Resource icon

CRpSuite : Playing aids and game analysis utils 2.11.0

Mistfit said:
BTW what happened to your brother in COTM last month? He went from a 1190AD domination win in 05 to a 1630 conquest loss in 06. You need to quit distracting him so much so he can concentrate on the game :D
He ran out of time, so gave all of his cities away. It's not me that distracts him, he spends far too much time playing half life.
 
Dianthus said:
@Eman, is this a new "feature"? Or is this the first time you've tried it?
I used the "J" key on MANY prior CRpMapStat versions and it worked FINE......2.8.2 not so fine! :)

New Subject....
@Dianthus: Additional CRpMapStat Preference Request:
Would it be possible to have an option to notify human player when an AI's "viewable" borders expand this turn?

This could be very useful, for example, when there is 1 AI city left and you have military units along its borders and you are at Peace. If you don't notice the AI's city borders expand, you may get the "Automatically Move....Or War" Pop-up message on the following turn! ;)

Merry Xmas Civvers! :)
 
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?)?
Dianthus said:
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?


Better late than never...

Yes, since Vulanoes tend to be in Mountain ranges (I prefer young worlds), this is nothing rare. Also, quite a lot Scenario maps have those 1-tile Vulcanoe islands.
I'd guess it would be impossible to distinguish pollution caused by those from regular one, but it would be a great help for me at least if MapSat could check if:
1) Is the polluted tile a Volcano?
2) Is the pollution inside the workable tiles for a city?
Maybe as an option ("Ignore Pollution most likely related to Volcanoes").

Btw, never had the oportunity to see that, but how are Craters treated?
 
I have a feature request:

(Doc's post reminded me that I wanted to post this one a few weeks ago)
In C3C it now happened to me more than once, that I got distracted by all those messages in the beginning of the trun, so that I didn't notice a "volcano now active" message (if it was a popup I would notice it for sure...) or I noticed it but lots of cities were building something afterwards so my worker or military got toasted.

Is it possible, that MapStat shoes an alert, when a volcano is active inside my border and/or a unit of mine is standing next to an active volcano?
(Maybe in a new "Map" tab or something like this)

Thanks in advance...

PS: Oh, and another one: Maybe show an alert if there are non-allied units inside your border (especially barbs)
 
EMan said:
I used the "J" key on MANY prior CRpMapStat versions and it worked FINE......2.8.2 not so fine! :)
OK, I'll check it out.



EMan said:
New Subject....
@Dianthus: Additional CRpMapStat Preference Request:
Would it be possible to have an option to notify human player when an AI's "viewable" borders expand this turn?
Definitely possible. Not sure how I would show this information. I'll add it to my TODO list and think about it a little.




Doc Tsiolkovski said:
I'd guess it would be impossible to distinguish pollution caused by those from regular one, but it would be a great help for me at least if MapSat could check if:
1) Is the polluted tile a Volcano?
2) Is the pollution inside the workable tiles for a city?
Maybe as an option ("Ignore Pollution most likely related to Volcanoes").
Both of those are straightforward. I'll add that to my TODO list.



Doc Tsiolkovski said:
Btw, never had the oportunity to see that, but how are Craters treated?
Me either. I believe they're created by bombarding, but I've never seen them.



socralynnek said:
Is it possible, that MapStat shoes an alert, when a volcano is active inside my border and/or a unit of mine is standing next to an active volcano?
(Maybe in a new "Map" tab or something like this)
I don't know how to tell if a Volcano is active yet, but it shouldn't be too hard to find.



socralynnek said:
PS: Oh, and another one: Maybe show an alert if there are non-allied units inside your border (especially barbs)
That sounds feasible. Maybe even just show a list of non-allied units that are visible, even outside your borders.
 
dvandenberg said:
Great! No hurry.
Dianthus said:
Sounds feasible, and I agree about the spoiler info so long as the player is the source of the "best dates". Don't expect this feature to get in soon though, I'm pretty busy at the moment. I'll add it to my TODO list though.

I decided to try out an excel version for s&g's. I am finding the growth rate a challenge. I am trying to decide if it should be:
1) an average of the each turn's percent growth over the prior for the sample of turns. [i.e. for 3 turns: 1000, 1010, 1020 use (((1010-1000)/1000) + ((1020 - 1010)/1010)) / 2].
2) use points per turn somewhat like the game does [i.e. same 3 turns, say current turn is 920AD (207): ((1000/205) + (1010 /206) + (1020/207)) / 3]

The first would would need a loop to do FinalScore = score * (1 + percent) until finish date is reached.
Edit: on second thought no loop if I do: FinalScore = Score + ((Score * (1 + Percent)) * turn to finish)

The other seems more straight forward: FinalScore = score + (avg points * turns to finish).

There are probably better ways. But those were all I could think of. I am going to have to go back through a bunch of saves and see which method comes closest to what actually happened.

DV

Please don't waste any time on this. I've played around with a VB6 version. I am not sure it will be as useful as I thought it was. I will post it once I figure out how to make the setup.exe smaller. Including the VB6 runtime files makes it about 1.5M.
 
Dianthus - I love the "Civ Info" tab. Generating that table is the first thing I do for every civ game I play. The only other thing I add is a little note on the "age" for the UU and what it replaces. Here is a look at my COTM06 table:

Start_stats.jpg


The age and replace notes helps me to focus on enemy civs before they become powerful. I also total up how many civs have each tech. This helps to guide research or more importantly it guides early trading.
 
DJMGator13 said:
Dianthus - I love the "Civ Info" tab. Generating that table is the first thing I do for every civ game I play.
Me too. I've been doing this for ages, and it has never crossed my mind to extract this information automatically! Thanks to Mistfit for the suggestion :goodjob:.



DJMGator13 said:
The only other thing I add is a little note on the "age" for the UU and what it replaces. Here is a look at my COTM06 table:

Start_stats.jpg


The age and replace notes helps me to focus on enemy civs before they become powerful. I also total up how many civs have each tech. This helps to guide research or more importantly it guides early trading.
Great suggestions Gator, I'll add them to my list.





microbe said:
It's a great utility and I cannot play without it now.

One bug: you cannot minimize the window after quitting Civ.
Which version are you using microbe? Note that all of the utilities contain the version number in the title bar. That problem is one that I accidentally introduced in 2.8.0, and fixed in 2.8.1. I've just checked, and it's OK for me in the latest version too (2.8.2). Hopefully you're using 2.8.0 and I can just tell you to upgrade ;).
 
EMan said:
I used the "J" key on MANY prior CRpMapStat versions and it worked FINE......2.8.2 not so fine! :)
It's working for me, I've just finished using it lots of times in my first HOF attempt ;).

In what way is it not working? Does it just no move at all? Or move to the wrong place? Does it make any difference if you use the menu rather than the key?
 
Dianthus said:
It's working for me, I've just finished using it lots of times in my first HOF attempt ;).

In what way is it not working? Does it just no move at all? Or move to the wrong place? Does it make any difference if you use the menu rather than the key?
It centers on my capital city every time! (menu & key)

I'll do some more testing AND I'll be moving the current game from my "travelling" laptop to my "residential" laptop today...which is a later model.

Maybe my travelling laptop got seasick! :lol:

Anybody else experience this problem?
 
EMan said:
It centers on my capital city every time! (menu & key)

I'll do some more testing AND I'll be moving the current game from my "travelling" laptop to my "residential" laptop today...which is a later model.

Maybe my travelling laptop got seasick! :lol:
It could be something to do with the laptop. CRpMapStat tries to turn on the numlock, then use the arrow keys to move the map around. Does this work for you if you do it manually?
 
Someone just pointed out to me that you still get flip probabilities before you've seen where the enemy capital is (which is required in the flip calcs).

Since this ratio of capital-distances is capped between 0.25 and 4 - is there any chance a range of probabilities could be given? A lot to ask I know, but it really is spoiler info...
 
anarres said:
Someone just pointed out to me that you still get flip probabilities before you've seen where the enemy capital is (which is required in the flip calcs).

Since this ratio of capital-distances is capped between 0.25 and 4 - is there any chance a range of probabilities could be given? A lot to ask I know, but it really is spoiler info...
Ooops. You're dead right anarres, I missed that one. Yes, I could give a range. It might be worth doing the same for some of the other estimated stuff too, I.e. the x2 for having less local culture.
 
Dianthus said:
Which version are you using microbe? Note that all of the utilities contain the version number in the title bar. That problem is one that I accidentally introduced in 2.8.0, and fixed in 2.8.1. I've just checked, and it's OK for me in the latest version too (2.8.2). Hopefully you're using 2.8.0 and I can just tell you to upgrade ;).

Yeah I was using 2.8.0. I'll let you know if it happens with 2.8.2.

One request for feature: could we also include "workers" in the trade screen?
 
microbe said:
:lol: I obviously missed that! Thanks.

In fact, the reason I missed that is this doesn't work with the RaR mod. Sometimes it shows there are workers but there are actually not. It's possible that RaR has some "non-tradable worker type" that confused this utility?
 
microbe said:
In fact, the reason I missed that is this doesn't work with the RaR mod. Sometimes it shows there are workers but there are actually not. It's possible that RaR has some "non-tradable worker type" that confused this utility?
If you've got an example .sav then post it and I'll take a look. I have done very little testing with RaR, so it's possible there are things that I've missed. Let me know and I'll investigate!



watorrey said:
For workers to be tradeable in Civ3, you need to have cities on a common landmass with the other civ. It can be as simple as tundra island towns sharing a small island.
You're right watorrey, but CRpMapStat knows about this.
 
Back
Top Bottom