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CRpSuite : Playing aids and game analysis utils 2.11.0

The Application would not minimise for me either, just become inactive. That said I use your app constantly, and always look forward to the next update.

- James.
 
bluebox said:
Hi, dl'ed your latest version of your CrpSuite. Generally, i find your tools are very clever.
Cheers bluebox :).



bluebox said:
First, the window doesn't minimize...
mjmillar said:
The Application would not minimise for me either, just become inactive. That said I use your app constantly, and always look forward to the next update.
OK, I'm seeing the same thing. Works OK in 2.7.5 and earlier, not in 2.8.0. I'll try and find what I changed and fix it for the next release :(.



bluebox said:
I guess what happens here is that the cells that keep the numbers do not allow a system default colour. They are displayed in a preset colour (white in this case) and you might not see it on your system because you use the windows preset options.
Exactly right. I *was* using the standard white, I'm now using a pretty off-white green. I'll sort this out for the next release.
 
Also the terrain tab appears to have lost some of its' details as I can only see visible terrain.
 
mjmillar said:
Also the terrain tab appears to have lost some of its' details as I can only see visible terrain.
Are you sure that's new in 2.8.0? Which of the following have you got selected on the Spoiler tab of the Preferences form?
  1. Visible tiles only (OK for GOTM)
  2. Non-visible tiles when >80% of WM visible (OK for GOTM)
  3. All tiles, non-visible ones too

If you've selected #1 then the terrain breakdowns won't be shown until the whole map is visible. If #2 then they won't be shown until >80% of the map is visible. If it's a GOTM .sav then #2 applies even if you've selected #3!
 
I´m looking forward to the multiplayer support (sorry for the senseless post, didn´t figure out how to subscribe to a thread without posting ;-) ).
 
GrendelS said:
I´m looking forward to the multiplayer support.
Have you seen that I've made a start? CRpMapStat is now multi-player friendly. The others are at the top of my TODO list.



GrendelS said:
(sorry for the senseless post, didn´t figure out how to subscribe to a thread without posting ;-) ).
A post is a post. At the very least it shows that you're interested. I like people showing interest. It means I'm not wasting my time :).

About the "hidden" question. Do you see the "Thread Tools" link at near the top of the page on the right hand side? You can click on that to get a popup menu to appear. Just select "Subscribe to this Thread".
 
Dianthus said:
.... If it's a GOTM .sav then #3 applies even if you've selected #2!
Sorry, Dianthus, but that doesn't make sense to me. :confused: Did you mix up the numbers (maybe you've meant: "#2 applies even if you've selected #3")?
 
bluebox said:
Sorry, Dianthus, but that doesn't make sense to me. :confused: Did you mix up the numbers (maybe you've meant: "#2 applies even if you've selected #3")?
Yes, that's what I meant. I've updated the earlier post now :).
 
Dianthus, does CRpSuite still calculate flip probabilities when cultural conversions are off? Wouldn't that automatically make flip chances zero? Or does the game still calculate flip chances and just disable the actual flips? ;) :mischief:
 
It does. Thanks for pointing that out. Something made me think about that recently :). I've never actually played a game where they were turned off, unless ainwood has turned them off an not told us? :mischief:. Actually, that might be a good point. If the game is generated by someone else maybe whether cultural conversions is on/off is spoiler?
 
Your utility continues to amaze me with it's brilliance.

In my last game I captured a town only to be told it had a flip chance of 115.2%. Obviously this is useful information, but surely there should be max chance of 100%.
 
Offa said:
Your utility continues to amaze me with it's brilliance.

In my last game I captured a town only to be told it had a flip chance of 115.2%. Obviously this is useful information, but surely there should be max chance of 100%.
Wow, that's pretty high! I'll put a cap of 100% on it. Did it flip straightaway? I was just wondering if 100% means it will definitely flip (I've never seen it that high).
 
Dianthus said:
Wow, that's pretty high! I'll put a cap of 100% on it. Did it flip straightaway? I was just wondering if 100% means it will definitely flip (I've never seen it that high).

It would indeed have been interesting to see if it flipped but I abandoned the city instead to be on the safe side so I don't know. I did have to work fairly hard to achieve such a high flip chance: pretty much everything that could cause a flip was in operation.

In general the calculated flip chances seem fairly reasonable to me, if a little high. For example I thought that shared cultural borders only matter if the shared tiles are being worked: is this true and if so is it allowed for?

I find this information very helpful, if a little alarming.
 
AFAIK it doesn't matter whether the tiles owned by another Civ are being worked by them.
 
Dianthus, just to check: did you set a cap on the distance ratio of 0.25 to 4?

Also worth noting is the civ culture ratio which doesn't have a cap (and can be 20+ times if you never build culture).
 
anarres said:
Dianthus, just to check: did you set a cap on the distance ratio of 0.25 to 4?

Also worth noting is the civ culture ratio which doesn't have a cap (and can be 20+ times if you never build culture).
@Anarres: Are you sure about no cap on civ culture ratio? If you modded the palace not to produce culture, then the first person to build cultural improvements would automatically have every non-capital city flip to them. :hmm:
 
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