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CRpSuite : Playing aids and game analysis utils 2.11.0

Darkness said:
Dianthus:

Last night I tried to instal CRPsuite 2.7.3 on my computer, but it failed, 'cause there was already another version of CRPsuite on my computer. At least that's what the computer said. But I checked everything and it's not on my PC.

Any suggestions, short of uninstalling civ3/C3C, and re-installing the whole thing? Or is this just my very ancient computer acting funny, so you can't really say anything about this problem?

Thanks anyway...
Don't uninstall/reinstall civ3/C3c, that won't make any difference!

When you removed the previous version of CRpSuite did you use the add/remove programs, or did you just delete the files off of the disk?
 
Map jump-- jumps to wrong location, within about 1/5 of map of location.

Another bug I don't think anyone has reported:

CRpStats 2.7.3
Domestic tab, columns "Expenses" and "to support units", I get bogus numbers:

858997198 and 858993264

govt is fascism is that matters.

I have not found anything else to report. It is working well.

PF
 
Dianthus said:
Don't uninstall/reinstall civ3/C3c, that won't make any difference!

When you removed the previous version of CRpSuite did you use the add/remove programs, or did you just delete the files off of the disk?

IIRC I just deleted it. Which may not have been a very smart move...
I'll check when I get home tonight.
 
planetfall said:
Map jump-- jumps to wrong location, within about 1/5 of map of location.
Have you made sure MapScrollSpeed in CRpMapStat (just right click one of the tabs showing cities) is set to the same as that in Civ? CRpMapStat is just pressing the arrow keys to move the map around, and the arrow keys move a different distance depending on whether Civ's scroll-speed is set to Slow/Normal/Fast.



planetfall said:
Another bug I don't think anyone has reported:

CRpStats 2.7.3
Domestic tab, columns "Expenses" and "to support units", I get bogus numbers:

858997198 and 858993264
OK, I'll take a look into that.



Darkness said:
IIRC I just deleted it. Which may not have been a very smart move...
I'll check when I get home tonight.
Maybe we could take this across to email? When I get home from work I can walk you through the steps needed to delete the registry keys that shouldn't be there, after which you should be able to install again. I'll be home in another 5 or 6 hours.
 
Dianthus said:
Maybe we could take this across to email? When I get home from work I can walk you through the steps needed to delete the registry keys that shouldn't be there, after which you should be able to install again. I'll be home in another 5 or 6 hours.

Thanks very much for the offer Dianthus, but my brother just called and I'm not going home after work it seems... :blush: He said something about a bar and lots of beer.... :D

I'm going to give it one more try tomorrow morning (afternoon probably) and if I can't get it to work I'll get back to you. But I think I may have forgotten to delete some files (I just recalled, after you asked if I had manually deleted), so I think I can get it to work.

Thank you very much for the kind offer! :)
 
I guess you're exchanging "Just one more turn..." for "Just one more beer..." :).

About the deleting files, that won't be enough. The installer isn't failing because you haven't deleted the files, it's failing because the registry says it's still installed even though it's not. You will have to delete the keys from the registry, which is what I'll help you to do. I'll check what keys you need to delete and let you know how to do it, or maybe even write a quick utility to do it for you...
 
Dianthus said:
I guess you're exchanging "Just one more turn..." for "Just one more beer..." :).

About the deleting files, that won't be enough. The installer isn't failing because you haven't deleted the files, it's failing because the registry says it's still installed even though it's not. You will have to delete the keys from the registry, which is what I'll help you to do. I'll check what keys you need to delete and let you know how to do it, or maybe even write a quick utility to do it for you...

One more beer???? How about two, or three? Or four? :)
It took me until sunday night to get to start working on the CRPsuite problem...

Please don't! It's not neccessary anymore. I found the problem (there were still shortcuts on the desktop :blush: ), I have no idea about registry keys, but I have CRPsuite 2.7.3 installed now and it works great (working on a new HoF attempt :) )

Thanks for the help offer Dianthus, and the great utility!!!! :goodjob:
 
(also posted same request to Ainwood's thread :D )

Dianthus, since the utility reads the save file, something to consider for the next update.

Oystein has done a wonderful little study of how espionage missions work HERE

The part of it that I thought you might be able to incorporate is the 'flag' part. Oystein has discovered that when you fail a spy mission, a flag is put on the save file, indicating that all subsequent spy mission will fail until the flag is removed. Apparently, there is a 33% chance that the flag will be removed each turn. So it is *technically* possible that the flag would remain for ten or twelve turns.

Is there some way that you could incorporate something to show us if the flag remains on the save file? Oystein has indicated he would be happy to show you exactly where the flag in the save file is. Might be something of a spoiler, but otherwise it's a shot in the dark for espionage missions....
 
Disregard jumping to wrong city. It was map scroll speed. I experimented and changed to fast but left mapstat on normal.

Thanks

PF
 
SesnOfWthr said:
Oystein has done a wonderful little study of how espionage missions work HERE

The part of it that I thought you might be able to incorporate is the 'flag' part. Oystein has discovered that when you fail a spy mission, a flag is put on the save file, indicating that all subsequent spy mission will fail until the flag is removed. Apparently, there is a 33% chance that the flag will be removed each turn. So it is *technically* possible that the flag would remain for ten or twelve turns.

...

Might be something of a spoiler, but otherwise it's a shot in the dark for espionage missions....
Hi SesnOfWthr. Thanks for that link, that was interesting. Sorry I've taken so long to respond. You're right, that would definitely be a spoiler. I'm not sure this really fits into my tools, which I've attempted to make spoiler safe. Thanks for the suggestion though!
 
Is there anyone out there still having trouble getting the autosave monitoring to work? Lord British has been helping me track this down, and it turned out that I wasn't recognising his Civ Gold version properly. I've tested with standard [civ3]/[ptw]/[c3c], and the next release (coming real soon now!) will also support Civ Gold. Maybe there are some other versions that aren't recognized?

Let me know and I'll investigate.
 
Maybe there are some other versions that aren't recognized?

The latest version 'Civcomplete' could be one. I don't know anyone who owns it yet though!
 
I've just released a new version of CRpSuite, which can be found on my website.

New features in 2.7.4 :
  • CRpMapStat - Fixed bug causing autosaves to not be loaded automatically when playing Civ Gold.
    (Reported by Lord British)
  • CRpMapStat - Now shows potential lux/resource trades (for land based trade routes only).
  • CRpMapStat - Seperated "Specialist" column out into sub-categories.
    (Suggested by DJMGator13)
  • CRpMapStat - Added notification of when a city changes size on the Happiness tab. Also added a new "Citizens" column, which shows the current number of citizens, followed by the previous number of citizens in brackets if there has been a change.
    (Suggested by EMan)
  • CRpMapStat - Added a "PT Deals" column to the trading tab (PT stands for Per Turn). This shows the number of turns remaining on the longest deal with the civ when at peace, and shows the number of turns remaining on a military alliance deal against the civ if at war. This should mean it's safe to go to war (rep-wise) if this column is empty.
    (Sort of suggested by socralynnek. I simplified the suggestion a bit though)
  • CRpStats/CRpMapStat - Fixes to QSC score to more closely match ainwood's tool.
  • CRpStats - Fixed missing slaves column on Military Tab causing stats to be shifted under the wrong column headings.
    (Reported by dvandenberg/planetfall)
  • CRpStats - Fixed Military tab to not include workers/setters in Healed HP and Total HP columns.
    (Reported by DaveShack)
  • CRpStats - Fixed bogus numbers for "Expenses" and "to support units" on Domestic tab with Facist goverment.
    (Reported by planetfall)
  • CRpViewer/CRpRings - Fixed bug causing resources to be more visible under FOW than in Civ

Here are a couple of screenshots showing the main new features:

This first one shows the resource to buy/sell. The bracketted number is the number available (the same as shown when making contact in Civ). It also shows the PT Deals (PT = Per Turn) column. In this example I've just last turn traded Horses to America for an alliance against the Aztecs. Therefore I mustn't go to war with the Americans for 19 turns, or make peace with the Aztecs for 19 turns.
CRpMapStat274a.gif

This second one shows the new Citizens column. The bracketted number is the number of citizens last turn and is only shown if the number of citizens has changed.
CRpMapStat274b.gif


P.S. Cornmaster, I know what you're going to say. You might notice that MP support is now at the top of my TODO list ;).
 
ainwood said:
I thought you were going to show me the holy grail of sea-based trade route :(
Maybe next time. I figured, assuming CGOTM05 really is pangea, that land-based would be enough for this month ;).
 
Dianthus said:
[*]CRpMapStat - Added a "PT Deals" column to the trading tab (PT stands for Per Turn). This shows the number of turns remaining on the longest deal with the civ when at peace, and shows the number of turns remaining on a military alliance deal against the civ if at war. This should mean it's safe to go to war (rep-wise) if this column is empty.
Dianthus this is cool - but it would even cooler if you could add the shortest lasting deal too - e.g. 3/19 ..and then make it pop-up and turn red when a deal has expired so you remember to renew it or sell something else to the civ.

For example if I sell a tech to a civ for 150 gpt they usually can't afford anything else before the deal expires - but if you forget to sell them something they might go somewhere else.

I hope this feature could easily be implemented and thanks again for a great tool.
 
Good idea ssvensson :goodjob:. My original intention with the current PT Deals column was for it to be used to avoid breaking deals, but yes, your suggestion would be good for knowing when to renew deals. I'll add it to my list of things to do.
 
Dianthus, your utility programs just keep getting better and better! :thumbsup: :thumbsup:

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. As you know the AI rarely gets the "correct" square assigned when the city population increases! :)

Even though vacationing in Mexico, I must find a place to immediately download the latest version of your Super-program!

Thanks for ALL your hard work! :)
 
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