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CRpSuite : Playing aids and game analysis utils 2.11.0

Dianthus said:
@Eman/Turner_727/OvrEagR: When this unit movement problem happens, do you know if the numlock was on or off at the point you pressed J in CRpMapStat? CRpMapStat tries to turn it on if it was off and set it back when it finishes. If it failed to do this though it will move units rather than the map when it presses the arrow keys.

Numlock off. I've been using this on a laptop without a number pad, and it hasn't been on. I haven't tried it yet when my keyboard is plugged in and I have a keypad active. I will do so ASAP. So expect results by this weekend. ;)

There is a 'Find City' routine: Shift-L I think it is. Dianthus - you can reference this in the links I provided earlier. Maybe it would be a good idea to remap the 'J' to the 'Shift-L'.

I'll also try the highlighting part of it.

Oh, and this is on a Celeron 1066Mhz machine, WinXPPro SP1, 256mb ram with this and CRPSuite running. Not sure on available system resources, but I have run this, Firefox, CivAssist, ConquestsEdit, and Civ3 with very little page swapping and general overall good performace. For that machine, anyways. ;)

Well, it seems it's inconsistant. Now it's working as it's supposed to. :hmm. I tried doing various things to make it cause the error, but have been unable to do so. However, you get some interesting things happening when the map speed isn't set to 'Normal.'
 
Having a keyboard plugged in, I was unable to reproduce the error with either the numlock key on or off.

Getting to look more like a nuisence bug then something that actually affects the gameplay. I had this happen in earlier games and was turned off to it. Now that it's working, I shall be using it more to attempt to figure out where this bug is.
 
watorrey said:
Only 2 alternatives i can see from a user POV.
a) provide a message that in game popups will occur, once the player expects it, have the option to turn off the warning.
b) do the jumping to city in the background so the user doesn't see the popups but i don't even know if that can be done.
I'm thinking I'll probably do both alternatives. I currently pop Civ to the front before moving the map, but it will still work fine if I move the map first, then pop Civ to the front.



OvrEagR said:
The units are NOT moving on my game.

...

Again, I apologize for not clarifying that in the previous post.
Apology accepted :).



Turner_727 said:
There is a 'Find City' routine: Shift-L I think it is. Dianthus - you can reference this in the links I provided earlier. Maybe it would be a good idea to remap the 'J' to the 'Shift-L'.
I don't think the 'J' key makes any difference, but it can't hurt.



Turner_727 said:
Well, it seems it's inconsistant. Now it's working as it's supposed to. :hmm. I tried doing various things to make it cause the error, but have been unable to do so.
Hmm, those sorts of errors are the worst :(.



Turner_727 said:
However, you get some interesting things happening when the map speed isn't set to 'Normal.'
By "interesting" do you mean it doesn't scroll to the correct position? You need to make sure the scroll speed in Civ and in CRpMapStat are set to the same values.



ainwood said:
I had a look, and the Shift-L to jump to a city doesn't post any meaningful messages - its all done internally, and just needs a repaint for the screen apparently. :(
OK, thanks for trying ainwood.



Turner_727 said:
Getting to look more like a nuisence bug then something that actually affects the gameplay. I had this happen in earlier games and was turned off to it. Now that it's working, I shall be using it more to attempt to figure out where this bug is.
Definitely annoying. I've noticed one thing about the way I tend to use that feature. What tends to happen is CRpMapStat pops up and I switch straight back to Civ, play the turn, then switch back to CRpMapStat and go through the citys. I'm not really sure why I do this! But, this means there are no units to accidentally move, so I'm less likely to see this problem than most.

I think the only way the units can move rather than the map is if the numlock is off at the point the arrow keys are pressed (either because CRpMapStat was unable to turn it on, or because something else turned it off again). I think what I'll do is make CRpMapStat check the state of the numlock key before each and every key press and avoid doing it if it's off.
 
Well, in every instance it happened to me it was like I said - on a laptop, and the numlock 'pad' wasn't activated. It's too bad that two of the most used keys were right under the numpad....

I didn't know about the map scroll speed. In fact, I forgot it was a preference! So that explains that.
 
I've just released a new version of CRpSuite, consisting mainly of bug fixes, which can be found on my website.

New features in 2.7.5 :
  • CRpMapStat - Added (currently optional, see preferences) detection of air/sea trade routes.
  • CRpMapStat - Fixed bug where Era None techs were shown as tradeable.
    (Reported by Turner_727 and wattorey)
  • CRpMapStat - Made Jump to city more robust, to hopefully avoid accidentally moving units.
    (Reported by EMan & Turner_727)
  • CRpMapStat - Added warning when using Jump to city and made civ pop to front after (rather than before) key presses.
    (Suggested by wattorey)
  • CRpMapStat - Fixed corrupted drawing in listviews, especially noticeable when resizing the columns.
    (Reported by mike.pink)

A note about the air/sea trade routes. I gave up trying to find that information in the .sav and wrote my own algorithm for calculating it. I've ran the algorithm against over 4000 .sav files to check that it's stable, but I've only checked against 7 or 8 to see if it actually works. Enable it in the preferences if you're daring :).
 
CRpSuite Master said:
I've noticed one thing about the way I tend to use that feature. What tends to happen is CRpMapStat pops up and I switch straight back to Civ, play the turn, then switch back to CRpMapStat and go through the citys. I'm not really sure why I do this! But, this means there are no units to accidentally move, so I'm less likely to see this problem than most.

I actually do the same thing so I never noticed this either. I tried to do it "wrong" and it happened to me as well.

Another way I will use the MapStat is on turns that have big happenings (revolt - Loose a city or lux) I will save at the end of the turn, pull MapStat back up through the save to make sure everything is still cool.

I will test the new version over the next couple of days and report back. :D
 
Actually, 'J' is still the stack move. Although now we have 'X' too.

I turned of notification of pollution a couple of games back because I had a volcano near a city that kept erupting. Finally, this game I'm playing now I keep having to clean pollution and wonder why MapStat isn't telling me I need to clean it. Turned the notification back on and now it tells me.

I had thought it would still show something, because in the trade window I have notify for tradable workers off. Yet I still see them in the trade window. It is telling me about new techs, so I'm guessing that it checks for all trades or none, like the pollution.

Anyways, I was expecting it to check regardless of the option, and was wondering why it didn't.

Still have yet to reproduce the movement bug.
 
Having the notification turned off should just mean that CRpMapStat doesn't highlight the changes, or flash the tab, or pop to the front, when that particular event happens. So for pollution the pollution tab should still list all of the cities that have polluted tiles, you just won't be notified.
 
In my current game, I'm at war with the Japanese and now that MapStat reveals that Tokugawa will speak to me it seems to be counting down a per turn deal with Japan. It looks like either MapStat or Civ considers war to be a 20 turn deal...anyone else get this?
 
Bartleby said:
In my current game, I'm at war with the Japanese and now that MapStat reveals that Tokugawa will speak to me it seems to be counting down a per turn deal with Japan. It looks like either MapStat or Civ considers war to be a 20 turn deal...anyone else get this?
Have you got an alliance with another Civ against Japan? Send me a .sav and I'll take a look.
 
I do have an alliance, but I ~think~ it's not the same number of turns...anyhoo I'll put up a save tomorrow.

EDIT:
Yes it was the alliance :blush: What has happened is that I made another per-turn deal with my ally so a different number of turns was showing up for them!
 
Dianthus said:
Having the notification turned off should just mean that CRpMapStat doesn't highlight the changes, or flash the tab, or pop to the front, when that particular event happens. So for pollution the pollution tab should still list all of the cities that have polluted tiles, you just won't be notified.

That turns out not to be the case. RnR game I'm in, there's pollution near a city, and nothing in the pollution tob when the notification option is turned off.

Yes, yes, I know. A save. You'll get one in a bit.
 
Bartleby said:
EDIT:
Yes it was the alliance :blush: What has happened is that I made another per-turn deal with my ally so a different number of turns was showing up for them!
Thanks for checking that Bartleby. Just to clarify, when at war the PT Deals column effectively tells you how long until you can make peace without breaking deals. When at peace it shows how long until you can declare war without breaking deals.



Turner_727 said:
That turns out not to be the case. RnR game I'm in, there's pollution near a city, and nothing in the pollution tob when the notification option is turned off.
One quick question. Does "near a city" mean inside your territory? CRpMapStat only reports pollution in your territory.



Turner_727 said:
Yes, yes, I know. A save. You'll get one in a bit.
If you've got an example .sav that would be great. You read my mind :).
 
It's actually right next to the city itself. So not only within my territory, but within the 21 tile city border. Or the 9 tile first cultural border. Or....;)
 
Another good job. Confirming fixed:
1. fascism numbers
2. alignment of units with multiple saves loaded.

Love the new feature of showing the number of turns until the city expands and the
luxuries for trading.

Questions:
1. Enabled "see trade routes", but didn't see them. Where should I look? In rings, in game, in something else?

2. Is it possible to add preference changes:
a. default font size for Rings
b. default width for tabs in MapStat and Stats?
These are not urgent or probably really important. It might be better to finish adding
the other data points first. It is just annoying to have the utilities too wide and having to manually adjust width so can see many columns at a time.

Again, thank you for a great utility suite.


PF
 
planetfall said:
Love the new feature of showing the number of turns until the city expands...
:confused: It doesn't do that yet, does it? It tells you when a city has expanded/shrunk, but doesn't do any predicting of the number of turns. Are you confused about the figure in brackets? That's just showing the population for the previous turn if it changed.



planetfall said:
Questions:
1. Enabled "see trade routes", but didn't see them. Where should I look? In rings, in game, in something else?
Those trade routes affect what is shown in the "Resources to buy"/"Resources to sell" columns of the Trading tab in CRpMapStat. If unchecked then it will only notify you of resources tradable across land. When checked it will also notify you of resource tradable across sea/air.



planetfall said:
2. Is it possible to add preference changes:
a. default font size for Rings
b. default width for tabs in MapStat and Stats?
These are not urgent or probably really important. It might be better to finish adding the other data points first. It is just annoying to have the utilities too wide and having to manually adjust width so can see many columns at a time.
Certainly possible. I keep coming across the same thing myself in CRpMapStat. I'm thinking I'll make it remember the window size and column sizes when you close it and use those sizes when starting again.
 
Appreciate the explanations.

As I mentioned before, using Stats has changed my playing. I used to just look at winning vs losing battles and length of time before WW kicks in. Now, I set a target of never dropping offense more than 20% during a war. 90% of the time I try to keep offense power level during war, but sometimes WW is so close or another civ is ready to gang up on me if I delay that I'll accept the 20% force reduction.

Now wars are slower paced and there is not as much "Yahoo, 5 cities fell that turn", but over 10 turns I can have a stronger position. I'm learning to be more patient and use more artillery and defensive units than just running pell mell with fast offense.

Without your Stat utility this would not have happened, so thank you.

PF
 
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