CivAssist II

CivAssist II 30-Oct-2016

WOW, is this a "Bolt from the Blue" from ainwood!!.......Very good news all around.....An excellent way to start the New Year!

Very pleased you're going to give your CAII a major tune-up!......And for it to run on Windows 7 to boot. :goodjob::goodjob:

Now the rest of us will have to come through with examples/explanations of problems/enhancements! :)
 
Well, its slow going. I'm somewhat hamstrung by not being able to remember the ins-and-outs of Civ3, and also my C# is fairly rusty (although I'm starting to remember). Tomas is pretty helpful though, and re-wrote the save / autosave monitoring code, which the upgrade to .Net 3.5 broke - that was the major problem we had to resolve (and was actually not too bad. The main issue was how it got integrated into CivAssist, not how to do it).

Question: Is it possible to work-out which players are in the game before you meet them? I have a feeling that it is, but can't recall how to do it.

Edit - Oh yeah - reason I didn't send you a copy like I said I would, is that I found it was really badly broken! :blush:
 
With Tomas' assistance, we've now got the basics working under Windows 7, and should work for Vista. Still quite a lot of modifications to be made though.
howdy ainwood,

wheeeee! [*grin*]
*****

[1] display of "unimproved" water tiles
Originally Posted by undertoad View Post
Yep, like you I find the unimproved tiles feature (Territory view) extremely helpful, but simultaneously frustrating. A toggle to switch off consideration of coast/sea/ocean tiles (which can never really be "improved" in the strict sense), or making them always count as Fully Improved, would be very useful.

So: Which would be preferred here? I honestly can't recall how the mechanic works. If a tile is near a city with a harbor and Offshore platform, consider it "fully improved"?,
i can see that a toggle to exclude water tiles might be handy. to be honest, i never use the improved/unimproved feature once i get past the 1st era.
*****

[2] forest w/road or w/rail "needs improvement" display
I'd also like to be able to make Forests with Road still be considered "Fully Improved" once Railroads are discovered. Railing Forest (which is going to stay Forest) is a waste of effort, as it makes no difference at all to the output.

Consensus on this?
perhaps another toggle? [*grin*] again, i don't use this feature once past era one, but i can see that others might want to keep track of it. for instance, it's handy to rail forest when you start having massive pollution problems as it makes entering/exiting such tiles a zero-movement operation.
*****

[3] replace "improved list" with "unimproved list"
For me, the Territory View/city listing table could be more helpful if the Mined/Irrigated/Forested columns were replaced with Unmined (hills/mountains/desert only), Unirrigated (plains/grassland/floodplain/desert only), Unroaded (all tiles) and Unrailed (all tiles except Forest). When viewing this list I'm more interested in what needs to be done than in what's improved already. A global switch to switch these counts between Worked tiles (present) and all possible workable tiles (future development) would be great as well.

Might be able to make some improvements here.

this looks like a handy thing. i find myself converting in my head to "unimproved" fairly often.
*****

[4] additions and changes in general
personally i prefer to get it working "as is" and THEN consider changes.

that y'all are working on it at all is delightful! [*grin*]

take care,
lee
 
Have made a fix for the hidden units, so save not needed for that.

EMan said:
I like to display those cities that are wasting food (because of "No Aqueduct/Hospital") .......on my "Show Alerts" listing.

The only problem is that any city of size 12 or more shows as wasting food when the Food Box is Full, even when it has a Hospital!

How can cities with Hospitals be eliminated from the list?
The excess food doesn't carry-over, does it? Therefore, if (stored food) + (surplus food / turn) > (Granary size), then there will be some wasted food, and is an opportunity to mm to get more production and still have the city grow.
 
Speaking of Micro-Management, I use CAII extensively in my HOF Huge Histographic games.

The attachment shows a City Screen (City 1252) from 1020AD. At this point, I'm trying to maximise score.......As you can see, CAII tells me I'm wasting food because the food box will be filled......But, unlike cities without Aqueducts or Hospitals, this city will increase in size. Also, at present CAII does not warn you of food wastage if the city size is below 6 and you will waste food on increasing city size......This is fine IMHO.

In this screenshot case, you cannot increase your score in City 1252 by making specialists out of Laborers (viz. A Happy Person scores 2 base points v 1 point for a Specialist), so the message needs to be ignored.

What you have in CAII for cities that cannot increase in size due to lack of Aqueduct or Hospital is fine (great, actually).......But once they get above size 12, I'd prefer it not to be checked. :)
 
In the attached screenshot, I've just discovered Education and plan to discover Astronomy in 4 turns (minimum number of turns). I've set the number of scientists using the F1 screen to precisely calculate that Astronomy will be reached in 4 turns with no wastage.

I've overlayed a MapStat image to prove up the settings:

Total Beakers per turn: 622 (271+351)
A. From Science slider in game: 271
B. From Scientists: 351 (117*3)

Total Beakers to be produced in 4 turns: 2488 (622*4). This number correctly matches the Estimated Cost on the CAII screen.

However, as you can see from the CAII Technology screen:
i The number of Beakers produced is showing as 853/turn instead of 622
ii The number of turns required should show as 4 (minimum under C3C). :)
 
Yes, I think those 2 groups might be useful.

Personally, I use the "City has grown" alert to rearrange tiles, if necessary. The AI is keen to place laborers on shield producing tiles as opposed to food.......even if Food is stressed in the Governor.

While on the subject, can you split out "City has grown or shrunk" into 2 groups. I don't need to know cities that have shrunk.....Cities normally shrink because I have built a worker/settler and I have the game Preferences set to "Ask for Build Orders after Unit Construction".

Game Sav attached for Beaker Issue. :)
 
I downloaded you're save, I get the same thing, that is strange. :hmm:

By the way, congratulations on a domination victory, you are only 4 tiles to the limit. :D
 
...By the way, congratulations on a domination victory, you are only 4 tiles to the limit. :D
Thanks, this game would place 4th on the HOF Domination Victory List...........However, I'm actually gunning for a #1 on the HOF Monarch-level All-time Score (viz. Histographic Victory) List! ;)
 
Well you won it anyway through domination, even an AI could win it now.
 
It's a bit like playing Poker, holding a Royal Flush.......You know you're gonna win the game......But by how much!!??........Kuningas has a very good HOF score of 41453 to be beaten. ;)
 
The problem is in how the Tax/Science/Luxury calc is being done for "leftover' (rounding error) commerce. Eg. in a city making 1 net commerce after corruption, where does that commerce get allocated?

With the slider at 4:4:2 (tax:Science:Luxuries), it is being allocated to tax, where CivAssist assumes that it goes to science. I need to relook at the way the calcs are being done.
 
Well you won it anyway through domination, even an AI could win it now.

No, he hasn't won it. He's going for a histographic victory, and the more territory he has, the higher his score. No doubt he's playing on a 60% archipelago water map which I believe invariably has a higher domination limit than an 80% pangea map. EMan has quite the trend going, working his way up from the Chieftain Huge Histographic.
 
Well, its slow going. I'm somewhat hamstrung by not being able to remember the ins-and-outs of Civ3, and also my C# is fairly rusty (although I'm starting to remember). Tomas is pretty helpful though, and re-wrote the save / autosave monitoring code, which the upgrade to .Net 3.5 broke - that was the major problem we had to resolve (and was actually not too bad. The main issue was how it got integrated into CivAssist, not how to do it).

Question: Is it possible to work-out which players are in the game before you meet them? I have a feeling that it is, but can't recall how to do it.

Edit - Oh yeah - reason I didn't send you a copy like I said I would, is that I found it was really badly broken! :blush:

Yes. If you pre-select your opponents, of course you can know who you face. But also, if you hit the F10 button to look at your spaceship, you can see who's in the space race with you... even in 4000 BC.
 
Wow! Really glad to hear this is being updated to work under Windows 7. Best of luck with the update.

If you need any beta testers, I will gladly volunteer.:D
 
Change log to-date.
Code:
Version 2.1.????
* UPGRADE TO .NET FRAMEWORK v3.5.
*  - Modified watchers to use native FileSystemWatcher class.
* UPGRADE TO SUPPORT WINDOWS VISTA / WINDOWS 7.
*  - Modified autosave / install to handle Virtual Store for default program files location.
* Added ability to show Bonus Grassland on map view.
* Tweaked alert form buttons to look better on higher screen resolutions (button location).
* Changed support e-mail to CivAssist@gmail.com.
* Fixed WorldMap properties to hide unmet civilizations.
* Hid "sessions" and "turns / session" label on main form at start-up.
* Added check for running with administrator privileges (exits if not found).
* Fixed exception when "cancel" button clicked on password-protected save log-in screen.
* Added (known) world city count and number of cities that can be built against cap of 512 to territory view.
* Fixed bug to prevent displaying of invisible units (including combat calculator!)
* Added "Producing" column to city view.
 
Is it possible to fix all the bugs regarding commerce?

Things such as that 3 turn tech posted a while back, plus always having the wrong number of beakers/turn and gpt.
 
I hope I'm not too late, would it be possible to have an option to show/hide the button that appears in the NW corner of civ3 screen when CivAssist II is running in the background?
 
Is it possible to fix all the bugs regarding commerce?

Things such as that 3 turn tech posted a while back, plus always having the wrong number of beakers/turn and gpt.
Yep. I'm overhauling both the corruption modeling and the tile yield allocation calc.


I hope I'm not too late, would it be possible to have an option to show/hide the button that appears in the NW corner of civ3 screen when CivAssist II is running in the background?
I guess I could....
 
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