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CRpSuite : Playing aids and game analysis utils 2.11.0

On the replay not showing wonders. I now see wonders in some of the saves I tried last night. I am not sure if NumLock was needed or not, but it was not on my own game last night. It could be I did not look at the civs that did the wonders or just too late at night.

The GeneralZed game does not show them regardless and I now know it was an AP game, so that could be the issue. Here is the link:

http://forums.civfanatics.com/showthread.php?t=114702
 
vmxa said:
On the replay not showing wonders. I now see wonders in some of the saves I tried last night. I am not sure if NumLock was needed or not, but it was not on my own game last night. It could be I did not look at the civs that did the wonders or just too late at night.

The GeneralZed game does not show them regardless and I now know it was an AP game, so that could be the issue. Here is the link:

http://forums.civfanatics.com/showthread.php?t=114702
It won't be anything to do with the numlock. I had a little look at that .sav. It's interesting because the wonder events definitely aren't in the replay, but I can see that there have been plenty of wonders built. Strangely Civ won't do a replay at the end of the game. I abandon all but one city and left it undefended for the Persians to take. When the Persians razed it the game just exitted back to the main menu, not showing the replay! Here's the .sav if you want to have a go:
http://www.civfanatics.net/uploads9/CHINAnew2.SAV
 
I was trying to show the player how to beat the Persian from there and in fact played it all the way out to conquer all tiles. To prove it was doable.

I finally realized the game had been lost to a UN vote by the time the General had posted it, so maybe that is the problem.

Well, no, I had ran it against one of my completed games and it worked. That is why I figured the accel production was the issue. I have no idea what the deal is, but it seems fine for other saves.
 
vmxa said:
Yeah I am sure it was me, don't sweat it. I was looking at a game I DL from here by GeneralZed. I looked at LK87 and GR3 and none had them showing. Maybe it was due to being a custom map. I tried one of my old games and it did show the wonder.
For LK87 there is a quite natural reason for no wonders to show in event list.. we havent built a single wonder yet :D
You will see wonder events if you select another civ, like Germany
 
Gyathaar said:
For LK87 there is a quite natural reason for no wonders to show in event list.. we havent built a single wonder yet :D
You will see wonder events if you select another civ, like Germany

I figured that was the case and I tried a couple of civs, but must have picked the wrong ones. I should have loaded the game and hit F7. At the time I did not have C3C up.
 
Has anybody used CRpMapStat with Civ III Complete?

I've changed the directories to C:\Program Files\Atari....

But, the notifications are not popping up!? :crazyeye:
 
Did you change the "other directories to be auto monitored and point it to you saves? I do not use autsaves, so that is what I have done.
 
Via the week's new downloads I found the way back to your thread, dianthus. And I found out I actually located a bug and I'm happy you could fix it easily.

But who wants to talk about fixed bugs, when there are so many new features to MapStat! This tool is really useful and, well, I think I stated my opinion before, it's smart. It has a clean interface, one could pick the info he/she's looking for at a glance. It's great and at least the half of the gotm players and the complete hof population uses it to their best.

But what I would like to add is that I'm a little bit concerned about "too much" new features in the future. See what happened to ainwoods CivAssist? It was a great advance in game control and game evaluation but I think it included too much features in the end. :ack: Personally, I stopped using it because there was too much info and I was clicking through the tabs trying to find the info I needed.

Thus I would like to encourage you to keep on being selective about new features. :)
 
vmxa said:
Did you change the "other directories to be auto monitored and point it to you saves? I do not use autsaves, so that is what I have done.
Yes, I tried that and it has solved the problem...Thanks! :thumbsup:
 
bluebox said:
Thus I would like to encourage you to keep on being selective about new features. :)

The good thing about Tab Control is that you can just ignore the whole tab (or tabsheet in programming term). If you can't ignore it, just ask Dianthus to give you an option to hide any of the tab that you don't use.
 
bluebox said:
Thus I would like to encourage you to keep on being selective about new features.
Thanks for the encouragement bluebox. Don't worry, I don't have enough time to implement everything suggested, so I'm bound to continue being selective :).



Moonsinger said:
The good thing about Tab Control is that you can just ignore the whole tab (or tabsheet in programming term). If you can't ignore it, just ask Dianthus to give you an option to hide any of the tab that you don't use.
That would indeed be easy to do. Is that something that's wanted?
 
Sure, that'd be cool.

Also, can you throw something in about unit support? Say how many free units you get from each city, maybe. or whatever.
 
Gyathaar said:
The cpt values in 2.10.0 are still incorrect in some cases (while civassist show the correct values :p )
When you see an example then save it and send it to me, I'll take a look. I assume you're talking about for the human player?
 
yes, talking about human player.. see my last post in SGotm06 Xteam thread for more details.. would be spoiler info to post it here :)
 
Hi,

First: many thanks for this utility! It must be a lot of work to create and maintain this. It is much appreciated! :thanx:

I found a small bug: the highlighting (pink/red) always seems to run from the column that's changed to the end of the row. I can send you a save if needed, but it really happens all the time (this is for vanilla, if that matters). I seem to remember it didn't happen for a previous version (2.8?)

Also a request (maybe it has been asked before, I didn't read the whole thread ;) ): in the "resources to buy/sell" columns, could you indicate those available for trade and those hooked up but not available? Maybe like in the game, using text in two colors.
Motivation: it can be useful not only to know what's available for trade, but also whether your "friend" has hooked up his iron or not :mischief:. Thanks!
 
Gyathaar said:
yes, talking about human player.. see my last post in SGotm06 Xteam thread for more details.. would be spoiler info to post it here :)
Could you at least post a link to the thread. I can't be bothered to look for it :mischief:.



zyxy said:
I found a small bug: the highlighting (pink/red) always seems to run from the column that's changed to the end of the row. I can send you a save if needed, but it really happens all the time (this is for vanilla, if that matters). I seem to remember it didn't happen for a previous version (2.8?)
Thanks for reporting that zyxy. Now you mention it I think I saw this recently, just didn't realise what was going on. You're probably right about it working in 2.8. I changed the drawing code in 2.8.1 to correct the default background colour and probably messed this up at the same time.



zyxy said:
Also a request (maybe it has been asked before, I didn't read the whole thread ;) ): in the "resources to buy/sell" columns, could you indicate those available for trade and those hooked up but not available? Maybe like in the game, using text in two colors.
Motivation: it can be useful not only to know what's available for trade, but also whether your "friend" has hooked up his iron or not :mischief:. Thanks!
OK, I'll add that to the TODO list. I don't seem to have much time recently to make changes though, so it won't happen soon ;).



ainwood said:
@dianthus: I believe I use the CultureGainedLastTurn value from LEAD (Its documented ;)). :)
OK, thanks for pointing that out ainwood. I doubt that's the problem though, but I'll bear that in mind. I'm rounding the current and previous culture to the culture per pixel on the histogram to avoid spoiler information. This shouldn't have an affect on the human player as the culture per pixel is exact for the human player, but I've probably messed that up somewhere (again).
 
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