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CRpSuite : Playing aids and game analysis utils 2.11.0

Dianthus said:
I'll give you a little hint, it would work on a computer that doesn't have Civ installed.
Ok. I give. :)

I'm afraid I grew up in the System/38 & AS/400 world. Ask me about Relational or OLAP databases, I might know something. My pc development skills are limited to light VB and command files.

You OO guys are so far beyond me... :worship: I would have to actually work to catch up and I'd rather play. :D
 
I'm guessing he's using Winzip, or some similar free-to-distribute compression API. Look for a DLL that wasn't there before....
 
Dianthus said:
I'll give you a little hint, it would work on a computer that doesn't have Civ installed.
eldar said:
I'm guessing he's using Winzip, or some similar free-to-distribute compression API. Look for a DLL that wasn't there before....
ainwood said:
Well, he obviously has code to decompress the Civ file format, so.....

I don't think it is winzip. As ainwood implies, it must be the same thing Civ3 uses. I can open the compressed files with Civ3. It's some kind of self extracting compression. But, I'm not aware of any built-in compression utility that comes with Windows, which is what his statement implies. The only things Windows Help mentions are NTFS compression, which I am already using on the folder in question and something called "Folder compression" which doesn't fit the bill either.

I'm sure there is a "duh" for me in there somewhere. :)
 
dvandenberg said:
I don't think it is winzip. As ainwood implies, it must be the same thing Civ3 uses. I can open the compressed files with Civ3. It's some kind of self extracting compression. But, I'm not aware of any built-in compression utility that comes with Windows, which is what his statement implies. The only things Windows Help mentions are NTFS compression, which I am already using on the folder in question and something called "Folder compression" which doesn't fit the bill either.

I'm sure there is a "duh" for me in there somewhere. :)
There is some freely available code on the net for decompressing that I've been using. There's also freely available documentation on the compressed file format. I just used that to write my own compression code. It was surprisingly easy, only around 80..100 lines of code!
 
Dianthus said:
There is some freely available code on the net for decompressing that I've been using. There's also freely available documentation on the compressed file format.
Make sense. I guess half the battle is knowing what resources/capabilities are available.

Dianthus said:
I just used that to write my own compression code. It was surprisingly easy, only around 80..100 lines of code!
:lol: Now there's an understatement if I ever saw one.
 
I play on a laptop and use a mouse for most things even when the keyboard might be a bit quicker...I was wondering if it'd be possible to have a discrete, always-on-top button for mapstat so I don't have to alt-tab to it inbetween fixing unhappy cities. Pretty lazy, eh?
 
Bartleby said:
I play on a laptop and use a mouse for most things even when the keyboard might be a bit quicker...I was wondering if it'd be possible to have a discrete, always-on-top button for mapstat so I don't have to alt-tab to it inbetween fixing unhappy cities. Pretty lazy, eh?
Yes, that sure is lazy! I'll add it to my TODO list, but I suggest you learn to use your left hand for Alt-Tab. I've been pretty busy recently, and that will be fairly low on my TODO list, so it'll be a while before a get around to it.
 
Wishlist Enhancement request for CrpRings and CrpViewer:
Can checkboxes be added to show:
a. food and shield symbols. I want to be able to determine bonus grasses.
b. roads/railroads
c. other improvements (mines and irrigation)

I understand that in viewer b and c might not make as much sense as the time progression advances I don't think the save file includes the details on when improvements are made.
 
MOTH said:
Wishlist Enhancement request for CrpRings and CrpViewer:
Can checkboxes be added to show:
a. food and shield symbols. I want to be able to determine bonus grasses.
b. roads/railroads
c. other improvements (mines and irrigation)

I understand that in viewer b and c might not make as much sense as the time progression advances I don't think the save file includes the details on when improvements are made.
Good suggestion MOTH. To be honest, I'm surprised this hasn't been requested before! I know enough from the .sav file to make this feasible for the end turn in the .sav file, but you're right, it's not possible for the intermediate turns.
 
Bartleby said:
I was wondering if it'd be possible to have a discrete, always-on-top button for mapstat so I don't have to alt-tab to it inbetween fixing unhappy cities. Pretty lazy, eh?
You know, I'd really like that too! Too bad I can't think of a way to make it a HOF necessity, but whenever you can get to it would be great. :)
 
I'm surprised no one has asked for any changes in over two weeks, but your down time has ended :)

Is there any way to add a sort feature to the Happiness tab, so the cities can be listed alphabetically? Van Civ does not alphabetize them on the F1 screen and it is really hard to find cities when playing a 100K game.

Now back to work, you've had two weeks off.
 
DJMGator13 said:
I'm surprised no one has asked for any changes in over two weeks, but your down time has ended :)
I guess you're referring to the HOF website changes, and you're right, they did take some time. I intend to do some more changes to CRpSuite real soon now, in between playing more games for the HOF.



DJMGator13 said:
Is there any way to add a sort feature to the Happiness tab, so the cities can be listed alphabetically? Van Civ does not alphabetize them on the F1 screen and it is really hard to find cities when playing a 100K game.
It's possible. I've been asked to make the columns clickable to change the sort criteria a number of times.
 
In the "City Increase In Size Option", is it possible to include a city whose border expanded at 10+ Culture Points this turn?

The reason I ask, is because I think the AI will quite often rearrange the city's laborers at this first border expansion, even though the city has not increased in population! ;)

(Often I don't have a need to be alerted when Borders expand. :) )

BTW, Nice Work on the QC and the New HOF Web site! :goodjob: :goodjob:
 
CRpViewer: Don't know if this has been asked before....In the CRpViewer, it would be nice if we can save the Event Log to a *.txt file.:)

CRpMapstat: Is it possible to figure out the number of beakers left to complete searching for the current tech? For example, if I know that I would need only 21 more beakers to complete my research for a tech, instead of adjusting the slider, I would just convert 7 taxmen from a far away and corrupted city into scientists. A lot of time, 10% of the slider would usually mean a lot of breakers will be wasted.
 
@Moonsinger: That should be possible.. Civassist has that already (or rather displays the cost and how much you have spent so far under technology tab)
 
Gyathaar said:
@Moonsinger: That should be possible.. Civassist has that already (or rather displays the cost and how much you have spent so far under technology tab)

Displaying the cost that have spent so far is one thing....displaying the total number of beakers are being generated each turn (according to the current slider setting of course) is another. That way, we can figure the exact number of beakers more or less. For example:

Total cost for the current research = x
Total beakers have spent so far from the previous turns = y
Number of beakers need to complete = x - y
Total beakers output of the current turn (slider + scientist) = z

1. As you see, z isn't the same as (x - y). If the value of (x - y) is not much bigger than z, I will add ((x-y) - z) div 3) scientists to complete the research by the next turn.

2. If the value of (x -y) is much bigger than z, I will first readjust the slider, then save the game and check CRpMatstat again, then do step 1 to set the correct number of scientists.
 
Moonsinger said:
Displaying the cost that have spent so far is one thing....displaying the total number of beakers are being generated each turn (according to the current slider setting of course) is another. That way, we can figure the exact number of beakers more or less. For example:
Actually, if you want the beakers to update in the utility as you drag a slider, you need to basically have a full economic model that factors-in the effects of libraries, universities etc. The beakers generated at the current slider setting is much easier.
 
ainwood said:
Actually, if you want the beakers to update in the utility as you drag a slider, you need to basically have a full economic model that factors-in the effects of libraries, universities etc.

And corruption etc...it's really a whole can of worms and I wouldn't Dianthus, you, or anyone to have to figure out all that. Therefore, the full economic model is really no good for us.

The beakers generated at the current slider setting is much easier.

Exactly! Just whatever number reported by the slider plus the number of scientists (I'm assuming the slider doesn't count scientists).
 
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