- Joined
- Oct 5, 2001
- Messages
- 30,080
Pretty-much. Go on to the "alerts" tab, and check which things you want to be alerted to each turn.Samurai of Ice said:So, what now? do I just have the program be running while I'm playing the game?
Pretty-much. Go on to the "alerts" tab, and check which things you want to be alerted to each turn.Samurai of Ice said:So, what now? do I just have the program be running while I'm playing the game?
Backspace or "\" IIRC.Abegweit said:but I can't figure how to put the unit icons on the sideI know there's a way.
I can turn that into a separate alert.Abegweit said:I don't know if there are any plans to make further changes to this fantastic tool but if there are, I have three small suggestions:
1. It should be possible to disable the message about lone scientist research being more efficient than the current technique. There are perfectly good reasons this to occur. In a recent game, I found three of them: a) because you expect science to increase shortly and the number of turns to go down. b) because you just learned a tech and haven't adjusted the slider yet c) because you are running 10% research and the game generates more than one scientist from that. This message of very doubtful utility fills the alert box completely hiding more important things.
Set ring-size to 1, and then look at rings of whatever distance (eg if you want RCP 2 and 5, look at the rings labelled 2 & 5.2. Is it possible to have RCP rings of two different sizes? Only the first, second and (very rarely) third rings are of any importance in any case.
Do you mean production or gold?3. On the economy tab, can we see net production (income - maintenance - corruption - user costs)? This is the key measure that makes it possible to compare different govts and decide when to revolt. For the same reason, it would be nice to be able to set different lux levels for each but that would be much mre complicated.
vmxa said:Ainwood, I was wonder if you can set me straight on the research formula. I always thought it included a piece that reflected the number of civs still in the game.
That in effect eliminating an AI raised the cost for them and lowered it for you.
Research Cost = [MM * [10*COST * (1 - N/[CL*1.75])]/(CF * 10)] - Research done so far. CL being the number of civs left.
I have tried a few times to see this reflected in CAII, but I do not. IOW if the tech is 9000 to start and you have 1000 accumulated and make 1100 per turn, when a eliminated a civ, nothing changes.
I expected to see the amount remaining (8000 before) drop to some smaller number. I know it will not be drastic, but it is alway unchanged. The full cost is always unchanged as well.
So my question is, do you know if the formula floating around is wrong or how do you get the numbers.
Sounds good. That's what I expectedainwood said:I can turn that into a separate alert.
I'm getting lotsa good suggestions from you on this thread. Thanks!Set ring-size to 1, and then look at rings of whatever distance (eg if you want RCP 2 and 5, look at the rings labelled 2 & 5.
I meant gold, but I suppose production would be useful tooDo you mean production or gold?![]()
What do you mean by "ranking"? The order the cities are listed in? That's in the order they are stored in the save file - they're not 'ranked' in any manner.Sir_Lancelot said:Hello, thanks for making this wonderful tool.![]()
I'm new to CivAssist II and please forgive that I'm not reading all the 637 posts to see if this is covered before.
My game version is Civ3 1.29f.
The CivAssist II version is 2.0.2153.
Windows XP Professional, SP1.
1. When ranking cities, CivAssist does not count the Forbidden Palace? I thought I had figured out how the rank system works, but if CivAssist is right I have not understood anything at all.
Looks like the same problem as the previous poster.... This might happen if you reload etc, or save the game to a non-standard directory. Does restarting CivAssist help?2. Sometimes CivAssist does not update the game info, a few times I had to quit both CivAssist and the game and reload both in order to update the info in CivAssist. Isn't it supposed to update the information when I reload a gamesave? Or maybe a slow pc delays this process. I wish CivAssist had a button/feature to update all info in a game. Sometimes even the game year in CivAssist is wrong.
If you could grab a screenshot of that error, and e-mail it to me (gotm@civfanatics.net) or post it here, that would be great.3. A few times the last week, an error message from or about NET Framework made CivAssist quit. I don't know what the problem is, or if it's caused by CivAssist or not. I'm not sure what version of NET Framework I got, but I downloaded it and updated it after I installed CivAssist about 2-3 weeks ago.
Please post the save.4. My capital Zimbabwe have 120 net shields output. But CivAssist only recognises 100 of the 120 shields.
I thought it DID store column widths...5. When I load CivAssist, it remembers what screen was up last time I used it. But it does not remember other adjustments, like column width. Since there is a lot of columns in this program, it takes some adjustments each time to adapt it to my screen. And sometimes it forgets my settings while I play. I have the CivAssist window quite wide, and this makes many columns much wider than wanted.
This is not a big deal and I don't know how much work it will take to change it. Maybe it's not worth the effort, I don't write programs myself so I don't know. Maybe the best fix would be a new pair of eyes.![]()
Yeah - unfortunately, there's no easy way to determine when the player is in the city view or not. Might have a think about that though...6. The icon/button in the upper left corner does not go away when zooming in or spying on a city. It makes it impossible to see how many strategic resources the city have.
No. Two problems: First, I am not sure how attitude is determined (which is why we don't even have the attitude of the civs to the player). Secondly, we ony show information that you can get in-game, to avoid spoilers.7. Is it possible to add a feature to see one AI's attitude towards another AI? These data exists but is hidden from the human. I miss this feature from other Civilization versions like CTP.