CivAssist II

CivAssist II 30-Oct-2016

I still abide by some of Cracker's teachings, and I was wondering if the tile information could have an asterisk somewhere to let you know if it has been deforested already? I haven't had a chance yet to try this version, so if it's there, chide me.

:blush: Oops, found it in the new list of changes on page 18. Fantastic!
 
The flip chance info is hidden behind the city name info making it mostly unreadable. If you switch off "improvements" the city name vanishes but so does the flip information.

@phix page 18 in some file inside of civassist? How do you use civassist to know if a square has already been chopped?
 
TruePurple said:
@phix page 18 in some file inside of civassist? How do you use civassist to know if a square has already been chopped?
It is on the change log that I posted for a version release.

To access it, there is an overlay on the WorldMap view - they look like orange forests.

Re the culture flip info - looks OK on my version - can you export a picture and post it please?
 
I find the Alert window a little large. You might consider moving the little buttons on the left to the top instead so that the height could be decreased. Usually I only have one or two lines of alerts anyway.
 
I updated to the latest civassist 2. Flip chance info is hidden by the colored borders given to cities when city radius is on.
 

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I get the same flip chance overlap. Why not show the required garrison for all cities, not just the ones that have a chance to flip? That way we will know how many units we can remove from cities that have enough units.
 
20K calculation is a little off. In the example posted, it's showing as a 20K win in 2 turns, instead of next turn. (I can send a save if you want - it's from COTM15, so I don't want to give anything more away than "I won with a 20K city" ;) )
 

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eldar said:
20K calculation is a little off. In the example posted, it's showing as a 20K win in 2 turns, instead of next turn. (I can send a save if you want - it's from COTM15, so I don't want to give anything more away than "I won with a 20K city" ;) )
Yes, please send me the save to civassist<at>gotm.civfanatics.net

Seems like the actual data is OK, but the manipulation of it isn't (ie. 19,890 + 152 > 20,000).
 
Slax said:
I get the same flip chance overlap. Why not show the required garrison for all cities, not just the ones that have a chance to flip? That way we will know how many units we can remove from cities that have enough units.


What do you mean? Why would a city need garrison if there isn't a chance to flip?(I mean other then defense of course)

Will the overlap fix be in next version once you get enough changes in to justify one?
 
TruePurple said:
What do you mean? Why would a city need garrison if there isn't a chance to flip?(I mean other then defense of course)

Will the overlap fix be in next version once you get enough changes in to justify one?
He's talking about the case where you've got more garrison troops than needed to get a 0% flip risk. I.e. you need 6, but you've got 20. You could be using those extra 14 troops for something else!
 
Dianthus said:
He's talking about the case where you've got more garrison troops than needed to get a 0% flip risk. I.e. you need 6, but you've got 20. You could be using those extra 14 troops for something else!

Dianthus : Yes, thats what I meant.

ainwood : When I have alot of cities, I would find it easier if the values were on the map than on the Cities tab, but thats OK.

Your program is so good, especially the Economy tab. On that page, I might suggest that you could add "any unit" to the pull down menu with "-all buildings-" at the top, so that I could group together all the cities that are building units.
 
A wonderful and usefull program! Thank you for writing it and sharing it with us! :goodjob:

I did have one teeny suggestion:
Was wondering if there was any chance of a text box being implemented in the future. I'm allways having to jot down notes, or alt-tab into notepad so i can remember my plans, and keep a notable history log for my civ. Would be very usefull to have this ability in Civassist.....
 
In previous versions of civassist, couldn't you add courthouses and police stations virtually to the cities on world map to see their effect on corruption? I could have sworn I remember doing that before, well I can't now. I'd appreciate being able to do so. Really handy to know whether its worth a rush or not.
 
TruePurple said:
In previous versions of civassist, couldn't you add courthouses and police stations virtually to the cities on world map to see their effect on corruption? I could have sworn I remember doing that before, well I can't now. I'd appreciate being able to do so. Really handy to know whether its worth a rush or not.
Not on the world-map: You can do it in the economy view.
 
I don't see any option to add virtual courthouses or police stations in economy view.

If you choose such buildings in the building pulldown it just tells you which towns have it and how long it would take for the rest to build it. Not the level of corruption the city would have if you were to build it.

I could have sworn you use to be able to do so through world map, never?
 
Click on the city of interest in the "Local Economy" list, then look at the "City Detail" list (the bottom sectio of the view). Each building type is listed, with a checkbox showing whether the given city has that building already. If you scroll down to "Courthouse" and tick the checkbox, the effect on the total economy will be shown in the top summary section, and the effect on the individual city will be shown in the "City Details" section.
 
Its never been in world map?

One problem, when its minimized the civassist icon blocks the number below your first resource icon in city view so you can't see how much you have. Maybe you could move it to the very top of the screen? Or down a little bit?

Also, the alerts tell you of trades you can't make. If the AI has only one of a lux, it will never ever trade it. So alerts shouldn't tell you that the AI has a lux to trade with you.

BTW, thank you for such a great little program. It helps the fun of playing civ3 alot :) :goodjob:
 
Would it be helpfull if you get a warning: Civ has new tech.

Even if you know that tech. In my COTM15 I am currently playing I had a Monopoly on Writing, not wanting to trade it for my Philo sling. Then with still some turns on CoL *bang* I notice 2 civs have researched writing! Ack! HELP!? My slingshot! :cry:

I still dont know if I will get my slingshot or not, saved the game and left it there. But it did make me wonder.... It might just be handy as well if you want to postpone trading as long as possible. Notice someone gets Writing, then trade it yourself next turn to every possible prospect.

It can get a bit crowded I think maybe in the warnings... But Hey....
 
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