UGO
Civilization Fanatics' Center  

Welcome to Civilization Fanatics' Center.

You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support.

Go Back   Civilization Fanatics' Forums > CIVILIZATION III > Civ3 - Creation & Customization > Utility Programs

Reply
 
Thread Tools
Old Jan 16, 2004, 03:54 AM   #1
ainwood
I am The Law.

 
ainwood's Avatar
 
Join Date: Oct 2001
Posts: 24,732
Trade Assist

This is a BETA version! If you find any problems, or want to suggest any improvements, the please PM me or post them in this thread.

What is this?

Well, I got really sick of haivng to click through numerous screens to see if the AI had any workers for sale, any techs that I didn't have, or any contacts/communications that I didn't have. So I wrote this utility to put all the info in one place.

Features:
  1. Configurable alerts: Program will bring itself to the foreground if any AI civ that you have contact with has new communications, new techs or workers for sale, or if a city is about to riot. You can turn these on or off.
  2. Lists numbers of techs / communications / workers that AI civs have that you don't.
  3. Lists AI gold.
  4. Spoiler safe - only lists AIs that you have contact with, and only lists techs / communications if you or the AI have the prerequisite tech to trade them.
  5. Calculates where the capital will move to in a palace move.

To use: Simply fire it up when you have Civ / PTW running, and set which alerts you want to see. I suggest that within the civ game you set the "wait at end of every turn" flag. This program will not update until 2 to 3 seconds after your turn starts, so in the early game you may miss something if you don't wait for it!

Limitations:
  1. Doesn't (yet) support conquests.
  2. Doesn't support map trading.
  3. Doesn't support resource trading.
  4. Written in VB. You will need VB runtime modules (which most windows version have as standard anyway). Not sure if Mac users can run it via a windows emulator...

Edit:
Version History:
v1.0.1:
  1. Fixed bug with capital index not linking to the correct city (only affects games where one or more civs capitals have moved, either through jumping or capital being captured).
  2. Added command-line directory specification. Currently, the autosave directory is determined from the registry setting for your main civ installation, and your choice of game version. If you want to, you can specify an alternative directory location by putting the directory as a command-line argument.

Version 1.0.0. replaced after 132 downloads.


Version History:
v1.0.2:
  1. Added support to allow location of new capital to be determined in free palace jumps.
  2. Added support to alert players when cities are going to riot.
  3. Fixed bug in loading files where no cities have been founded.
  4. Fixed problem with spurious BIC LEAD sections.
  5. Fixed two load bugs when a new game is loaded.

Version 1.0.1. replaced after 155 downloads.


For more details and discussion of this utility (including a few of the suggestions to date), please see this thread.

Note:
You will need to install This common DLL to enable this program to support compressed file.



And the actual program (ZIP format): V1.0.2
Attached Files
File Type: zip trade assist.zip (63.2 KB, 1285 views)

Last edited by ainwood; Feb 19, 2004 at 08:58 PM.
ainwood is offline   Reply With Quote
Old Jan 16, 2004, 06:19 AM   #2
Gogf
Indescribable
 
Gogf's Avatar
 
Join Date: Oct 2003
Location: Connecticut
Posts: 9,726
NICE! Any idea when you'll have a Conquests version?
__________________
[21:34] <Bill3000> I met someone over the internet yesterday and he slept over
[21:35] <Bill3000> not the first time

[21:37] <Bill3000> you consented!
Gogf is offline   Reply With Quote
Old Jan 16, 2004, 08:28 AM   #3
Dr Alimentado
Prince
 
Dr Alimentado's Avatar
 
Join Date: Dec 2002
Location: Iest
Posts: 402
It works

Nice work, it will certainly make life easier. This is a simple but incredibly effective idea.
__________________
www.Civ3DuelZone.com Home of the Civ3 PBEM Ladder.

Get your 'High-Visibility Low-Clutter' Resources.pcx here
Dr Alimentado is offline   Reply With Quote
Old Jan 16, 2004, 11:03 AM   #4
Gramphos
Emperor
 
Gramphos's Avatar
 
Join Date: Sep 2001
Location: Sweden
Posts: 1,116
Interesting utility concept...

Does it work directly on the game memory or on autosaves?
__________________
Gramphos
Gramphos is offline   Reply With Quote
Old Jan 16, 2004, 01:27 PM   #5
Dr Alimentado
Prince
 
Dr Alimentado's Avatar
 
Join Date: Dec 2002
Location: Iest
Posts: 402
Gramphos - I believe it works on autosaves.

Ainwood - Here are some suggestions:
Make the app keep a topmost window - maybe just a button to bring up the main form. Hunting around for your taskbar or using alt-tab is a little unfriendly.
More Info Luxurys, Strategic resources, (I am sure you are going to add this stuff anyway) and it would be great to see what items you have that they want.

How about an interface that uses the civ3 menu gfx (the parchment type background and no title bar)? what would be really cool would be just a civ-like gold button that stays on top of the game window. When you press it it brings up a diplo-like window with the info in it.... just a wild thought anyway


I also found a small bug - I loaded an old game and started trade assist but the auto-save was for a different game that had no contacts (so no info). I hit end turn and at the beginning of the new turn brought trade assist up from the taskbar and got a crash with the (generic) error message "Runtime Error 9 'Subscript out of range'".

When I ran trade assist again it seemed to run fine.

The autosave it loaded at first (with no info) was for a debug test game, though I doubt that makes any difference.
__________________
www.Civ3DuelZone.com Home of the Civ3 PBEM Ladder.

Get your 'High-Visibility Low-Clutter' Resources.pcx here
Dr Alimentado is offline   Reply With Quote
Old Jan 16, 2004, 03:33 PM   #6
Gogf
Indescribable
 
Gogf's Avatar
 
Join Date: Oct 2003
Location: Connecticut
Posts: 9,726
I like the idea of civish graphics, and a bottun that stays on top. If you can make it Ainwood, that would be great!
__________________
[21:34] <Bill3000> I met someone over the internet yesterday and he slept over
[21:35] <Bill3000> not the first time

[21:37] <Bill3000> you consented!
Gogf is offline   Reply With Quote
Old Jan 16, 2004, 04:24 PM   #7
ainwood
I am The Law.

 
ainwood's Avatar
 
Join Date: Oct 2001
Posts: 24,732
Quote:
Originally posted by Gramphos
Interesting utility concept...

Does it work directly on the game memory or on autosaves?
As Dr Alimentado said, it uses autosaves. More efficient to use my old classes than to re-write for the in-game-memory offsets.
ainwood is offline   Reply With Quote
Old Jan 16, 2004, 05:48 PM   #8
TedJackson
Cunning old Celt
 
TedJackson's Avatar
 
Join Date: Jan 2003
Location: UK
Posts: 2,342
Looks interesting...

I'll give it a try


Ted
__________________
1.29 -+- 1.27 -+- 1.22 -+- 1.52

Let down your drawbridge, I'll enter your keep!
TedJackson is offline   Reply With Quote
Old Jan 17, 2004, 04:15 PM   #9
Justus II
General Staff
 
Justus II's Avatar
 
Join Date: Dec 2001
Location: Peoria, IL, USA
Posts: 1,557
Ainwood,

Can I assume that since you wrote it, and it is "spoiler-proof", that it is acceptable for use with GOTM?
Justus II is offline   Reply With Quote
Old Jan 17, 2004, 06:04 PM   #10
Offa
Bretwalda
 
Offa's Avatar
 
Join Date: Feb 2002
Location: Mercia
Posts: 1,255
I just tried this out in a quick practice game and it seems great. Any players who haven't already realized the benefits of checking the diplo screen every turn could receive a big boost from this, and others will save a lot of time.

I presume this is going to be legal in GOTM.
Offa is offline   Reply With Quote
Old Jan 17, 2004, 06:17 PM   #11
anarres
anarchist revolutionary
 
anarres's Avatar
 
Join Date: Apr 2002
Location: www.civ3duelzone.com
Posts: 6,070
ainwood - have you got an ETA for a Conquests version?
__________________
Civ3 Duel Zone | Come join the PBEM ladder today!
Calculate the probability of Culture Flips: Flip Calc
"Too many of us look upon Americans as dollar chasers. This is a cruel libel, even if it is reiterated thoughtlessly by the Americans themselves." - Einstein
"We are undergoing a period of history that will, in years to come, be compared with the anti-communist hysteria that dominated US headlines in the 1950's."
anarres is offline   Reply With Quote
Old Jan 17, 2004, 06:22 PM   #12
Gramphos
Emperor
 
Gramphos's Avatar
 
Join Date: Sep 2001
Location: Sweden
Posts: 1,116
just PM me if you neeed any help with the C3C save changes.
__________________
Gramphos
Gramphos is offline   Reply With Quote
Old Jan 18, 2004, 01:25 AM   #13
ainwood
I am The Law.

 
ainwood's Avatar
 
Join Date: Oct 2001
Posts: 24,732
Quote:
Originally posted by Justus II
Ainwood,

Can I assume that since you wrote it, and it is "spoiler-proof", that it is acceptable for use with GOTM?
That was a prime motivator for making it spoiler proof.


Quote:
Originally posted by Gramphos
just PM me if you neeed any help with the C3C save changes.
Much appreciated!

@anarres: I am away for a few days, but hope to tackle it first thing in Feb. It shouldn't take too long to sort out conquests, but I have other prioirities in the next two weeks. I won't bug gramphos just yet, or it will just distract me...
ainwood is offline   Reply With Quote
Old Jan 18, 2004, 06:44 AM   #14
sabrewolf
Demidemigod
 
sabrewolf's Avatar
 
Join Date: Jan 2004
Location: turicum, helvetistan
Posts: 142
you probably don't even need to "bug" him... i don't know if you know this thread yet:
http://apolyton.net/forums/showthrea...hreadid=105623
__________________
- "artificial intelligence usually beats real stupidity"
sabrewolf is offline   Reply With Quote
Old Jan 18, 2004, 06:51 AM   #15
Gramphos
Emperor
 
Gramphos's Avatar
 
Join Date: Sep 2001
Location: Sweden
Posts: 1,116
Weel there are differences between the savefile format and the BIQ format. And one of the major is that the SAVE is so mush unknown areas in that posting it public would just araise tousends of questions which some would be answerable, and some not.

However, I follow the policy that if someone who is making a utility needs help with the save format I'm willing to help with what I have, but not post things public.
__________________
Gramphos
Gramphos is offline   Reply With Quote
Old Jan 18, 2004, 07:21 AM   #16
BomberEscort
P51 Mustang Pilot
 
BomberEscort's Avatar
 
Join Date: Jul 2003
Location: Missouri USA
Posts: 793
Excellent utility and a very original idea... I'll wait patiently for the conquest version!!!
BomberEscort is offline   Reply With Quote
Old Jan 18, 2004, 02:24 PM   #17
sabrewolf
Demidemigod
 
sabrewolf's Avatar
 
Join Date: Jan 2004
Location: turicum, helvetistan
Posts: 142
Quote:
Originally posted by Gramphos
Weel there are differences between the savefile format and the BIQ format. And one of the major is that the SAVE is so mush unknown areas in that posting it public would just araise tousends of questions which some would be answerable, and some not.

However, I follow the policy that if someone who is making a utility needs help with the save format I'm willing to help with what I have, but not post things public.
yep, i understand there are a lot of differences.
but i also remember you once saying that a lot is similar anyway.

as you -and others- have figured out nearly all of the BIQ-format, and ainwood has proven that he knows where to find the data in BIX/BIC-files, i thought maybe that thread would be enough

but either way, great work of all of you!
i wish i were able to create such stuff...
__________________
- "artificial intelligence usually beats real stupidity"
sabrewolf is offline   Reply With Quote
Old Jan 18, 2004, 05:14 PM   #18
ainwood
I am The Law.

 
ainwood's Avatar
 
Join Date: Oct 2001
Posts: 24,732
Well, I have enough info from the PTW and Civ game-data sections, and they are a better starting-point for getting the equivalent conquests game data than the BIQ format is.

However, I actually need both, to ensure that I read the Tech effects properly etc (to support modded games for example). Like I said - its not a huge task to make it conquests-supportable, but unfortunately, I'm too busy for the enxt two weeks.
ainwood is offline   Reply With Quote
Old Jan 18, 2004, 07:38 PM   #19
Balastulin
Lord of the Sea
 
Balastulin's Avatar
 
Join Date: Oct 2003
Location: Busan, South Korea
Posts: 341
Ainwood.

Thank you soooo much for this. I have been wanting something like this for ages (and even tried to bug Firaxis into putting it into a patch fix.) This should greatly improve my higher-difficulty performance on account of the fact I'm too lazy to do this manually.

I don't suppose resources and luxuries are too important as the TA takes care of them.

Thanks again.

Yours patiently waiting for C3C update!
__________________
To the Sea and it's mysteries, whose discovery may tell us more about ourselves
Balastulin is offline   Reply With Quote
Old Jan 20, 2004, 08:02 AM   #20
AlanH
Mac addict, php monkey

 
AlanH's Avatar
 
Join Date: Jan 2003
Location: England
Posts: 19,755
Images: 1
This sounds like a great utility for reducing the playing time for high level games. I've tried running it on a Win98 PC without Civ3, and it doesn't like it. So I guess a Mac player would need Virtual PC plus Civ3 for Windows to use it, which is kinda not going to happen for most of us!

Soooo! Please can someone post screenshots of the TradeAssist output, as I'd like to look at producing a native Mac version, and I'd rather not have to reinvent Ainwood's hard work on the user interface.
AlanH is online now   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION III > Civ3 - Creation & Customization > Utility Programs > Trade Assist

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Draft Assist EmperorFool Civ4 - BTS Unaltered Gameplay 6 Feb 24, 2009 12:00 PM
Is there a Civ Assist for 4? RulerOfDaPeople Civ4 - Creation & Customization 0 Jan 25, 2008 11:26 AM
assist me with OCP cicakef43 Civ4 - General Discussions 9 May 28, 2006 07:21 AM
civ assist Cactus Pete Civ3 - General Discussions 3 Jul 21, 2005 07:59 PM
Trade Assist utility ainwood Civ3 - Creation & Customization 13 Mar 10, 2004 12:35 AM



All times are GMT -6. The time now is 06:21 AM.


Powered by vBulletin®
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
This site is copyright © 2000 - 2009, Civilization Fanatics' Center.
Support CFC: Amazon.com | EB Games | Amazon UK | Amazon DE | Amazon CA | Amazon FR