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CRpSuite : Playing aids and game analysis utils 2.11.0

EMan said:
Of course, I'm particularly pleased AND pleasantly surprised to see the "Increase in City Size" Tab (viz. Happiness) :)

This is very important for Milk Runs OR even just for optimizing food production when you want to, say, cash-rush a settler/worker.
Well, thanks for the suggestion EMan. I've actually been finding that feature pretty useful while MMing in the QSC period. I haven't missed a single change from forest to grass (yet :)).
 
Dianthus, your program is so "sweet".....I've been using it for GOTM......and even though I'm going for a Fast-Finish, I can't help but tweak the cities when they increase in population! :goodjob:

Your stuff is so well thought-out and bug-free.......but I came across a "User" error.....mine :blush: :

While "City Pop Optimizing" in the Happiness Tab, if you alt-tab to CRpMapStat from the Civ City Screen and then "J" back to Civ for the next city on your list, units will MOVE on the Civ game!!? :eek: :eek: (Grrr, NOT where you want them to go!)

(If you switch to CRpMapStat from the Main Map Screen, there's no problem of course! :) )

I guess I'm the "Monkey" in Monkey-Proofing! :lol:
 
Hmm, maybe we could find a shortcut key for CRpMapStat that doesn't do anything in Civ ;). Alternatively you could use the context menu in CRpMapStat. Maybe the shortcut key should be for users that know what they're doing :mischief:.
 
Dianthus said:
Maybe the shortcut key should be for users that know what they're doing :mischief:.
Hey, I started as a computer programmer in "a previous lifetime" and own a computer consulting company in Houston...so I know exactly what you're talking about.

Being a "User" now, one "finds" a way "around" problems........the only difference is that most users "forget" to point out the problems...... as long as they can get around them! :lol:
 
EMan said:
Hey, I started as a computer programmer in "a previous lifetime" and own a computer consulting company in Houston...so I know exactly what you're talking about.
[Note=to self]Hmm, must aviod insulting my customers :lol:[/Note]



EMan said:
Being a "User" now, one "finds" a way "around" problems........the only difference is that most users "forget" to point out the problems...... as long as they can get around them! :lol:
True. This forum thread does seem to be quite a good way of getting feedback though, even if 40% of the posts are mine!

I was serious about the key change though. Do you know of any keys that don't do anything in Civ? I'll have a little play, with a test game rather than one I care about!
 
Lord British said:
The latest version 'Civcomplete' could be one. I don't know anyone who owns it yet though!

LoL, unfortunately I recently bought that version. Apparently most utility programs don't work with it, or only partially.

I just DLed CRpSuite and I am looking forward to testing it out on the Complete version ;)
 
OvrEagR said:
LoL, unfortunately I recently bought that version. Apparently most utility programs don't work with it, or only partially.

I just DLed CRpSuite and I am looking forward to testing it out on the Complete version ;)
Cheers OvrEagR. I would expect it all to work, apart from maybe the automatic autosave reading. Could you check that specifically? I.e.

  1. Run Civ and CRpMapStat
  2. Play a turn as normal and press the end turn button
  3. CRpMapStat should now automatically load the new autosave, and possibly pop to the front (only if any of the notification events occurred)

Could you check if CRpMapStat loaded a new autosave at point 3? The file name should change in the titlebar (you might have to maximize the window to see the filename at the end of the path).
 
:beer: Dianthus

Sure! I would be happy to check it out. Just let me get off my lazy arse and get to workin on it ;)

Question though: Should I do it on a brand new game or a previously saved game? Or does it matter?

Thanks!
 
OvrEagR said:
... my lazy arse and ...
Are you a fellow Brit OvrEagR? It's just that pretty much everyone else uses American English, I.e. "ass".



OvrEagR said:
Question though: Should I do it on a brand new game or a previously saved game? Or does it matter?
It doesn't matter in the slightest, so do whichever takes your fancy. CRpMapStat mostly just shows information for the currently loaded game. The previously loaded game is also used for notifications of changes since last turn (I.e. If the techs available to trade change, or the population of a city increases/decreases).
 
LoL, nah I am an American, just try to keep it clean on the boards.... when I can ;)

I did what you said and it looks like everything is working great!! I like how it shows you who is about to be unhappy before the town goes into civil disorder.

I have only messed with it a little bit so far, but I have had no problems :goodjob:
 
I've been meaning to report the jump bug too.

Dianthus, this post has PDFs for Civ3, PTW & C3C that list all the basic info. It also has all the shortcut keys.

Edit: Dianthus, can you add in the non-trade techs not showing?
 
I'll have to check, but I was under the impression that it was showing up in my RnR games. Each civ starts out with a 'Being...' tech, and I recall those being in the trade window.

I just recently (yesterday) upgraded to the lastest version, and haven't played around much since then. I'll have to check it out.
 
Those techs are probably assigned to era 'None'. There is no reason from the modders POV to flag them untradable because they aren't tradable. I flagged them all in the upcoming version of TAM to get around this very problem.
 
Turner_727 said:
I've been meaning to report the jump bug too.
Can I just verify, what EMan reported isn't really a bug. He pressed J when Civ had focus. Is that what you're talking about?



Turner_727 said:
Dianthus, this post has PDFs for Civ3, PTW & C3C that list all the basic info. It also has all the shortcut keys.
Thanks for that Turner. I got a little distracted playing GOTM last night, so haven't wasted any time looking for unused keys.



Turner_727 said:
Edit: Dianthus, can you add in the non-trade techs not showing?
As wattorey mentioned, I've made sure techs with the "Cannot be traded" box checked in the editor are not listed (See Post #462). Maybe it's something else? If you've got example .savs could you send them to me (either via email or upload/link here)? And tell me which techs are visible that shouldn't be?

Coincidentally I added "Check compatibility with RaR" as a new item on my todo list a couple of days ago ;).
 
watorrey said:
Those techs are probably assigned to era 'None'. There is no reason from the modders POV to flag them untradable because they aren't tradable. I flagged them all in the upcoming version of TAM to get around this very problem.
Thanks for mentioning TAM watorrey. I've just been exploring the links in your sig (when I should be working ;)). If you find any other bugs while using CRpSuite with TAM (or, indeed, with anything else) could you let me know?
 
The real solution would be to have CRpMapStat not list the era 'none' techs. I didn't really consider it a bug or i would have mentioned it. Plus other utilities probably would list the None Era techs.

Another thing i thought of while working on TAM but don't know if it can be done reasonably: If the game is a Debug mode game, have it consider the player as having contact with all civs at all times. Or perhaps an option to do so. This would have to be thought out to avoid exploits but would allow the developer to have a better idea what the AI is up to when debugging. Obviously not a priority item but could be useful to scenerio makers.
 
I've got an RnR save. it's showing the 'Being....' techs as tradeable, when they're not. This is the second or third RnR game that I've seen this in. If you've got it installed, go ahead and start a game, make contact, and you'll see what I'm saying.

I'm looking at the .biq now, and it appears as tho they do not have the 'cannot be traded' flag tripped. Although it's a non tradable tech. It's also a 'None' era tech.

Yeah, upon reflection, like watorrey says, it's not a bug. It's the way it was designed. Probably better to have 'none' era techs not to display.

i can upload a save, if you need it. But it's not really a bug.
 
Turner_727 said:
If you've got it installed, go ahead and start a game, make contact, and you'll see what I'm saying.
...
i can upload a save, if you need it.
I've downloaded RaR, but not installed it yet. If you've got a .sav handy could you upload it so I can take a look? I probably won't install RaR until I've completed CGOTM05, and I'm only at 1000BC so far.



Turner_727 said:
Yeah, upon reflection, like watorrey says, it's not a bug. It's the way it was designed. Probably better to have 'none' era techs not to display.
...
But it's not really a bug.
I think it is! I intend the trade view to only show techs that can be traded! Granted it's not a major bug as it doesn't reveal spoiler information and it's easily understandable/ignorable.
 
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