CivAssist II

CivAssist II 30-Oct-2016

got the alerts I want selected! Now on to CIV!

It looks great, btw. The interface is very professional
 
Yep. And click on the "Show Alerts" button. That's it. :cool: The program will take care of the rest. You can check out its many other fabtabulous features later. The only question is where to place the alert window. I put it just above the minimap. I would prefer bottom centre but I can't figure how to put the unit icons on the side :mad: I know there's a way.
 
I have CivAssist up and running on my laptop (with 750Mhz CPU speed) so that is automatically opens to a full screen once each turn.

I have recently bought a desktop (with 3.6GHz CPU speed) and installed CivAssist on it. I have the same Options settings on both, however it does not seem to work so well on the desktop.

At first glance it appears CivAssist no longer opens automatically to a full screen each turn. Is there a button that controls this function?

However perhaps it is in fact opening each turn but automatically closing again so quickly that it appears not to have ever opened. I say this as each turn I see an expanding window (that can really only be CivAssist) that immediately contracts again.

Any ideas on how to remedy this would be welcome.
 
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.
I can turn that into a separate alert.

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.
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.

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.
Do you mean production or gold? :confused:
 
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.


It *should* calculate the correct tech cost, however there are a couple of provisos:
1.) To avoid spoiler information, for the "N" (number of civs with tech), it only considers the number of civs for which you can see their trade information (Ie - civs that will talk to you).
2.) It only updates on getting a new save - did you try eliminating a civ then saving to force civassist to update?

If you can give me a before & after save, then I'd be happy to check it out in more detail. :)
 
I don't have it any longer, but it was an AW game very late and I did save before and after to check the values. None of the civs had the knowledge of the tech as it was AWE and they were behind.

The formula implies that the humans cost should go down if a civ is eliminated and the AI cost should go up, althought it will be a small amount. I have yet to see it in CAII. I could see where it may be too small for it to drop a turn and be reflected in the game.

So I wondered if it even happens or you just did not show it. TechCalc did not reflect it either.
 
On the Economy tab, it would be very useful if it had the turns remaining for the technology.
Specific example;
When your golden age is ending, and you want/need to know what effect coming out of the golden age will have on your technology.
 
ainwood said:
I can turn that into a separate alert.
Sounds good. That's what I expected :)

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'm getting lotsa good suggestions from you on this thread. Thanks!


Do you mean production or gold? :confused:
I meant gold, but I suppose production would be useful too ;)
 
how do I keep Civassist updated? All it does is check the game from the save point. How do I make it re-check the game every turn?
 
Hmm... I downloaded .netframewokr version 2.0, but when I run the Civ Assist II istall, it says I still need to download version 1.1.4322. Does it have to be that exact version? Wouldn't a later version work just as well?
 
Also, I downloaded the x86 version, rather than the x64 or IA64 version. Would that have made a difference?
 
In my current game (link in my sig), this happened. Look at the Year in the CivAssistII Alerts window, and the Game Info box, and I think that you'll see the problem.


CivAssistIIError.jpg


I am using CAII Version # 2.0.2152. My OS is Windows XP Pro, and I am playing c3c (ver 1.22).

Thanks for your attention.
 
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.

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.

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.

4. My capital Zimbabwe have 120 net shields output. But CivAssist only recognises 100 of the 120 shields.

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. ;)

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.

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.
 
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.
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.

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.
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?

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.
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. :)

4. My capital Zimbabwe have 120 net shields output. But CivAssist only recognises 100 of the 120 shields.
Please post the save.

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. ;)
I thought it DID store column widths... :hmm:

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.
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...

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.
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.
 
Hi Ainwood,

At one point I requested that the tool tell how much GPT an opponent had to offer. You responded that this could be spoilerish. I wonder if instead it could simply announce that that it is available. Not how much. It's hard to see how this could hurt. If you wanted to, you could only do this if the player had anything to sell. Luxes, tech, a bit of cash.

And it would indeed make it unnecessary to open the diplomacy screen each turn.

Thanks again for this for this great tool.
 
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