Thanks, but no need to feel bad, you are doing us a favor and we are glad to have it.
Ok - have read your previous posts.madviking said:Ugh, It still doesn't work for me...![]()
Great! Should have suggested that ages ago.madviking said:THANK SO VERY MUCH!!!!!
It works now!!!!!![]()
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.
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.
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.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!
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.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![]()
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.
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).![]()
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.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...![]()