darski
Regent in Training
does anyone have that file for the dot.net.fix that is needed. Mapstat won't come up for me.. I have to go to the desktop to use it.
Now I'm getting the same error message......Anyone know how to fix it? (It was working fine!)Whenever I run it I get the following error message:
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Also, I have "Run as Administrator" and XP mode turned on. Also, it installed so I believe the .net framework to be correct.
Finally, when I click on cancel to "debug" it, it says a debugger cannot be found, maybe that is my problem, so... What's a debugger and where can I get one?![]()
howdy EMan,/snip ... snip/
The GOOD NEWS (I think) is that ainwood is working on a solution to the Windows 7 problems.![]()
I think he does have an interest in this stuff but there are 2 unknowns:
1. Whether he can get CAII to work with a later version of .net (for Windows 7).
2. When he will have time to get around to working on it.
My thinking is he will announce something if and when it's up and working.![]()
I am not very computer savy & have been trying to change my settings to play in XP mode but I just can't figure it out.
Any help with this would be appreciated.
are you basing the ainwood report on something specific? i have never rcvd a response from him in this thread. several pms from me to him have been ignored.
howdy ainwood,Not so much ignored as 'unanswered yet compounding guilt'.![]()
I attempted to migrate this to .net 3.5, which should make it run on Vista and ideally Windows 7. However, there are a few issues which are beyond my competence (universum did all the tricky bits for CivAssist, particularly around file access and directory monitoring; I just built on the templates he'd set out). Anyway, I did offer to send EMan a test version of what I'd done, but then ran into further problems...
Summary: I've been discussing with Universum as to whether he'd be able to upgrade this (I would have said "help" upgrade, but to be honest, he's infinitely more competent than I am). So far, he said he can probably help, but not sure how long it will take.
So I am hopeful, but I must stress no guarantees.
And while other people have offered to help at times, I / we are still fairly reluctant to release source code.
Can you please explain this a bit better? (Or post a save file?)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 attitude details are pretty difficult to work-out. I never managed to do it.I was wondering whether there's anything CivAssist could show about
a) AI attitude (furious, polite etc); and
b) Whether my ROP/GPT reputation is intact or broken?
Is there a problem with the CivAssist calculation? Again, if you can give me a save file showing this, I'll try to fix it.On the science issue, CA II will tell you how many beakers you need to discover a Tech.......Then I use CRpMapstat to see how many Beakers I'm generating + Number of Scientists......So that way, I don't waste any beakers!![]()
What is "Sad citizens indentification"?I use CRpMapstat for my Scientist Count, Trading opportunities (Alert), Domination Limit (Alert), Sad citizens identification, Number of Cities I can still build (Max 512 total in game at any time).
Pretty difficult to do....1. When SHOWing Alerts, would it be possible to show the changes from the previous turn's latest .sav file versus the previously saved file........which may well be this turn! (If you get a lot of system crashes like I do, I save the game multiple times on long turns!) In the current situation, I have to load 2 files to get the correct listing of Alerts....And, I can't save the game file during the "Show Alerts" display or the city increase data will disappear.
That isn't stored in the save file anywhere, so unfortunately, no.2. Change the World Map so that it centers on the area of the Map where the cursor in the game is located?........This would be very useful for checking "UN-forested" tiles.
I'm not sure what you mean. Can this be clarified?One other minor thing that I have noticed is the unimproved tiles alert, which can be quite useful. However, I find that the notification also comes up because of missing city improvements, which may or may not always be worth building at the time.
As an example, consider a coastal city. Such a city might be working one seafood resource and the rest being land tiles. In such a situation, CAII posts a missing tile improvement error if a harbor has not been built, but there might be other more pressing building needs for the city.
Is it somehow possible to implement a feature that can toggle the notification of missing tile improvements based on city buildings on and off? Would be great as I would once again use that feature of the tool later in the game.
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"?,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.
Consensus on this?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.
Might be able to make some improvements here.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.
I'll look at adding the "Bonus Grassland" again. However, does it really matter? If they're mined, then that's the best thing to do with them, isn't it? A question: Can you tell which are bonus grassland while they have forest / jungle on them? IIRC, you can't...The Map view features are numerous and fantastic. One thing that seems to be missing is a visual indication of Bonus Grassland, in the same way as "shield forest available" is indicated. Or maybe I'm just not seeing it? The little shield on Bonus Grassland is hardly visible - and in-game is often completely obscured by AI mines. I know the Map view does tell you that a tile is Bonus Grassland when you click on it, but an "at-a-glance" view would be even better.
An example would be great. I need to see how it works with (for example) hidden units as the only unit in a city. Is it visible then>We are currently playing a multi-player Email game "The Rise of Japan", which has "hidden units" (Ninjas). Apparently CivAssistII displays these hidden units, even though a player should not be supposed to see them.
That is a 'feature', but I can perhaps tweak it.I don't know if this is a bug or if it's by design, but the 'Local Economy' listview (Economy tab) displays 0 shields for every city that is set to produce wealth, regardless of the real shield production. This is bothersome sometimes, especially when you want to predict corruption and waste in different scenarios, which seems to be one of the major points of the whole feature.
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.The GOOD NEWS (I think) is that ainwood is working on a solution to the Windows 7 problems.![]()