CivAssist II

CivAssist II 30-Oct-2016

No, the new one checks to see if you have other versions installed, and it either (a) overwrites it or (b) uninstalls then reinstalls ... I think it is (a), but I'm not sure - all I know is you don't need to uninstall!
 
madviking said:
Ugh, It still doesn't work for me... :(
Ok - have read your previous posts.

Could you please:
  1. Uninstall CivAssist completely.
  2. Click on "Start" then "run" in windows.
  3. Type "regedit" (without the quotes) into the box that appears, and hit "OK".
  4. The registry editor will open.
  5. In the screen that appears, in the left-pane, scroll to the top. Click on the little '+' next to HKEY_CURRENT_USER to expand the tree.
  6. Expand the tree omn "Software" then click on "civassist".
  7. With Civassist highlighted, hit Delete and delete the key and subkeys.
  8. Close the registry editor.
  9. Now install CivAssist.

Without civ running, please run civassist and try to manually open a save - a Civ or PTW version ideally. If they won't open, then please note down the exact error message, and post it back here, along with a copy of the save file. :)
 
@ainwood: Great tool! :goodjob: The only bad thing about it is how apparent it makes all the tedious micromanagement in Civ3! :mad:

Now, a feature request. It'd be great to have an earlier warning of possible production overruns. For example, let's say we're building a Battleship and there are 2 turns left to build. We're generating 40 shields to production per turn, and have 60 shields remaining to build the Battleship. On the last turn we get a warning that 20 shields will be wasted. But it's hard to act on that warning, because moving around worked tiles to generate 20 less shields in one turn is pretty hard to do. By knowing 2 or 3 turns in advance, we could more easily make adjustments to minimize the overrun. The worst is when you are generating something like 60 shields in a turn, and the thing you're trying to build requires 62 more shields... :sad:

Note: fortunately this sort of thing isn't needed for science overruns since it's an adjustable slider and that allows you to reduce beaker wastage to a bare minimum. It's only needed for production overruns.

Thanks to you and Tomas -- CivAssist has really improved my game and I haven't even begun to explore everything it offers.
 
Would it be possible to put in an option for automatically adjusting the science slider down on the final turn and then return it to its old position after the research is complete? I have a feeling that would require sending fake mouse input, since I've never found any hotkeys for adjusting the slider.

I can't believe I'm asking for something that seems so trivial, but it gets seriously annoying when you're getting a new tech every four turns and you have to fiddle with that tiny little slider.
 
Is it not possible to show how much gpt the other civs have? We are still forced to go to the diplomacy screen in order to find out whether the AI can trade gpt for tech.
 
Abegweit said:
Is it not possible to show how much gpt the other civs have? We are still forced to go to the diplomacy screen in order to find out whether the AI can trade gpt for tech.

I put this request in almost a year ago.

Now that CA2 has been out for a while, yes, I'd still like to see it in there!
 
opkoad said:
Would it be possible to put in an option for automatically adjusting the science slider down on the final turn and then return it to its old position after the research is complete? I have a feeling that would require sending fake mouse input, since I've never found any hotkeys for adjusting the slider.

@ainwood:
Hey nevermind, I found a program called AutoHotkeys (http://www.autohotkey.com/) that should do the trick :goodjob:

You can set up hotkeys for combinations of keyboard inputs and targeted mouse clicks. Even has a sleep command in case Civ3 requires a slight delay between pressing F1 to bring up the Domestic Advisor before adjusting the science slider.

Looks like I'll be going hogwild on hotkey macros this weekend :crazyeye:
 
Ginger_Ale said:
I put this request in almost a year ago.

Now that CA2 has been out for a while, yes, I'd still like to see it in there!
Well, its not particularly easy to calculate, and even if it were, it would be rather complicated to implement in a "spoiler-proof" way - eg. you'd have to ensure that the player had something that the AI would actually be willing to trade for, plus check the player's reputation etc.

In short - sorry, but this won't be implemented for a while (if ever). :(
 
opkoad said:
You can set up hotkeys for combinations of keyboard inputs and targeted mouse clicks. Even has a sleep command in case Civ3 requires a slight delay between pressing F1 to bring up the Domestic Advisor before adjusting the science slider.

Looks like I'll be going hogwild on hotkey macros this weekend :crazyeye:
Let me know how you get-on with that. I'd imagine it would be fairly complex to implement (with checks needed that its sending the correct click to the correct screen - if you get it wrong, it could be selecting units, etc etc.
 
Let me know how you get-on with that. I'd imagine it would be fairly complex to implement (with checks needed that its sending the correct click to the correct screen - if you get it wrong, it could be selecting units, etc etc.

Yeah, I can't think of a way to do that, so I put a disclaimer in the readme about that. I wouldn't want anyone to screw up their game.
I just posted the first version here.
If you have any ideas on how to contend with this, let me know.

EDIT: Funny that, I just thought of one possible approach. I'll post it over on that thread so as not to pollute this one.
 
CivAssist II is an excellent program. Unfortunately my computer doesn't have enough memory to run both at the same time. So I use CivAssist to look at the savegame files before playing Civ.
 
ainwood said:
Well, its not particularly easy to calculate, and even if it were, it would be rather complicated to implement in a "spoiler-proof" way - eg. you'd have to ensure that the player had something that the AI would actually be willing to trade for, plus check the player's reputation etc.

In short - sorry, but this won't be implemented for a while (if ever). :(

No problem. I am not that lazy to not be able to check. ;)
 
Hi,

I've got a question on the new production overrun alert. I presume it would sum up end wastage on a project when continuing this way. So it would be some portion of the per turn investment at this point.

I get however production overruns of more than 100%. How can this be, or does it means something else.

EDIT: In the attached save, please look at Niagara Falls which has an overrun of 125%. In game though I still need some turns.
 
I love the latest version..... the overrun alert is a great bonus! :goodjob: :goodjob:
opkoad said:
Now, a feature request. It'd be great to have an earlier warning of possible production overruns. For example, let's say we're building a Battleship and there are 2 turns left to build. We're generating 40 shields to production per turn, and have 60 shields remaining to build the Battleship. On the last turn we get a warning that 20 shields will be wasted. But it's hard to act on that warning, because moving around worked tiles to generate 20 less shields in one turn is pretty hard to do. By knowing 2 or 3 turns in advance, we could more easily make adjustments to minimize the overrun. The worst is when you are generating something like 60 shields in a turn, and the thing you're trying to build requires 62 more shields... :sad:
This is already available on the production tab which lists the estimated production overrun for each city on an ongoing basis. I used to check this every few turns but now I just check it evertyime there is a large overrun alert.

Ainwood. However, it would be helpful to be able to sort by production overrun which currently does not happen even though you can sort on other columns. That way the big overruns are listed frst and the rest of the cities can be ignored :cool:.
 
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