August 17, 2002, 19:24
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#1
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King
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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CivManager Trial Version is here!
The Gold Edition is released. Please go to that thread to download.
Last edited by Xin Yu; August 24, 2002 at 15:15.
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August 18, 2002, 01:55
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#2
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King
Local Time: 07:20
Local Date: November 1, 2010
Join Date: Oct 2000
Location: Saint-Sulpice - France
Posts: 2,616
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At least we all know who is going to be granted the gold medal 'civmanager of the year'
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August 19, 2002, 01:57
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#3
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King
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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The program has been updated to incorporate a temporary fix for WinXP users.
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August 19, 2002, 02:37
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#4
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Emperor
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
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Seeing the "finished" product makes some of the discussion about this utility finally make sense
Its a very suped up version of the city status screen.I recommend you give it a looksy.Especially if you don't have XP like me
It works fine for normal games but currently can only be used for scenarios with great difficulty on XP.Thats very unfortunate as this a dream for scenario players in particular.Hopefully the ingenious Xin will find a solution
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August 19, 2002, 02:56
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#5
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King
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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Thank Smash. But I just found a bug after seeing your kind words. Somehow the utility halves any existing shields for city improvements after every 'accept change' action. Units are not effected. I need to check my program to see what's wrong. Looks like an initialization problem -- could be that at the beginning the production type is set incorrectly to unit regardless the true type.
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August 19, 2002, 03:17
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#6
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King
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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Fixed the problem. Sorry about the inconvenience but please download again if you have done so before.
Got to be carefule when an if clause has multiple conditions. The mistake was like this:
Want to do: if (A and B) then action 1; else if (not A and not B) then action 2.
Mistakenly wrote the code to: if (A and B) then action 1; else (action 2). the last else means Not A or Not B.
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August 19, 2002, 03:54
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#7
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Emperor
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
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oops didn't notice.Only tryed with games from scratch as I had no MGE saves to work with.I had only built units in tests.
I d/l a HoF game and its ok now for improvements.
I can't help but think all the times I spent scrolling thru city screens to buy sheilds.Buy 10.Change unit.Buy 10.Change unit..on and on, city after city.
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August 19, 2002, 08:28
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#8
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Deity
Local Time: 01:20
Local Date: November 1, 2010
Join Date: Feb 2002
Location: location, location
Posts: 13,220
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I am continually amazed at the contributions from the Civ community via these forums.
Incredible work, Xin Yu.
(Of course, as a Mac user, I presumably do not benefit.)
__________________
Apolyton's Grim Reaper 2008
RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms
"The Borg are gay." -Drake Tungsten
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August 22, 2002, 03:07
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#9
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King
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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Updates:
The following changes have been made for the next version:
Fixed a bug for the 'Notes' column. Now the column works properly (previously only the last city worked and all other cities would just copy last city's note).
Fixed the turn number display to present turn numbers > 256 correctly.
Added 150 pix to the width of the last column ('Notes').
Combo boxes now have widened widths so that at least 20 characters can be shown in the pull-down list. Also enlarged (trippled!) the number of rows being displayed for the pull-down list.
Automatically detect WinXP and Win2000, under these systems no memory searches will be performed and default advance/unit/improvement names will be used.
Yet to add:
Under WinXP and Win2000, give the user a choice to load advance/unit/improvement names from file.
Modify list behavior so that when the window is refreshed it will stay at the previous position instead of coming back to the first row.
Change the first column to buttons (clickable) so that when the user clicks that column he/she will be brought to that city's screen.
Add a hot hey for activating the CivManager. Currently the user has to click on the program window to activate it.
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August 22, 2002, 12:13
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#10
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Deity
Local Time: 01:20
Local Date: November 1, 2010
Join Date: Feb 2002
Location: location, location
Posts: 13,220
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...and then the Mac version, right?
__________________
Apolyton's Grim Reaper 2008
RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms
"The Borg are gay." -Drake Tungsten
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August 22, 2002, 13:11
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#11
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King
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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Good thinking, -Jrabbit. But I cannot find the 'Control' key on Mac, so what am I gonna do with my hotkeys?
Seriously, VC++ language does not work for Mac so that is not possible, unless I change to Java (maybe .Net works for Mac?). Now my Java knowledge is almost zero.
So the only thing I can do is to give my codes to you and you may be able to change the codes to Java by yourself. You don't need to pay me, but inviting me to a good resturant for dinner would be nice.
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August 22, 2002, 15:37
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#12
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Emperor
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
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Hmmm......that save game is still displaying 21 turns.
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August 22, 2002, 15:40
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#13
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King
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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Smash, it will be in the next version, not this one
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August 22, 2002, 15:48
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#14
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Emperor
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
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phew!..it said changed for the next version.
I didn't realize you hadn't released it yet as there was more to do
Name them.
1.0
1.1
1.12 etc.
Thats always been the way in the Civ2 world
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August 22, 2002, 17:56
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#15
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Deity
Local Time: 01:20
Local Date: November 1, 2010
Join Date: Feb 2002
Location: location, location
Posts: 13,220
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Quote:
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Originally posted by Xin Yu
Good thinking, -Jrabbit. But I cannot find the 'Control' key on Mac, so what am I gonna do with my hotkeys?
Seriously, VC++ language does not work for Mac so that is not possible, unless I change to Java (maybe .Net works for Mac?). Now my Java knowledge is almost zero.
So the only thing I can do is to give my codes to you and you may be able to change the codes to Java by yourself.
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Xin Yu -- The whole point is to get clever programmers like you to do the work for lazy sods like me. Seriously, no one in the Macintosh community ever expects developers to code with us in mind. We're used to being outcasts.
Quote:
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You don't need to pay me, but inviting me to a good resturant for dinner would be nice.
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I've already learned more from you than you might know. Between your responses to my newbie strat questions and your body of work in the GL, I already owe you a debt of gratitude for the knowledge freely given.
If you're ever in the Chicago area, you can count on a great restaurant meal.
__________________
Apolyton's Grim Reaper 2008
RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms
"The Borg are gay." -Drake Tungsten
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August 23, 2002, 02:56
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#16
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King
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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Smash, here's something for you. I have changed program for XP users. It now works like this:
Initialization:
If not (WinXP or Win2000) -> read names from memory;
else -> use default names. So if you are playing a regular game you are covered and don't need to do anything.
The Button "Rules...":
When clicking on it, a window will appear for you to choose a RULES.TXT file for the names. So if you are playing a scenario, you just need to go to the scenario's directory and choose its RULES.TXT.
Please try and see if it works.
Edit: the Gold Edition is released, so this attachment is deleted.
Last edited by Xin Yu; August 24, 2002 at 15:16.
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August 23, 2002, 14:55
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#17
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Warlord
Local Time: 01:20
Local Date: November 1, 2010
Join Date: Oct 1999
Location: Buffalo, NY, USA
Posts: 282
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Xin,
What a great tool! I haven't (and won't) play much Civ while the weather is this nice, but I'll be back to it in the winter, and I can't wait to try this out.
Thank you!
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August 23, 2002, 17:31
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#18
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Emperor
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
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by George I think hes' got it!
Imperium Romanum made easier:
why are some cites names dark?
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August 23, 2002, 17:44
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#19
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Emperor
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
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nevermind.I read the readme again.White colored text means something good
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August 23, 2002, 17:49
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#20
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King
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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White cities are in WLTKD, white pop(H/U) cells qualify WLTKD condition, so if both are white you'll continue celebration next turn unless some thing changes the condition (pop increase, etc.) Have you read the readme.txt carefully?
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August 23, 2002, 17:53
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#21
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King
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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Aaaah! Two out of two times, when you post a screen shot I find something wrong. This time is the white color -- size 2 cities should not be white since they never celebrate.
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August 23, 2002, 18:16
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#22
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Emperor
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
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ah Aquae.The city name is black.Well it is size 2.Six short of filling the foodbox with both citizens happy.The number is white.Thats right isn't it?..I need both to be white and I'm off.
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August 23, 2002, 18:42
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#23
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King
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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Yeah, but a white is suppose to mean that the next turn you'll have a white city name, but it doesn't.
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August 24, 2002, 06:00
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#24
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King
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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Aha! The following is now working:
Change the first column to clickable fields (green background) so that when the user clicks that column, the cursor is set to the city square and a 'Enter' key message is sent to the game. Usually the user will be brought to that city's screen but occasionally the user may have to press the return key once more (e.g., when a message window is open, the enter key sent to the game may just close the message instead of opening the city window).
Add a hotkey (Ctrl-E) for activating the CivManager.
Now only a couple of small things to fix then it is ready to go.
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August 24, 2002, 09:48
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#25
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King
Local Time: 01:20
Local Date: November 1, 2010
Join Date: Jan 2000
Location: The Rodina!
Posts: 2,334
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August 24, 2002, 12:27
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#26
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King
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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The ANZAC: XP compatible issue has already been resolved. You can download from this thread, my 22-08-2002 23:56 post. Now I'm adding more functions to it.
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August 24, 2002, 12:39
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#27
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Emperor
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
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Did you add anything to the XP version?
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August 24, 2002, 12:41
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#28
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King
Local Time: 22:20
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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Smash: I did but it's only on my machine. I haven't uploaded it yet. Check my previous posts for the details.
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September 17, 2002, 13:30
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#29
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Prince
Local Time: 08:20
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Paris, France, Europe
Posts: 554
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__________________
JCP
Paris, FRANCE
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