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CRpSuite : Playing aids and game analysis utils 2.11.0

Mistfit said:
I don't think it's bad form but an unusual tactic to have built 15 Explorers. I don't know if I've ever built one... :hmm: I might just have to build one now just to say I did.
Wicked cheap deep-pillage units (because of movement). Try it out, maybe you'll like it. :) You lose them quick, but they are an excellent diversionary force and can do enough damage. When I'm behind in military size, like fighting on another coast and have long resupply times, I've found this can tip the scale by sabotaging production.

Anyway, enough hijack.

I recently installed CivIIIComplete and found that 2.8.0 wasn't updating properly (wasn't warning me before cities rioted frex). I put the patch on, maybe it will be ok now.
 
Dianthus - I have a couple of ideas kicking around in my head for future expansions of the MapStat.

1.) On the trading page - show all civ's out there from the very begining and put a tag line "unmet" or somthing next to their name (like you have "at war") This info can be found in the space race screen but it would be nice to have it as a reminder of who we need to meet.
2.) along the same lines could you put somthing in showing the ci'v traits and starting techs and even UU. This would save me a bunch of time digging through the civalopedia for each and every civ I meet. I have a terrible memory for this kind of thing.

These are just ideas I've been kicking around in the normally useless thing I like to call my nogin. I've no clue if they are possible or if other people would consider then useful. I love your utility and it has raised the level of my play a bunch. Thanks for your hard work and diligence in updating and improving this utility. If we could only get Firaxis to spend as much time on the in game problems we'd be all set :D
 
erislover said:
Wicked cheap deep-pillage units (because of movement). Try it out, maybe you'll like it. :) You lose them quick, but they are an excellent diversionary force and can do enough damage. When I'm behind in military size, like fighting on another coast and have long resupply times, I've found this can tip the scale by sabotaging production.
Actually, I've heard of something like that elsewhere. It was suggested that combining lots of explorers with an army was a good idea, especially in C3C where the AI doesn't tend to attack armies. You can then move the army/explorers through enemy territory, moving the explorer out 1 tile, pillage, then back to the safety of the army!



erislover said:
I recently installed CivIIIComplete and found that 2.8.0 wasn't updating properly (wasn't warning me before cities rioted frex). I put the patch on, maybe it will be ok now.
Are you sure it was a bug? There are conditions that won't (and can't) be detected by CRpMapStat. CRpMapStat only reports unhappiness for the last .sav file, which is normally the autosave. The autosave is from the start of the turn. Things can change after that point (both during the turn and between turns) that affect happiness, so causing disorder. I.e. Start of turn, everything fine. During turn, lose a lux trade or start war on a civ causing war weariness, or go into anarchy etc. When you end the turn your towns can then go into disorder despite being happy at the start of the turn.



Mistfit said:
Dianthus - I have a couple of ideas kicking around in my head for future expansions of the MapStat.

1.) On the trading page - show all civ's out there from the very begining and put a tag line "unmet" or somthing next to their name (like you have "at war") This info can be found in the space race screen but it would be nice to have it as a reminder of who we need to meet.
2.) along the same lines could you put somthing in showing the ci'v traits and starting techs and even UU. This would save me a bunch of time digging through the civalopedia for each and every civ I meet. I have a terrible memory for this kind of thing.
Both of those sound like good ideas. I'm a little unsure about the traits thing from a spoiler point of view. I'll check with ainwood about it. For modified games it's not possible to tell what the traits are from within the game. The 'pedia won't necessarily tell you the truth. cracker used to modify the traits of the AIs as a surprise, but ainwood might not mind. In fact, I think he displays this in his CivAssist utility (I'm not sure though, haven't looked at it for a while!).
 
Dianthus said:
I'm a little unsure about the traits thing from a spoiler point of view.
It's obviously perfectly okay for Hall of Fame play, given that players can preselect their opponents. [/shameless HoF plug]
 
Mistfit said:
1.) On the trading page - show all civ's out there from the very begining and put a tag line "unmet" or somthing next to their name (like you have "at war") This info can be found in the space race screen but it would be nice to have it as a reminder of who we need to meet.
It can't be found if space victory is disabled.
 
TimBentley said:
It can't be found if space victory is disabled.
You're right! (Just had to check as I've never played a game with it disabled).

I'll make sure not to show that information if space race is disabled.
 
dvandenberg said:
How about adding a column with "Culture Last turn" to MapStat Territory tab? Sort of a poor man's cpt. :)
Sure. I was thinking that would be a good idea when I played 100K culture for CGOTM06, but never got around to doing it.
 
I had a situation in GOTM37 where a settler in a boat was sailing the ocean blue. That civ did not show in MapStat on the trading tab as being active, but once a city flipped back to them it did show up. Not really sure it's worth fixing just a did you know item.
 
DJMGator13 said:
I had a situation in GOTM37 where a settler in a boat was sailing the ocean blue. That civ did not show in MapStat on the trading tab as being active, but once a city flipped back to them it did show up. Not really sure it's worth fixing just a did you know item.
Thanks for reporting that Gator. It sounds similar to a bug reported quite a while back that I've been very lazy about fixing:
CRpSuite website said:
CRpStats/CRpMapStat - Seem to be problems identifying when Civ dies. Maybe to do with whether respawn flag is on or not?
(Reported by dvandenberg)
 
Doc Tsiolkovski said:
One word:

Volcanoes.

They make me mad - I see absolutely no need to clean up a polluted mountain tile outside any cities' borders, yet still MapStat keeps blinking 'Alert! Alert!' ;)

Would it be possible to only check for pollution within city "radiuses" (radii?)?
Definitely possible. It's currently only checking tiles within your borders. I assume you're talking about the full 21 tile city radii (nice word! :))? Out of interested, have you got many tiles inside your borders but outside your city radii?
 
Tim, is that with or without the experimental trade routes (see the preferences form)?
 
I checked a couple of other saves, and while I was still at war with the Incas, MapStat didn't say I could trade with America (this is with experimental trade). I've attached that save. So possibly it thought the embargo ended when war ended?
 
Sorta. He took it back out in 2.8.1. it's my understanding that it will be back in the next release. I had a post abou this within the last page or two.
 
planetfall said:
I see you added the city count to mapstat, but I don't see city count for my civ. Is this a bug?

PF
Yes, it's a bug (see the list in the 1st post). I added it in 2.8.0 and it was all working, then accidentally removed it for the human player for 2.8.1 when fixing a spoiler problem with multi-player.
 
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