Civ Assist

Zild said:
The latest version of Civ Assist swears blind I'm trying to load a mulitplayer save. I swear blind I'm not... It does this for any autosave I've got for that game.

PTW, latest patches.

Save: http://www.paranoia-live.net/gm_ftp/Zild/Other/NotMP.SAV
OK - the Multiplyaer checking may need some beefing-up. Is it at all possible that someone tried opening this as a multiplayer game?
 
Not at all - nobody even has access to my PC apart from me, and the file's never been sent to / received from any other computer (it was still in the very early stages of play).

But there are some details that I should probably mention...

I am participating in a PBEM game at the moment. I played my turn of the PBEM, then without exiting started the single player game. I got a few turns into it before remembering to turn Civ Assist on. I'm guessing that it read the PBEM game (I first just told it it was a PTW game, and let it find the file itslef). But even after closing and restarting Civ3, and trying to give it the file manually, it still insisted.

Worse still, in the initial instance, it gave no less than 11 pop-ups (I wasn't continually asking it to load the file or anything - I had to close it via Task Manager in the end.

I'm going to clear out my autosave folder and start a fresh game - I just hope it works again. That's the problem with creaiting such a useful utility - some of us can't live without it!
 
Hi Ainwood

CivAssist has been working great. Lately I have been getting an error and progressing in turns has not been fixing it. Here is a screenshot + the save file it is trying to load on in case you are insterested.

V: 1.0.10
O/s. WinXP Pro fully patched.
Civ: PTW

thanks, valamas
 

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Using CivAssist version 1.1.0 I get the following when trying to load a save file:

Run-time error 5: Invalid procedure call or argument.

One of the messages in this thread suggested trying version 1.0.7 if you are having problems. I get the same error on the prior version.
 
QuinEd said:
Using CivAssist version 1.1.0 I get the following when trying to load a save file:

Run-time error 5: Invalid procedure call or argument.

One of the messages in this thread suggested trying version 1.0.7 if you are having problems. I get the same error on the prior version.
Sounds intriguing! Is it a conquests save? If so, is it patched to 1.22f? Send me a save file to gotm@civfanatics.net , please. :)
 
I use your program and it is great. :)

One problem I am having with the new version, though, is that it won't tell me about beaker overruns. :cry: I also have a suggestion: could you add a combat calculator? :goodjob:
 
One thing I'd like to see: a 'probable UN opponent(s)' indicator. Shouldn't be too tricky, should it?

Neil. :cool:
 
ainwood said:
Sounds intriguing! Is it a conquests save? If so, is it patched to 1.22f?

No, I have PTW. I'm thinking about Conquests after reading a lot of the messages in these CFC forums, though. And, no, I did not have all of the current patches installed. I got current on the patches and the program works like a charm! It displays so much valuable information! Excellent work!

One question, though. On the "Cities" tab, how do you interpret the numbers on the "Improvement Info" grid? The numbers it shows in the grid do not match any of the numbers when I zoom into the city. And what are the "(0 of 0)", "(2 of 3)", etc. numbers in parenthesis?

Thanks for your help and all of your hard work!
 
QuinEd said:
One question, though. On the "Cities" tab, how do you interpret the numbers on the "Improvement Info" grid? The numbers it shows in the grid do not match any of the numbers when I zoom into the city. And what are the "(0 of 0)", "(2 of 3)", etc. numbers in parenthesis?
It shows the number of a certain class of building that you have in the city out of the total number available. Eg: Under "Beakers" a 1 of 3 would mean that you have a library; and have not yet built a university or research lab.
 
ainwood: This utility, as I've said before, is great - especially the trade part.

One suggestion (if you ever find time :crazyeyes: ) is if you could include what the AIs would be willing to trade, not just what they have.
Example: Say I have a monopoly on Electronics. Some screen would show;

The Chinese are willing to offer 300 gpt or 6000 gold for Electronics.

If you could do that, it would be great - if you don't, I'll still use this, don't worry. ;)

PS: These are the types of utilities that Firaxis should include with Civ! It would make the game a lot more enjoyable. :)
 
Ginger_Ale said:
ainwood: This utility, as I've said before, is great - especially the trade part.

One suggestion (if you ever find time :crazyeyes: ) is if you could include what the AIs would be willing to trade, not just what they have.
Example: Say I have a monopoly on Electronics. Some screen would show;

The Chinese are willing to offer 300 gpt or 6000 gold for Electronics.

If you could do that, it would be great - if you don't, I'll still use this, don't worry. ;)

PS: These are the types of utilities that Firaxis should include with Civ! It would make the game a lot more enjoyable. :)

I would like to support this request. We can already see how much gold the opposing civs own, but we can't see how much gpt they have available for trade. At the moment, we still need to talk with opposing civs to see if they have some gpt in return for a technology. With this functionality, that last often useless trade negotiation would be removed. And I agree with Ginger_Ale that without this functionality, the utility is still superb.
 
ainwood said:
Well, unfortunately trying to determine how much money that AI will really pay or accept is not a trivial task. May be possible, but not in the near future. :(

I'm not really interested in how much they will pay for a certain tech (maybe Ginger_Ale is), but just how much they could possibly pay; how much gpt they have left. Is that also very difficult? Do you have to make difficult calculations or can you just get the information out of the game like you can with the total amount of gold they posses.
 
Eldar's diplomatic opponents and Roland Johansen's 'how much can they pay' could be considered spoilers. As CivAssist is supposed to be GOTM spoiler-safe, these might not be allowed in.
 
The rules for UN opponent are pretty clear-cut, actually:
- Own the UN (obviously)
- Most population

The first isn't spoiler information, of course; the second, by the time you get the UN, you should be able to work out by eye just by adding up city sizes. I'd certainly only start posting the information once Fission has been researched.

Neil. :cool:
 
torrasque said:
Eldar's diplomatic opponents and Roland Johansen's 'how much can they pay' could be considered spoilers. As CivAssist is supposed to be GOTM spoiler-safe, these might not be allowed in.

Hmm, you're right. If you don't have anything to sell, you would normally not be able to see how much gold per turn your opponents have available. A pity though as it would drastically cut the number of diplomatic talks you need to do each turn to find out if they have something to offer.
 
Re gold to pay, AFAIK, the most difficult part is working out how much cash they have. I could try and make something spoiler safe around that, but it won't be easy. Might take a while.

@eldar - there is also the issue of knowing what the populations of the cities are, if you haven't had a world map in a hile. But that I guess is a minor spoiler.
 
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