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Thread: Castle Empire Resource Calculator

  1. #1
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    Cool Castle Empire Resource Calculator

    Hey Everyone,

    I have been working on this program a long time now and have finally finished it for release. Please let me know if there are any problems or bugs with it. I also included a calculator in the program that will allow you to find out how long till a water supply or mine will become empty!
    The File is zipped so you will need to unzip it(I personally like WinAce as it is free and does not expire)

    First Release: http://www.megaupload.com/?d=ASIPZS28 Rev 1

    Newest Release: http://www.megaupload.com/?d=RL4XVKR4 Rev 2
    *Fixed Link
    Changes From Rev 1 > Rev 2:
    1. Removed ID# Field and replaced with QTY(Quantity)Field.
    2. You Can Edit QTY, Time, and Level Fields Directly Now for each building.
    3. Added Load Rev 1 Button to load saves created in my Rev 1 version correctly into the Rev 2 Version of my Program.
    *Please note you may need to uninstall Rev 1 First before installing the new Rev 2 version. Uninstall instructions are below.

    Instructions:
    Unzip
    Run Setup Executable(Will Prompt for VB.Net client download if your computer is not up to date)
    Opens Automatically when finished.

    Uninstall:
    Open Control Panel
    Go to Add/Remove Programs
    Find EmpireResourceCalc
    Click Uninstall

    Enjoy!!!
    Last edited by Lordfef; 08-08-11 at 04:38 pm. Reason: Fix Link

  2. #2
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    don't put your foresters information in cause mine says i am planting far less trees then i am cutting but that isn't true. this is a problem with the game not his calc.

    i suggest a way to edit the time and level of existing buildings.

  3. #3
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    Quote Originally Posted by Afetogbo View Post
    don't put your foresters information in cause mine says i am planting far less trees then i am cutting but that isn't true. this is a problem with the game not his calc.

    i suggest a way to edit the time and level of existing buildings.
    I will work on that as well as add a Quantity Option for those who don't care about being specific with there buildings travel times as an option.
    Thinking of Changing ID# to QTY instead. Will need to add a load for older saves tho to convert ID# to 1 so there saves are not lost.

    Also about the Trees Whats bugged about them I checked and watched them.. seems okay. I know its harder to calculate tho because the work time for a tree planter changes based on where the tree is going to be planted. It is hard to be accurate with them.
    Last edited by Lordfef; 08-07-11 at 09:05 pm.

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    foresters are tricky at they grove they are planting can change every time they go out to plant trees. so if the grove closest is full they will go find another one and with such a large range it can take them a while. and then on the next planting they can plant the grove closest again since trees have been cut down. my foresters generally have a cycle of planting close then far then close. It doesn't seem to matter much as I am planting more trees then i can cut and everyonce in a while i just put down a few extra wood cutters to clear cut and let replant again.

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    Quote Originally Posted by Afetogbo View Post
    foresters are tricky at they grove they are planting can change every time they go out to plant trees. so if the grove closest is full they will go find another one and with such a large range it can take them a while. and then on the next planting they can plant the grove closest again since trees have been cut down. my foresters generally have a cycle of planting close then far then close. It doesn't seem to matter much as I am planting more trees then i can cut and everyonce in a while i just put down a few extra wood cutters to clear cut and let replant again.
    My suggestion for this problem is to use an Average Time that is in the middle of the 2 travel times. Say one time its 7min 32sec and another time its 10min 42sec
    or 452sec and 642sec 642-452 = 190/2 = 95sec + 452sec = 547 sec or (9minutes and 11 seconds rounded) which is our median time and will result in a better calculation in my calculator.

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    I downloaded it, re-downloaded it, and cleared temp and cash to download again, and ever time it is still the same edition. Either a wrong link or I am missing something. Also if you can it would be nice to have the save files be associated with your program.

  7. #7
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    Both links are to the same Revision
    Last edited by Aurorah; 08-08-11 at 06:49 am.

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    Quote Originally Posted by Aurorah View Post
    Both links are to the same Revision
    I notice that. Sorry it was 4 am when I finished. When I get home tonight I'll repair it.
    *Okay Its Repaired
    Last edited by Lordfef; 08-08-11 at 06:21 pm.

  9. #9
    Settler Aurorah's Avatar
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    Quote Originally Posted by Lordfef View Post
    I notice that. Sorry it was 4 am when I finished. When I get home tonight I'll repair it.
    Haha, no problem I've done the same =D

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    Okay so you can edit the level and the equation at the end works but changing the level doesn't change the info in the consumes/creates per level. Also if you could put button to change the minute seconds into seconds and display it right below the input that would save me from having to bust out the calc when I change the position of my building. I would also suggest rounding off those numbers in the resource display part. 1,2, or even 3 decimal places is enough.

    I have a building which I have paused and I was trying to put it into the database as 0 quantity but it won't let me drop below 1 and when I type 0 in the box it still puts it as quantity 1. I was able to edit the quantity to 0 and that gave me 0 production. This made me think of a possible option to pause buildings. Also I was thinking after looking at Aurorah's spread sheet that cutters could use a static amount of trees per level and foresters could produce a static amount. For example a cutter uses 1 tree per level and a forester plants 1 tree per level instead of basing it on production times. This would only work if they are close enough which I think most people do instinctively.

    All sort tabs except building, creates, consumes generate and error message in the city overview.

    I have thought about the minutes seconds thing further. If you could hide the column with the seconds information and put two columns one with minutes and one with seconds the functions could use the hidden seconds column and the player could change times when they move a building. Also like the link below you could make it so that when you put in minutes and seconds in the top it auto calculates it and outputs it to the right of the input sections. and then put an input for seconds below that and output minutes seconds. It works fine the way it is though. i am using my converter linked below.

    https://spreadsheets.google.com/spre...hl=en_US#gid=0
    Last edited by Afetogbo; 08-11-11 at 02:58 pm.

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