CivAssist II

CivAssist II 30-Oct-2016

Papafish34 said:
@Ainwood

Well tried the following game, same result. Didn't mention it before but the CAII button is blue not brown/tan like in previous build. If this is just RAM/power issue can I still find 1970's build? Worked & had more features than CAI (which I have reloaded in the interm)
Sure - you can get v 1975 here.

However, before you do that, I suggest you go to the 'options' screen in the current version and uncheck the options for "improve game activation via mouse". That might help a bit.
 
I'm playing huge with 756mb ram and 750 processer, which is the bottle neck do you think? Loading and changing turns takes a few minutes but otherwise it seems ok. Managing so many cities and waiting so long between turns sure can be a pain though. Probably going smaller next time.

One thing about the civ assist alert, it doesn't alert you to war weariness riots, is this improvable?
 
TruePurple said:
One thing about the civ assist alert, it doesn't alert you to war weariness riots.
That's because war-weariness is calculated inter-turn - you can't really plan ahead for it (although we could perhaps compare numbers unhappy from one turn to the previous an guesstimate when it might hit - probably wouldn't be very accurate; maybe more annoying).
 
ainwood said:
However, before you do that, I suggest you go to the 'options' screen in the current version and uncheck the options for "improve game activation via mouse". That might help a bit.

That did the trick...thanks again
 
Do you always have to uninstall the old version to install an upgraded version? When I try to run the installer of a later version it says "Installation cannot continue because a previous version is already installed." (Paraphrased.) So I've got to go to Add/Remove programs(which takes forever to load since there's about 1500 things on there) and uninstall it, and then come back and install it again?

Also, the program shows just about everything you need to know for every victory condition except Domination - there's no world population counter that tells what the Population component of domination victory is required.
 
Thank you, Ainwood and Thomas, for this great utility. I'm using it in my game and it is great how the utility shifts the game view towards a city when you click it in the alerts box. And that is just one of the many features that I really like. Thank you.

I've noticed that your utility is not entirely correct in calculating the production completion times in my game. I'm playing a heavily modded game with dozens of production enhancing buildings and a number of corruption reducing buildings. Also the corruption percentage (which one can find in the editor and is not much used in mods) is dependant on the difficulty level in my mod and is over 100% at the level I'm playing, while the optimum number of cities is far higher than in the standard game. Any of these things could cause a small error (somthing like 103 production per turn in the utility and 111 in the game in extreme cases). I will send you a savegame, when I'm at the computer where I'm playing the above mentioned game. You might want to find out what is wrong and if it's worth fixing it. I must say, that it doesn't bother me much as I'm using the utility mainly for the alerts window and trading options tab.

I would also like to ask for a (probably) simple request. In the utility, one can plan cities. When I read about this utility, I got excited because I always plan my cities way ahead so this would make that task a lot easier. Just like in the game, one can't plan cities directly next to an already build city. But I sometimes remove enemy cities and replace them with cities that are just one tile next to the original city (Because the original city was pretty worthless and very badly placed. For instance, 1 extra city could be sqeezed in the same area.) This city can't be planned with your utility as it is next to a still existing city. I don't think it would be that confusing if your utility would allow the city to be planned in an area where it can't be build at this moment (namely directly adjacent to an already existing city). Almost every player knows about this building restriction. If you really think that it might be confusing, you could always opt for giving these momentarily unbuildable planned cities a different color. What do you think?

Thank you for reading and considering all these feature requests from the grateful users of this utility.
 
Hello.

Sorry for asking stupid question :blush:

I already asked this in Gotm forum, and nobody answered. (propably because answer is so easily found somewhere)

But here's the question:

I saw people do cool animations about their Gotm/Cotm minimaps, and i'd like to know how to do this without the old saves ?
Can i create an animation from 4000 BC onwards even my oldest save is from 1000 BC ?
Please answer this, i'd really like to watch my own progress in the old games from this cool animation :)
 
Don Vito:
Asking questions is what the forum is for, right? ;)
It took me a little to figure out myself, but what you do is this.
click on *Archive* button.
doubleclick the relevant archive to select it.
go to worldmap.
right click the mini-map and select *Export Multiple Minimaps*
check *Animated gif*, select the files you want to export (all are selected by default) and click *export*

That should be it.
 
I finally registered with CivFanatics just so I could say how nice this utility is. Really, really, nice. I have never played on deity, but even on the other levels, I find that I have had to make every one of the dozens of calculations offered in your utility, from military maneuvers to shield overruns. I think I might have a couple of bugs, but I won't tarnish my Kudos post with them. Civ players and developers alike owe you who created CivAssist a lot of thanks. I'm really impressed by all it does, and how well it presents all the information. Sincere thanks.
 
Thanks Twonky :goodjob:

Only problem is that i have the "Archive" button greyed out. I can see that from the options there is a possibility to check the "Archive old games", but unfortunately i have not checked this before :(

Does this mean i have no chanse of using the tool to create animations from old games, now that i have not
 
I've found another couple of things:
- Upkeep for free buildings is counted (e.g. free Barracks from Sun Tzu's)
- Culture for captured Wonders is counted in a city's total.

Neil. :cool:
 
Don Vito said:
Thanks Twonky :goodjob:

Only problem is that i have the "Archive" button greyed out. I can see that from the options there is a possibility to check the "Archive old games", but unfortunately i have not checked this before :(

Does this mean i have no chanse of using the tool to create animations from old games, now that i have not

Unfortunately not. I may add a replay viewer, and will allow animated replay gifs to be generated, but don't expect this too soon.

eldar said:
I've found another couple of things:
- Upkeep for free buildings is counted (e.g. free Barracks from Sun Tzu's)
- Culture for captured Wonders is counted in a city's total.
Thanks - I'll check those. I was fairly certain that we'd got the free-buildings thing right, although I did notice that my total GPT was out by quite a lot when I had Sun Tzus in GOTM 43 - was too busy finishing it to check it!
 
Now that CFC's behaving again I can actually post a save as an example :D

Sun Tzu's is in Amsterdam - showing 1 upkeep for the barracks.
SoZ (captured) is in Sumer - showing 32 culture and 4cpt.
 
Own did it come up with the recent save or no save loaded? If none loaded use the Pick in the lower left corner to find a save.

After that you just check on any tab.
 
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