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

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Originally posted by Franki14
Powerbar V3.0.2

I have windows XP and been using this version with no problems until it recently crashed when using one of the PTW customized scenarios. It gave me a runtime error 11 (division by zero). It probably was (as someone mentioned before in this forum) due to a very large map but I just couldn't load the utility in this particular scenario.

Anyway, thought it would help.:confused:

Thanks Franki14 - somebody else reported the same problem (PTW w/ large maps). I'll be checking the map size location along with the game turn. Thanks for the feedback!
 
Originally posted by martinw7

Attention Settlers!

Tired of those long trips on clunky, easy-to-sink transport vessels?

Sick of walking for a dozen turns only to get captured and turned into an enemy worker?

Fed up with spending half the Middle Ages headed for that ideal spot only to find an enemy city already there when you arrive?

Well get Teleport by PowerBar!

That's right, Teleport by PowerBar will zap you there instantly. Long before your enemies even learn mapmaking!

Teleport by PowerBar can even send a dozen support units to keep you from getting bludgeoned by low-life conscript barbarians.

Is it any great wonder human players are turning to Teleport by Powerbar for their transportation needs?

So get Teleport by PowerBar and leave the caravel at home!


(Destination subject to change without notice.)

martinw7 is :king: of marketing. Congrats on your promotion :lol:
 
I knew I was getting close to the attachment file size limit - v3.0.3 finally busted it. I uploaded the new version here:

Link to PowerBar v3.0.3 beta in uploads2 directory

Hopefully, this version fixes:

1) Overflow errors
2) Mapsize errors

...but I haven't confirmed this yet, so please post a note if you can confirm it is now working for either problem. Thanks! :)

See the readme.txt for details on the new version including the new groupnames feature...Edit- forgot to add the new buttons, 'H' and 'E' to the version history. Heal selected units and promote selected units to Elite. :o


PS Give a big thanks to TC4 for the quick response with the debug info!
 
TC4 reported that v3.0.3 fixed the overflow problem on his system. :D

Thanks for your help!
 
Verson 3.0.3 is working well on my clunky HP Pavilion 6635.
I like the new features -- make units elite, and heal units -- once more you have added more fun to the game.
Of course, you have made the game more addicting, so I'll have to blame you for the dirty dishes in the sink. ;)
 
Of course, you have made the game more addicting, so I'll have to blame you for the dirty dishes in the sink.
Thanks martinw7 - please see my next post - I need another marketing post :D

A feature i am looking for is change turn (example, put the gamedate back to 4000 BC).
perkb - I tried this without success. Too many variables (scores recorded over time, etc.)

Still doesn't work for me
Sniper59 - did you get the debug version I sent? If not, let me know and I'll send it again. :confused:

Can you add a function to complete buildings in all the cities of the nation (complete actual project in every city) ?
CCJ39 - by popular demand, see my next post. ;)
 
I just uploaded another beta version - please let me know of any problems! Here's the link:

PowerBar v3.0.6 beta

This version:

- fixes the city and unit index problem that was skewing city auto settings and unit group names.
- added 'CP' (COMPLETE PRODUCTION) button on the city frame to complete production in every city of the selected tribe (by popular demand :) )
- added 'D' (DEFAULT) button on the tribe frame to apply default city auto settings. Ctrl and Alt clicking apply the default settings to all enemy/friendly tribes. This means new cities or captured cities will now automatically use default city auto settings for complete/suppress of production and foodbox.
-added 'Z' (ZERO) button on the city frame that updates every unit's damage, attack and movement counters to zero. This means units will be healed and be able to move and attack again. [Invulnerable infinite range units :D ]
- added 'SU' checkbox to units frame. When checked, the 'ZERO' function above is run on a timer. The timer interval can be changed by right clicking.


The SU function has only been tested by me on a moderate size game. Large games with many units may slow down or cause problems. The timer interval can be set as low as ~.01 seconds. The SU can be turned off and the ZERO function used manually in the worst case scenarios. I was able to use my 'Conan the Invincible' swordsman to lay waste to the entire Celt kingdom in one turn... a whole new meaning to playing on deity.

As always, all feedback welcome.

:o Beta Feedback - Current v3.0.6 beta problems:
1) Zero function will miss new units created since last load or visit to units frame. Click the 'UNITS' button and units will be refreshed & ZERO will work. (I'll add a refresh command in the button code itself on next version).
2) Default auto settings NOT working with new cities, only conquered cities. :confused: That was once working - I'll revisit it.
I did release it as 'beta' :rolleyes:
 
I just uploaded the latest version here: PowerBar v3.0.7 beta

This version:
3.0.7 Dated 11/27/02:
FIX - Fixed bug in 'D' button setting default city auto settings.
FIX - Fixed bug in 'Z' button not finding new units.
FIX - Fixed bug in 'SU' checkbox to automatically find new units.
CHANGE - Changed the default timer interval for SU to every ~.2 seconds from .4 seconds.


:o The 'D' button fix had an offset in the tribe index - it was actually apply the default to the next tribe. If you used it to turn on city production complete/ foodbox complete for your tribe, the next tribe was getting those settings on every one of their new cities. That has been fixed and is working as intended.

The new ZERO and SUPER UNIT functions are now detecting new units. I also turned the default timer setting lower - with the SU option checked, I set my scout to 'explore' and he marched off and explored the entire continent before stopping. :)

That was an unexpected result of the SU function - if you have workers automatically doing anything (say build road to X), and you 'wait' (w key) on any other active unit, it cycles through the workers again and they make another turn's progress on their task. I set a worker to build a road to a frontier city (through neutral territory) - by repeatedly pressing wait command on my one active scout, the long road was completed in one turn. This works only with autobuild tasks. ;)

Let me know of any new problems!
 
Everytime i try to run powerbar (any version), i get a

RUN time error 339

Component MSCOMCTL.OCX or one of its dependencies
not correctly registered, a file is missing or invalid.

I relize this has probably been answered before but i have been going thru the forums the last couple days and cant seem to find it. Any help would be apreciated.

Kalad
 
PowerBar will not work with PTW 1.14f until I get a chance to update the new offsets. :crazyeye:

Everytime i try to run powerbar (any version), i get a

RUN time error 339

Component MSCOMCTL.OCX or one of its dependencies
not correctly registered, a file is missing or invalid.

Kalad - CrusaderJoe answered this question on the old thread at this post: ActiveX control not registered post

I'll post a new PowerBar version when I get it updated for the new PTW patch.
 
I made sure that the support files where int he directories but when i try to register as he sugests, it still wont find them 8(. So i downloaded the files again and unzipped into the registry again still no joy. then tried the 2nd directory he had in his tip still no joy.

thanks for letting me know where the fix was, I will have to keep trying it i geuse.


Kalad

edit; finaly got it registered, had to use all caps for some reason for it to work. powerbar working great now
 
Just a small bug (sorry for not getting back to you sooner, been away from the computer for a while) in version 3.0.6 the Power Bar would fail to list Stock Exchange's (would show blank white space) when they are being built. This had worked in previous beta versions of the Power Bar. :egypt:
 
Originally posted by Kahn
Just a small bug (sorry for not getting back to you sooner, been away from the computer for a while) in version 3.0.6 the Power Bar would fail to list Stock Exchange's (would show blank white space) when they are being built. This had worked in previous beta versions of the Power Bar. :egypt:

P.S.: Same bug is also present in Power Bar 3.0.7, and applies to all the expansion city improvements (i.e. Stock Exchange, Civil Defense & Commercial Dock)! :rolleyes:
 
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