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CRpSuite : Playing aids and game analysis utils 2.11.0

Originally posted by Dianthus
For [ptw] and [c3c] you may need to change the "Map Scroll Speed" to match your Civ preferences. This affects how far the map moves when pressing the arrow keys. CRpMapStat remembers this setting, so just set it to whatever you normally use in Civ and forget about it :).
You're pretty quick at getting your program(s) updated! :D If only I had that sort of discipline...

Re the above: Can you not read this from the .ini file?
 
Originally posted by ainwood
You're pretty quick at getting your program(s) updated! :D If only I had that sort of discipline...
Thanks ainwood, I just need to stop playing with this and finish my GOTM (that's where I need more discipline!)

Originally posted by ainwood
Re the above: Can you not read this from the .ini file?
Great idea ainwood :goodjob:, I might just do that!
 
I've just released version 2.4.2 on my website. This is just a little patch to fix a bug that Moonsinger pointed out to me (thanks Moonsinger!) :

New features in 2.4.2 :
  • CRpMapStat : Fixed the new "Pollution" view to work with C3C.
 
Wow. This suite of utilities is just getting perfect. Thanks a million for accepting my request. Actually, no one else except me requested for that mp support but once again you have proven to be a really devoted, nice and caring person.
 
No problem superMA5TER, and thanks for the feedback! Is what I added OK? I didn't really test it that much, so let me know if you spot any bugs.
 
Just want to drop by to say thank again!:) The CRpMapStat utility has saved me a lot of boring time on tracking out those border expansion and pollution on the map. Nowadays, before I end my turn, I quickly save and check my game with CrpMapStat to see if I miss anything.:) Even though the city jump isn't working at the moment (will talk more about that in a moment), this utility is the only utilty that I use in Civ3 (beside using our MapFinder utility to generate a good map ofcourse). You have done an excellent job with this CrpMapStat utility, Dianthus!:worship:

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What I think about scrolling map: I was wrong about my initial procedure for scrolling map. Basically, the arrow keys won't at all in Civ3/PTW/C3C. At this point, I think the procedure for scrolling the map is as follows:

1. Use "SendKey" to jump to the captial (we use our capital as a base of operation). This part is working perfectly now!:)

2. Simulate mouse movement to scroll the map. First, we need to move the mouse to the edge of the screen then go from there. For example, if we need to scroll the map to the right of the screen, we need to move the mouse to the left edge of the screen, then simulate mouse movement left after that. Since this is really a lot of works and I haven't actually done it, you don't really have to do anthing about it. However, if you wish to play around with simulating mouse movement or just want to learn more about sending mouse messages to another application, you may want to look into this.
 
Originally posted by Moonsinger
What I think about scrolling map: I was wrong about my initial procedure for scrolling map. Basically, the arrow keys won't at all in Civ3/PTW/C3C.
It has been working for me! And it is very nice to have in the final stages of a milking game, :thanx: Dianthus!

I was baffled for a little while before I got the "Jump to city" function to work because I'm playing on a notebook. The function didn't work but was sending some odd keystrokes flying. After a bit of guessing I discovered that I had to enable the "numeric keypad", i.e. toggle the U/J/M region of the keyboard to act as a keypad, before invoking Jump to City. As long as I toggle that first, it works fine.

I suspect that the Windows messages being sent to Civ are the scancodes for the numeric pad. Perhaps on a regular keyboard they'll only work when the pad is in one state, i.e. only when in numeric mode or only when not in numeric mode.
 
Originally posted by SirPleb
After a bit of guessing I discovered that I had to enable the "numeric keypad", i.e. toggle the U/J/M region of the keyboard to act as a keypad, before invoking Jump to City. As long as I toggle that first, it works fine.
Thanks for the feedback SirPleb. When I get the time I'll see if that's something I can fix.

Hey Moonsinger, could this be the same problem you're seeing?
 
Dianthus,

I haven't yet figured out how to get it to jump to the city yet, but I'm going to try what SirPleb just said.:)
 
Ok, it's working out just as SirPleb said! Thanks SirPleb!:) The moment I turn the "Num Lock" on, it can jump to the correct city just fine! Now, I know that I wasn't seeing things. Since I orginally could use arrows to move month ago then later was unable to, I thought I was seeing things....:(
 
Thanks Moonsinger, glad to know it's working for you now!


Originally posted by SirPleb
And it is very nice to have in the final stages of a milking game, :thanx: Dianthus!
SirPleb, you've probably used this more than I have now then ;), so, I was wondering, how well does it perform when you've got a lot of cities? I'm aware that the dodgy algorithm I'm using for finding the closest city to a tile is not very scalable (factor of #tiles.#cities). Does the .sav still load in a reasonable time for a huge map when you've got lots of cities?
 
Originally posted by Dianthus
SirPleb, you've probably used this more than I have now then ;), so, I was wondering, how well does it perform when you've got a lot of cities? I'm aware that the dodgy algorithm I'm using for finding the closest city to a tile is not very scalable (factor of #tiles.#cities). Does the .sav still load in a reasonable time for a huge map when you've got lots of cities?

Your CRpMapStat utility loads the SAV very fast for me.:) It happens almost instantly on my P4 @3.0 GHz on a huge map with a lot of cities.:)
 
Originally posted by Dianthus
Does the .sav still load in a reasonable time for a huge map when you've got lots of cities?
Same for me as for Moonsinger - it stays quite fast. On my 1Ghz machine, with very near the limit of 512 cities, it takes two to three seconds to load a save file and display the information. And that's with C3C running at the same time and trying to use every available machine cycle. (I wish it didn't do that.)

Now that I've used this for almost a full milking cycle I do have some suggestions for the Jump To City function. I don't have any suggestions for the new tabs for Pollution and Cities by Expansion - they both seem perfect to me as is.

As background for these suggestions, here's a description of how I've found myself using CRpMapStat to deal with pollution:
o When I was finished with other worker tasks, I used spacebar on the first worker the game presented to me at the start of a turn, then shift-A automated the rest of my workers.
o At the start of each turn when the game presents me my single manual worker, I save the game.
o Then alt-tab to CRpMapStat which at this point is the first process in my alt-tab list since I recently used it.
o Use alt-F, Enter, then change the filename to my newest save, and open it.
o Turn on my keyboard's "numeric keypad"
o For each item in the pollution list (which remains on display from last time I was there, nice!):
a) Right click and select Jump To City.
b) Alt-tab to C3C
c) Pick a city and assign a citizen to the polluted tile
d) Alt-tab to CRpMapStat
o After handling each case of pollution with the above sequence, alt-tab to C3C, turn off my keyboard's numeric keypad, hit spacebar to finish with the manual worker

If you don't agree with the following suggestions or they're too hard to do, please feel free to ignore them - CRpMapStat is awesome just as it is!

1) A menu function with a shortcut key which opens the most recent save file in the same folder as was last used. This would simplify opening the save file for each turn.

2) At the start of doing a Jump To City, send four extra keystrokes: Escape, Escape, Escape, Enter. The reason for this bizarre request is because of a silly thing I find myself doing every few turns. I'll alt-tab to C3C, doubleclick a city, assign a citizen, then alt-tab to CRpMapStat (here's my mistake, I forgot to escape from the city display before doing this), select the next polluted city, and do a jump to city. Then C3C goes a bit nuts handling the resulting keystrokes in the city display mode instead of the map display. I figure if you always start by sending three Escapes, that will get to the "are you sure" prompt for exiting the game from almost anywhere. Enter then gets to the map.

3) At the end of sending keystrokes, automatically bring C3C to the foreground. I think (not positive, can just try it) that calling "SetForegroundWindow(hwnd)", with the same hwnd you are sending keystrokes, should do the trick.

4) Try to dodge the Numlock nuisance. I've poked around a bit and there seems to be no way to directly solve this by changing the values you are sending via SendMessage. It seems that the recipient program (C3C) must check its Numlock state at the time it receives a WM_KEYxxx message. But I have an idea which I think would work. Before starting to send keystrokes do something like this:
Code:
    short NumlockOn = GetKeyState(VK_NUMLOCK);
And both before sending the keystrokes and after sending them, do something like this:
Code:
    if (!NumlockOn) {
        SendMessage(hwnd, WM_KEYDOWN, VK_NUMLOCK, 0);
        SendMessage(hwnd, WM_KEYUP, VK_NUMLOCK, 0);
    }
 
Thanks for all of the feedback SirPleb!

Originally posted by SirPleb
... it takes two to three seconds to load a save file and display the information. And that's with C3C running at the same time and trying to use every available machine cycle. (I wish it didn't do that.)
Have you tried using Task Manager to set CRpMapStat to high priority? Might work.


Originally posted by SirPleb
I don't have any suggestions for the new tabs for Pollution and Cities by Expansion - they both seem perfect to me as is.
Thanks! In the Cities by Expansion, did the red marker seem to appear OK next to the cities to be careful of? I'm thinking of making CRpMapStat monitor a directory, and this would be the criteria for notifying about expansion.


Originally posted by SirPleb
If you don't agree with the following suggestions or they're too hard to do, please feel free to ignore them - CRpMapStat is awesome just as it is!
The suggestions are great! They all look easy to do too, so it's pretty likely they will get in :).
 
I've got a quick answer :).

The graph's also show the player selected and the FOW is for the player selected.
 
Hi Dianthus,

CRpMapStat is working great!:) It took me awhile to figure out that unless the Map Scroll speed setting in CRpMapStat is the same as in C3C, it sometimes won't scroll to the correct city. Once I sync the Map Scroll speed, the jump almost an instant and right on target perfectly every time.:) This is one of the greatest utility for CivIII. :worship: Currently, there are only two utilities that I use when I'm playing Civ. #1 - Use MapFinder to find get a good starting position. #2 - Use CRpMapStat to help cut down the micromanangement time.:)

Speaking of micromanagement, I have one more request - a very easy one too - easy for you to implement but extremely powerful feature for us to have. As you may have seen, when a city run out of food because of pollution or nature cause or whatever, Firaxis had decided that it would be best to turn all of our specialists (espcially entertainers) into scientists!:( This would of course create a pocket of unhappy people in the city. Currently, we (dairy farmers) have been spending a lot of time locating those cities. If you would please please please add another tab to list cities that have at least 1 unhappy citizen who isn't a specialist. This tab would have a "Jump" just like in the Pollution and Culture Expansion tabs. It will be sorted by the number of unhappy people. The city that has the most unhappy people (just unhappy people with no job - not a specialist) will be listed first. Of course, we would jump there and give them jobs (turning them into specialists).:)

Note: For the record, Civ3/PTW/C3C DOES NOT HAVE THIS FEATURE! They (Firaxis) seem to have implemented a similar feature in Civ3/PTW/C3C, but they did not sort by the NUMBER of unhappy people correctly. I think they sort it by the NUMBER of unhappy people before we give them jobs. Well, if people have jobs, they would be no longer consider as unhappy!

Many thanks in advance!:)
 
Moonsinger said:
CRpMapStat is working great!:)
Thanks Moonsinger.


Moonsinger said:
It took me awhile to figure out that unless the Map Scroll speed setting in CRpMapStat is the same as in C3C, it sometimes won't scroll to the correct city.
Ha, you've just been caught not RTFP'ing (RTFP is like RTFM, but with posts rather than manuals ;)). Earlier when I announced this feature I said:
Dianthus said:
For [ptw] and [c3c] you may need to change the "Map Scroll Speed" to match your Civ preferences. This affects how far the map moves when pressing the arrow keys. CRpMapStat remembers this setting, so just set it to whatever you normally use in Civ and forget about it :).


Moonsinger said:
... easy for you to implement ... If you would please please please add another tab to list cities that have at least 1 unhappy citizen who isn't a specialist.
Well, since you asked so nicely...! This is something I've thought about adding but not had the time. I've actually finished GOTM early this month, so I should be able to do a little work on this. I've already done SirPleb's items 2, 3 & 4. It shouldn't take long to do this and SirPleb's item 1. I might even get a release out this week.
 
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