View Full Version : Keldath addons


Pages : 1 2 3 4 5 [6]

mrgenie
Sep 30, 2006, 03:56 AM
heh? DO NOT use http://mrgenie.dyndns.org/Keldath.htm!!!
but http://mrgenie.dyndns.org/

on top first entry says, VISA..click it and you should be able to download the patches

mrgenie
Sep 30, 2006, 03:57 AM
http://www.sprintshare.com/file/2193...NEWV3.exe.html ...this one is not for warlords

civ4ludo
Sep 30, 2006, 04:08 AM
More links

The patches (Visa 0.1; 0.1a; 0.1b) at: http://mrgenie.dyndns.org/

appear to be working

mrgenie
Sep 30, 2006, 04:09 AM
good...so
will leave this site online for the next few weeks for patches...in case the keldath.family-veldman.com isnt working due to upgrades of the hosting network/servers

Arlborn
Sep 30, 2006, 04:55 AM
You might be right about that civ4ludo, but i get a strong feeling everyone is playing the warlords version, or stepping over to it. all the bugreports are also for warlords.....


Actually Im waiting anxiously for the new Sevo addon for vanilla!!!! Sevo kick asses! Made me go back to vanilla :P

seady
Sep 30, 2006, 05:05 AM
In case patches don't address this, I found a bug below
BUILDINGCLASS_STOCK_EXCHANGE
<iCost>-1</iCost>

Might be 200?

Axil
Sep 30, 2006, 07:30 AM
Happily ploughing through a full scale game now - so far no real problems only stuff like the flavor texts for the health care civics etc not being there yet. Actually seeing the barbarians actually making more of a fight of it is refreshing as well. In my game I half india to the west of me and beyond that unclaimed land protected by impassable mountains.

The Indian have tried to settle the land and established 2 cities in the south section but the barabarian have been busy and have built a size 12 city in the north which has been improved properly (though of course at a slower rate than the AI civs). As soon as the barbarians saw the encroachment they sent the hordes down to the south and by sheer numbers overwhelmed both cities. :)

Just a pity for them that I was just passing by with a full transport of riflemen cavalry and cannon ;)

EDIT I can also confirm what Mr Genie said about the AI using ranged bombards - they are definitely using it. makes it a lot harder to take cities as it more risky now to put a army stack next to an enemy city :)

seady
Sep 30, 2006, 09:03 AM
More bugs:

Mech infantry should have rifling as a prerequisite. Currently i can build them despite not even having riflemen.

Military freighter doesn't get the evade line. This means it gets an option of Drill and Combat instead, which is more for the attack rather than the transport line of vessels.

TAfirehawk
Sep 30, 2006, 09:04 AM
Last 3 games the AI never once used ranged bombard...haven't gotten far enough in latest patch so hopefully it is working FINALLY.

I can also throw up patches on my website if necessary...but not the full download :)


seady,

Stock Exchange is fixed in the patch.


civ4ludo,

We will have a new ViSa thread next week and could leave this for vanilla...but I don't expect vanilla development to go much farther with keldath or even Sevo.


seady,

Still having problems with Chinese leader?

TAfirehawk
Sep 30, 2006, 09:06 AM
More bugs:

Mech infantry should have rifling as a prerequisite. Currently i can build them despite not even having riflemen.

Military freighter doesn't get the evade line. This means it gets an option of Drill and Combat instead, which is more for the attack rather than the transport line of vessels.


Thanks seady...can you get on the website yet? I was just on there but it seems to be up/down quite frequently. Reporting bugs here is fine while the website is 'flaky' :)


Oh and I got PakBuild working...load time on second go around last night was ONE MINUTE, which is down from 6-8 minutes.

seady
Sep 30, 2006, 09:32 AM
The server at keldath.family-veldman.com is taking too long to respond.
http://mrgenie.dyndns.org/ doesn't seem to have a bug report option. I haven't seen anything major for a while. Mostly it's cosmetic like missing music.

The new mod components (http://forums.civfanatics.com/showthread.php?t=172405)list by TheLopez is very interesting especially the Great Options Mod (http://forums.civfanatics.com/showthread.php?p=4149594). The way it is setup it seems perfect for adding easily to another mod. I don't know if this would mean a lot of work for you guys undoing stuff you have already done. It's worth a peek though. I've downloaded and i will have a look sometime tomorrow.

TAfirehawk
Sep 30, 2006, 09:35 AM
seady,

Mechanized Infantry has Radio and Assembly Line as pre-req's so I am not sure we want to add a third, Rifling.

EDIT
On second thought, Rifling is probably needed...but if you had rubber but not sulfur you would still be able to build Mech Infantry and not Rifleman :)

TAfirehawk
Sep 30, 2006, 10:03 AM
More bugs:

Mech infantry should have rifling as a prerequisite. Currently i can build them despite not even having riflemen.

Military freighter doesn't get the evade line. This means it gets an option of Drill and Combat instead, which is more for the attack rather than the transport line of vessels.


Evade line....do you mean Flanking? The only other thing I see the Military Freighter missing is Self Preservation but that comes from Mercenary. Both of these are probably not there because it is listed as Defense Only and Flanking is for attacking. I will have to ask keldath and mrgenie later.

TAfirehawk
Sep 30, 2006, 10:14 AM
PakBuild will GREATLY reduce load times. It will probably be until next week (especially with the web host problems) before ViSa is released using PakBuild, so uber thanks to Kael for providing his guide: http://forums.civfanatics.com/showthread.php?t=187699

As soon as we can this will be in your hands...I have linked to Kael's guide but the Art\Units folder has a couple file/directory errors so PakBuild won't work straight out of the box, as my comments in that thread show :)

Use PakBuild at your own risk and I will answer questions on it as I can, but it takes almost 90% of the load time away!!!!

seady
Sep 30, 2006, 10:18 AM
Sorry, i mean flanking (I must be thinking of rolemaster). Basically i usually use any promotions on transports to increase movement rate, then vision so that they can run run away, fa fa fa faaa, yaiiiii (etc)

doompigeon
Sep 30, 2006, 11:08 AM
Hey... I'm sorry... but how do I install this?

I'm trying to play the visa mod... and I'm entirely bewildered...

Do I install amra's mod, then install the patches over it? That's approximately what I did... I placed the patch files in the amra folder...

I have no idea what the hell I'm doing. Help would be much appreciated :-D

doompigeon
Sep 30, 2006, 11:10 AM
After I did that, in addition to getting a few error messages upon starting... there was no sign of any serious changes... civics were the same... only 2 UU's... and for some reason I started with communism? (ancient start) I couldn't actually find the tech on the tech tree... but I could adopt state property and build the kremlin

Confusion abounds!

TAfirehawk
Sep 30, 2006, 11:21 AM
doompigeon,

ViSa is built from Amra's mod and many others but must be installed in the VISA directory under Warlords\Mods and NOT with Amra or any other files.

Patches often have to be manually moved into the correct directory as well.

TAfirehawk
Sep 30, 2006, 11:23 AM
Sorry, i mean flanking (I must be thinking of rolemaster). Basically i usually use any promotions on transports to increase movement rate, then vision so that they can run run away, fa fa fa faaa, yaiiiii (etc)

Well the Military Freighter is setup identical to Transport except the Defense Only option...this must be causing some promotions to not display.

Personally I don't like the Defense Only option here as even the generic Transport doesn't even have it. If it was just a Freighter (not Military) then maybe Defense Only...I will ask keldath and mrgenie how we want to handle this.

Axil
Sep 30, 2006, 11:41 AM
Defense only on transports imho iwould spoil the unit. After all a small boat can be used to deliver a rocket attack ( see attacks on US ships in the gulf) and what about the Q-ships of the 2nd world war - armed transport that were built for attack on u-boats
I tend to use my transports in game also for attack in emergency and like having that option.

Also if we are being realistic transports tend not to be as fast as modern destroyers with is why transport ship tend to operate in convoys normally if there's any risk.

The weirdest thing I can think of so far is having bazooka's so early in game though I can see the reason in trying to limit the tank rush that used to happen (very C & C but turn based lol)

BTW now finished my first large scale run through - no major bugs
Some things I did notice though were
flavor texts on HC civis and the Scularism civic is missing
The Albanian cities are showing with weird names - (maybe a font thing)
Also I think Art of War and Military Tactis appear to have the same movie (may be intentional)

seady
Sep 30, 2006, 11:45 AM
I was just thinking that maybe stables should go obsolete when the horse units can be upgraded to helicopters? I believe the graphics work for a tank factory has already been done and is available from the downloads?

Axil
Sep 30, 2006, 11:55 AM
One think I really do miss from the old vanilla combi mod is the Sevopedia - Any plans in incorperating this as it's far more intuitive to use than the normal Civopedia

amazinggameguru
Sep 30, 2006, 12:18 PM
You can still lose your ability to create tanks if you lose your access to the resource so obsoleting the stable isn't a good idea

TAfirehawk
Sep 30, 2006, 12:30 PM
Well for the moment the website is open again....get there while you can ;)

TAfirehawk
Sep 30, 2006, 12:32 PM
You can still lose your ability to create tanks if you lose your access to the resource so obsoleting the stable isn't a good idea

The Stable shouldn't affect Tanks...and shouldn't benefit Helicopters either.

I will add obsoleting the Stable to the list...already fixing more things so keep them coming :)

doompigeon
Sep 30, 2006, 12:51 PM
doompigeon,

ViSa is built from Amra's mod and many others but must be installed in the VISA directory under Warlords\Mods and NOT with Amra or any other files.

Patches often have to be manually moved into the correct directory as well.

Thanks... everything makes a lot more sense now :-D

I apologize on behalf of my supreme ineptitude

Axil
Sep 30, 2006, 01:02 PM
Why would a civilisation tear down the stables when it gets tanks ? - Would it not keep them as a back up in case it lost the resources to build tanks. I still build cavalry to deal with the artillery pieces that tanks are rubbish at. Obsoleting the stables is really not a fix if anything it weakens the options. Also helicopters are not a replacement for cavalry for one simple reason - helicopters cannot capture cities - cavalry can.

seady
Sep 30, 2006, 02:07 PM
Last 3 games the AI never once used ranged bombard...haven't gotten far enough in latest patch so hopefully it is working FINALLY.

I can also throw up patches on my website if necessary...but not the full download :)


seady,

Stock Exchange is fixed in the patch.


civ4ludo,

We will have a new ViSa thread next week and could leave this for vanilla...but I don't expect vanilla development to go much farther with keldath or even Sevo.


seady,

Still having problems with Chinese leader?
no problems with chinese leader and have dloaded and run patches 0.1, .1a, .1b, but the stock exchange thing was after that i think? Oh well, if noone else saw it i must be wrong.

TAfirehawk
Sep 30, 2006, 04:31 PM
doompigeon,

NP at all...and welcome to the VISA mod.


Axil,

Issue is Cavalry upgrade to Gunship so how does the Stable bonus affect Gunships. It is a piece of cake to change this around...and anything is up for discussion as this is more or less a Democracy ;)


seady,

I checked the XML and the ENGLISH Stock Exchange is fixed on my machine...I will get the 'regular' Stock Exchange fixed...good catch :)

TAfirehawk
Sep 30, 2006, 04:34 PM
ABOUT THE PATCHES

I have noticed uneven downloads on 01a and 01b. This may be due to the website outage but if not be sure to pickup all THREE patches.

Next patch is due out Friday unless something major comes up first.

TAfirehawk
Sep 30, 2006, 04:55 PM
Stable will no longer go obsolete for all you Cavalry lovers...and those people should watch out for my TANKS ;)

+2 XP doesn't apply to Gunship as they are type HELICOPTER, not MOUNTED in the XML. Stable should have zero effect on any Helicopters.

TAfirehawk
Sep 30, 2006, 10:22 PM
For those interested, I have zipped up some fixes for the latest reports into Patch .01c This is all minor stuff but I am in the 'sharing' mood ;)

Please extract this in the VISA folder so all the files get in the right place :)

Patch Log:

City Names fixed
Mechanized Infantry now has Rifling pre-req
Military Freighter has Defense Only removed
Generic Stock Exchange is buildable at cost of 200
Misc. Text updates
Savegame Compatible

TAfirehawk
Sep 30, 2006, 10:59 PM
For the REALLY brave amoung you VISA lovers, I have uploaded the PakBuild file onto the web for direct download. I cleaned some files out of the Art directory so please let me know ASAP if there are any problems and I can re-Pak with original VISA Art directory.

http://keldath.family-veldman.com


Use this at your own risk of course but the worst that can happen is completely reinstalling VISA...well there might be worse but lets avoid crazyness.

Extract the file into the Assets folder of VISA and delete the entire Art directory.

Now you can enjoy GREATLY reduced load times for VISA :goodjob:

mrgenie
Oct 01, 2006, 12:19 AM
ok, saw seady's report on the website an o bug reports button on the alternative site, will point this out one more time :)
the new hosting service i have gotten, they are upgrading their network including all their servers...offficially they of course say they have no downtime, but it's the 3rd saturday that they have been working on the servers in the west of the USA when it's night(local time) us from europe, austrlia etc, experience the site down..those in the US might not notice this since it's mostly down at nights on saturday when they're working on things..


I'm sorry about inconvenience, but this upgrade shouldnt take the whole year i hope! im just waiting and see the quality of their service after the upgrade, i can always cancel and buy another one, but before they started to work on the upgrading their speed was nice, so i hope it will be the same after all the upgrading has been finished.btw this morning actually thigns work better on the site as i tested myself...

anyway, for those saturdays that have been, or to come, that they take out servers because they are working on the networks, there's the alternative download which is working fine :) and patches are not THAT big :)

for downloading the main file on the website, use a DL manager!! :) with 20open connections i DL with 150kb/sec...noone should complain about this transferrate, it's not like you should be waiting a day with 20open connections :P

http://keldath.family-veldman.com is working fine again

mrgenie
Oct 01, 2006, 12:59 AM
Pakbuild File

awesome, i see you got this to work :goodjob:
maybe presenting % of performance boost will be more convincing to people to use this? :)

mrgenie
Oct 01, 2006, 01:21 AM
NOTE!!!
do NOT apply patch c from firehawks release to your assets folder!!!
if you downloaded the firehawk patch, and applied it, go into your assets folder, select the "building, text, units" folders and drag-move them to the "xml" directory

if you didn't Downloaded or applied it yet, use the lower supplied patch and apply it to your assets folder!

hope everyone understands what im saying :)

P.S. i don't know if firehawk meant this to be savegame compatible! so backup the files or leave it, all fixes will be included in the standard friday patch release

Alondin
Oct 01, 2006, 06:08 AM
Bug Report isn't working, so here are a couple new items.
I was running patch 01b at the time.

Many early movies not working, I get a brightly colored display of
scattered colors, nothing moves.

In the Civilopedia, under the entry for Olyphant Rider,
the history test says TEST48 at the top and is the description of
Queen Zenobia, not the Olyphant Rider.

Will now load 01c and charge ahead!

Alondin

TAfirehawk
Oct 01, 2006, 06:41 AM
Good catch mrgenie....updated my post as well so XML directory is added :)
And it is savegame compatible...

Stupid File Planet crashed at 99%....I want to share this uber PakBuild file ;)


Alondin,
Very strange as the movies work when I installed 01b....like the patch 01c I did late last night, double check it extracted in the right directories as 01 didn't I think.

TAfirehawk
Oct 01, 2006, 07:00 AM
awesome, i see you got this to work :goodjob:
maybe presenting % of performance boost will be more convincing to people to use this? :)

Well % change is dependent on individual PC's....basically VISA loads as fast as Warlords without a Mod :)

That should be enough to convince EVERYBODY!!!

seady
Oct 01, 2006, 07:33 AM
I'm getting Warning: mysql_connect(): Lost connection to MySQL server during query in /hsphere/local/home/mrgenie/keldath.family-veldman.com/issuetracker/includes/classes/dbi.class.php on line 84 from bug report. Also, i got past that but then couldn't authenticate past the login.

been trying smartmap_visa, and found it seemed to generate a map with no marble/stone?

Remove the .txt to unzip, there's no sign of that resource in the file as far as i can tell? 139590

Alondin
Oct 01, 2006, 09:59 AM
QUOTE:
http://keldath.family-veldman.com is working fine again
UNQUOTE:

No, it's not. getting same lost connection message as Seady when trying to
log into bug report. First had the problem at 8:30am EST, it's now noon.

I am on patch 01c.

On the plus side, movies for Hippodrome, Stonehenge, Oracle, Great Wall,
all of which were not working are now working.

Currently I am Researching Iron Working, which says that when I am done
I will be able to Explore Temples. However, I can already Explore Temples.
So either the messages are wrong or some clarification is in order....

Low Priority.

The screenshot shows the contradiction, tech being researched in bottom
left, worker with ability to explore temple on bottom. Probably works as
designed but needs clearer text? (This temple is in woods, not jungle).

139599

Alondin

TAfirehawk
Oct 01, 2006, 10:24 AM
The website host still has the SQL server down :(

Glad the movies are working now Alondin.

Second attempt at File Planet didn't work either so should have a link on the VISA website in an hour or so for the PAKBUILD file.

Forsaken
Oct 01, 2006, 11:39 AM
TA what files in the art directory do i need to remove so i can use pak build

nvm found the link finally

amazinggameguru
Oct 01, 2006, 11:57 AM
TA, did you include the patches in your pakbuild file?

mrgenie
Oct 01, 2006, 03:33 PM
im not sure about you guys, but im testing with MEGA SPEED BUILD MODE, that is 10wonders/turn everything myself...and with the pakbuild my comp seems to have problems playing movies....anyway..proper install, proper patching, movies work(well not all as i figured out, but most) with pakbuild, all .bik files inside the .FPK file seem not so work on my pc...atm im using german default windows setting(is a USA windows version though) but my guess is, when a EN default setting packs the thing, it only works on computers if you set your default settings to EN yourself, and shortly reboot the PC so Warlords on startup knows everything is in EN default....im not sure about this theory, but it's my first guess why some things work, and some things dont work....any experience would be appreciated!

as for the website..well..SQL sometimes works sometimes not..just write down the bug on a paper and try to post it some later...im not sure at the hosting company what they are doing, but my guess is they have some students runnnig around instead of professionals...or even the garbageman fixing the servers! :P the upgrading would take 2weeks so they told me...so i cross my fingers :)

TAfirehawk
Oct 01, 2006, 04:11 PM
TA, did you include the patches in your pakbuild file?

Patches are not art files, which is all pakbuild is....so yes and no ;)

PakBuild file is on the website at the bottom...stupid File Planet wasted 6+ hours of my time :mad:

I watch the forums pretty close so if the Bug Report is down (it is up at the moment) post them here....ONLY if Bug Report is down please :)

TAfirehawk
Oct 01, 2006, 04:41 PM
im not sure about you guys, but im testing with MEGA SPEED BUILD MODE, that is 10wonders/turn everything myself...and with the pakbuild my comp seems to have problems playing movies....anyway..proper install, proper patching, movies work(well not all as i figured out, but most) with pakbuild, all .bik files inside the .FPK file seem not so work on my pc...atm im using german default windows setting(is a USA windows version though) but my guess is, when a EN default setting packs the thing, it only works on computers if you set your default settings to EN yourself, and shortly reboot the PC so Warlords on startup knows everything is in EN default....im not sure about this theory, but it's my first guess why some things work, and some things dont work....any experience would be appreciated!

It isn't your computer...I didn't get the Hippodrome movie just now. But for now I will trade the VISA movies for reducing load times from 6-8 minutes down to ONE :D

seady
Oct 01, 2006, 05:01 PM
Should we log cases raised while it was down (like smartmap_visa not generating stone and marble) into the bug report database?

TAfirehawk
Oct 01, 2006, 05:18 PM
Should we log cases raised while it was down (like smartmap_visa not generating stone and marble) into the bug report database?

Unless it is listed as fixed in some patch notes or already on the bug list, go right ahead and report it. We would rather see an issue reported 5 times than not at all :)

I will leave the SmartMap stuff to mrgenie though.

Forsaken
Oct 01, 2006, 06:33 PM
OMG that pak file is great, load time went from 5+ min to about 30 seconds

TAfirehawk
Oct 01, 2006, 06:48 PM
OMG that pak file is great, load time went from 5+ min to about 30 seconds


The thanks goes to Kael who wrote the guide on using PakBuild.exe :king:

I am pulling the new wonder movies out to see if that will get them to work...and also allow us to add more Art without re-releasing the huge FPK file.

TAfirehawk
Oct 01, 2006, 08:07 PM
It isn't your computer...I didn't get the Hippodrome movie just now. But for now I will trade the VISA movies for reducing load times from 6-8 minutes down to ONE :D


The movies can be installed in addition to the PakBuild file. I just tested out the Hippodrome movie and it worked fine with the patch we will put out on the website tomorrow for PakBuild only.

I will also be looking to have an alternative site setup on my web server for the entire ViSa mod.

TAfirehawk
Oct 01, 2006, 09:06 PM
Currently I am Researching Iron Working, which says that when I am done
I will be able to Explore Temples. However, I can already Explore Temples.
So either the messages are wrong or some clarification is in order....

Low Priority.

The screenshot shows the contradiction, tech being researched in bottom
left, worker with ability to explore temple on bottom. Probably works as
designed but needs clearer text? (This temple is in woods, not jungle).

Alondin


I did some research on the Explore Temple Improvement. It has no pre-req tech unless there is a Forest (Bronze Working Req) or a Jungle (Iron Working Req) in the tile with the Ancient Temple.

The text might not be perfect but but it is functioning as designed as far as I can see.

TAfirehawk
Oct 01, 2006, 09:12 PM
Should we log cases raised while it was down (like smartmap_visa not generating stone and marble) into the bug report database?


I just created a game with SmartMap_ViSa with all 'normal' settings and via WorldBuilder found plenty of stone and marble on the map. You might have had a glitch of somesort but mine came out fine.

DaniloBr
Oct 02, 2006, 12:12 AM
MP already works??

mrgenie
Oct 02, 2006, 12:41 AM
MP works, Sagi and I did 160turns or so...if it goes OOS on your comp on some later part in the game, notify us, i build in some routines(credits goes to gerikes for this) with which i can have a look together with the reportfiles and the savegame where the error occurs, and my first guess is fixing such error won't take long. so you might have a patch to fix that error, within half a day.

about SmartMap ViSa, i checked every single resource myself, im 100% sure every resource is there included...of course, resource generating routine is a matter of(chances) though i'd say chance for net getting marble would be less then 1%

mrgenie
Oct 02, 2006, 01:37 AM
I checked the original Civ4 FPK files and dirs..it seems they have excluded the wondermovies themself from beeing packed...so they released this software with knowing already some filetypes won't work in the pack file..at least we figured that one out now LOL

would be nice if firaxis next time gives some more info by releasing an excluded file-type list heheheh

I just found out, in the "exclude extensions" option they give a slight hint by saying (seperated by semi colons, i.e. .wav. bik) says enough to me :)

grbljanin
Oct 02, 2006, 01:39 AM
Maybe I am a little slow, but can somebody explain in detail to me how to install this Pak Bulid taht reduce load time.

mrgenie
Oct 02, 2006, 04:06 AM
maybe it's not because you're slow, but because you're thinking too difficult! :) all problems are ALWAYS easy, without exception...
so the simple thing is:
1) just download the pakbuild file from the website
2) unzip it into your assets folder
3)delete everything in your Arts directory EXCEPT!!!!!!!!! WARNING WATCH OUT!!!! EXCEPT the movies directory located in your Art's directory!!! make sure NOT TO DELETE the MOVIES dir!!!!!
you won't get crashes or so...but the blue screen is pretty annoying, especially since there are still some movies missing, and we need reports which movies are missing, but if you delete the movies dir, of course we get 10times more reports on missing movies then there are actually missing..

grbljanin
Oct 02, 2006, 05:07 AM
Thanks mrgenie. I get it now.

mrgenie
Oct 02, 2006, 05:29 AM
So, im force testing again all aspects of the game, and it comes to my attention that some arts for improvements are not correct..this is in the original mod-parts released by the creators already!

the thing is, if we want to change it, to genuine arts, we need someone who knows how to make nice 3D models(nif files) with photoshop i got quit handy myself, so buttons, and everything i can make those, but the 3D modelling is something special...

the ViSamod team is already 3people, we know to work around with audio/python/xml/graphics...the only thing we miss is someone who can work with the bendering software to create 3D graphics...if anyone likes this mod, and likes to contribute, and knows how to get along with 3D, or is willing to concentrate on this part to learn it...please give us a PM :)

Alondin
Oct 02, 2006, 06:14 AM
As requested, here is the message I get when I try to go to bug report.

Warning: mysql_connect(): Lost connection to MySQL server during query in /hsphere/local/home/mrgenie/keldath.family-veldman.com/issuetracker/includes/classes/dbi.class.php on line 84

The screen to log in pops up with this at the top;
subsequent attempts to actually log in get a response of invalid
username / password, using 'bug' and 'report'.

This error comes and goes, so I am pretty sure it has more to do with
games being played by the server support people than any actual
software problem.

Alondin

Alondin
Oct 02, 2006, 06:17 AM
So now that we all agree it works the way it should,
(Bronze working lets you explore temples in forests,
Ironworking lets you explore temples in jungles),
can we change the text to match?

In particular, Ironworking should say it allows
Explore Temple in Jungle
instead of just Explore Temple.

I think that would be all we need!

Alondin the Picky

TAfirehawk
Oct 02, 2006, 06:47 AM
So now that we all agree it works the way it should,
(Bronze working lets you explore temples in forests,
Ironworking lets you explore temples in jungles),
can we change the text to match?

In particular, Ironworking should say it allows
Explore Temple in Jungle
instead of just Explore Temple.

I think that would be all we need!

Alondin the Picky


I would if I could find the text :)

seady
Oct 02, 2006, 08:31 AM
I was using smartmap visa with the settings attached ( i assume it's stored in a log file but damned if i can find it!)

Arlborn
Oct 02, 2006, 08:33 AM
Just to point out 1 thing!

Great team you guys make :) Dont you stop to work??(no plz :P)
Keep up the good work! And please make kelgir for the new sevo version!

TAfirehawk
Oct 02, 2006, 08:36 AM
I was using smartmap visa with the settings attached ( i assume it's stored in a log file but damned if i can find it!)

I looked at your WB file and it certainly doesn't have Marble/Stone....but I can't make a new game that is missing those resources....so I am stumped at this point, sorry.

grbljanin
Oct 03, 2006, 06:12 AM
Loading time is now much shorter, great staff

ChickenSalad
Oct 03, 2006, 09:01 AM
Hey guys. Been playing your mod for some weeks now. Thank you, thank you, thank you! It's awesome. I know it's not all your own work but you've put many nice little pieces together to create something truly great. :)

I've already reported a bunch of bugs/issues/suggestions but atm. the bug tracker seems "kinda" down, at least the old login/pass combo doesn't seem to work any longer.

TAfirehawk
Oct 03, 2006, 09:10 AM
Hey guys. Been playing your mod for some weeks now. Thank you, thank you, thank you! It's awesome. I know it's not all your own work but you've put many nice little pieces together to create something truly great. :)

I've already reported a bunch of bugs/issues/suggestions but atm. the bug tracker seems "kinda" down, at least the old login/pass combo doesn't seem to work any longer.


Glad you like it, we don't get to play it much with all the work we are doing :)

The bug report/issue tracker has been upgraded...now each person can have a personal login and be notified of changes to their reports via email. Just click on the Register New Account link below the Login button.

Axil
Oct 03, 2006, 10:49 AM
Playing the first thing through with pakbuild -Loading time is great but unfortunately I have noticed that the Great person's mod is not working properly as all I get is the generic great person pop up and not the individual one - I'll try putting the great persons folder in the directory and see if that solves it

EDIT : Yay that solves it so if you want the great person mod working properly after installing the pakbuild mod on top of the non pakbuild - as with the movies folder - DO NOT DELETE THE GREAT PERSONS FOLDER :)

EDIT Still a Major problem with the bug/issue tracker - although I can create an account I cannot post any bugs as there is no options in the choose producy and it won't post the issue without one. :(

Zapata78
Oct 03, 2006, 12:08 PM
Just wanted to say great work, I have been using your mod for about a week now and love it. And the art pak file is a great addition. keep up the great work.

seady
Oct 03, 2006, 12:55 PM
I found an example of the sort of problem with islands I've been having. In the example above, the city would need to ferry a worker to each island via trireme, dump it off, let it do it's thing then rinse, repeat for each island. It would be better to have either an amphibious worker (higher cost/maintenance) and/or be able to build bridges.

If it's more relevant to put it in the mod components request folder, please move it there.

Could this be done with python or would you need c++?

http://forums.civfanatics.com/uploads/99292/fiddly_islands.JPG

TAfirehawk
Oct 03, 2006, 01:06 PM
I found an example of the sort of problem with islands I've been having. In the example above, the city would need to ferry a worker to each island via trireme, dump it off, let it do it's thing then rinse, repeat for each island. It would be better to have either an amphibious worker (higher cost/maintenance) and/or be able to build bridges.

If it's more relevant to put it in the mod components request folder, please move it there.

Could this be done with python or would you need c++?

http://forums.civfanatics.com/uploads/99292/fiddly_islands.JPG


Please look at the Genetic Era Mod...we are looking to implement some of that so it might address some of your issue with islands.

Grabnar
Oct 03, 2006, 01:10 PM
I finally downloaded this mod today. Wow...so much stuff in here it will take me a while just to figure out where to start. :goodjob:

seady
Oct 03, 2006, 01:13 PM
The trouble is the genetic era would be way past the sort of time that this is critical. When you start off on an island, it's not much consolation to think in 2000 odd years time, you'll be able to do develop those nearby islands. :)

Unless the code you are developing can be used in earlier eras?

TAfirehawk
Oct 03, 2006, 01:15 PM
The trouble is the genetic era would be way past the sort of time that this is critical. When you start off on an island, it's not much consolation to think in 2000 odd years time, you'll be able to do develop those nearby islands. :)

Unless the code you are developing can be used in earlier eras?

Good point, I hadn't considered moving any of this earlier as our primary goal is to enhance techs in the late game....but this gives us something extra to consider :)

TAfirehawk
Oct 03, 2006, 01:17 PM
Playing the first thing through with pakbuild -Loading time is great but unfortunately I have noticed that the Great person's mod is not working properly as all I get is the generic great person pop up and not the individual one - I'll try putting the great persons folder in the directory and see if that solves it

EDIT : Yay that solves it so if you want the great person mod working properly after installing the pakbuild mod on top of the non pakbuild - as with the movies folder - DO NOT DELETE THE GREAT PERSONS FOLDER :)

EDIT Still a Major problem with the bug/issue tracker - although I can create an account I cannot post any bugs as there is no options in the choose producy and it won't post the issue without one. :(


Try Issue Tracker now Axil....groups setup now.

We have a PakBuild Patch that has movies....looks like we need to add GP as well....will test in my game as I am about 5 turns from next GP :)

EDIT
Verified GP problem in pakbuild...will put that in PakBuild Patch file, good catch Axil!!!

keldath
Oct 03, 2006, 02:34 PM
hey all of visamod lovers,

thank you again for the help you do all of you guys,

just wanted to let you all know that the vanilla version is ready - im waiting for girs update to patch d by sevo - then ill release it :0

rockinroger
Oct 03, 2006, 08:10 PM
great looking forward to update.

Ad Hominem
Oct 04, 2006, 05:32 AM
hey all of visamod lovers,

thank you again for the help you do all of you guys,

just wanted to let you all know that the vanilla version is ready - im waiting for girs update to patch d by sevo - then ill release it :0

Υο! :goodjob:

talesoftheknife
Oct 04, 2006, 09:47 AM
TA,

Does it normally take 4 hours to dl the pakbuild. I'm getting a measley 19kb/second.

maxbjr
Oct 04, 2006, 11:32 AM
great mod, I've played 2 games so far with no problems lke crashes etc. Yes there are a few wonder movies that I get the blue screen for but you're working on that already. Odd thing though, when I get the free zepplin, I can't seem to build anymore of them. I'm sure I have the techs and resources for them since I can build other aircraft now. I'm at 1890AD with turn to go for radio tech. I have refining, elec, indusi, etc as techs already. Any ideas why I might not be able to build zeps?

DaniloBr
Oct 04, 2006, 12:41 PM
Why mercenaries shutdown?? It´ll works in MP??

buildpack: FPK is a compacted file??? only this archive visa.fpk in assets dir, it´s ok?

smartmap: Descompact dir??


Thanks

zulu9812
Oct 04, 2006, 01:49 PM
Could you release the sourcecode for this, please?

keldath
Oct 04, 2006, 04:15 PM
maxbjr,

thank you, glad you enjoy it.

the zepp is a gimmick unit that cannot be buit, but, i might update a buildable
zepp in the next patch :)

danilobr,
merc mod is off because it has imbalanced properties, and most of all it doesnt work on mp, and we want our mod to work 100%,
so for now we wait for thelop[ez to release his warlords version of merc mod then we will be able to include it hopefully.

i didnt do much testing with the fpk - ask tafirehawk about this.

zulu,
ill pm you.

ChickenSalad
Oct 04, 2006, 05:56 PM
You might want to think about making that zeppelin upgradeable. Mine's grown pretty well in experience over the years of it's service but now in the days of nukes and stealths it's become pretty useless (unless I'd want to sacrifice it). Imo it should be able to upgrade to a bomber.

talesoftheknife
Oct 04, 2006, 06:22 PM
Can anyone help me? I tried downloading pakbuild for visa and after 4 hours it stopped abruptly and when I try to extract the fpk file winrar tells me there has been an unexpected end of archive.

talesoftheknife
Oct 04, 2006, 06:25 PM
Also if anyone can tell me which files or directories had to be changed in order to use pakbuild on the visa art directory that would be much appreciated. I could try it myself.

TAfirehawk
Oct 04, 2006, 06:51 PM
mrgenie's web site is being restricted because of the high downloads of VISA...so a Download Manager is about the only way to get files efficiently. I was getting around 10KB/Sec and with pakbuild being so large it would take days. Unfortunately the Frontpage extensions are screwed up on my site even though these files are there for the taking....GRRRRR


The VISA.fpk goes in the Asset folder....delete all of the files in the ART directory except Greatperson and Movies subdirectories. If you delete those the GP and new Movies won't play but the game will run fine. You can get the GP and Movie directories from the original VISA.EXE install file or download the patch for pakbuild, but my site isn't working right yet.

For those that want to play with pakbuild on their own, instead of download, please visit Kael's thread on it, http://forums.civfanatics.com/showthread.php?t=187699
And you will need to clean up some Units...Modern Grenadier files need non-english characters removed and delete the subdirectory under Paladin...but other than those two things, follow Kael's instructions.


The smartmap goes in the \Program Files\....\Warlords\PublicMaps directory....follow the Forum Thread link on our website for smartmap details and install instructions.

TAfirehawk
Oct 04, 2006, 09:24 PM
UPDATE - ALTERNATE DOWNLOAD SITE


http://www.tafirehawk.com/Civ/


My website is partially working (still can't download EXE files) and I have everything uploaded except the main pakbuild file and main VISA.exe file.

PakBuild_1.zip is the ART\GREATPERSON and ART\MOVIES directories for those that deleted them when we first released the pakbuild FPK.

All ZIP files should be extracted in order and in the VISA directory.

maxbjr
Oct 04, 2006, 10:27 PM
Thanks for the update on the zepplin Keldath, I thought either it was a bug or more likey I was doing something wrong :)

Forsaken
Oct 05, 2006, 01:29 AM
Even with the movies in there own art directory out side the fpk file some still dont play like adam smiths trading and there where a few others too dont remeber wich ones they where i'll have to write them down next time i start a new game

PS like i said in an older thread this mod shouldn't be considered a mod, more like a second expansion keep up the awsome work.

Need some one to rework vassals and the game would be near perfect.

Axil
Oct 05, 2006, 05:18 AM
Other moves that don't play (don't exist) - Fort Knox / space elevator (not sure about that one) and Apollo program

Also I would love to see the national wonders like ironworks etc get movies - nice little reward for builing them

manooly
Oct 05, 2006, 11:51 AM
What version of Sevomod is currently in the latest "sevo mod + 5uu + gir mod+ dale combat mod - FOR VANILLA CIV4"?

I'd like to download and try it, but if Sevomod 3.2 isn't in there maybe I'll wait.

Any info would be appreciated. Thanks for your time!

DaniloBr
Oct 05, 2006, 12:22 PM
THanks Keldath!!!!

Sorry about de smartmap, I didnīt see the forum!


I always stop in industrial era, now I canīt stop playing!!!! Great work!!!

keldath
Oct 05, 2006, 03:34 PM
thanks guys for the support -
i hope by tommorow night to get the vanilla 3.2b+gir up for dl.

rockinroger
Oct 05, 2006, 03:55 PM
hey keldath ru still coming out with update for visa friday. right now im down with that mod, it keeps crashing, im getting confused with what i need to install so im waiting. thanks for your efforts

keldath
Oct 05, 2006, 04:39 PM
hey rock, friday or max sutterday - we will release 2 things:
1. update for those who have the visa 1 patch b-c
2. a new complete file with pak build

so it will be easier to install - ihope a week after or so - to release the genetc mod update

rockinroger
Oct 05, 2006, 04:54 PM
sounds great, i kind of got lost with all the changes and i rebuilt my computer added a 320gb hard drive. so ive been busy of late. looking forward for both update to test and play with!!

civ4ludo
Oct 05, 2006, 05:28 PM
CTD's

First of all, thanx to you all for this great mod.
I wanted to let you know that I've been playing for a while -- smartvisa, huge, 18 civs, Visa with 0.1, 0.1a, 0.1b patches and pakbuild setup as recommended -- and I keep getting an annoying series of CTD's.
I recover from them by loading either the most recent autosave, or an ad hoc save (if I remembered...)
It started happening sometime in the early AD, and now keeps happening, each time at the beginning of a new turn, each time saying that there is a "memory bad alloc problem".
Saved files are not huge ones, about 400-600k -- I've been saving bigger ones with vanilla civ earlier -- and I have 1giga of RAM (according to the memory manager CIV does not use more than 650meg max).
It appears that if I remember to save at the end of each turn, CTD's do not occurr -- they seem to happen if I don't save (which presumably does help to build up some kind of memory problem, but I have no clues as to what exactly this is).
Note that the computer does not freeze, I get the memory msg, I click ok and in a few seconds all is well -- of course, except that civ WL is gone...
I hope that this helps you in seeing where the problem might be.
Any suggestion as to what can be done at this end?
Thx again,
Lu

keldath
Oct 05, 2006, 07:46 PM
HEY CIVLUDO

the problem you describe, most of the time is linked to graphic failure,

perhaps you can help us,

plz try and play the game without pak build file - leave the original files in the art dir,

and i would even suggest to play without smartmap,
though im almost certain its due to pakbuild file.

add a savegame - and ill be able to know what is missing - i hope.

Axil
Oct 06, 2006, 01:03 AM
Civ4ludo

By any chance are you using an ATI graphics card? - I was having the same lockups and CTDs that you're describing but seem to have solved them by re-installing Direct X 9.0c and there changing my graphics card driver to the newest beta release of the catalyst driver 6.10 beta ( was using modified driver Warcat 6.6 before).

This may be purely concidental and it may be because i play random games I haven't hit whatever bug there is in the pakbuild version yet since changing.

manooly
Oct 06, 2006, 08:34 AM
Keldath,
GIR released an updated version for his add-on for Sevomod 3.2D yesterday. Are you still planning on releasing Sevomod3.2d+GIR 3.2D+Keldath today (Friday) as stated earlier? I can't wait to try your compilation out. I still have yet to load any of your add-ons. They sound great and I can't wait to try it out. I just don't wany to download a 340MB file more than once. Any info would be appreciated. Thanks again!

keldath
Oct 06, 2006, 08:59 AM
hey manooly :)

im now uploadind the updated version - sevo+gir+5uu+dale - version 3.2d

will be ready in 9 hours,

also made an pak file - means that the loading time is much faster now.

THARN
Oct 06, 2006, 09:40 AM
:P

Will be geting this when I get home from work tonight...
damn-0 another weekend with no sleep/

manooly
Oct 06, 2006, 11:20 AM
Perfect! Thanks Keldath!

Do you know if this new version will work in Hotseat multiplayer mode by chance? I can't wait it try it out!

keldath
Oct 06, 2006, 12:24 PM
i think yeah it will work on hotseat - i checked it for five minutes....

the upload is now at half...

manooly
Oct 06, 2006, 12:40 PM
Good to hear about the Hotseat play Keldath. Thanks for checking!

When you say half of the upload, are you thinking it may be ready in about four or five hours?

Lachlan
Oct 06, 2006, 01:18 PM
I would like to download complete version of VISA for warlords ...

But where i walk through ?

keldath
Oct 06, 2006, 01:31 PM
ok 3 more hours and there will be a link.

laclan, welcome,

check back tommorow - theres a new version ready to be uploaded.


edit:

here it is - the new vanilla version

http://keldath.family-veldman.com/downloads/sevo+5uu+gir-3.2d-final/sevo+gir-3.2d+5uu.exe



also

a new visa mod - 1.20 is availbe on the site,

if you have older version -
install only patch 0.20

Lord_of_War
Oct 06, 2006, 06:54 PM
I apologize for the ignorance in my question but I have not been keeping up w/ the posts since classes have started back. So, I have up to pactch (c) installed, what goes next - 1.2 or 2.0?

keldath
Oct 06, 2006, 06:58 PM
no apologies are needed,

if you have up to patch c - you need only patch 0.20. - 40 mb.

dontthink its save compatible.

TAfirehawk
Oct 06, 2006, 08:34 PM
VISA version 1.20 is NOT save game compatible...neither the patch or full download.

TAfirehawk
Oct 06, 2006, 08:37 PM
I apologize for the ignorance in my question but I have not been keeping up w/ the posts since classes have started back. So, I have up to pactch (c) installed, what goes next - 1.2 or 2.0?

There is no VISA 2.0

We have released a patch .2 for those already with VISA and a separate version of the complete 1.2 for brand new VISA players (or people that want a clean install, only pakbuild changes).


BTW, expect a NEW thread up Saturday :)

civ4ludo
Oct 07, 2006, 12:05 AM
Re: CTDs

Thx to Keldath and Axil.
I followed Keldath's suggestion, and using the old (slower!!) set of graphics things seem to be working fine.
I had a number of queries about various things, but I'll now install 0.2 and will revert here with those that survive after this patch.
Lu

civ4ludo
Oct 07, 2006, 12:13 AM
Query: differences between VISA and "sevo+gir-3.2d+5uu"

caveat:
- VISA (WL) is pre-patch 0.2
- I still have to install "sevo+gir-3.2d+5uu", but I have played with the previous version for sevo3.1c.

The query is: are the present differences between VISA (WL) and "sevo+gir-3.2d+5uu" going to be settled? If so, how?
In particular, I've noticed a significant difference in the set of buttons at the bottom of the main screen, those that allow you to decide how to view a stack of units -- missing in VISA.
Lu

Axil
Oct 07, 2006, 01:29 AM
Visa was originally based on Amra's mod as Sevo hadn't ( and still hasn't atm) made a WL version of his mod.
Keldath et al. did try to make a WL version of Sevo+Gir+5uu but it hit major problems with CTDs which was after a lot of bug-hunting by a whole load of us tracked to city attack promotion and walls but the actually cause could not be found.
WL version of that mod was put on hold until Sevo updated to WL and work commenced on what became Visa.

I'm assuming at some point there will be a Sevo-Gir-5UU incorporation into Visa but it's work in progress (if I'm wrong please correct) :)

EDIT I just got exactly the same thing that Civ4ludo posted, a memory allocation error. Mine was on map generation with smartmapvisa is it possible smartmap visa is bugged . Civ4ludo were using samrtmap visa for your games?

keldath
Oct 07, 2006, 01:45 AM
hey guys,

civludo,

well thres much difference betwen the two versions,
the vanilla is as said based on sevo,
and visa on amra,
basicley -sevo has more stuff in it, but visa also is more refined and bugs free (kinda)

in the future, we willl most likely to include almost every thing sevo wll have, and more.

we intend to expand this mod very much, we hope it to be huge :)

mmm bout the smart map thingy....i never liked it, always said it causes problems, so for now i would suggest to play without,
untill mrgenie take a look.

Axil
Oct 07, 2006, 02:30 AM
There's definitely something amiss with smartmap visa as i'm now tried every starting placement setting and 75% of the time it's put the starting placement in a really stupid place best one being on top of a tundra surrounded by ice. Think I'll go back to the original map generator or original smartmap as never seen that sort of stupidity from either of those.

EDIT:
Done some more testing with Visa 1.2 and visa smart map and I can definitely say
1. Visa smartmap is the problem on my CTDs with bad memory allocation
2. It's utterly fuxxored anyway - 3 map generations - first on tundra with 5 of my surrounding tiles as ice , second on barren rock no resources near and best of all the third - spawned in the middle of the ocean ( on sea not island) witn no land in sight. should be easy to set up just randomn visa smartmap and then regenerate the map.

On a final point is the leaderhead graphic for Attila just a placeholder for now? - atm everytime I have to talk to him I just groan as the static picture just destroys any sense of immersion for me to the point where I'd really would have prefered not have had him included in the mod. :(

Titi
Oct 07, 2006, 03:02 AM
It seems the only add-on available for download is the full package Sevomod 3.2d + GIR's add-on for Sevomod 3.2d + 5UU
353 MB!
Is there any link where I could get 5UU only? (I already have Sevomod and GIR's add-on, both with added French texts, so I just need 5UU now)

PDBEL
Oct 07, 2006, 03:21 AM
is REAL bad due to slow transfer speed (below 10 kB/sec).

I'm used to 100-300 !!! Any alternatives ?

Edit ::cry:: below 7.5 kB/sec now (13.5 hours to go)

Edit : UNBELIEVABLE, the bloody thing TIMED OUT so I have to restart...

Good thing the Mod quality is MUUUUUUUUUUUUUUUUCH better than the download speed :wink:
Big thanks to all modders.

Alondin
Oct 07, 2006, 06:44 AM
PDBEL

Move to one of the alternate sites!

<---- currently 24 meg xferred, cruising at 45KB, 86 minutes ETA to finish

Alondin

keldath
Oct 07, 2006, 07:14 AM
hey all,

if you guys need a faster dl speed -plz use a dl manager, also if its timed out -it can be restored from point break.


and titi,
i can only say that you can merge the unit files to get the units,

im sorry but i havnt got time to make a seperate addon for five uu for sevo+gir.

truley sorry.

anyway for now i wont develop anymore the vanilla verion.

Titi
Oct 07, 2006, 07:32 AM
No problem Keldath.

keldath
Oct 07, 2006, 07:41 AM
about the huns,

during the week - ill have a fix for the leader with a good model!

sorry for that - i only saw the leader after adding the civ....


titi -

thanks.

TAfirehawk
Oct 07, 2006, 11:15 AM
NEW WARLORDS THREAD


http://forums.civfanatics.com/showthread.php?t=188624


Please take all Warlords posts there now, thanks.

manooly
Oct 08, 2006, 07:24 AM
The new KelGIR3.2D for vanilla Civ4 advertizes 2 more civics categories along with 2 more options for each. What are the 2 extra categories? I have downloaded and installed the latest version and I do not see the 2 categories. I just see all of the originals. The MOD seems to be working fine though. Very strange! Maybe I'm missing something here. Any information would be appreciated. Thanks!

THARN
Oct 08, 2006, 08:23 AM
I have downloaded and installed the latest version and I do not see the 2 categories. I just see all of the originals. The MOD seems to be working fine though. Very strange! Maybe I'm missing something here. Any information would be appreciated. Thanks!


I dont remember seeing Idolatry- and tribal law. Those might be the added ones.
but I havent played the last vanilla mod for at least a month so...

Titi
Oct 08, 2006, 09:10 AM
Idolatry and Tribal Law are additions from Sevomod 3.2.

cp30
Oct 08, 2006, 04:44 PM
I do not have warlords yet and have been waiting for the new sevo add-on......Thank you, thank you, thank you. It is great!The sevo 3.2 was awesome, but I missed some of the add-ons you had. This new version is great, and FAST. It took forever to dl, but now this mod loads faster than Civ4 ever did!
did I remeber to say thanks? (To sevo for his hard work, and to each of you that worked on the Keldath add-ons)!!

keldath
Oct 08, 2006, 05:35 PM
thank you guys glad you are happy with the vanilla.

i decided to use the civics from the original sevomod instead of mine.

if you wish ill update it with the old 2 civic health and education

Arlborn
Oct 09, 2006, 07:50 AM
THANKS FOR THE NEW VERSION MAN!!!

Downloading right away :DDDDDDD

man the download will take forever xD

manooly
Oct 09, 2006, 07:53 AM
Keldath,
I never had a chance to try your previous versions, so I'm not sure about the other 2 civics categories. Education and Health makes sense though. Just curious as to why you took them out. Was it a game balancing issue?

By the way, this is the first time I've tried your Sevo+Kel+GIR mod. It feels like this game is complete. I couldn't ask for anything more. Great job! Thanks for your efforts!

Arlborn
Oct 09, 2006, 08:29 AM
ok, the download is stucked, impossible to download, Cant you find other uploader site? I would go even to the bad ones..This one is impossible..

TAfirehawk
Oct 09, 2006, 08:43 AM
ok, the download is stucked, impossible to download, Cant you find other uploader site? I would go even to the bad ones..This one is impossible..

I have it ready to upload to my site, but the upload process will take hours and I was trying to keep it Warlords only :)

Let me see if I can get my upload connection to not timeout ;)

Arlborn
Oct 09, 2006, 09:07 AM
I have it ready to upload to my site, but the upload process will take hours and I was trying to keep it Warlords only :)

Let me see if I can get my upload connection to not timeout ;)

Thanks :))))

TAfirehawk
Oct 09, 2006, 09:28 AM
Thanks :))))

Will take anywhere from 3 hours to 12 hours :(

But I can get 300+KB/sec downloads from my site :D

Titi
Oct 09, 2006, 09:30 AM
I hope it will be faster than the first one... That's why I asked if there was a DL for UU only: the connection here in Angola is very slow, and with regular power shortages, a several day download is very likely to time out.

TAfirehawk
Oct 09, 2006, 11:00 AM
I hope it will be faster than the first one... That's why I asked if there was a DL for UU only: the connection here in Angola is very slow, and with regular power shortages, a several day download is very likely to time out.

Even on my fast site, a download manager is recommended so a timeout doesn't kill the whole thing.

I recommend the free Download Accelerator Plus....just Google it :)

TAfirehawk
Oct 09, 2006, 04:20 PM
Latest keldath Vanilla Download (http://www.tafirehawk.com/Civ/sevo+gir-3.2d+5uu.exe.zip)


Try this download on a faster server....the .zip must be deleted so it becomes an EXE.


DO NOT try to unzip it....this had to be done for my web server to accept the file for download.

Titi
Oct 10, 2006, 02:34 AM
Thanks TAfirehawk! And it's 3 times faster at least!

TAfirehawk
Oct 10, 2006, 06:43 AM
Glad to help....but of course eventually my bandwidth speed will get throttled like the other site with all these downloads....but its all good :)

And of course I must recommend getting ViSa for Warlords ;)

Arlborn
Oct 10, 2006, 08:14 AM
240kb/s, WAY FASTER than before, THX!

THARN
Oct 13, 2006, 06:21 PM
D-loaded the latest vanilla version mod, and like it-
Been playing hotseat games with two player s vs 3 ai on small maps- we keep getting ctd's/ I did not get the ctd in single player... is this common for hotseat?

Scorpion II
Oct 21, 2006, 08:03 AM
I downloaded the latest vanilla from TAfirehawk. Very fast thank you. How do you install? I renamed by deleting the .zip. I executed the file and pointed to the mods directory of CIV4. No option for this new mod when I bring up the game.

Thanks for the help in advance

Scorpion II
Oct 21, 2006, 08:17 AM
Never mind. The mod folder say 3.2a but i think it is 3.2d.

Thanks for all the hard work.

THARN
Oct 21, 2006, 08:20 AM
I downloaded the latest vanilla from TAfirehawk. Very fast thank you. How do you install? I renamed by deleting the .zip. I executed the file and pointed to the mods directory of CIV4. No option for this new mod when I bring up the game.

Thanks for the help in advance

Dont know why you would rename the file?.. If you have an icon with 7z and a white backround all you have to do is double click it- it should install automatically.

or did you downlaod a .rar file? I know the link I used gave me a simple patch like file.

TAfirehawk
Oct 21, 2006, 10:29 AM
Dont know why you would rename the file?.. If you have an icon with 7z and a white backround all you have to do is double click it- it should install automatically.

or did you downlaod a .rar file? I know the link I used gave me a simple patch like file.

It is hard for me to remember since we no longer support vanilla, but I believe I just added the .zip extension so my web site would accept it....not actually zip'ing the file, just a rename of it.

EDIT
:lol: Seems I answered my own question before :lol:
Latest keldath Vanilla Download (http://www.tafirehawk.com/Civ/sevo+gir-3.2d+5uu.exe.zip)


Try this download on a faster server....the .zip must be deleted so it becomes an EXE.


DO NOT try to unzip it....this had to be done for my web server to accept the file for download.

cp30
Nov 11, 2006, 11:52 AM
I do not have warlords yet and have been waiting for the new sevo add-on......Thank you, thank you, thank you. It is great!The sevo 3.2 was awesome, but I missed some of the add-ons you had. This new version is great, and FAST. It took forever to dl, but now this mod loads faster than Civ4 ever did!
did I remember to say thanks? (To sevo for his hard work, and to each of you that worked on the Keldath add-ons)!!

Any chance of a 3.3 add-on?

TAfirehawk
Nov 11, 2006, 01:30 PM
Any chance of a 3.3 add-on?

No, the post above yours has the link to the final Vanilla Civ version....as is stated here and on the ViSa Website where you can download it as well if my site is having any 'issues'.

Thalioden
Jan 23, 2007, 09:50 PM
Would it be possible to get the SDK source code for the Sevo+Gir+Dale+5uu Vanilla mod?

Titi
Jan 24, 2007, 03:26 AM
As far as I know, Sevomod 3.3 = Sevomod 3.2 + Dale's Combat Mod, Gir only changes some python and XML files, and 5UU only adds XML and pictures files (although it may also change some python files as well).

Thalioden
Jan 24, 2007, 08:58 AM
This is good to know. Thank you! However since both Sevomod and Dale make SDK changes, this mod (Kel+Gir+Dale+5uu+Sevo) necessarily has a merged executable file. Thus, in order to make further changes to the SDK (like merging it with Revolution, Eusebius' Religion mod, and Better AI) I would need the SDK source. So, does anyone know where I can get the SDK source for this mod?

BTW, not all of Dale is incorporated into Sevomod 3.3 is it? Stacked combat is not incorporated, IIRC.

As far as I know, Sevomod 3.3 = Sevomod 3.2 + Dale's Combat Mod, Gir only changes some python and XML files, and 5UU only adds XML and pictures files (although it may also change some python files as well).

Titi
Jan 24, 2007, 11:39 AM
BTW, not all of Dale is incorporated into Sevomod 3.3 is it? Stacked combat is not incorporated, IIRC.
Actually, Sevo put it in his mod, but in some cases it crashes (Ctrl-Alt-Del being the only way to exit!). I would have liked to try and fix it, but I don't have time at the moment.

keldath
Jan 25, 2007, 12:36 PM
wow.....neverthought this thread would come up again....

anywy - there is a source code for the latest vanilla mod that ive made.

i think its availbe on the main visa modpack site.

go to the project forum,
visa modpack
there in one of the thread there a link for the site browes there for it.

if you wont find it ill look in my files and send it to ya.

anyway - i reccomend you get warlords.
its a heaven and earth difference.
also in the vanilla warlords and in the visa mod pack - which is a very very advanced sevo mod +5uu.

Thalioden
Jan 26, 2007, 09:21 AM
Thanks for the reply, Keldath. Unfortunately, I could not find the SDK source for the Vanilla (sevo+5uu+KelGirDale) mod on the Visa website. There are several links to Visa SDK source, but unless I'm mistaken Visa is a warlords only mod, right? :confused:

I would appreciate it if you could post or send me the SDK source for the Vanilla mod.

BTW, I do intend on getting Warlords eventually. :p But I just recently acquired Civ4 and money's in short supply right now.

TAfirehawk
Jan 27, 2007, 10:55 AM
Thanks for the reply, Keldath. Unfortunately, I could not find the SDK source for the Vanilla (sevo+5uu+KelGirDale) mod on the Visa website. There are several links to Visa SDK source, but unless I'm mistaken Visa is a warlords only mod, right? :confused:

I would appreciate it if you could post or send me the SDK source for the Vanilla mod.

BTW, I do intend on getting Warlords eventually. :p But I just recently acquired Civ4 and money's in short supply right now.

Well if it doesn't come with the full download on the Old Versions button, then it isn't there...and I checked and I don't have it either. You won't find it in the Source Code section as everything else on that website is ViSa only.

Thalioden
Jan 27, 2007, 04:38 PM
Yup! My bad. :blush: It's in the full download of the old version. I can't believe I missed that. :shake:

Well if it doesn't come with the full download on the Old Versions button, then it isn't there...and I checked and I don't have it either. You won't find it in the Source Code section as everything else on that website is ViSa only.