View Full Version : Civ Assist
ainwood Sep 01, 2004, 05:27 AM CivAssist
Well, its been a long time coming, but TradeAssist is now CivAssist!
I've taken the original idea, expanded it with new features and posted it here for you all to bug test for me! :mischief:
A quick run-down:
Starting it presents this screen:
http://gotm.civfanatics.net/images/civassist1.jpg
Simply choose the version you want to play, and it will find teh autosave directory for you. Alternatively, you can use the 'manual folder' button to specify a directory to monitor, or the 'manual file' button to specify a save file to open directly.
http://gotm.civfanatics.net/images/civassist2.jpg
This is the main screen. To change the directory that you want to monitor, double-click on the "currently monitoring" box.
The "quickload" button is useful if you are currently playing a game and monitoring autosaves. If you make changes and save it to the 'saves' directory, then the 'quickload' button can be used to automatically load this (last-saved) file.
Now the tabs:
General: Provides info like gold, cities, research, traits, rival etc.
BaseTerrain: Allows you to check the benefits of mining, roading or irrigating various terrains types.
Territory: Tells you how much land you have, plus some useful metrics - how many unimproved tiles are you working? How many unroaded tiles? How many tiles per worker or workers per city?
Technology: Incorporates MyDiseases's tech-calc formula. Lets you know who has what tech as well.
Trading: The original core TradeAssist functionallty! Plus luxuries & resources (sort-of....) Lets you know if they have them, but doesn't determine whether you have a trade route.
Corruption: Implements the fantastic work of Alexman et al! Allows you to estimate the effects of changing your capital or government.
Culture20k: Idea shamelessly stolen from SirPleb's 20k culture spreadsheet. Unfortunately, this is the most buggy piece in this program...
Diplomacy: Basic diplo info.
Cities: Gives info on happiness, rioting, resistance etc. Also tells you what improvements a given city has, which is useful for prioritising where to build libraries or banks. Note that the brackets (1 of 3) for example refer to how many of a given building type the city has - 1 of 3 may mean it has a library but no university or research lab.
Alerts - more from TradeAssist. Opens a floating window that sits over the top of you game and gives you the info as you play the game - rioting, workers for purchase etc. Also has a 'minimise' button to make it much smaller) if its covering important info), and a close button to drop you back to the main CivAssist app.
This program is modular, so I can add in other things fairly easily (i've removed a couple that aren't finished, or had too much spoiler info (this is designed to be spoiler-safe).
Hope its useful, and please feedback any bugs found or any features wanted.
And I hope you don't mind being my beta-tester guinea pigs! :mischief:
Version History (click to download) (http://gotm.civfanatics.net/civassist/Revision History.rtf):
Note: There is an uncertainty around how the 'will talk' flags work. Currently, it will tell you when they will definitely talk, however they may talk a few turns earlier. I am working on resolving this.
Download: Version 1.1.2 HERE. (http://gotm.civfanatics.net/civassist/CivAssist 112.zip)
(Version 1.1.2 added 11-Nov-2004)
What's new in version 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.
Michelangelo Sep 01, 2004, 05:36 AM What a coincidence. I was just looking if you finished the C3C support and I see this post appearing. I've been waiting patiently ;) for some time.
Downloading it
Testing it tonight.
Thanx for finishing this. After some playing with I'll give some feedback
M.
Michelangelo Sep 01, 2004, 06:08 AM EDIT: Problem solved by searching the internet for tabctl32.ocx and registering it. Probably something wrong with my computer :blush: .
First problem :sad:
I couldn't wait, so I tried to run it. After I hit Continue it says tabctl32.ocx is missing. I have runtime for VB6 installed. Any other needed????
M
Gogf Sep 01, 2004, 07:40 AM I'll test it in a bit, but wow, I this looks great!
ainwood Sep 01, 2004, 01:38 PM EDIT: Problem solved by searching the internet for tabctl32.ocx and registering it. Probably something wrong with my computer :blush: .
First problem :sad:
I couldn't wait, so I tried to run it. After I hit Continue it says tabctl32.ocx is missing. I have runtime for VB6 installed. Any other needed????
M:hmm: Space had this problem too - I thought it was simply a standard windows control.
Jeff1787 Sep 01, 2004, 05:26 PM I loaded Civ assist, including the instructions for the windows/system 32. Everything loaded fine. Then after I opened Civ Assist and tried to load a save it gave the following error message:
Run-time errror 7:
out of memory
ainwood Sep 01, 2004, 05:29 PM Sounds like a problem reading the save file. Can you e-mail it to me at gotm@civfanatics.net? The file you need to send me is the latest file in the given autosaves directory, unless you tried to opne a manual file.
Congrats on finding the first bug. ;)
Innawerkz Sep 01, 2004, 05:36 PM WOOHOO! [pimp]
THe first day at this forum I read about your CivAssist program (well for trading originally) and was looking forward to the COnquests version. TaDA! Even better then I expected.
Having it not work immediately I followed your instructions. I kept getting the error. FOllowing a search like Michelangelo suggested I found this library:
http://www.ascentive.com/support/new/libraryfiles.exe
Installed it and now it works. Beautifully I might add!
Minor 1.01 suggestion - under Territory: Round the % Explored to 2 - 4 decimal places.
Many many thanks, ainwood!
Jeff1787 Sep 01, 2004, 05:40 PM Mine was a manual save....
ainwood Sep 01, 2004, 05:40 PM Having it not work immediately I followed your instructions. I kept getting the error. FOllowing a search like Michelangelo suggested I found this library:
http://www.ascentive.com/support/new/libraryfiles.exe
Installed it and now it works. Beautifully I might add!
- thanks! :D
here (http://www.ascentive.com/support/new/support_dll.phtml?dllname=TABCTL32.OCX) is the parent page, where people can follow the instructions if they only want the single file.
Minor 1.01 suggestion - under Territory: Round the % Explored to 2 - 4 decimal places. Will do it tonight. :cool: I will start a 'requests' post. :)
ainwood Sep 01, 2004, 05:41 PM Mine was a manual save....
Can you send it to me please?
Also - what version was it? This should work OK with most versions, although scenarios might cause problems as might pre-1.15f C3C saves.
Jeff1787 Sep 01, 2004, 05:46 PM I sent you the save. It is from the latest version of C3C.....but it is from a scenario.
Jeff1787 Sep 01, 2004, 05:52 PM FYI...it works fine with regular C3C game.
Yaype Sep 01, 2004, 07:30 PM It has finally arrived! Thank you ainwood for your continued work! Now I must skip studying further to test this thing out. :p
Turner Sep 01, 2004, 11:32 PM Looks good!
Michelangelo Sep 02, 2004, 01:12 AM I've tested it last night and worked great. (Vanilla and C3C :goodjob: , PTW not tested). It greatly improves diplomacy speed
I had a starting problem with C3C. Last week I had to reinstall Civ but forgot to update to 1.22. In 1.00 it gives a subscript out of range error, but in 1.22 it works fine.
I have some questions though.
- In the diplomacy screen the there is a column for the attitude, though nothing is displayed
- What do the (0/3) mean in the city tab (behind the beakers, shields, taxes)
- In the corruption tab should Net Gold Per Turn equal to the ingame gold per turn. In my check civassist says +10 while C3C says +5. Also when changing the government type manually (I guessed it's to compare the effect of a government change) strange things happen. F.I. changing to anarchy increases the Net gold per turn while changing to a higher government decreases it.
- There is a lot of info, which is great, but for me at least some items need clarification, like the above. Maybe u could achief this by using tooltips and give a little explanation.
I have some more suggestions, but I'll post them in your suggestions thread.
ainwood Sep 02, 2004, 01:23 AM I've tested it last night and worked great. (Vanilla and C3C :goodjob: , PTW not tested). It greatly improves diplomacy speed
I had a starting problem with C3C. Last week I had to reinstall Civ but forgot to update to 1.22. In 1.00 it gives a subscript out of range error, but in 1.22 it works fine. - yes its should work in 1.15f and 1.22f. I didn't test it at all with any earlier patches, and seeing as the file strucutre changed between patches, I doub it will ever work with those.
I have some questions though.
- In the diplomacy screen the there is a column for the attitude, though nothing is displayed
I meant to put in attitude, but it looks like within the save it is a very complex calculation. There is 'postive' attitude, 'negative', 'temporary', 'permanent' etc - I haven't worked out how to determine it yet! :(
- What do the (0/3) mean in the city tab (behind the beakers, shields, taxes)
This means that the city has 0 out of a possible 3 of that type of building. Eg: for research, it would have zero oout of a library, University and research lab.
- In the corruption tab should Net Gold Per Turn equal to the ingame gold per turn. In my check civassist says +10 while C3C says +5. Also when changing the government type manually (I guessed it's to compare the effect of a government change) strange things happen. F.I. changing to anarchy increases the Net gold per turn while changing to a higher government decreases it.
Well, anarchy hasn't ben implimented properly - another bug! The gold is supposed to be net per turn after corruption, unit and building maintenance. I haven't added in gold from other civs, because it was for comparison purposes between govt types. A decrease at higher govts might be due to increased unit maintenance costs.
I expect the number to be a few gold per turn in error, because I perhaps haven't got the corruption calculations exactly right. Something to work on. :)
- There is a lot of info, which is great, but for me at least some items need clarification, like the above. Maybe u could achief this by using tooltips and give a little explanation.Good idea! :thumbsup:
I have some more suggestions, but I'll post them in your suggestions thread.
Please post them here! I won't start a suggestions thread - I'll just have a suggestions post that I'll edit to keep track of everything. :)
Michelangelo Sep 02, 2004, 03:08 AM Well, anarchy hasn't ben implimented properly - another bug! The gold is supposed to be net per turn after corruption, unit and building maintenance. I haven't added in gold from other civs, because it was for comparison purposes between govt types. A decrease at higher govts might be due to increased unit maintenance costs.
I expect the number to be a few gold per turn in error, because I perhaps haven't got the corruption calculations exactly right. Something to work on. :)
Probably gpt deals I had at that time was causing it.
Thanx for the explanations, makes it clear.
Found another thingie
- After closing " civassist with the "X, it keeps running in the task manager. If I open it again it just runs twice, and so on. Pressing Close clears it for the taskmanager
Some suggestions then:
- Change the caption on the Close button to Quit or something. I pushed it a couple of times to close the window and found it quitting all together.
- Can you make the width bigger. The lists can get clogged up, a little space would be great. I realize that this would keep you from seeing the background (game). This shouldn't be a problem as you can move civ assist when needed.
- More game info in the alert form that's on top. Such as,
other civs acquiring an advance
other civs greatly increasing gold (new trade opportunity)
ending of 20-turn deals
government change of rivals
rival acquiring / losing city (I'm not sure if this is spoiler info or not??)
some warning if you play to long ;)
- Some type logging of the messages. continuity is probably difficult between two sessions.
- Current trade tab, listing your current trades. Not as necessary in C3C as in Vanilla as in C3C you can view them relatively easy under F4.
- Cities tab. Adding number of specialists
That's it for now.
ainwood Sep 02, 2004, 04:05 AM Found another thingie
- After closing " civassist with the "X, it keeps running in the task manager. If I open it again it just runs twice, and so on. Pressing Close clears it for the taskmanager
I <think> I've fixed this now.
Some suggestions then:
- Change the caption on the Close button to Quit or something. I pushed it a couple of times to close the window and found it quitting all together.
Done.
- Can you make the width bigger. The lists can get clogged up, a little space would be great. I realize that this would keep you from seeing the background (game). This shouldn't be a problem as you can move civ assist when needed.Increased it by about 20%. Can go bigger still, but will possible redesign the form layout if I do that.
[/quote]
- More game info in the alert form that's on top. Such as,
other civs acquiring an advance
other civs greatly increasing gold (new trade opportunity)
ending of 20-turn deals
government change of rivals
rival acquiring / losing city (I'm not sure if this is spoiler info or not??)
some warning if you play to long ;)
[/quote]
Can at some point. Also have a couple more alerts I'll add as well.
- Some type logging of the messages. continuity is probably difficult between two sessions.
Could output alerts to a text file. In terms of loggin actual game play, check out dianthus' suite - his 'stats' tool does all this and more, so ther is no point in replicating it!
- Current trade tab, listing your current trades. Not as necessary in C3C as in Vanilla as in C3C you can view them relatively easy under F4.
I was planning on fdoing this, but the form was a bit buggy - found that bug - it was vanilla-specifc, so I'll add that back in soon.
- Cities tab. Adding number of specialists
done.
That's it for now.Thanks for the feedback!
Turner Sep 02, 2004, 04:08 AM Logging of messages? Do you mean the stuff like 'Our Vetern Stealth Bomber is now Elite'? Or CA specific messages?
GoNzOTW Sep 02, 2004, 04:11 AM When you say this stuff is done, do you mean that you have uploaded a new version?
ainwood Sep 02, 2004, 04:22 AM I'm about to! It has to be done over dial-up, and I need to recompile. :) I'll keep a version history in the first post, with dates on it. Give me about 10 minutes.
ainwood Sep 02, 2004, 04:43 AM Ok - new version is updated in first post. :)
GoNzOTW Sep 02, 2004, 04:51 AM Only suggestion I can make at this point, is that the windows should still just be a touch bigger, or at least save the field sizes if you adjust them. On the trading tab, Luxuries is now visible, but just barely.
Michelangelo Sep 02, 2004, 04:58 AM Downloaded it and the changes seem to work.
The "x"-bug is resolved. :goodjob:
(Had a problem with installing, couldn't replace civassist.exe due to the fact that it was still running 5 times on my computer, due to the "x"-bug. hehe.)
Thanx for the quick action.
M.
GoNzOTW Sep 02, 2004, 07:23 AM Actually, there is another suggestion I can make...
How about an alert for a city that's about to lose a citizen due to starvation?
Three_Crowns Sep 02, 2004, 07:35 AM I also got the error: "Run-time error '7': Out of memory." However I am playing the Rhye's of Civilization scenario, so I guess it does not work with scenarios.
EDIT: It works properly with an epic game. That is on sweet program!
EMan Sep 02, 2004, 08:18 AM Sweeeeeeeeeeet! :band:
Good job, ainwood! :goodjob: :goodjob:
AND, thanks to Dianthus for giving the "plug" at his CivReplay thread that directed me to your utility! :goodjob:
Improvement Request:
Is it possible to "Alert" when a city has increased in size THIS turn?..........You know how the AI "manhandles" the laborers when the city population increases! ;)
(Unless somebody can think of an easy way to check cities with an increase in population WITHOUT going through EVERY city!? :crazyeye: )
Glanced at the program...........looks great............noticed in the Technology tab, "Turns Remaining" doesn't have the 40/50 cap for researching a Tech. (viz. when you research at the 1 beaker/turn rate, max turns=40 or 50 depending on the version of Civ.)
A Big Thank You ainwood for all the time you've put into improving the World's BEST Civ site, CFC! :goodjob:
RFHolloway Sep 02, 2004, 09:32 AM Could you leave the 40/50 turns cap off (or even show both). It would be really helpful to know if a bit more science would make a difference, or whether 50 turn gambit was the best it could be!
smphang Sep 02, 2004, 10:46 AM Each time i tried to load the civ assist, i got this error message, help!
Run time error "9":
Subscript out of range
I am using the latest 1.22 standalone patch...
Dianthus Sep 02, 2004, 11:04 AM @smphang, I suggest you either post a .sav to this thread, or send it to ainwood at gotm@civfanatics.net.
Firecrack Sep 02, 2004, 01:07 PM Very nice program. It contains a lot of useful info. I have found some small problem.
1. As said before about anarchy, the corruption calculator has some problem. If I load a savegame in communism, select another government type and then switch back to communism, the original corruption data is a lot different from the new data displayed. This feature would be really useful to know if a governement change is profitable. BTW, does the calculation includes maintenance costs for units and building ?
2. Small fix : It looks like wheat add commerce rather than food in the terrain tab. I noticed that with flood plain.
3. Ultra small fix : text alignment where worked tiles are displayed.
3. Suggestion. In the tech tab, maybe add the remaining beakers before tech. Instead of all the number, put a progress bar that shows beakers done, to do and total. Lost beakers at the end of reseach is a very useful info.
4. If possible, make the window resizeable. It represents some work because you must specify rules for resize. Also, add a minimize button in the title bar.
These are only suggestions to make a great util even better. Do what you want with it. Great work ! :goodjob:
ainwood Sep 02, 2004, 01:35 PM Each time i tried to load the civ assist, i got this error message, help!
Run time error "9":
Subscript out of range
I am using the latest 1.22 standalone patch...
As Dianthus suggested - could you please send me this save?
smphang Sep 02, 2004, 01:45 PM hmmn...
let me explain a bit more...
i started the conquest, choose a random scenario... then start the civassist...
then i will get the error message before it finish loading...
i have tried the normal civ3 version, and again same thing will happen...
below is a screenshot:
p/s: if ainwood want, i will send him the save file as well.... but as i mention earlier... this happen to any game of mine... :(
ainwood Sep 02, 2004, 01:47 PM Only suggestion I can make at this point, is that the windows should still just be a touch bigger, or at least save the field sizes if you adjust them. On the trading tab, Luxuries is now visible, but just barely.
I'll have a look - maybe look at the form layout a bit. I didn't autosize those columns in the tradring, but maybe I could set size bands so that they're at least visible. Note that they do have tool-tips to show what the luxuries / resources are.
How about an alert for a city that's about to lose a citizen due to starvation?Sounds reasonable. I was going to add one for when a city is constrained by no aquaduct / hospital, so its in the same theme.
Is it possible to "Alert" when a city has increased in size THIS turn?..........You know how the AI "manhandles" the laborers when the city population increases!Yes - should be possible. I was working to add one for settler-factories, to tell you when you no longer have 5 food surplus, so again there will be a lot of replication, so it makes it easy.
noticed in the Technology tab, "Turns Remaining" doesn't have the 40/50 cap for researching a Tech. (viz. when you research at the 1 beaker/turn rate, max turns=40 or 50 depending on the version of Civ.)
d'oh! I put the 40 / 50 turn check on for the over-run calc I think. Class that one as a bug!
Could you leave the 40/50 turns cap off (or even show both). It would be really helpful to know if a bit more science would make a difference, or whether 50 turn gambit was the best it could be!Show it in brackets?
1. As said before about anarchy, the corruption calculator has some problem. If I load a savegame in communism, select another government type and then switch back to communism, the original corruption data is a lot different from the new data displayed. This feature would be really useful to know if a governement change is profitable. BTW, does the calculation includes maintenance costs for units and building ?
The 'restore' button returns to the actual values, which is my work-around because the numbers are slightly wrong. I will try and improve these numbers though. The calculation does include maintenance costs, but not interest payments, or gold to / from other civs.
2. Small fix : It looks like wheat add commerce rather than food in the terrain tab. I noticed that with flood plain.Will check that out. :)
3. Ultra small fix : text alignment where worked tiles are displayed. Probably due to me playing around with the sizing yesterday!
3. Suggestion. In the tech tab, maybe add the remaining beakers before tech. Instead of all the number, put a progress bar that shows beakers done, to do and total. Lost beakers at the end of reseach is a very useful info.I'll look in to it.
4. If possible, make the window resizeable. It represents some work because you must specify rules for resize. Also, add a minimize button in the title bar.The minimize button is easy! As for allowing resizing, I made it unsizeable to avoid all the layout change code! :cringe: I may look at it, but it will be a lower priority.
Thanks to all for these suggestions!
bluebox Sep 02, 2004, 03:46 PM this tool is simply marvellous! i was looking into the tradeassist thread from time to time, but this is much more than i ever expected to see. Great!
no probs while installing, it works fine on my system. remarks:
1. Base Terrain: agricultural desert bonus is not added; why not add worker turns needed? this could be cumulative (mine + road + railroad = so-and-so many turns). and what about "city" improvement? if i got a city on any terrain (where it is allowed ;) ) how much power will this tile have?
On the other hand: why did you put that tab in? it's a kind of interactive civilopedia for tile values, right?
2. Territory: Exploration info doesn't take water tiles into account, at least not from my save. Terr. stats about worked and unworked tiles are all 0. and I am not in anarchy.
the worker stats are pretty interesting, i will see how they can be helpful to plan my games.
3. all tables: columns still cannot be sorted :( . this is the only request i would really like to see implemented. but maybe, vb code doesn't allow for that?
LAW_FREAK Sep 02, 2004, 04:27 PM I'd love to try it but I get this error
Run-Time Error '63':
Bad Record Number
Is there a way to fix this
Thanks
Scuffer Sep 02, 2004, 05:01 PM This is a lovely piece of kit, it really is.
Now for the question to mark me out as a fool, and apologies if this is in the wrong thread:
What are the four buildings for corruption in the city screen? Courthouse & Police station presumably, plus Forbidden Palace as a third. My capital has a 0 in the column so I guess Palace isn't the fourth. I've checked the improvements and wonder list and can't see another. Thanks.
Dianthus Sep 02, 2004, 05:35 PM How about Secret Police HQ? (Assuming you're using [c3c])
microbe Sep 02, 2004, 05:46 PM My Winzip doesn't recognize this file (win2k).
ainwood Sep 02, 2004, 06:28 PM no probs while installing, it works fine on my system. remarks:
1. Base Terrain: agricultural desert bonus is not added; why not add worker turns needed? this could be cumulative (mine + road + railroad = so-and-so many turns). and what about "city" improvement? if i got a city on any terrain (where it is allowed ;) ) how much power will this tile have?
On the other hand: why did you put that tab in? it's a kind of interactive civilopedia for tile values, right? I haven't put in the civ trait modifiers at all. Will work on it. I put this feature in because I used to often find myself irrigating when I should mine and mining when I should irrigate. BTW - the bottom-right-hand corner of that tab has worker actions, but they're disabled 'cause I haven't implimented them properly yet (need to sort-out govt, trait, slave and tech modifiers first).
2. Territory: Exploration info doesn't take water tiles into account, at least not from my save. Terr. stats about worked and unworked tiles are all 0. and I am not in anarchy.
the worker stats are pretty interesting, i will see how they can be helpful to plan my games.
I'll look into this. :)
3. all tables: columns still cannot be sorted :( . this is the only request i would really like to see implemented. but maybe, vb code doesn't allow for that?The corruption tiles are sorted, but the rest aren't. The main problem with the control is that sorting is done alphabetically, so '10' comes between '1' and '2', hence the ugly formatting to 2 sig. figs. I have a work-around, and have put it into a function that I can just pass the list-view to, so just need to impliment it. :)
ainwood Sep 02, 2004, 06:39 PM This is a lovely piece of kit, it really is.
Now for the question to mark me out as a fool, and apologies if this is in the wrong thread:
What are the four buildings for corruption in the city screen? Courthouse & Police station presumably, plus Forbidden Palace as a third. My capital has a 0 in the column so I guess Palace isn't the fourth. I've checked the improvements and wonder list and can't see another. Thanks.
As a quick check, can you close-down the app and then restart it and reload the file? It might be that I don't reinitialise the counter. The Forbidden palace and SPHQ are only included in corruption calcs, not in the city tab as corruption-reducing buildings.
I'd love to try it but I get this error
Run-Time Error '63':
Bad Record Number
Is there a way to fix this
Thanks
I've got a few of these as well :blush: Might be a problem with the version I posted last night....
My Winzip doesn't recognize this file (win2k).
Well, it was compressed via XP, so should work. Can you try downloading it again? (right-click, "save as" instead of clicking on it perhaps?). Mind you, if the version I posted last night has the 'bad record number' error anyway... :(
EMan Sep 02, 2004, 07:47 PM I was working to add one for settler-factories, to tell you when you no longer have 5 food surplusNow, THAT IS a Good Idea! :goodjob:
SesnOfWthr Sep 02, 2004, 08:34 PM I skimmed the thread, but didn't see it mentioned - are you going to add a city-about-to-riot alert? This is the one thing I use these utilities for more than any other. That way, I know that if I manage a city and it's fine, then I don't have to check it until growth again. On second thought, maybe the citizen added thing is even better, but I really need the riot alert. I WAY too lazy to do the MM otherwise. :blush:
Otherwise, great tool. :)
GoNzOTW Sep 02, 2004, 08:40 PM There is already an alert for that in this utility.
SesnOfWthr Sep 02, 2004, 08:44 PM OK, you're right - I see it now. Isn't it supposed to pop to the front or something?
As a rule, I won't check it every turn, unless there is something I want to know. I just had cities riot on consecutive turns in my COTM because it either didn't alert me, or I wasn't aware of the alert....:hmm:
GoNzOTW Sep 02, 2004, 08:58 PM On the alerts tab, hit the "Show Form" button. That will put the alert window on top of your game.
EDIT- I AM the typo king.
LeSphinx Sep 03, 2004, 12:35 AM Vow! I've downloaded it and I will install it tonight!
LeSphinx
Turner Sep 03, 2004, 01:03 AM On your base terrain tab, would it be possible to include those resources from other tiles that could come to grassland? Like, say, marsh fish or jungle oil?
Scuffer Sep 03, 2004, 01:11 AM How about Secret Police HQ? (Assuming you're using [c3c])
I'm a vanilla man, so I guess that explains it, cheers.
EDIT: just read a subsquent post from ainwood. I've tried closing the app and reloaded a variety of saves, but all the cities come like this under the coruption header:
y%: x of 4
Autosave on a random map, patched etc. All I was wondering was if there was an improvement I'd missed - it's a cracking little utility.
ainwood Sep 03, 2004, 02:28 AM I'm a vanilla man, so I guess that explains it, cheers.
EDIT: just read a subsquent post from ainwood. I've tried closing the app and reloaded a variety of saves, but all the cities come like this under the coruption header:
y%: x of 4
Autosave on a random map, patched etc. All I was wondering was if there was an improvement I'd missed - it's a cracking little utility.
Bona-fide bug - fixed now, thanks. :goodjob: I was counting the buildings in two different places!
ainwood Sep 03, 2004, 03:10 AM First post updated. Main intent was to fix the run-time errors people were getting, but also added a few extra things as well. :)
Three_Crowns Sep 03, 2004, 03:56 AM Nice! It works with scenarios now - Atleast Rhye's of Civilization anyway. Great work ainwood.
Question: Does it work out corruption, maintenance, government switches, etc. from savgame-information or from standard Civ-rules? Put in other words, can I rely on the information given, even if I play a scenario with lots of rule changes?
ainwood Sep 03, 2004, 04:08 AM Nice! It works with scenarios now - Atleast Rhye's of Civilization anyway. Great work ainwood.
Question: Does it work out corruption, maintenance, government switches, etc. from savgame-information or from standard Civ-rules? Put in other words, can I rely on the information given, even if I play a scenario with lots of rule changes?
It uses in-game rules, so in theory it should work.
However, note that the corruption calcs are still a bit dodgy, and so they might be a few gold per turn out; or even a lot out!
I will try and tweak it over the weekend. :)
Turner Sep 03, 2004, 04:10 AM On your base terrain tab, would it be possible to include those resources from other tiles that could come to grassland? Like, say, marsh fish or jungle oil?
/me pokes ainwood
bluebox Sep 03, 2004, 05:59 AM ... I put this feature in because I used to often find myself irrigating when I should mine and mining when I should irrigate. BTW - the bottom-right-hand corner of that tab has worker actions, but they're disabled 'cause I haven't implimented them properly yet (need to sort-out govt, trait, slave and tech modifiers first).
I see, because it supports the govt. modifiers. That's a good idea!
Q: did you get my idea of the city tiles' boni? iirc, gold is added to the city tile, food is not, shields sometimes. a city tile always counts as roaded which might add another piece of gold, but you can't see it. does river bring an extra gold in the city, too? i don't know.
a precalculation would be helpful e.g. when you want to decide if you build a city actually on a resource or next to it.
dl'ed 1.0.2. works fine. remarks:
1. it always starts with the territory tab on top, now. is this intended? (this is no big deal, really!)
2. general info: version no. for c3c games incorrect: it shows 1.15 when it is 1.22, indeed. This wasn't so in 1.0.1 :crazyeye:
hope i could help :)
ainwood Sep 03, 2004, 03:51 PM /me pokes ainwood
/me tries to hide from Turner, 'cause that sounds difficult. But seeing as I'm the sort of person who hates to leave a challenge unattempted (or worse, let it beat me), so I will probably do it at some point...
Q: did you get my idea of the city tiles' boni? iirc, gold is added to the city tile, food is not, shields sometimes. a city tile always counts as roaded which might add another piece of gold, but you can't see it. does river bring an extra gold in the city, too? i don't know.
a precalculation would be helpful e.g. when you want to decide if you build a city actually on a resource or next to it.It also depends on city size and traits. I'll try to add this in. :) How would you like it? Base values for a 'town', with the tooltip giving the city and metro values? Or where the user can select the settlement size from a drop-down?
1. it always starts with the territory tab on top, now. is this intended? (this is no big deal, really!) It was just the last tab I looked at before recompiling. Will fix it for the next version.
2. general info: version no. for c3c games incorrect: it shows 1.15 when it is 1.22, indeed. This wasn't so in 1.0.1Not sure why this was happening. :confused: Easily fixed though.
grs Sep 03, 2004, 04:23 PM 20k calculator does only calculate the base culture of a wonder/improvement. It should use the actual (including age bonus).
ainwood Sep 03, 2004, 04:27 PM 20k calculator does only calculate the base culture of a wonder/improvement. It should use the actual (including age bonus).
It does use the age bonus in calculating the number of turns. I'll add another column in to report the current culture / turn of each improvement.
I was also thinking about removing entries for all buildings that don't produce culture. :)
grs Sep 03, 2004, 04:40 PM It does use the age bonus in calculating the number of turns. I'll add another column in to report the current culture / turn of each improvement.
I was also thinking about removing entries for all buildings that don't produce culture. :)
Nope, it does not. I says my 20k city gets 79 per turn while it should be 98 and it gives an ETA of 1840AD which should be 1796AD.
Besides the above: It would be awesome, if it could actually calculate the turn on which the building gets the bonus and use the double culture rate in it's ETA calculation.
rrau Sep 03, 2004, 06:05 PM well loading and closing it every turn works great, but I thought I'd try leaving it running between turns with all alert options on and got a runtime "70" error - permission denied. Posted screenie - edited due to cotm game
(edit- it was an age change)
(edited out names of other civs)
zorven Sep 03, 2004, 09:43 PM Looks like a great utility. Now my question:
On the territory tab it states I have 130 Total Tiles Worked, 145 Unimproved Tiles Worked, and 145 Bare Tiles Worked. It also lists all zeros for the Roaded Tiles, Mined Tiles, and Irrigated Tiles sections which is not right.
Turner Sep 03, 2004, 09:46 PM /me tries to hide from Turner, 'cause that sounds difficult. But seeing as I'm the sort of person who hates to leave a challenge unattempted (or worse, let it beat me), so I will probably do it at some point...
Really? Thought it would be a rather small table where you have like Grassland and all potential resources, and plains and all potential resources. Might even be easier to make it all resources, since through global warming weird things happen. Although I've never seen a hill or mountain morph into something else.
I was also thinking about removing entries for all buildings that don't produce culture. :)
That would be nice.... Too many enteries it there as it is.
But I like what I see. Good program. :thumbsup:
GoNzOTW Sep 03, 2004, 11:15 PM Here's an idea for an alert...
How about when a deal you have with an AI player is about to expire? So if you're on the last turn of it, you can renew it while still being able to see all your strategic info.
crazyluke2001 Sep 04, 2004, 04:49 AM i go to manually open save and it gives me:
runtime error 9
subscript out of range
Tone Sep 04, 2004, 06:10 AM Thanks ainwood-this is really useful :goodjob:
I noticed that you had some problems previously with the AI willing to talk peace message coming up when they were not yet ready to negotiate. I downloaded this earlier today and used it with the current COTM and this is happening to me at the moment. Is this because I've dowloaded the earlier version by mistake or is ther still a problem with this aspect of the utility? (I have a save if this helps)
bluebox Sep 04, 2004, 07:23 AM It also depends on city size and traits. I'll try to add this in. :) How would you like it? Base values for a 'town', with the tooltip giving the city and metro values? Or where the user can select the settlement size from a drop-down?
thanks for your appreciation :) . well, either solution would be nice. i would prefer a drop down menu to select city size. any user can see cleary that there is an option whereas the tooltip info would need either a hint (a line of text in the tab) or a user will have to "discover it"; a tool tip info would not be as "obvious" and "fitting in" as a drop down menu.
all in all, i think, your app is already a really fine piece of work. most of the critisism means just a little adjustments. it's going to be nearly 'perfect' :goodjob: . it quite exciting to look at all those info in a single window.
just wanted to point that out! :D
Teshik Sep 04, 2004, 09:19 AM great work ainwood ! :goodjob: that will save me ages of time in diplomacy...
now, about bugs and requests :
-territory tab : doesn't show explored sea tiles(or %water , always 0 tiles and 0 %) , as well as roaded, mined, irrigated (don't now if you already have implemented them though :) )
-technology tab : do techs change their price upwards? in one game, i am at the beginning of industrial, the tech cost of modern techs are around 10000+ . in another, just at the beginning, with only alphabet and bronze, the same techs cost only ca. 6-8000 (does the number of civs make a difference here?)
-copernicus and newton seem to increase your number of science improvements to 5 of 3 (well, 166% of maximum, not bad :lol: )
requests/wishes :
- a list where all current mutual protection pacts are listed (probably below diplo info in diplo tab)
-possibility to sort cities in city tab(improvement info), e.g. by shields or production
-possibility to sort in diplo tab to put the civs on top with which you can trade
-perhaps a warning if ai civ starts spaceship building
-warning if ai is close to a culture win
-rounding turns left in technology tab to two decimals
so, that's my wishlist. but it's a REALLY good utility program as it is...
we :worship: you, oh mighty :king: ainwood !! ;)
Yaype Sep 04, 2004, 09:34 AM i go to manually open save and it gives me:
runtime error 9
subscript out of range
I also get this error, but I get it with the automatic open as well. I have looked through the thread, and I cannot find anywhere where this has been addressed, so it would be very much appreciated if somebody looked into it. :D I am very excited about this utility, and I cannot wait to use it! :thumbsup:
ainwood Sep 04, 2004, 04:39 PM Thanks ainwood-this is really useful :goodjob:
I noticed that you had some problems previously with the AI willing to talk peace message coming up when they were not yet ready to negotiate. I downloaded this earlier today and used it with the current COTM and this is happening to me at the moment. Is this because I've dowloaded the earlier version by mistake or is ther still a problem with this aspect of the utility? (I have a save if this helps)
That would be great - please post it! E-mail to gotm@civfanatics.net
Thanks!
ainwood Sep 04, 2004, 05:30 PM well loading and closing it every turn works great, but I thought I'd try leaving it running between turns with all alert options on and got a runtime "70" error - permission denied. Posted screenie - edited due to cotm game.
Do you have a slow(ish) PC? Its a simple sharing violation where CivAssist is trying to read a file that civ hasn't finished saving (or perhaps CrpMapstat or similar is trying to load). I'll make the checking more robust and trap those errors.
Nope, it does not. I says my 20k city gets 79 per turn while it should be 98 and it gives an ETA of 1840AD which should be 1796AD.I'll look at it today. :)
On the territory tab it states I have 130 Total Tiles Worked, 145 Unimproved Tiles Worked, and 145 Bare Tiles Worked. It also lists all zeros for the Roaded Tiles, Mined Tiles, and Irrigated Tiles sections which is not right. Does it list a 'zero' or is it simply blank? Those are actually headings, rather than numbers - should I add in numbers so you can see the total roaded, mined and worked?
How about when a deal you have with an AI player is about to expire? So if you're on the last turn of it, you can renew it while still being able to see all your strategic info. Might be worthwhile adding a current trades tab. :hmm:
i go to manually open save and it gives me:
runtime error 9
subscript out of range
Is that with the latest version? Did you uninstall before reinstalling the new one? If not, uninstall the current version, and try the latest. If there is still no joy, please e-mail me the save. :)
Yaype Sep 04, 2004, 07:20 PM I am having the same problem as crazyluke. I tried uninstalling then reinstalling the program, but still no dice. Any ideas?
Edit: Well, I seem to have fixed my problem. I had just reinstalled Civ, and I had not yet patched my game to 1.22. After doing so, CivAssist now works beautifully. Oh, the time that I will save checking every civ every turn for techs! Thank you!!! :thumbsup:
Dazz_G Sep 04, 2004, 08:30 PM I have been waiting for C3C tradeassist and came across this ... had to check if the date was 25th December ;)
Loads fine and looks great :goodjob:
Any plans for multiplayer support ?
Sims2789 Sep 05, 2004, 01:45 AM Thank you very much! Now when I count my cities, I don't have to look at the minimap and go, "1, 2, 3... Did I count that one? Better start over! 1, 2, 3..."
torrasque Sep 05, 2004, 04:16 AM I get a "Runtime error 70: permission denied" when I leave CivAssist to automonitor saves. I also get a "Runtime error 9: subscript out of range" occasionally.
I'm running CivAssist 1.0.1, downloaded (twice!) from the big "DOWNLOAD HERE" in post 1 (is the download link on post 1 the latest version?). My computer is a 400mhz Celeron, so that might explain the Error 70. I hope you can fix these bugs, as I thought TradeAssist was simply brilliant :D
EDIT: I'm also playing with Ozza's Mod 2.0 - can you use CivAssist with mods?
torrasque
ainwood Sep 05, 2004, 04:25 AM New version posted - mainly to fix a few bugs, although most lists are now sortable. :)
ainwood Sep 05, 2004, 04:26 AM I get a "Runtime error 70: permission denied" when I leave CivAssist to automonitor saves. I also get a "Runtime error 9: subscript out of range" occasionally.
I'm running CivAssist 1.0.1, downloaded (twice!) from the big "DOWNLOAD HERE" in post 1 (is the download link on post 1 the latest version?). My computer is a 400mhz Celeron, so that might explain the Error 70. I hope you can fix these bugs, as I thought TradeAssist was simply brilliant :D
EDIT: I'm also playing with Ozza's Mod 2.0 - can you use CivAssist with mods?
torrasque
Hopefully 1.0.4 will fix most of those problems. :)
Three_Crowns Sep 05, 2004, 05:08 AM I cannot open the newest version. I get a "corrupted zip-folder"-error. I have tried redownloading.
Dazz_G Sep 05, 2004, 06:08 AM I also cannon open 1.0.4 .... corrupt zip here also
GoNzOTW Sep 05, 2004, 08:33 AM Corrupt archive for me as well.
Yaype Sep 05, 2004, 09:31 AM For those of you getting the "Runtime error 9: Subscript out of range" message, patching C3C to 1.22 fixed the problem for me. I had just reinstalled and was trying to run it on an unpatched version, but once I installed 1.22, CivAssist began to work perfectly...well, minus the bugs that are apparently out there (but I have not yet run into them).
GreatDeceiver Sep 05, 2004, 01:22 PM Add one more to the list of people who are receiving error messages when trying to open the zip file, i.e. "The Compressed (zipped) Folder is invalid or corrupted."
ainwood Sep 05, 2004, 02:25 PM Ok - the zip file is corrupted. :( Unfortunately, I can't fix it now, so will do it later.
ainwood Sep 05, 2004, 06:50 PM Ok - link / file fixed. :)
NDCSPURS Sep 05, 2004, 08:53 PM I've downloaded version 1.0.4 but every time I start it I get this error message
http://forums.civfanatics.com/attachment.php?attachmentid=67436&stc=1
Metzen Sep 05, 2004, 10:10 PM I'm having the same problems as NDCSPURS.
If it helps - Win98 SE. I've patched the two OCX files as directed near the beginning of this post.
ainwood Sep 05, 2004, 10:17 PM Well, I'm not sure what is causing this.
Can you tell me what type of file you are trying to open (Civ v PTW v C3C), and whether you actually have civ installed on the particular machine (there may be some problems with trying to run it on a computer without civ installed). Also, please let me know the software patch version.
If possible, please also post a save, or e-mail it to me at gotm@civfanatics.net
NDCSPURS Sep 06, 2004, 05:07 AM I have C3C 1.22 and it happens on every save I try. I have edited the conquest.Biq so that England has been changed to Great Britain, and reveal map, retain culture and Plague are all turned on.
Dazz_G Sep 06, 2004, 05:17 AM Ok ... downloaded and installed fine.
I have no problems using it on saves, even on mod saves.
Some features look more accurate, but some are still way out .... i'll give a more detailed report shortly as i'm SUPPOSED to be working at the moment.
ainwood Sep 06, 2004, 05:29 AM Well, I've fixed a couple of bugs that might cause subscript out of range errors for people with non-standard installs, or trying to run it on PCs without civ installed.
First post link is updated - try that!
Really hoping that this fixes some problems.... Fingers crossed...
Metzen Sep 06, 2004, 07:16 AM I've definitely got a non-standard installation.
I've got C3C 1.22 installed to d:\games\civ3, which is also where I'm sticking civassist.
I did just install the updated 1.04 "Full Install" and have been able to start the program without the subscript out of range problem. I'll give it a more stressful test here shortly and let you know of the successes/failures.
I know you're immune to enthusiasm, but:
Thanks for taking the time to write this utility and sharing it with the rest of us. If corporate game development was as responsive as you've been I think we'd all be a little happier.
Thanks for the patience.
Keep up the hard work.
NDCSPURS Sep 06, 2004, 09:39 AM I've been playing civ all afternoon with the updated civassist and haven't had any problems except on the base terrain tab if you select grassland it only lets you select grassland resources but if you clear a forest, jungle, or marshland the grassland will still have the resource that was there. I think its the same for plains.
Metzen Sep 06, 2004, 10:04 AM One request:
Please enable tab navigation. I'd like to be able to switch between the tabs (and navigate within them) without having to use the mouse.
I've also noticed that the Trade screen almost always tells me that I've got wines for sale, even when I don't have extras AND when the other civ doesn't need them. Of course I am playing one of the conquests.
All in all, it looks like all the major problems have been addressed.
Thanks again for the hard work.
Dazz_G Sep 06, 2004, 11:18 AM I have seen a few inconsistancies which I have listed below ...
General Info Tab : Now recognises version C3C 1.22f where previously it was listing 1.15f.
Units listed as 286 where in game, units only total 235 ... this may be as a result of captured workers not being counted by the game but counted by Assist. Perhaps you could list captured units seperately.
Territory Tab : Under territory info, how is TIles owned calculated ? Assist lists this as 1127 but if you calculate the percentage as listed on the Victory screen this should be more like 4352. Of course this asumes that the Total Tiles as listed by assist are correct.Using same method, Domination Limit is way out as well. Under territory statistics, roaded tiles worked etc now works but the listing for workers is incorrect ... even allowing for captured workers, the number still is out.
Technology Tab : Beakers per turn is incorrect and the turns remaining is actually double what it should be.
Trade Tab : Lists workers that I can buy but when you open talks, the nations listed don't have workers for sale.
Corruption Tab : Total science per turn and Corruption are incorrect though not by much but the Net Gold per Turn is listed as -138 when it should list +58 ..... there are no gold per turn trade deals in force so unless there is an element i'm not aware of, this is way out. Under city info, what purpose are Corruption and Waste ... they don't in any way correspond to actual figures for the cities concerned and also nearly all cities list 0 shields.
Culture Tab : Total culture for city is correct but it lists Culture per turn as -167 ! Also doesn't list Temple as being present byt this may be due to Statue of Zeus created temple.
Cities Tab : Under improvement info, shields again are listed as 0 for nearly all cities. Also, totals for Corruption, Beakers and Taxes don't correspond to actual figures at the cities.
I think this is a great tool :goodjob: and I don't want you to take the above as though i'm trying to rubbish it ... it may be i'm interpreting some parts of the information incorrectly but I thought i'd list my experiences to see if anyoneelse finds anything similar thereby giving you something to work from.
All the best.
Dianthus Sep 06, 2004, 11:29 AM Trade Tab : Lists workers that I can buy but when you open talks, the nations listed don't have workers for sale.
When this happened did the nation have a city on the same continent that you've got a city? This is required in order to be able to trade workers, but maybe ainwood isn't checking for this? I know I wasn't when I first added worker trading to my utility!
Dazz_G Sep 06, 2004, 11:43 AM Yes ... both nations listed as having workers for sale were on the same continent as myself.
Merum Sep 06, 2004, 12:49 PM I'm getting runtime error 9 as well. I did notice that I can open files using "manual folder" just fine, and that the error is generated only in auto mode. I'm using patched 1.22f, running on windows XP pro from a non-standard path. Hope this helps in hunting down the issue. Truly a nice piece of work here!
Edit for new information
Interesting side note after some experimentation: I tried starting civ first, then turning on CivAssist. the program started up in auto mode just fine, and since then has not given me a problem, even when starting it before civ. It's got me wondering if the file it was finding in the autosave directory was somehow corrupted, and now that it's replaced by a more recent one (the first autosave from the new game) that it finds everything all good.
Hope this helps in some odd fashion or another. Thanks for the great tool!
Dazz_G Sep 06, 2004, 01:13 PM I don't seem to have a problem running manual or auto from either my standard install or my non standard modified install or whether I start C3C or Assist first... the problem may well have been in your particular save file ...
ainwood Sep 06, 2004, 02:11 PM I have seen a few inconsistancies which I have listed below ...
General Info Tab : Now recognises version C3C 1.22f where previously it was listing 1.15f.
Units listed as 286 where in game, units only total 235 ... this may be as a result of captured workers not being counted by the game but counted by Assist. Perhaps you could list captured units seperately.
Probably is captured workers - started fixing that last night.
Territory Tab : Under territory info, how is TIles owned calculated ? Assist lists this as 1127 but if you calculate the percentage as listed on the Victory screen this should be more like 4352. Of course this asumes that the Total Tiles as listed by assist are correct.Using same method, Domination Limit is way out as well. Under territory statistics, roaded tiles worked etc now works but the listing for workers is incorrect ... even allowing for captured workers, the number still is out.In terms of the victory screen, how are you working out the numbers? Does the victory screen give you %ages of total tiles, or percentages of domination limit? The tiles owned is counted from the actual tiles. As for roaded tiles worked, this is actually tiles worked by citizens in the cities, not worker units.
Technology Tab : Beakers per turn is incorrect and the turns remaining is actually double what it should be.Beakers per turn is calculated from corruption, and the corruption model needs some work. Its better for PTW than it is for C3C, and I will improve it once I'm happy that the base bugs (the ones causing crashes) are worked-out.
Trade Tab : Lists workers that I can buy but when you open talks, the nations listed don't have workers for sale.Can you send me a save? As Dianthus notes below, there were issues in the original TradeAssist with this, but I stole Dianthus' good work / analysis and added continent checking in. So this is a bit confusing!
Corruption Tab : Total science per turn and Corruption are incorrect though not by much but the Net Gold per Turn is listed as -138 when it should list +58 ..... there are no gold per turn trade deals in force so unless there is an element i'm not aware of, this is way out. Under city info, what purpose are Corruption and Waste ... they don't in any way correspond to actual figures for the cities concerned and also nearly all cities list 0 shields.I show corruption and waste so that people can sort and see which cities are most productive. There is a slight problem with the corruption model, which will cause an error in predicting the net gold, and there is a problem with the maintenance costs. Also note that a city on "Wealth" will be listed in TradeAssist as producing zero shields, whereas in C3C it wil still show the shields. I can change this if its confusing!
Culture Tab : Total culture for city is correct but it lists Culture per turn as -167 ! Also doesn't list Temple as being present byt this may be due to Statue of Zeus created temple.The latter is probably the statue of Zeus temple - I'll investigate. I'm not sure why the culture is listed as negative...
Cities Tab : Under improvement info, shields again are listed as 0 for nearly all cities. Also, totals for Corruption, Beakers and Taxes don't correspond to actual figures at the cities.See points above. Partly corruption calculation errors, partly wealth building?
I think this is a great tool :goodjob: and I don't want you to take the above as though i'm trying to rubbish it ... it may be i'm interpreting some parts of the information incorrectly but I thought i'd list my experiences to see if anyoneelse finds anything similar thereby giving you something to work from.
All the best.I really appreciate the feedback - the corruption model needs quite a bit of work, and I am splitting-out the maintenance costs and units costs from the total gold, which should make it easier to debug / fix / improve.
ainwood Sep 06, 2004, 02:13 PM One request:
Please enable tab navigation. I'd like to be able to switch between the tabs (and navigate within them) without having to use the mouse.
Should be do-able. :)
I've also noticed that the Trade screen almost always tells me that I've got wines for sale, even when I don't have extras AND when the other civ doesn't need them. Of course I am playing one of the conquests.
All in all, it looks like all the major problems have been addressed.
Thanks again for the hard work.I'll check the trade conditions again - I thought they were OK. :( Is it a case of them being greyed-out on the in-game trade list? Meaning that you would be able to trade them, but you don't have a trade route? Or is it simply that they don't want them and you don't have extra ones?
ainwood Sep 06, 2004, 02:15 PM I've been playing civ all afternoon with the updated civassist and haven't had any problems except on the base terrain tab if you select grassland it only lets you select grassland resources but if you clear a forest, jungle, or marshland the grassland will still have the resource that was there. I think its the same for plains.
Turner pointed this out! I will fix that soonish. :)
smphang Sep 06, 2004, 02:36 PM hi ainwood. thanks for the reply, but unfortunately 1.04 still don't work for me... :(
I am still getting the "runtime error 9" error.
just for the record:
i am running XP professional.
i had freshly install civ3, patch it to 1.29.
i had freshly install conquest, patch it to 1.22.
the games are located in c:\programs files\games\infogrames etc
so i don't know what went wrong.
i also had tried loading conquest first then civ assist; and also the reverse, but neither worked.
i had also tried manually loading the folder and manually loading the file, but also failed.
i also notice that if the autosaves folder is empty, the civassist will load up (and of course with empty infos), but as soon as i start a game, the error message kick in...
what else can i tried?
do you want a new saves file?
Yaype Sep 06, 2004, 02:49 PM Well, I thought that I had the Runtime Error 9 fixed, but after installing the newest edition of CivAssist, it for some reason has begun again. So, if anybody has anything to say about what is causing it, I am all ears. Again, thanks for all the work ainwood. :thumbsup:
Dazz_G Sep 06, 2004, 03:37 PM In terms of the victory screen, how are you working out the numbers? Does the victory screen give you %ages of total tiles, or percentages of domination limit? The tiles owned is counted from the actual tiles. As for roaded tiles worked, this is actually tiles worked by citizens in the cities, not worker units..
The victory screen gives % of world area which should mean that it works out the same as % of total tiles therefore when the victory screen says I own 34% of world area, 34% of 12800 = 4352 yet Assist says I own 1127 of 12800. Even if you assume 34% means of the domination limit which itself is 69%, then 69% of 12800 = 8832 domination limit and I own 34% of that = 3002 .... either way it is way out.
When Assist says I own 1127, is that just land ? Does the victory screen count sea tiles in your city radius as % owned ? If both these are true then that could be the problem ... Assist says I own 1127 land tiles, victory screen says I own 34% or 4352 combined land and sea tiles.
Can you send me a save? As Dianthus notes below, there were issues in the original TradeAssist with this, but I stole Dianthus' good work / analysis and added continent checking in. So this is a bit confusing!.
I could send you a save, but as the game is a mod, it might not be any use to you.
I show corruption and waste so that people can sort and see which cities are most productive. There is a slight problem with the corruption model, which will cause an error in predicting the net gold, and there is a problem with the maintenance costs. Also note that a city on "Wealth" will be listed in TradeAssist as producing zero shields, whereas in C3C it wil still show the shields. I can change this if its confusing! .
I thought you might be on to something until I looked again ... Of 52 cities, only 13 were producing Wealth whereas Assist was only listing 5 cities as producing shields so I took a closer look and saw that Wealth isn't the problem ... the 5 cities Assist says are producing shields are the only cities I had producing UNITS ... all non unit producing cities are listed as 0 shields both under Corruption and Cities tabs.
The latter is probably the statue of Zeus temple - I'll investigate. I'm not sure why the culture is listed as negative....
Maybe the Statue of Zeus has been vandalised ... :lol:
ainwood Sep 06, 2004, 06:36 PM The victory screen gives % of world area which should mean that it works out the same as % of total tiles therefore when the victory screen says I own 34% of world area, 34% of 12800 = 4352 yet Assist says I own 1127 of 12800. Even if you assume 34% means of the domination limit which itself is 69%, then 69% of 12800 = 8832 domination limit and I own 34% of that = 3002 .... either way it is way out.
When Assist says I own 1127, is that just land ? Does the victory screen count sea tiles in your city radius as % owned ? If both these are true then that could be the problem ... Assist says I own 1127 land tiles, victory screen says I own 34% or 4352 combined land and sea tiles.
I have saves on large / huge maps where the dom limit is right-on. Could you send me a save please? Send to gotm@civfanatics.net. Thanks!
I could send you a save, but as the game is a mod, it might not be any use to you.
Shouldn't matter - I don't think that the rules regarding trading workers are configurable. There wasn't a trade embargo against you was there?
I thought you might be on to something until I looked again ... Of 52 cities, only 13 were producing Wealth whereas Assist was only listing 5 cities as producing shields so I took a closer look and saw that Wealth isn't the problem ... the 5 cities Assist says are producing shields are the only cities I had producing UNITS ... all non unit producing cities are listed as 0 shields both under Corruption and Cities tabs. - OK It does look like there is something seriously wrong with C3C wastage calculations. I'll look at this ASAP.
Maybe the Statue of Zeus has been vandalised ... :lol:
Well, the actual end-date estimations are now a lot more robust, but I'll change the way I calculate culture / turn.
ainwood Sep 06, 2004, 06:47 PM Well, I thought that I had the Runtime Error 9 fixed, but after installing the newest edition of CivAssist, it for some reason has begun again. So, if anybody has anything to say about what is causing it, I am all ears. Again, thanks for all the work ainwood. :thumbsup:
Run-time errors - especiall "Subscript out of range":
Could people with these errors please try the following:
Download the latest version of TradeAssist, and install it. Note that reinstalling Civ / PTW / C3C is not required, and will probably just be a pain for you!
Start Civ Assist.
Note down what the circled text (see below) says when you click the "Civ3" option.
Try loading a manual file, and see if it loads correctly, without the errors. If you get an error, then please e-mail me the save, along with the info on what the directory listing for the circled text is, as well as your system set-up.
If a manual file loads correctly, but you get errors trying the auto monitoring, then try using the "Manual Folder" button to select the autosave directory that you are interested in. Does this solve the problem?
If you are a C3C user, and get a 'cannot find BIQ' message, then please let me know that too.
http://www.civfanatics.net/uploads8/civassist.gif
I've been able to get program to load OK on machines without civ installed, as well as with non-standard installations. I'll keep working at it though!
Three_Crowns Sep 07, 2004, 01:21 AM With 1.0.4 I got an alert that another civ had contacts to be sold. However, this was in ancient times and contacts were not yet tradeable. This could be seen as a spoiler. The trade tab did not, however, list any contacts available. I was playing a mod.
Request: An alert when other civs have techs for sale/when I can sell techs to other civ.
Great job - CivAssist is truly my friend.
Michelangelo Sep 07, 2004, 02:07 AM I've been playing with civassist now for 14:31:25 and can't play without it, so civaddict would maybe be a better name :D
I check it about every other turn to know if something has changed in the techpossession, trade opportunities. Also tech cost are valueble to determine what the most expensive tech is (during trading), so I can get that extra bit out.
I've been reading through the thread and found some problems I've encountered also. I didn't yet play with 1.04 so maybe you've solved some issues already.
During war alerter says that opponent will talk, but in fact it doesn't
When I started a war, the alerter was one turn late in determining that a city was about to riot. The city went into civil disorder. The city had 6 foreigners of the nationality that I was now attacking.
Trading tab list possible trading lux that I can't trade to other civ because I'm already trading the same resource.
Just tried 1.04 on computer without civ. I copied a .sav and the conquest.bic to this system (because civassist asks for it), but got a subscript out of range error. It works perfectly on a civ computer. Not really a big issue of course, as you wouldn't have much use for civassist on a non civ computer, but as you said you solved it, I thought to mention it.)
There's currently no check, I think, for an available trade route when civassist determines items for trade. (Options greyed out in diplomacy screen). This would be usefull.
If I encounter something else, I'll be back.
ainwood Sep 07, 2004, 03:02 AM During war alerter says that opponent will talk, but in fact it doesn't
"Sort-Of" fixed. It appears that the calc for whether a civ will talk is not as straight-forward as I first thought. Now, it will tell you when they will definitely talk, but you may in fact be able to talk a few turns earlier (may be related to whether you've attacked them in the turn).
When I started a war, the alerter was one turn late in determining that a city was about to riot. The city went into civil disorder. The city had 6 foreigners of the nationality that I was now attacking.
I think this is due to you don't get the "one turn grace" period for unhappy citizens that you get when a citizen is added to a city. The workaround for this is when you declare war, hit "save" then use the quick-load button to reload the save and check the happiness.
Trading tab list possible trading lux that I can't trade to other civ because I'm already trading the same resource.
:hmm: I will sort that out when I get around to adding current trades.
Just tried 1.04 on computer without civ. I copied a .sav and the conquest.bic to this system (because civassist asks for it), but got a subscript out of range error. It works perfectly on a civ computer. Not really a big issue of course, as you wouldn't have much use for civassist on a non civ computer, but as you said you solved it, I thought to mention it.)
I <hope> I've gone a long way to fixing that - you will still be asked for a BIQ for C3C non-scenario games, but it shouldn't crash as badly! Waiting for more feedback though, because some people are still having trouble.
There's currently no check, I think, for an available trade route when civassist determines items for trade. (Options greyed out in diplomacy screen). This would be usefull.
Well, I'm not sure where to find this in the save! I figured it was better to give the player the info, and they can know whether a trade is possible. When we find the trade route info though, we'll add it in. :)
If I encounter something else, I'll be back.
Thanks for the feedback. :)
ainwood Sep 07, 2004, 03:32 AM Version 1.0.5 Posted.
V 1.0.5
* Fixed Current Culture calc on 20k tab
* Added building maintenance & Unit maintenance to Corruption screen, and fixed calc for unit maint.
* Improved calculation of corruption and waste (better, but still not perfect!)
Dazz_G Sep 07, 2004, 03:42 AM I have saves on large / huge maps where the dom limit is right-on. Could you send me a save please? Send to gotm@civfanatics.net. Thanks!
Shouldn't matter - I don't think that the rules regarding trading workers are configurable. There wasn't a trade embargo against you was there?
I have sent you the save, as requested.
I've checked the game again, and there isn't a trade embargo against me ... the nations concerned would trade for me but all I could get was the gold that was listed under Trade tab ... no sign of workers though.
Just seen that you have just posted a newer version ... i'll try that one out shortly.
Keep up the :goodjob:
Michelangelo Sep 07, 2004, 07:12 AM Hi,
Forgot to post one more thingie.
When I want to activate civassist in game I click the floating form. However the main form isn't brought to the front then. I now have to click in the menu bar with active programs. If it's possible to bring up the main form by clicking the floating form, this it would be great.
M.
TimBentley Sep 07, 2004, 01:30 PM I just noticed a couple of things. On the General info tab, for rival info, the number of cities is not listed for some civilizations on some saves.
Also, I don't believe it is possible for coast, sea, or ocean to have a river.
Otherwise, it looks good.
ainwood Sep 07, 2004, 01:36 PM I just noticed a couple of things. On the General info tab, for rival info, the number of cities is not listed for some civilizations on some saves. That's for civs that you are at awar with. I need to modify it so that it counts visible cities. :)
Also, I don't believe it is possible for coast, sea, or ocean to have a river.
Otherwise, it looks good.Actually, it is ;) We had a modded GOTM where I deleted the land without deleting the river first, and it did change things!
Yaype Sep 07, 2004, 03:00 PM Well, I downloaded the newest version, and it seems to have solved my Subscript out of Range error. Hopefully, this time it stays that way. If not, I will be truly sad. ;)
TimBentley Sep 07, 2004, 08:18 PM Another problem I noticed. When I needed 58 more gold to learn astronomy and was researching at 334 beakers per turn, Civ Assist said that 58 beakers would be wasted. It was helpful in determining the most efficient way to learn it in the last 2 turns was by using 80% science for a turn, followed by 20% science for a turn, rather than the 50% science for 2 turns that I would otherwise have done.
socralynnek Sep 08, 2004, 09:13 AM And another bug, I found ( I can send in a save ):
Playing COTM4 your tool always showed N/A in the contacts tab in "To sell", although I could sell some contacts to other civs.
smphang Sep 09, 2004, 12:00 PM hi guys, i think i found the source of my problem.
i have the multi-language pack installed in my computer, and the default non-unicode language for my computer is non-english.
And after i changed that to English instead, the civassist run smoothly! :D
if you wants to change the default. here is what you should do:
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
and here you go! everything should works now! hehee
but the problem of doing this that you may not able to read whatever language your computer was able to read before... :(
maybe ainwood can find a way to bypass this?
ainwood Sep 09, 2004, 01:32 PM but the problem of doing this that you may not able to read whatever language your computer was able to read before... :(
maybe ainwood can find a way to bypass this?Well, I'm glad you got it sorted out!
I'm not sure about why this would cause a subscript out of range error! I'll look in to it, and see what I can do. :)
ainwood Sep 09, 2004, 01:37 PM General Info Tab : Now recognises version C3C 1.22f where previously it was listing 1.15f.
Units listed as 286 where in game, units only total 235 ... this may be as a result of captured workers not being counted by the game but counted by Assist. Perhaps you could list captured units seperately.Have added this to the version I'm working on now (not released yet).
Trade Tab : Lists workers that I can buy but when you open talks, the nations listed don't have workers for sale.From the save you sent me, It looks like the 'suicide bomber' was flagged as having a terraform AI strategy. I was reading this flag to count workers, but whether a unit is tradable or not depends on the "captured unit" flag, not the terraform flag. So I changed it to the other flag. :)
smackster Sep 10, 2004, 12:09 PM Ainwood,
This is a truly great tool. So far I've spent most of my time looking at the corruption tab as that is telling me more info than I've ever seen before.
What is alarming to me is that in looking back at a good cross section of my games from the last 6 months is that in all cases and at all ages I would have been better off in Monarchy instead of Republic. Even if you take away unit support, the corruption difference between Monarchy and Republic does not outweigh the threat of WW. Add to that MP's from Monarchy.
For example from my GOTM30 (space ship victory), 760ad Republic 467 beakers, 155 corruption, Monarchy 459 beakers, 163 corruption. Just 8 beakers difference in corruption. These values are before any unit/building maintenance.
For example from my COTM2 (dom win), 690ad, Republic 323 beakers, 328 corruption, Monarchy 310 beakers, 341 corruption
Am I missing something? What have I forgotten about Republic that makes it worth switching to over Monarchy?
smackster
ainwood Sep 10, 2004, 06:01 PM You haven't missed anything - I have! The repulbic trade bonus is not implimented properly - am working on fixing the problems with that this weekend (and have fixed some seriously-screwy other problems with corruption as well). I will also need to sort out the trait bonuses for city centers to get the comparisons accurate.
I plan on finishing it this weekend - so far its looking quite good though, as I'm getting maximum errors of one gold / turn, and 90+% of cities are correctly-calculated. :)
Dazz_G Sep 10, 2004, 06:49 PM Great news ... can't wait for the new version :goodjob:
smackster Sep 11, 2004, 10:31 AM You haven't missed anything - I have! The repulbic trade bonus is not implimented properly - am working on fixing the problems with that this weekend (and have fixed some seriously-screwy other problems with corruption as well). I will also need to sort out the trait bonuses for city centers to get the comparisons accurate.
I plan on finishing it this weekend - so far its looking quite good though, as I'm getting maximum errors of one gold / turn, and 90+% of cities are correctly-calculated. :)
Phew, I'm glad this time it was the software. On a positive note it really made me look at unit support for my current game, and improved things considerably.
The calculations in Anarchy don't look right either.
smackster
LAW_FREAK Sep 11, 2004, 01:16 PM It would be nice if you could combine your game setting extractions utility with civassist. If you do could you change the save as .txt function so that it can compile all the game settings to one file.
Thanks
Kuningas Sep 11, 2004, 01:16 PM This utility is a must download. :goodjob:
eldar Sep 11, 2004, 01:43 PM The number of 'bare' squares worked - does this include coast/sea tiles?
Neil. :cool:
TimBentley Sep 11, 2004, 02:17 PM In a current game, the numbers for domination limit were strange. I'll list all statistics that could be applicable.
Total tiles: 5000
Total explored: 1558
Land: 1221
Tiles owned: 221
Domination tiles: 221
Domination limit: 4672.65725288832(E sti
Tiles to limit: 4451.65725288832(E sti
ainwood Sep 11, 2004, 06:54 PM In a current game, the numbers for domination limit were strange. I'll list all statistics that could be applicable.
Total tiles: 5000
Total explored: 1558
Land: 1221
Tiles owned: 221
Domination tiles: 221
Domination limit: 4672.65725288832(E sti
Tiles to limit: 4451.65725288832(E sti
Civ3 vanilla by any chance? Its fixed, but I haven't released that version yet. :)
The number of 'bare' squares worked - does this include coast/sea tiles?
Neil. I think it does... I'll fix that as well. :)
Pavlos_Melas Sep 11, 2004, 08:25 PM Hello Ainwood, everyone,
I downloaded Civassist 1.0.5. last night. Running the XP OS and C3C, I got the error that others have mentioned -- Runtime Error '9', Subscript out of range.
This DOES NOT happen with the initial save, such as the typical 4000BC first save of a 'New Game' or the first save of a Conquerors scenario in C3C.
It happens with the subsequent autosaves and manual saves of the aforementioned type of games.
Also, something peculiar happens that means nothing to me but may help Ainwood:
1. I start Civassist 1.0.5.
2. I double click the 4000BC save and it runs fine.
3. Then I click "Quit" and Civassist closes but the "Cho[o]se file to load" box opens up.
a. If I choose the 4000BC file then the "Cho[o]se to load" box closes and Civassist does not start--as if nothing happens.
b. If I choose another, a post-initial save, then the " Runtime Error '9' " pops up.
I think I read all the postings thus far so forgive me if I did not see any solution other than e-mailing a save file. I just hope to be able to help somehow since this seems to be a great time-saving and fun-preserving utility.
ainwood Sep 11, 2004, 08:27 PM Are you playing a game with Victory Points enabled? I've fixed a problem with those, and will post the update later today. :)
Pavlos_Melas Sep 11, 2004, 08:29 PM The sengoku scenario did not have victory points. I'll try one now quickly.
ainwood Sep 11, 2004, 08:32 PM Ok - then if it wasn't a victory points problem, then can you please e-mail me a save that gives this error? gotm@civfanatics.net
Scenarios are a bit problematic, but I'm slowly fixing the errors. :ack:
Pavlos_Melas Sep 11, 2004, 08:33 PM Bingo!
Victory points unchecked, "New Game" in C3C and no problems. Auto and manual loading of at least the first 3 saves ok.
When you put the new version up I'll try my other saves from the Sengoku scenario.
:)
ainwood Sep 11, 2004, 09:06 PM Thanks for the save - it seems that the thing that was causing the problems was that it was trying to calculate data from the Forbidden Palace, when there is no forbidden palace possible in that scenario. :)
Pavlos_Melas Sep 11, 2004, 09:27 PM Any time--thanks for the amazing effort you're putting into this. wow...
RFHolloway Sep 13, 2004, 01:28 PM One point and one request.
Am using it for GOTM4 now and after war with a certain civ and having made peace with them again, I can no longer see the number of cities on the general info tab.
The request is - could you add a button which would save all the information that you have extracted to a text file. That way when an empire gets really large I can load it up in excel and search through for useful cities, or print it out and review away from a keyboard (that helps to slow down my play!) Obviously the information that could be useful in that situation is far more than in your current tool , but to be honest whatever you have got would be great, especially
For cities
Population and happiness
Current rates of production for FSC (you have this already)
Current status of food and shield bins (usful for managing shield and food wastage)
What improvements these cities have (e.g. find highest commerce city without a bank)
Location (measured from capital?)
For units
Basically what f3 shows, unit types and numbers but split into regular vet elite etc
Justus II Sep 13, 2004, 01:53 PM One point and one request.
Am using it for GOTM4 now and after war with a certain civ and having made peace with them again, I can no longer see the number of cities on the general info tab.
The request is - could you add a button which would save all the information that you have extracted to a text file. That way when an empire gets really large I can load it up in excel and search through for useful cities, or print it out and review away from a keyboard (that helps to slow down my play!) Obviously the information that could be useful in that situation is far more than in your current tool , but to be honest whatever you have got would be great, especially
For cities
Population and happiness
Current rates of production for FSC (you have this already)
Current status of food and shield bins (usful for managing shield and food wastage)
What improvements these cities have (e.g. find highest commerce city without a bank)
Location (measured from capital?)
For units
Basically what f3 shows, unit types and numbers but split into regular vet elite etc
That would be great, I have no idea why most modern strategy games have no support for printable reports. I know the OLD version of MapStat (For PTW, not CRPMapStat) had an Export City Stats option, that basically included everything from the F1 screen, and could be imported directly into Excel. (I would then have to manually note what improvements the cities had, what they were building, etc). But I used it often for planning, especially when travelling. A similar function for C3C would be great. :)
ainwood Sep 13, 2004, 01:58 PM One point and one request.
Am using it for GOTM4 now and after war with a certain civ and having made peace with them again, I can no longer see the number of cities on the general info tab.Can you see other info like resources etc that they have? It might be a flag not being reset properly. :hmm: Presume you've let it load the next save (or saved and used the 'quick load')
The request is - could you add a button which would save all the information that you have extracted to a text file. That way when an empire gets really large I can load it up in excel and search through for useful cities, or print it out and review away from a keyboard (that helps to slow down my play!) Obviously the information that could be useful in that situation is far more than in your current tool , but to be honest whatever you have got would be great, especially
Its possible... Quite a bit of work though, so will be down the priority list.
For cities
Population and happiness
Current rates of production for FSC (you have this already)
Current status of food and shield bins (usful for managing shield and food wastage)
What improvements these cities have (e.g. find highest commerce city without a bank)
Location (measured from capital?)
For units
Basically what f3 shows, unit types and numbers but split into regular vet elite etc
I presume that's the stuff you want off-line? The stuff that isn't currently available will probably be added. I am putting together another 'city' tab, that will show useful stuff, although distance and rank can be added to the corruption screen. BTW - for the military splits, I think Dianthus' Stats program has the military advisro breakdowns. :)
----
Current status is that I'm really spending some time fixing bugs and making the calculations more robust before I add more features. The more I look at the corruption model (which was one of the things that I really wanted this for for my own use), the more gaping holes I find in it. I've improved it, but its still out by a bit (C3C is a mess; PTW/Civ is out by about 1GPT in approx. 10% of towns; government changes are still hopelessly wrong, which is annoying cause this is the main value that I see in it!)
socralynnek Sep 14, 2004, 02:04 AM Another little feature request for your great tool:
In the Overview tab you list the accumulated culture of the civ. I often also would like to know how much culture I'm producing in one turn without having to skip the turn and subtracting values (for example to estimate a Culture100K win).
It doesn't have to be in detail like the 20K tab, which counts the double culture bonus, just a number would be fine...
Thanks for reading!
ainwood Sep 14, 2004, 05:21 AM Another little feature request for your great tool:
In the Overview tab you list the accumulated culture of the civ. I often also would like to know how much culture I'm producing in one turn without having to skip the turn and subtracting values (for example to estimate a Culture100K win).
It doesn't have to be in detail like the 20K tab, which counts the double culture bonus, just a number would be fine...
Thanks for reading!
That ones easy - done. It will be on the "General Info" page in the next release. :)
Three_Crowns Sep 15, 2004, 12:12 PM Another request, but a small one, I think. Could the technology tab also show the propability of obtaining a scientific great leader? ofcourse it will not be accurate until contacts have been made with every civ.
socralynnek Sep 16, 2004, 08:34 AM That ones easy - done. It will be on the "General Info" page in the next release. :)
Thanks. There is no way in Civ3 to find that out in the game, except for counting...
sabrewolf Sep 16, 2004, 12:19 PM Another request, but a small one, I think. Could the technology tab also show the propability of obtaining a scientific great leader? ofcourse it will not be accurate until contacts have been made with every civ.
the chance is 5% for scientific civs and 3% for non-scientifics. that figure doesn't change ever in the game, no matter if you know noone or everyone
the only difference is if some else (you know) has got the tech. in that case the chance is 0%. so CivAssist could possibly tell you "you are researching xyz and (still) have a [3|5]% chance of getting an SGL if you are first to it"
or am i understanding you wrongly?
Three_Crowns Sep 17, 2004, 03:08 AM the chance is 5% for scientific civs and 3% for non-scientifics. that figure doesn't change ever in the game, no matter if you know noone or everyone.
Oh, I thought that the probability dependet on the number of techs you are ahead of everybody else. See: http://forums.civfanatics.com/showthread.php?t=69141
Turner Sep 17, 2004, 03:14 AM Yes, but...
The formula is based on the information, that each time, you are the first to get atech, you have a 3% (5% for scientific civs) to get a Scientific Great Leader.
sabrewolf Sep 17, 2004, 02:45 PM see turner's post
Oh, I thought that the probability dependet on the number of techs you are ahead of everybody else. See: http://forums.civfanatics.com/showthread.php?t=69141
it shows the chance you have to get 1 or more SGLs for every tech you're first to discover.
it a simple calculation:
chance of at least one SGL = 1 - ((1-r) ^ t)
r is 0.03 (3%) for normal civs and 0.05 (5%) for scientific ones.
t is the number of techs you research as first.
(1-r) is the chance NOT to get it, (1-r)^t the chance that you don't get one over t techs.
but enough threadjacking ;)
great tool ainwood!
any MP plans? ;)
Memento Sep 20, 2004, 12:10 PM Nice Tool,but tell me what is this for an error?
"Bad record Number"
ainwood Sep 20, 2004, 02:13 PM It depends on what version you are running!
I have fixed quite a few bugs, but haven't released an updated version for a while. Reason being is that there is still quite a lot outstanding on tweaking the features and calculations (especially the corruption model). I was a bit reluctant to present another incomplete version. However, I will post an update tonight / tomorrow that fixes a lot of these bugs, but just be aware that its still not the 'final' version.
Memento Sep 20, 2004, 02:37 PM You´ve all time. :)
ainwood Sep 21, 2004, 04:20 AM V 1.0.6
* Improved worker for trade checks.
* Improved corruption calcs for PTW / CIV.
* Fixed problem with victory points causing Subscript out of range errors in C3C.
* Widened Traits label on general screen.
* Fixed explored tile counts for Civ3.
* Rounded domination tile estimates on territory screen.
* Added version number to start screen caption.
* Bought main window to foreground when closing alert form
* Added turn and year to alert lists.
* Forced update of alert list when opening.
* Moved ‘show form’ button to main tab, rather than alerts.
* Made listboxes un-editable
* Improved Listview behaviours – gridlines, show row select etc.
* Added extra resources to underlying terrain (eg forest and jungle resources to grassland and plains)
V 1.07
* Added directory select button to main form.
* Improved ‘optional skipped’ text box.
* Improved Marsh drawing on terrain tab.
* Re-Wrote code for building improvements (more efficient, more stable, more accurate!)
* Added proper building maintenance checks to scenario corruption (now calculates correctly if current govt is anarchy).
* Improved Luxury & Science sliders on corruption tab (easier to use, drag behaviour better).
* Fixed issue with scenarios with no FP able to be built cause subscript out of range errors.
* Added settlements and trait calculations for base terrain.
* Added option to disable pic drawings on base terrain sheet.
V 1.0.7 attached to first post. If that zip file is corrupted ( :eek: ), then you can download the .exe only here (http://gotm.civfanatics.net/civassist/CivAssist.exe).
Please note - this is still a bug-fix revision - probably pretty obvious because there are now two blank tabs! :blush:
Turner Sep 21, 2004, 04:45 AM Any chance you can add the seed extract into the general info tab? Or do you already have another util that does that?
Michelangelo Sep 21, 2004, 07:50 AM Hi,
Played a bit with the corruption tab and found something strange, maybe you allready know of it.
If I open the corruption tab it displays these numbers, see corruptionfirst.jpg
After I changed the governmenttype and return to Republic the numbers have significantly changed. Are they calculated in a different way? After hitting the restore button the original number appear.
smackster Sep 21, 2004, 07:58 AM Ainwood did note previously that there is a problem with the calculations in the government corruption tab, and that he was still working on it.
smackster
Michelangelo Sep 21, 2004, 08:07 AM Ainwood did note previously that there is a problem with the calculations in the government corruption tab, and that he was still working on it.
I know. But I found it strange that when two calculations with the same parameters result in completely different results. I didn't check which of the two was corresponding best to the game itself.
Firecrack Sep 21, 2004, 08:12 AM Does the SPHQ reduce corruption in government other than communism ? (C3C 1.27) Does CivAssist is accurated about that ?
Firecrack Sep 21, 2004, 09:22 AM I know. But I found it strange that when two calculations with the same parameters result in completely different results. I didn't check which of the two was corresponding best to the game itself.
The first corruption stats you see are collected directly from the savegame. They are not calculated. The program counts who many shield/commerce are producted/wasted in every city and display it. The information is also in the domestic advisor panel.
When you change government type in civassist, it tries to calculate the corruption that would be. Switching back to republic also uses the equations. The problem is that the corruption equations are not perfect and the results are not exactly the same as in the game.
In your pictures, we see the shield/waste are the same but the commerce is definitively wrong.
I am pretty sure of what I said but, as I am not the one who coded the program, i may be wrong.
Michelangelo Sep 21, 2004, 10:16 AM Firecrack:
I also thought it would be something like that. I sure hope Ainwood gets it right though.
Or maybe he discoveres that the game itself screws up. :lol:
ainwood Sep 21, 2004, 01:10 PM @Turner: This is designed to be spoiler-safe. I have another utility to extract the seed. Might consider adding it, but am concerned about the spoiler possibilities with the seed.
@Michelangelo: Firecrack got it 100% right.:thumbsup: The first value is extracted, the second is calculated. If you hit the 'restore' button, then the 'extracted' values are shown again.
@Firecrack: No, the SPHQ only works in communism. However, the C3C base corruption calcs as presented are still pretty awful, and I really want to get them fixed.
SesnOfWthr Sep 21, 2004, 05:18 PM Ainwood, since the utility reads the save file, something to consider for the next update.
Oystein has done a wonderful little study of how espionage missions work HERE (http://forums.civfanatics.com/showthread.php?t=97042)
The part of it that I thought you might be able to incorporate is the 'flag' part. Oystein has discovered that when you fail a spy mission, a flag is put on the save file, indicating that all subsequent spy mission will fail until the flag is removed. Apparently, there is a 33% chance that the flag will be removed each turn. So it is *technically* possible that the flag would remain for ten or twelve turns.
Is there some way that you could incorporate something to show us if the flag remains on the save file? Oystein has indicated he would be happy to show you exactly where the flag in the save file is. Might be something of a spoiler, but otherwise it's a shot in the dark for espionage missions....
bluebox Sep 22, 2004, 09:20 AM Ainwood, since the utility reads the save file, something to consider for the next update.
....
Might be something of a spoiler, but otherwise it's a shot in the dark for espionage missions....
Probably too much of a spoiler for Ainwood to build in, i suppose .....
-----------
ainwood, the utility gets better and better. it feels very comfortable to use it. my observations for 1.0.7:
General
- All names in the first columns in all tables are editable. I could really live with that, so will probably many others. But because you "Made listboxes un-editable" in 1.0.6 I thought this could be on your to-do list and i mention it here.
Base Terrain
- All pictures of resources have a border at the left and upper side that is 1 pixel wide.
- There is a circular misplacement of resources grfx for for the 'new' resources. Tropical Fruit is depicted as Oasis. Oasis is shown as Sugar. Sugar is displayed as Tropical Fruit. Tobacco is displayed as tobacco. Haven't back-checked entirely, but I suppose the listed values for f/s/g of these resources are correct, that means e.g. selecting "tropical fruit" produces the correct numbers but i see an oasis on the jungle tile.
- Q:Isn't there an additional increase in shields for metros of industrial civs (town=1s; city=2s; metro=3s instead of 2s)?
Corruption
- A runtime error occurred like this: I changed the palace city, then i pressed the "restore" button; when i change the location of the palace again, i get: "Run-time error '35600' - Index out of bounds"
- "Feudalism" lists the same numbers as "Fascism"; at least unit support should be quite different.
Alerts
- What about a timer: Alert me in "XX" turns? Good for deals, prebuilds .... (maybe already suggested here).
ainwood Sep 22, 2004, 01:50 PM Thanks for the feedback.
The base terrain was reading the wrong graphics files for conquest, so I 'fixed' that. Needs a bit more work by the sounds.... The corruption issue sounds strange - I'll check that out. :)
The alert in X turns is quite easy, if its seen as useful. :)
torrasque Sep 22, 2004, 07:20 PM The alert in X turns would be very useful, as time really does fly when you're playing Civ! Maybe also an 'alert at a certain time' could be added - this would be useful is you needed to, say, go somewhere at a certain time. I find it hard to keep track of time when I'm Civving!
torrasque
redbeard Sep 23, 2004, 02:01 AM The alert in X turns would be very useful, as time really does fly when you're playing Civ! Maybe also an 'alert at a certain time' could be added - this would be useful is you needed to, say, go somewhere at a certain time. I find it hard to keep track of time when I'm Civving!
You could also use the timer to remind you when a deal is up, so you could, say, attack someone after your right of passage is up, a trade with them is up, etc. ;)
bluebox Sep 23, 2004, 01:50 PM Corruption
- A runtime error occurred like this: I changed the palace city, then i pressed the "restore" button; when i change the location of the palace again, i get: "Run-time error '35600' - Index out of bounds"
ainwood, maybe you found out by yourself, already, but i want to add that the bug occurs in combination with the sort function of the city table. if i press the restore button after i sorted the list in any category, the list is emptied except for the city names. a subsequent change of either the palace city or forbidden palace city triggers the crash.
good luck ;)
ainwood Sep 23, 2004, 02:10 PM OK - I've manged to replicate it, but not consistently. I'll try to figure it out - it shouldn't be too difficult to fix. Thanks for that.:thumbsup:
ainwood Oct 01, 2004, 04:58 AM Ok - have updated it to version 1.0.9. Still quite a bit to sort-out, but I got annoyed today playing a succession game and so I finished the current-trades bit. And yes, it is still the corruption info that is dodgy....
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