really like what you've done. :goodjob:

ainwood
Apr 05, 2005, 03:46 AM
Well, we're just pulling a few of the last details together, and doing a bit of play testing to iron-out any problems we find.

We hope to have it out fairly soon, but, seeing as you asked, here are a few screenshots:

This is the Current Trades screen:
http://gotm.civfanatics.net/~civassist/help/images/currenttradesview.png

This is the "General Information" screen.
http://gotm.civfanatics.net/~civassist/help/images/generalview.png

The World Map view has lots of sub-options to draw useful stuff on the map. Here is the overview:

http://gotm.civfanatics.net/~civassist/help/images/worldmapview.png



This is one of the features on the "World Map" screen. It shows city radii:
http://gotm.civfanatics.net/~civassist/help/images/worldmap_cityradius.png

This one shows tiles that are being worked.
http://gotm.civfanatics.net/~civassist/help/images/worldmap_workedtiles.png

Here is the screen for configuring alerts. It has a few new ones:
http://gotm.civfanatics.net/~civassist/help/images/alertsview.png


This is the in-game alerts window. Its better than the old version, becuase it has live linked features, and you can move an resize it as well:
http://gotm.civfanatics.net/~civassist/help/images/alertswindow.png

And finally, the Economy view, where you can run scenarios on the effects of changing things.
http://gotm.civfanatics.net/~civassist/help/images/economyview.png

Dianthus
Apr 05, 2005, 04:34 AM
Well, we're just pulling a few of the last details together, and doing a bit of play testing to iron-out any problems we find.

We hope to have it out fairly soon, but, seeing as you asked, here are a few screenshots:

That's looking really cool ainwood :goodjob:.

Ginger_Ale
Apr 05, 2005, 05:53 AM
Totally impressive! :D

The world map screen is very nice - will people without C3C be able to look at C3C saves?

Also, on the general tab it says "Single Player" for game type. Is this a hint it will support multiplayer? ;)

The new layout is more smooth, especially all the new colors! Great job, keep up the stellar work!!

edit: Wow, just noticed 'planned' cities. Dotmapping time. :goodjob:

eldar
Apr 05, 2005, 06:36 AM
Blimey... this looks a bit good! Nice work!

vmxa
Apr 05, 2005, 10:15 AM
Yahoo, that looks impressive.

Gyathaar
Apr 05, 2005, 11:03 AM
I have a feeling that if you had posted those screenshots 4 days ago everyone would have thought they were fake :D

ainwood
Apr 05, 2005, 03:16 PM
Thanks guys. :)

I am working in partnership with another guy on this, and he takes a lot of time in sorting out the UI (improving the look and usability). I think he's done a fantastic job.

It doesn't support multiplayer directly (yet), although the way the program has been structured, it won't be that difficult to add (I hope!), but in the mean time, we're concentrating on just getting a usable version released (will probably add a few extra things later).

Moonsinger
Apr 05, 2005, 03:49 PM
Well, we're just pulling a few of the last details together, and doing a bit of play testing to iron-out any problems we find.

We hope to have it out fairly soon, but, seeing as you asked, here are a few screenshots:

Not bad! Not bad at all! :goodjob:

I am working in partnership with another guy on this, and he takes a lot of time in sorting out the UI (improving the look and usability). I think he's done a fantastic job.

Who is he? I'm just curious...

ainwood
Apr 05, 2005, 04:06 PM
Who is he? I'm just curious...Tomas Vilim. He is a serial forum lurker - doesn't even have an account here. He initially contacted me with some suggestions about improving the UI on the VB version. After a bit of discussion, we reached an agreement where we would work on the new version together; I gave him the source code to the old version and in return he taught me the basics of C# (which is what this version is written in).

So far, I've managed to pick-up the basic syntax, and an understanding of how true object-oriented lanaguages work (proper inheritance etc, rather than the VB implementation of it!), but not enough to do anything overly clever - all of the those bits are Tomas's!

Moonsinger
Apr 05, 2005, 04:26 PM
So far, I've managed to pick-up the basic syntax, and an understanding of how true object-oriented lanaguages work (proper inheritance etc, rather than the VB implementation of it!), but not enough to do anything overly clever - all of the those bits are Tomas's!

Although I have never programmed in C#, if it's anything similar to C++, you are definitely on the right track.:) It will be good to list an object-oriented programming skill on your resume. Good luck with your study! :goodjob:

Roland Johansen
Apr 05, 2005, 05:50 PM
This looks really, really great. [party]

The new layout looks very tidy and I like the new options that were/ are being added.

But seeing all these screenshots, my mind is already producing lots of questions. Sorry, can't help it. Maybe it's a bit early to ask questions as the utility isn't finished yet, but I'll try my luck anyway. :D

-I noticed the screenshots were based on the normal unmodded version of Civ. Will the utility be able to handle mods like previous versions could? For instance: Does the economy screen look in the editor to learn the advantages of buildings or is it "hardcoded" that a university give a 50% science bonus?

-How does the alert "rival has a lot of cash" work? Does it take into account available gold per turn of your rival? That would be very nice but maybe also very difficult. And is it in any way related to the amount you earn per turn as the definition of "a lot of cash" changes a lot throughout the game. Maybe the player should define "a lot" by specifying an amount. I don't know what would be ideal, but if this alert will function well, than it will be one of the best additions to this already great utility.

The worldmap with city planning looks really great.

Looking at all these tidy nice screens full of information, I think Firaxis could really learn from you two.

Thank you for making such a great utility. :worship:

ainwood
Apr 05, 2005, 06:18 PM
But seeing all these screenshots, my mind is already producing lots of questions. Sorry, can't help it. Maybe it's a bit early to ask questions as the utility isn't finished yet, but I'll try my luck anyway. :D

-I noticed the screenshots were based on the normal unmodded version of Civ. Will the utility be able to handle mods like previous versions could? For instance: Does the economy screen look in the editor to learn the advantages of buildings or is it "hardcoded" that a university give a 50% science bonus?
Well, I might as well answer a few!

We haven't specifically tested it with mods, but in as many cases as possible, the rules are read. Therefore, in the example you give, if Universities had been modded to give 100% science bonus, yes, it would update to reflect that.


-How does the alert "rival has a lot of cash" work? Does it take into account available gold per turn of your rival? That would be very nice but maybe also very difficult. And is it in any way related to the amount you earn per turn as the definition of "a lot of cash" changes a lot throughout the game. Maybe the player should define "a lot" by specifying an amount. I don't know what would be ideal, but if this alert will function well, than it will be one of the best additions to this already great utility.
It changes if the amount of gold they have changes by > 10% of the cost of the tech you are currently researching. So far it seems to work OK, but can be refined if required.


Oh - and to answer Ginger Ale's previous question: People without C3C can view C3C scenarios - that is, those with embedded rules. For 'other' C3C saves, they'll need to install the C3C v1.22f patch, so that they have the standard BIQ available to be read.

Turner
Apr 05, 2005, 09:37 PM
And how long until this is released?

DaveShack
Apr 05, 2005, 11:15 PM
Or to put that a different way, need another tester? :D

Michelangelo
Apr 06, 2005, 02:21 AM
Or to put that a different way, need another tester? :D
Sign me up as well ;)

If it works as great as it looks i'll be spending more time in civ-assist than in civ itself. Firaxis would do great if the took a really hard look at civassist (and mapstat of course) to fullfill their aim of reducing tiring MM and so lose unfun aspects while keeping the ability to gain by looking to the details.

Good work :goodjob:

Roland Johansen
Apr 06, 2005, 04:10 PM
Well, I might as well answer a few!


Thank you for the quick answers. It sounds great. :goodjob:

MOTH
Apr 08, 2005, 12:36 PM
:drool: I have to keep wiping up piles of drool when I think about this. One of your playtesters is cruel enough to keep posting screen shots in the DemoGame forums.

/me waiting patiently for my new toy

vmxa
Apr 20, 2005, 07:59 PM
Sorry if this was already reported, but you can ignore it if that is the case. Anyway I just noticed that the Production Tab has a section label food waste.

This section is not cleared from previous loads. I just started a game and saw it had a list of cities that it said were wasting up 12 food or more. It says that cities need things like aquas, shakespears and so on.

It is 4000BC, I only have one city, so I am guessing some tables or fields were not initialize to blanks.

Mahler
Apr 25, 2005, 03:28 PM
Civassist does not work with the attached save. The software says that the save is multiplayer, but it is not.

Ginger_Ale
Apr 25, 2005, 05:31 PM
I know that if you play a multiplayer game, and then load up your single player game WITHOUT restarting civ (exiting and quitting), then it will say that. On the other hand if you haven't played multiplayer ever, well, something's wrong.

Mahler
Apr 26, 2005, 03:12 AM
I know that if you play a multiplayer game, and then load up your single player game WITHOUT restarting civ (exiting and quitting), then it will say that. On the other hand if you haven't played multiplayer ever, well, something's wrong.
No, it is not the case. I loaded the save after launching civ. Maybe, it is an issue related to the German version of the game :confused: .

ainwood
Apr 26, 2005, 03:15 AM
No, it is not the case. I loaded the save after launching civ. Maybe, it is an issue related to the German version of the game :confused: .
As GingerAle said, there is some strange issue with the files getting a multiplayer section added to them when a multi-player game has been loaded, then a single player game is also loaded. Not sure why.

Anyway - the new version detects multiplayer differently, so it will work.

Coming "soon"

I know, I know....

Ginger_Ale
Apr 30, 2005, 08:04 AM
Keep working ainwood! Meanwhile, I have another question:

In the territory tab (of 1.1.2), what constitutes an unimproved tile and a bare tile? And under "roaded tiles", if I add worked + unworked roaded tiles, that gives me the number of tiles that have been roaded in our lands, correct?

Thanks to whoever answers. :)

ainwood
May 01, 2005, 02:53 AM
Unimproved means no irrigation / mining. Bare means no road, no irrigation, no mine.

handy900
May 04, 2005, 08:12 AM
Note to self to download this when I get home, and to spend more time in the utility forum.

Thanks ainwood. :)

Ginger_Ale
May 07, 2005, 08:57 AM
Unimproved means no irrigation / mining. Bare means no road, no irrigation, no mine.

That is what I thought.

However, the numbers don't seem to add up right. I have 56 citizens (all following data is via CivAssist), and 54 tiles worked.

So tiles worked should = bare tiles + unimproved + irrigated + mined, right? Since adding unimproved also has roaded tiles, we don't add that in. But BT + UN + IRR + MINE = 48, not 54. Any ideas? I'm probably over looking something - would non-roaded mined or irrigated tiles be the culprit?

evil potato
May 07, 2005, 09:32 AM
I get a message of:

"Runtime error "9":
Subscription out of range

I'm playing with Rhyes of civilization on c3c. any idea?

ainwood
May 11, 2005, 12:21 AM
I get a message of:

"Runtime error "9":
Subscription out of range

I'm playing with Rhyes of civilization on c3c. any idea?
I suggest that everyone starts using the new version: Its got its own thread here (http://forums.civfanatics.com/showthread.php?t=118540). :)