PowerBar (v2.0.0+) for Civ III v1.29f

Status
Not open for further replies.
Losing shields is normal after i click ok I get whatever I want to build at 1 turn.
 
Hello Dave1,

PB will complete the Settler production for you, but there are population restrictions to Settler production that have to be met also. Settler production will take a few turns for small cities until thier populations increase. One way to speed that up is to use that ingenious "Food Box" function (man i love that!).

The shields you lose aren't really lost, they were applied by PB to the current production project (yes, PB giveth, and throweth away... only to giveth again). Instead of trying to determine the production price for each projoect, PB simply throws 60K at it knowing that will be plenty to build whatever is under construction. This is because actual prices vary widely depending on which mod packs are being played (if any), the difficulty level, and certain in-game variables.

Hey, did you guys see the list of improvements SZ is working on? Pretty darn impressive. Territory-wide pollution clearing will be a huge time saver for games with high city counts (a problem of mine right now). And the teleport idea is over the top!
 
Hey thanks!!! CrsadrJoe it works thx for your help i really appriciate it .Sorry i havnt replyed for awhile been busy with school and work yah know .thx again
 
First - a big huge THANKS! :goodjob: to everyone helping out other users with problems they have encountered with PowerBar... I'm trying to stay on top of problems and address them as they come in, but things are hectic right now (so I really appreciate the community help).

Now for the bad news - I haven't had time to touch the code since my last post :(

My plan was to finalize the teleporting before releasing the next version, but there is some useful working code (territory wide pollution/jungle clearing) that I want to get out. I'm going to clean up loose ends and issue the next version (teleporting in "rough, as is, use at your own risk" condition ;) ) to the beta testers.

Plus, I want to check out the new PTW pack - it sounds like they have added some great stuff for gameplay and scenario building - and I have had confirmation from TC4 that PB and PTW are not compatible (yet :) ). My hope is that I can update PowerBar to be compatible with/without the PTW expansion for those who plan/don't plan to use it. PowerBar's intended use is for individuals and modders - NOT multiplayer! I'm sure that the PTW developers have in place some checks to keep trainers like PowerBar from working - don't even bother me with requests to try - I might just have to get my soapbox out! :evil: :whipped:

Thanks again to everyone for your patience and help!
 
Your post makes it a little unclear... are you planning to expand the PB for PTW or not?

I understand it's not meant to be used for multiplayer, but would that preclude it from being used in single player?
 
Originally posted by JediSJ
Your post makes it a little unclear... are you planning to expand the PB for PTW or not?

I understand it's not meant to be used for multiplayer, but would that preclude it from being used in single player?

Sorry - Yes, I'm planning to update PowerBar to work with the PTW expansion (but also to still work with the 1.29f patch for those who do not plan to play PTW).

I have placed my order - my copy of PTW should arrive tomorrow - but I'm not sure how long it will be before I get PB up to speed.
 
Like the Power Bar. Works pretty good most of the time. The only problems I've observerd so far are as follows:

  • Keep tract of what names are already used in the game for cities! I made the mistake of using the names of other ancient Greek cities (obviously I was playing the Greeks) without first checking to see that any other civs did not also use the same name for a city. This will in most cases cause the Power Bar to crash.
  • In playing on a huge map with many other civs possesing over 30 cities apiece (when they begin addding "New" before the city's name), as well as myself, the Power Bar begins to encounter difficulties. The first evidence of this is when you begin to conquer other player's cities. If you are using some of the special features, like auto suppress production, do not attempt to scrool down to the newly conquered city after reloading the Power Bar and set it individually to no longer be auto suppressed. Doing so results in many of your cities settings being randomly reset in all catagories (auto-suppressed or auto-build, auto-add or auto-decimate population growth, etc.). Instead, if you have all your cities set to auto-build each turn, shift-click once or twice until the auto-build box is checked. If you have set the Power Bar to auto-supress the civ who's city you just captured, but not your own cities, then repeat the shift-click on your own cities until the box is un-checked. This will ensure that all your cities will be set correctly.
  • In the same situation on a huge map as mentioned above, the automated pollution clean-up feature begins to fail for most of your cities. By 40+ cities, this feature's failure rate is 100%.

These problems were observed on a PII, 300 MHz machine with 256 Megs of RAM running Win 2000 Pro. Civ III ver. 1.29 with Power Bar 1.29f, without the expansion pack installed. World was a Huge map, 9 other civs (computer controlled), randomly generated. Several of the default names for my cities (after the list ran out) were custom named (using city names that existed in Greece but were not already included in the game's list).

Hope this heps in debugging the problem.
 
Like the Power Bar. Works pretty good most of the time. The only problems I've observerd so far are as follows:

  • Keep tract of what names are already used in the game for cities! I made the mistake of using the names of other ancient Greek cities (obviously I was playing the Greeks) without first checking to see that any other civs did not also use the same name for a city. This will in most cases cause the Power Bar to crash.
  • In playing on a huge map with many other civs possesing over 30 cities apiece (when they begin addding "New" before the city's name), as well as myself, the Power Bar begins to encounter difficulties. The first evidence of this is when you begin to conquer other player's cities. If you are using some of the special features, like auto suppress production, do not attempt to scrool down to the newly conquered city after reloading the Power Bar and set it individually to no longer be auto suppressed. Doing so results in many of your cities settings being randomly reset in all catagories (auto-suppressed or auto-build, auto-add or auto-decimate population growth, etc.). Instead, if you have all your cities set to auto-build each turn, shift-click once or twice until the auto-build box is checked. If you have set the Power Bar to auto-supress the civ who's city you just captured, but not your own cities, then repeat the shift-click on your own cities until the box is un-checked. This will ensure that all your cities will be set correctly.
  • In the same situation on a huge map as mentioned above, the automated pollution clean-up feature begins to fail for most of your cities. By 40+ cities, this feature's failure rate is 100%.

These problems were observed on a PII, 300 MHz machine with 256 Megs of RAM running Win 2000 Pro. Civ III ver. 1.29 with Power Bar 1.29f, without the expansion pack installed. World was a Huge map, 9 other civs (computer controlled), randomly generated. Several of the default names for my cities (after the list ran out) were custom named (using city names that existed in Greece but were not already included in the game's list).

Hope this heps in debugging the problem.
 
Thanks Kahn! I never seem to find the time to really push the limits with larger games! I will look into those problems. Can you email me a copy of the game you were playing? I'm collecting sample test games for my debug sessions, but most of the bugs are caught by the beta testers ;)

BTW, the next version (2.1.0) has gone to the beta testers. The pollution is now done territory wide instead of city by city, which should take care of that last problem.
 
Hey SpiderZord, I am checking if there is power bar for PTW available I know you should be getting PTW cd anytime according to your post :-) Buttom line - when you make it are you going to post it in this thread? Is there like a maling list to notify when new version comes out?

Cheers,
Alex
 
Did anyone else have the following problem too?

In a later game (most civs have 20-50 cities) I (computer opponents to) can't eleminate an enemy without crashing civ3.

The last 2 or 3 cities make problems, because if I capture one or two of these so the last one or two cities lost of the worldmap without an influence of anyone. After this the computer opponent restart (all in the one computer turn) but after this I can't finish my next turn because after I set the production of my last city, the game crashs. This was in 2 of 3 games I've used the last powerbar.
If I look in the savegame with multitool-savegameeditor to find out the problem, I see that the most cities don't have the owner what the game says. Maybe the powerbar write sometimes in wrong ram-adresses.
 
CCJ39- can you email me a save game copy before the crash occurs? I'll see if I can reproduce the problem...thanks!

alexb - Yes, I will post a notice in this thread and the updated file will be on first post. Sorry, no mailing list - but you can subscribe to this thread and get email notices when new posts are made :)
 
I've had the problem of the game crashing when a civilization is eliminated also when not using Power Bar. It's happened a lot without the Power Bar. Must be a bug in Civ3.

It happened before I even started using Power Bar. It seems to happen more when there are a lot of cities. It seldom happens on the second try. (After restart.)
 
The crashing when a civilization is eliminated I've only until version 1.21f, it was because they was created a babarian on position 0/0, after I've removed the unit with the savegame editor, it works.
 
In response to your request (to my eariler post on bugs found), here's the file. Also note that the file version of the Power Bar is 2.0.0.1, Product version 2.00.0001.

Thanks. :king:


Woops! Forum says the file size is too big! (by about 3 times the maximum limit, and the zip file is only compressed by 9%!) Any other way I can get the file to you?
 
I just uploaded the latest PowerBar version. See the attachment on first post of this thread for the new version. This new version is still ONLY for civ3 v1.29f and WILL NOT work with the new PTW expansion (I'm about half way through getting the changes made for PTW compatibility ;) ).

Let me know of any problems!

I went ahead and included the teleport feature in it's current work-in-progress state. Please read the ReadMe.txt for details on finding those units after they are teleported. (They will not be visible on the map until they are moved again). Also, there is no checking done to make sure you're not teleporting water units to land (they will be teleported and they will not be able to move - remember the scene in Close Encounters where they find the ship in the desert?)

I'll finish up the changes for PTW and get it out ASAP.
 
I just spent the whole afternoon with PowerBar 2.1.0 and I have to say it is fantastic!

The teleport is great. They should buy it from you for Civ4.

The clear pollution and jungle feature is a lot better. Changing the game-end year works great.

But that teleporter is the most fun I've had since Civ3 first came out.

:scan:

The Zulu nuked me! (The bastards!) So I teleported ALL of their units to one of their most isolated cities and then I just sort of walked into their now undefended cities.

It took a few turns for the units to show up again in the city I sent them to, but they were all there -- about 500 hundred of them! While I was waiting for them to show up, they were still listed in the Military Advisor page, but they were not visible in the "investigate city" function, and they were not used -- they did not appear in any way except in the Military Advisor page. But after 3 or so turns they were all there and the Zulu put them right into use. Everything worked fine.

For some reason the navy units showed up right away, after teleporting, but the ground units took I think 3 turns to show up. Eventually everything showed up good as new.

I have yet to use the teleporter to round up a bunch of MY units -- for example, all the Modern Armor -- and send them to a city that's in danger. But I'm pretty sure it would work since the same kind of thing worked against the Zulu. (The only difference being strategical -- I sent the Zulu units AWAY from battle instead of TOWARD.)

I think that Civ4 should have some futuristic features and one should be teleporting. It adds a lot to the game. Especially when I am in control! :egypt:

Great work!
 
Thanks for the nice feedback martinw7 (by the way, my only source of income on this project :lol: ).

I have also used the teleporter to send my settler to that strategic sweet spot before my neighbor does ;) - just make sure you move the settler so he become visible before dropping the city - I caused a crash doing that. :rolleyes:

I think I'll add the auto-boot foreign settler function next (auto-teleporting those foreign settlers found inside borders back to their nearest city). :mwaha:
 
Status
Not open for further replies.
Back
Top Bottom