View Full Version : [MOD][WARLORDS] ViSa Modpack


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seady
Oct 16, 2006, 10:11 AM
I really miss the sevopedia...being able to oder by how many turns remaining made it great for boosting civs precisely with universal suffrage, if you had the cash.

btw how does the roman roads road explosion work? is that python? Would it be easy to make soething that makes railways or towns or whatever that way?

TAfirehawk
Oct 16, 2006, 10:45 AM
Please be sure to check the first post frequently as we are fixing and adding a lot of things every day :)

Axil
Oct 16, 2006, 11:56 AM
Just had thought about the tech satellites and the revealing of the map. At the moment it just reveals the geography and not the cities, resources etc. It would be far better and realistic if at least the cities were revealed if not the resources.

Also just want to make sure that my thoughts on the way knowledge transfer was passed on by rote pre writing and the idea of having the creation of sagas as a very early tech with maybe some thing like the Saga of Gilgamesh as a wonder (gives a storyteller (prophet or maybe a scientist) ) which would be useful at that point in game

seady
Oct 16, 2006, 01:20 PM
TheLopez has nearly finished a new tech editor (http://forums.civfanatics.com/showthread.php?t=188310) that sounds very useful!

TAfirehawk
Oct 16, 2006, 01:42 PM
TheLopez has nearly finished a new tech editor (http://forums.civfanatics.com/showthread.php?t=188310) that sounds very useful!

Nice find seady....it is such a pain moving tech around....and we have done that alot in ViSa :)

rapiduser
Oct 16, 2006, 01:45 PM
Hi,

i have uploaded the Visa Modpack 1.30 (with all Patches).
you need all 6 Files.

http://rapidshare.de/files/36836558/VISA-130-full.part01.rar
http://rapidshare.de/files/36838161/VISA-130-full.part02.rar
http://rapidshare.de/files/36840045/VISA-130-full.part03.rar
http://rapidshare.de/files/36843095/VISA-130-full.part04.rar
http://rapidshare.de/files/36845233/VISA-130-full.part05.rar
http://rapidshare.de/files/36848521/VISA-130-full.part06.rar

only new patch 030

http://rapidshare.de/files/36812306/ViSa-v1_2-patch-0_30.zip

Arlborn
Oct 16, 2006, 02:25 PM
Even with camp(and road to city) and useing the plot in the city I just dont get the +:) bonus of the Ivory, Am I missing something(like a technology) or its a bug?

Prob missing something cuz I almost never use Ivory..

TAfirehawk
Oct 16, 2006, 03:01 PM
Even with camp(and road to city) and useing the plot in the city I just dont get the +:) bonus of the Ivory, Am I missing something(like a technology) or its a bug?

Prob missing something cuz I alost never use Ivory..

Well the city needs to be connected to your capital and you must have Monotheism to enable it.

This is another resource like Uranium and Oil that are enabled in a different tech than they are revealed....I am changing them back because of the confusion (not sure who changed it) even though I like the idea.

EDIT
And Industrialism obsoletes Ivory.....

Arlborn
Oct 16, 2006, 03:14 PM
Well the city needs to be connected to your capital and you must have Monotheism to enable it.

This is another resource like Uranium and Oil that are enabled in a different tech than they are revealed....I am changing them back because of the confusion (not sure who changed it) even though I like the idea.

EDIT
And Industrialism obsoletes Ivory.....


Monotheism??? Duh...Why? 0.o

Arlborn
Oct 16, 2006, 03:41 PM
When I reloaded a game it woulden load and keep in the loading screen untill I did alt+tab and came back, but then got a python exception that didnt let me play cuz I closed 1 other appear with same text....In the end was writen "runtime error c++" or so..

TAfirehawk
Oct 16, 2006, 05:52 PM
Monotheism??? Duh...Why? 0.o

How about Animal Husbandry?

phobos_mk1
Oct 16, 2006, 09:31 PM
Awesome mod. I thought the file size was very large, but it was totally worth the download. It looks very professional and polished.

The only downside to the mod is that some wonders are way too powerful - I think this needs to be addressed as it can ruin a game.

Keep up the good work :)

PolyBomber
Oct 16, 2006, 10:15 PM
I really like the mod I just thought I'd mention though I think I found a minor bug. When playing with balanced resources, no marble seems to be generated. I'm not sure about standard rescources. Also when quitting a game to menu and starting a new one, the icons at the bottom of the screen go missing, as well as unit action icons. This means for instance, that I can't tell my settler to found their first city (except maybe by keyboard shortcut). Anyways I'm liking the mod good work guys!

Axil
Oct 16, 2006, 11:25 PM
On the individual diplomancy musics how about using
http://forums.civfanatics.com/showthread.php?t=184219

Arlborn
Oct 17, 2006, 02:14 AM
How about Animal Husbandry?

Could be, but then it comes before construction :P Or just put like vanilla, in construction, or just put like now but change the tech necessary to use from monotheism to the one next of construction? Or(better) put animal husbandry as the tech that reveals the Ivory and construction as the one that allows us to use?

CarpeDiem
Oct 17, 2006, 04:34 AM
hi, been out of civ for a while, currently downloading this


clueless question, but after i've got v1.20, which patches do i get??

all 6? or just the 6th?

mrgenie
Oct 17, 2006, 05:16 AM
When I reloaded a game it woulden load and keep in the loading screen untill I did alt+tab and came back, but then got a python exception that didnt let me play cuz I closed 1 other appear with same text....In the end was writen "runtime error c++" or so..

could you please sned a screenshot! i can fix any python error, but just saying:"i saw a python error" doesnt help me much! :) i need the blue screen printed! :P

mrgenie
Oct 17, 2006, 05:16 AM
hi, been out of civ for a while, currently downloading this


clueless question, but after i've got v1.20, which patches do i get??

all 6? or just the 6th?

you should just check on the thread main page, or the main ViSa website, answers such questions pretty simple :)

mrgenie
Oct 17, 2006, 05:20 AM
Also when quitting a game to menu and starting a new one, the icons at the bottom of the screen go missing, as well as unit action icons.

This issue is known and solvable, though will take more time as it's worth really. it's because alot of buttons are initialized on warlords starting, and some reinit happens when you go to the main menu....i could swap all the initial inits to this event also(but that is ALOT of work) I rather say, if you start a new game, restart warlords, loading times with the FPK are really short! :) shouldn't be that much a problem...unless more poeple start to complain about it, i leave it as it is in the hope people don't wanna restart their games by exiting to the main menu :)

Arlborn
Oct 17, 2006, 06:02 AM
could you please sned a screenshot! i can fix any python error, but just saying:"i saw a python error" doesnt help me much! :) i need the blue screen printed! :P

If I see it again I get a SS! |Forgot last time lol..

CarpeDiem
Oct 17, 2006, 06:05 AM
:( why not just post the answer instead of trying to get me to read....

i will have to go without patches

wotan321
Oct 17, 2006, 06:14 AM
Great mod, fantastic work, and I am enjoying playing it. But I cannot build an aquaduct... my civ is Scotland, and I have the prereqs according to the civilopedia.... but aquaduct is not available, nor any of the other buildings that require it.

Arlborn
Oct 17, 2006, 07:33 AM
Hum..Im haveing problems with reload. First it gets almost frozen in the screen of loading and sometimes it loads, sometimes not. Then when it finishes, or I get python prbolems or my interface is without most of the bottons. Last time it happened, i could do somethings wityhotu the botton like move unit or bombard, and then when I finished all my units and clicked to next turn, the botton came back..Lucky or just had to wait or afdter the end of turn?

Is this bug known?

TAfirehawk
Oct 17, 2006, 07:37 AM
:( why not just post the answer instead of trying to get me to read....

i will have to go without patches

LOL, there is only one patch available for download. And we publish all the information in the first post on main website for a reason :)


Great mod, fantastic work, and I am enjoying playing it. But I cannot build an aquaduct... my civ is Scotland, and I have the prereqs according to the civilopedia.... but aquaduct is not available, nor any of the other buildings that require it.

So you have Improved Farming and Masonry? That is all it takes...I can build Aqueduct just fine.


Hum..Im haveing problems with reload. First it gets almost frozen in the screen of loading and sometimes it loads, sometimes not. Then when it finishes, or I get python prbolems or my interface is without most of the bottons. Last time it happened, i could do somethings wityhotu the botton like move unit or bombard, and then when I finished all my units and clicked to next turn, the botton came back..Lucky or just had to wait or afdter the end of turn?

Is this bug known?

Not sure what is causing that....we fixed this with the latest DLL in v1.30 I thought....

TAfirehawk
Oct 17, 2006, 07:52 AM
This issue is known and solvable, though will take more time as it's worth really. it's because alot of buttons are initialized on warlords starting, and some reinit happens when you go to the main menu....i could swap all the initial inits to this event also(but that is ALOT of work) I rather say, if you start a new game, restart warlords, loading times with the FPK are really short! :) shouldn't be that much a problem...unless more poeple start to complain about it, i leave it as it is in the hope people don't wanna restart their games by exiting to the main menu :)

Strange because I load up save games without restarting and have no problem.....odd....

TAfirehawk
Oct 17, 2006, 07:56 AM
Awesome mod. I thought the file size was very large, but it was totally worth the download. It looks very professional and polished.

The only downside to the mod is that some wonders are way too powerful - I think this needs to be addressed as it can ruin a game.

Keep up the good work :)

We are tweaking things like cost and obsolete tech on wonders, do you have anything specific to recommend?


I really like the mod I just thought I'd mention though I think I found a minor bug. When playing with balanced resources, no marble seems to be generated. I'm not sure about standard rescources. Also when quitting a game to menu and starting a new one, the icons at the bottom of the screen go missing, as well as unit action icons. This means for instance, that I can't tell my settler to found their first city (except maybe by keyboard shortcut). Anyways I'm liking the mod good work guys!

I just started 5 new games without reloading Warlords and no button problems....and marble seems to be a problem even with standard resources set. We will look into the marble issue but I have yet to see a button problem with a clean, fresh install of v1.30

EDIT
I looked at the setting for Marble and compared them to Stone and they are identical so I won't change anything. But I can confirm setting Balanced Resources often results in no Marble on the entire map :( Glad I don't play with that option ;)


Could be, but then it comes before construction :P Or just put like vanilla, in construction, or just put like now but change the tech necessary to use from monotheism to the one next of construction? Or(better) put animal husbandry as the tech that reveals the Ivory and construction as the one that allows us to use?

I will look at it that way....and I don't like such a large amount of resources being tradable at Calendar either....maybe more resources need tweaked :)

tahnkout
Oct 17, 2006, 08:21 AM
I think that maintenance costs should be 0 when a city has nothing produced yet. When I built a third city, my economy glances a "-1" and this prevents me to expand. Perhaps this "-1" should be activated in Classical Ages or Middle Ages when the civilizations start to built maintenances such as sewer system etc.

tahnkout
Oct 17, 2006, 08:26 AM
Perhaps War Art should contain Military Strategics and Tactics wonder or King's Saga or the like. And it should be transferred to a later time rather than after archery. After monarch if you'd ask me.

tahnkout
Oct 17, 2006, 08:28 AM
Another "bug" like point: I played Inca and automated the workers. Every worker started to built cottages and even over copper tiles!!! Is that a bug???

Arlborn
Oct 17, 2006, 08:35 AM
Another "bug" like point: I played Inca and automated the workers. Every worker started to built cottages and even over copper tiles!!! Is that a bug???
Financial...And automation sux in early game...

TAfirehawk
Oct 17, 2006, 08:45 AM
I think that maintenance costs should be 0 when a city has nothing produced yet. When I built a third city, my economy glances a "-1" and this prevents me to expand. Perhaps this "-1" should be activated in Classical Ages or Middle Ages when the civilizations start to built maintenances such as sewer system etc.

That is a basic vanilla civ4 concept....city distance cost and we will not be changing that in this mod, sorry.


Perhaps War Art should contain Military Strategics and Tactics wonder or King's Saga or the like. And it should be transferred to a later time rather than after archery. After monarch if you'd ask me.

I moved the Hippodrome to War Art already...will be in v1.40 :)


Financial...And automation sux in early game...

Is there any time that is good for Automated Workers....I think NOT!!!

Arlborn
Oct 17, 2006, 09:13 AM
So it happened again, got screenshot this time, just after load a game..:

http://img165.imageshack.us/img165/7629/civ4screenshot0000fx6.th.jpg (http://img165.imageshack.us/my.php?image=civ4screenshot0000fx6.jpg)

@Tafirehawk: They are good to automate to build railroad in late game xD And you can also risk to automate in late game with "leave old improviments and leave forests" on..

niust
Oct 17, 2006, 10:36 AM
HI, TAfirehawk... Your MOD looks good.... I hope you can add a Revolution MOD by jdog5000... I try to do it myself ... got it to work a bit but alot of others stuff just did not work... I like the dynamix of the Rev Mod ... and want the richness from your MOD.... I think it is easy to combine his MOD to yours ... I just don't know much about SDK... hope you will consider it... wait for your reply.. ;)

TAfirehawk
Oct 17, 2006, 10:48 AM
HI, TAfirehawk... Your MOD looks good.... I hope you can add a Revolution MOD by jdog5000... I try to do it myself ... got it to work a bit but alot of others stuff just did not work... I like the dynamix of the Rev Mod ... and want the richness from your MOD.... I think it is easy to combine his MOD to yours ... I just don't know much about SDK... hope you will consider it... wait for your reply.. ;)

That mod sounds pretty cool...we will look at it after the Genetic Era, which is the next big addition on the list for us. It will be a few weeks before we could get to the Revolution Mod.

Axil
Oct 17, 2006, 10:51 AM
I think the worker automation is tied in to the traits the leader has - i've ntice that when I play industrious leaders the worker tend to automate build mines etc where as with financial they build towns more - also there seems to be some bias in what they auto build with regard the civics your running when i was running industrialism they seemed to build windmills and watermills whera with emancipation it's towns.

with regards the city maintenance I regard it as a newly build city will have no infrastructue and will therefore need supporting financially (maintenence) until it can grow into supporting itself - the further away it is the more the cost of transporting food/good etc to the city

Axil
Oct 17, 2006, 10:58 AM
Just had a read back and noticed CarpeDiems post

CarpeDiem - on the main download page of the mod you'll notice a button marked patches - just click on that and download the patch file 0.3 patch on that page and overwrite visa 1.2 with it - the 1.3 6 part download on the main page is the full mod for those that haven't 1.2 yet and don't want to the the install 1.2 and then the patch installation.

civ4ludo
Oct 17, 2006, 11:01 AM
mem alloc failure, not CTD, status

Ok, 1.30 gave me the same thing. It always happens because at the end of the turn, with automatic savefile, Civ4 saves a small file instead of the big regular one, and then, at the beginning of the next turn, sooner or later it stops.
It appears that the size of the savefile is over 1Meg when this happens.
Sorry, the mod is really nice.

Arlborn
Oct 17, 2006, 11:02 AM
Lol, just won my shortest game ever with VISA, I didnt even had time to research Feudalism for vassal states and still got a domination victory(my first btw) >.>

I did the so called Quachua Rush..Its really awesome, I started in a Pangea(normally I play 2 continents), Prince, 12 CIVS and FXEndurance(Was it? The one with 875 turns..), with Inca of course. I started already with my capitol building Quachua, 1 each 5 turns! When I got 4 spare(besides the defender) I went to Berlin and easy..Then Polynesia, then Aztec, then Korea, uff! Easy lol, had to stop cuz the money situation was really bad and my quachuas(there wasent much spare anymore, with barbarians I had to put 1 for city guard in each city) were really far away from the next CIV! But at tihs time my score was way higher and from then it was really easy..Any demand I did they would accept lol, just destroyed the Greeks when my empire was better off and slowly got terrain over Australia and Nubia! When I got hte last city of Nubia I won by Domination LOL

82000 was my score, the highest ever I had(2 days ago got a 65000+- I guess with cultural victory in Sevomod lol) and the fastest game ever! I guess it wasent even 300 turns lol..
Was nice to see the domination video for the first time anyway :P
But nah, this makes too easy and fast, next time i go normal :P

TAfirehawk
Oct 17, 2006, 11:11 AM
mem alloc failure, not CTD, status

Ok, 1.30 gave me the same thing. It always happens because at the end of the turn, with automatic savefile, Civ4 saves a small file instead of the big regular one, and then, at the beginning of the next turn, sooner or later it stops.
It appears that the size of the savefile is over 1Meg when this happens.
Sorry, the mod is really nice.

Yup, that is exactly what mrgenie and I have been saying....and basically was is listed as a Known Issue on the first post.

It has nothing to do with any mod, but a Firaxis problem likely in the save game buffer that isn't set high enough. Of course vanilla Civ doesn't show the problem because saves are much smaller than a huge map of ViSa :)

TAfirehawk
Oct 17, 2006, 11:16 AM
New Question:

How do you folks feel about Cavalry upgrading to Gunship?

Axil
Oct 17, 2006, 11:25 AM
sounds ok as long as the option to build normal cavalry is still there so you can upgrade to Air Cav if you want to but still have the option to use normal cav ( remember gunships can't capture cities)

TAfirehawk
Oct 17, 2006, 12:32 PM
I had forgotten to do this earlier....

Please welcome rockinroger to the ViSa Team!!!

Leif
Oct 17, 2006, 03:10 PM
I think the Cavalry -> gunship might be a good idea, from normal Cavalryto A air Cavalry makes sense.

Congrats Roger.

Did you add in the Istanbul song to the mod? Because playing as Mehmed II I had some sound errors I believe are associeted with the music track.

TAfirehawk
Oct 17, 2006, 04:16 PM
I thought Cavalry going to Gunship was a bit too much, but I will leave it alone for now....it is already setup that way ingame.

DurtyDan
Oct 17, 2006, 06:54 PM
How do you folks feel about Cavalry upgrading to Gunship?


This has been a pet peeve of mine from day 1 of Civ4. Could this be changed to an armored car or light tank, in the interest of realism? The cavalry of World War I became the mechanized scouts of WW2, historically. In the US Army, units like the 2nd, 3rd, and 11th Cavalry Regiment became Cavalry Groups in World War 2, with M8 armored cars and halftracks instead of mounted riflemen as before, used mainly for recon and communications. The German and UK armies of WW2 used their former cavalry units in a similar fashion. Today, their mission has expanded to security operations, with the before mentioned US units as Armored Cavalry Regiments. The 3rd ACR was still training in heavy, independant armored operations until the 2nd gulf war, while the 2nd is equipped with light vehicles. Today in the US Army, with the independant medium brigade concept being fully implemented, the lines between the heavy and light mechanized forces is kind of blurred.

Maybe a new unit or two should be made for this mod. They should have a fast movement, with lower combat points, meant to be hard hitting, then retreating to safety. Maybe an anti-air and anti-tank bonus, to reflect their integrated specialty assets like AAA and artillery. And maybe automatic flanking promotion to reflect extensive training in retrograde operations.

OK, I'll get off my soap box now. In case anyone is wondering, I am a 3rd ACR veteran.:p Sorry for lesson.:blush:

TAfirehawk
Oct 17, 2006, 10:20 PM
This may sound weird (pun intended) but I think I have narrowed in on the sound bug. Seems even with the ViSa file supposed to supersede the original Warlords audio xml, the bad minvolume from Firaxis was causing the sound bug still in ViSa.

At least I have went 6-7 turns with no sound bug which is far longer in my current v1.30 game than any other fix we have tried :)

This means we will probably release a separate patch with just this Warlords file in it....it is poor form for a Mod to change files anywhere but the Mod directory so will leave it separate.

seady
Oct 17, 2006, 11:48 PM
So it happened again, got screenshot this time, just after load a game..:

http://img165.imageshack.us/img165/7629/civ4screenshot0000fx6.th.jpg (http://img165.imageshack.us/my.php?image=civ4screenshot0000fx6.jpg)



I had a similar exception... I've put it in the bug tracker. Different circumstances though.

Axil
Oct 17, 2006, 11:49 PM
I'm had the SAM infantry sound bug but fixed it using the a change to the audio3D.xml - as posted previous in this thread. other than than I have encountered no other sound bug except the missing diplomancy music which tends to be the the most irriatating thing for me now , other than Atilla's static picture instead of LH

mrgenie
Oct 18, 2006, 12:57 AM
seady, please upload a savegame! i need to do some testing on this one

seady
Oct 18, 2006, 01:15 AM
done. Would having modified the xml make any difference? As far as i can see this isn't an xml issue, but that's why i didn't post the saved game before?

Nil_The_Frogg
Oct 18, 2006, 05:39 AM
Hi! I've stumbled on an issue right after loading the mod. Texts are comletely corrupted or even totally missing both in the main menu and in-game. That's with french version.

Side note: I admit that I have not read this whole thread to check if such things had already been posted :blush:

mrgenie
Oct 18, 2006, 06:00 AM
sorry, we develop english only...
although in our team the knowledge of English/Jewish/Dutch/French/German/russian is available, we don't do translations and stick with english only. you are welcome on translating everything yourself and we'll make sure to include your french txt, but right now, we only support english...PM firehawk to update this on the main thread page.

ADD

Seady, check your email

TAfirehawk
Oct 18, 2006, 06:58 AM
I'm had the SAM infantry sound bug but fixed it using the a change to the audio3D.xml - as posted previous in this thread. other than than I have encountered no other sound bug except the missing diplomancy music which tends to be the the most irriatating thing for me now , other than Atilla's static picture instead of LH

Well we had the XML in the ViSa directory fixed weeks ago....but still had the issue so I fixed the XML in the Warlords directory now too. Which one did you fix?


Hi! I've stumbled on an issue right after loading the mod. Texts are comletely corrupted or even totally missing both in the main menu and in-game. That's with french version.

Side note: I admit that I have not read this whole thread to check if such things had already been posted :blush:

Sorry it isn't specified in the first post...but as with 99% of the mods out there, we don't fully support any language but English...and I will get that on the first post :)

TAfirehawk
Oct 18, 2006, 07:05 AM
done. Would having modified the xml make any difference? As far as i can see this isn't an xml issue, but that's why i didn't post the saved game before?

Can you send me a list of changes you have made to the XML or the files themselves that you would like to share? mrgenie has made some new routines that make it quite easy to put variables in the VISA.INI file and things you are changing will likely be liked by other players...including me :D

TAfirehawk
Oct 18, 2006, 07:56 AM
Update to First Post


Please refer to the first post in this thread for a fix to the sound bug. This fix modifies the WARLORDS directory, not VISA...so you have been warned ;)

Also note we are now using the Downloads Feature on CivFanatics.

Nil_The_Frogg
Oct 18, 2006, 10:02 AM
Sorry it isn't specified in the first post...but as with 99% of the mods out there, we don't fully support any language but English...and I will get that on the first post :)Oh, I really do not mind to have the game in english... The only problem is that as it is I get neither french nor english. Will I have to overwrite my french civ files with english ones so that the mod may work? (didn't encouter this problem with other mods like FFH2, Sevo or Genetic area...) :confused:

Nil_The_Frogg
Oct 18, 2006, 10:05 AM
sorry, we develop english only...
although in our team the knowledge of English/Jewish/Dutch/French/German/russian is available, we don't do translations and stick with english only. you are welcome on translating everything yourself and we'll make sure to include your french txt, but right now, we only support english...PM firehawk to update this on the main thread page.Perhaps... If I like the mod and manage to sort out other things I'm working on. :rolleyes:

TAfirehawk
Oct 18, 2006, 10:11 AM
Oh, I really do not mind to have the game in english... The only problem is that as it is I get neither french nor english. Will I have to overwrite my french civ files with english ones so that the mod may work? (didn't encouter this problem with other mods like FFH2, Sevo or Genetic area...) :confused:

As I am updating Sid's Tips, some tags only have ENGLISH for their text so I assume this is where the problem is....so some merge issues have come up and the fact we added 200 units and so many other mods makes the job finding each one difficult :) But we are working on it....

But no reason I see to not get the English....

Axil
Oct 18, 2006, 12:07 PM
Well we had the XML in the ViSa directory fixed weeks ago....but still had the issue so I fixed the XML in the Warlords directory now too. Which one did you fix?


I went and fixed both as the visa version appeared to be a direct copy of the warlords one when I originally looked at it on the version Amra version

Still haven't seen a great doctor can anyone confirm that they are appearing?

TAfirehawk
Oct 18, 2006, 12:10 PM
I went and fixed both as the visa version appeared to be a direct copy of the warlords one when I originally looked at it on the version Amra version

Still haven't seen a great doctor can anyone confirm that they are appearing?

That is fixed in v1.40, well the Great Doctor part :) Either TheLopez or I missed the Red Cross bonus, plus I have added other buildings to help create Great Doctors.

A separate download I posted for those not wishing to edit XML for the sound bug.

maxbjr
Oct 18, 2006, 12:12 PM
version 1.30 works great for me, i'm up to 1987 on a large map and 18 civs. only things i've noticed are that the special units you get for being the first to get a tech, (flak for flight, great scientist for fission, etc) show with a pink screen and a random name like frnnsd arllem trffhg. :p

One thing that is really annoying is a general civ problem itself, how is it that a WWI bi plane can intercept and shoot down a stealth bomber or a modern jet fighter. :rolleyes: I can accept a SAM unit or even a WWII fighter doing it, but not a bi plane. hopefully someone could fix this someday.

TAfirehawk
Oct 18, 2006, 12:17 PM
version 1.30 works great for me, i'm up to 1987 on a large map and 18 civs. only things i've noticed are that the special units you get for being the first to get a tech, (flak for flight, great scientist for fission, etc) show with a pink screen and a random name like frnnsd arllem trffhg. :p

One thing that is really annoying is a general civ problem itself, how is it that a WWI bi plane can intercept and shoot down a stealth bomber or a modern jet fighter. :rolleyes: I can accept a SAM unit or even a WWII fighter doing it, but not a bi plane. hopefully someone could fix this someday.

Pink screens should be fixed in v1.40 :)

Not sure how to address the bi-plane issue....

TAfirehawk
Oct 18, 2006, 12:26 PM
FYI

I put * next to items on the Request List that are coming out in the next patch ;)

Patch is being tested right now.....once it gets through the QA Department it should be up no later than Friday.

Axil
Oct 18, 2006, 12:30 PM
only way i can see of addressing the biplane issue is tweaking the chance to intercept and evade chances - make biplance for example 30% chance to intercept and a normal biplane -20 to evade www2 era bomber a +10 to evade and a stealth bomber +60 say - if the code calculcates the chance as intercept vs evade (need to check) - this should give biplane 50% chance of intercept biplane , 20% chance of intercept www2 bomber and -30% ( i.e. no chance) of intercepting a stealth

keldath
Oct 18, 2006, 03:51 PM
hey guys, been away for a while -

for all your units tweaking suggestions,
plz do write more,
i will fix everything you come up with - i got a large list from arlborn to unit tweaking, great job he did,
so the bi plane and this interseption - i can modify that, like axil suggested,

i think that in the patch/version for visa 2.00 - it will be included,
tafirehawk is running this show now...

TAfirehawk
Oct 18, 2006, 04:24 PM
hey guys, been away for a while -

for all your units tweaking suggestions,
plz do write more,
i will fix everything you come up with - i got a large list from arlborn to unit tweaking, great job he did,
so the bi plane and this interseption - i can modify that, like axil suggested,

i think that in the patch/version for visa 2.00 - it will be included,
tafirehawk is running this show now...

Well I may be organizing things, but I wouldn't say 'running this show now' :lol:

mrgenie
Oct 18, 2006, 11:42 PM
only way i can see of addressing the biplane issue is tweaking the chance to intercept and evade chances - make biplance for example 30% chance to intercept and a normal biplane -20 to evade www2 era bomber a +10 to evade and a stealth bomber +60 say - if the code calculcates the chance as intercept vs evade (need to check) - this should give biplane 50% chance of intercept biplane , 20% chance of intercept www2 bomber and -30% ( i.e. no chance) of intercepting a stealth

when warlords came out, since then i haven't played much, but what i could see, or at least it appeared to me like this, is the AI using a better combat strategy, though, combat statistics not showing up right. wether this is due to some calculating routine by firaxis or by the combat statistics mod(which actually worked fine in the old civ i think) but if it's the first, that woudl explain the wierd combat results biplane vs stealth...next few days im doing nothing on python/sdk because i finally wanna play myself something, and i wanna wait till after the patch firaxis is about to release..but if it still exists afterwards, post it as a bug on the issue tracker and i assure you i'll go through all the codings related for combats, see if i can manually give some special rules for obsolete units...because i think, once u unit is upgradable, it means it's gotton 1techround behind, and should have less then 5% chance of hittin...my personal beliefs on that part :)

Nil_The_Frogg
Oct 19, 2006, 01:59 AM
Hi, I'm sorry to come back with the same issue, but I'd like to try this mod. :p

I've foraged in the XML files delivered with VISA and specifically in VISA_Game.XML. Not only my missing texts are present in this file, but they are multilingual! Exemple:

<TEXT>
<Tag>TXT_KEY_MAIN_MENU_SINGLE_PLAYER</Tag>
<English>Single Player</English>
<French>Solo</French>
<German>Einzelspieler</German>
<Italian>Giocatore singolo</Italian>
<Spanish>Un jugador</Spanish>

<Japanese>
[ICON_BULLET]Can Construct [COLOR_BUILDING_TEXT]%s1_BldgName[COLOR_REVERT]
</Japanese>

<Chinese>
[ICON_BULLET]Can Construct [COLOR_BUILDING_TEXT]%s1_BldgName[COLOR_REVERT]
</Chinese>
</TEXT>

Now, I don't understand why it doesn't appear in-game :confused: . I'll try to seek more info, but I thought that someone with a working knowledge in civ moding would be able to give hints for speeding the process up.

TAfirehawk
Oct 19, 2006, 07:18 AM
Hi, I'm sorry to come back with the same issue, but I'd like to try this mod. :p

I've foraged in the XML files delivered with VISA and specifically in VISA_Game.XML. Not only my missing texts are present in this file, but they are multilingual! Exemple:



Now, I don't understand why it doesn't appear in-game :confused: . I'll try to seek more info, but I thought that someone with a working knowledge in civ moding would be able to give hints for speeding the process up.

Well if you are just having the main menu/button problem that others have had, then it has nothing to do with language.

Review the old posts...but it most likely is video drivers.

Nil_The_Frogg
Oct 19, 2006, 08:32 AM
Well if you are just having the main menu/button problem that others have had, then it has nothing to do with language.

Review the old posts...but it most likely is video drivers.If find this weird that a video driver failure would happen with only one mod, but everything is possible. Thanks for the tip, I'll check that. ;)

maxbjr
Oct 19, 2006, 09:45 AM
I just had a crash at year 1993 when moving my units into Salinden's empty city. the screen when black then froze. I have a save from 1991 just before it happened. this has never happened to me before in the VISA mod.

seady
Oct 19, 2006, 11:41 AM
What about a world map for the VISA 1.20 ?

A standard, a large and an huge ones ?

With 32 Civ ? :crazyeye:
I couldn't run 32 civ on this dinosaur but i'd love a standard or large earth map with civs and resources in logical places. Preferably with america empty so i could do the new world thing... perhaps more of a barbarian presnce there tho.

Resources: Tobacco and potato in the new world, gold in russia? and Sth africa, oil mostly in the middle east, uranium in australia (can you make a resource called nuclear waste dump? We could be gettting lots of those! )

There's natural gas in russia and around Timor (nth aust.)

In the post oil phase, i'd love to see resources like solar farms in the desert, tidal generators on the coastal areas, and windfarms. I can see a time when oil became obsolete and civs would adapt, at least for transporting people locally, by a mix of pedal power, electrical, bio-fuels and increased public transport.

I don't know how to run aircraft and the military with oil though. There's no replacement on the horizon as far as i can see. Sure, big ships can go nuclear (and become terrorist weapons when seized !) but in a post oil scenario, how would you have tanks?

It would be groovy playing when the oil resources started to disappear!

zulu9812
Oct 19, 2006, 12:28 PM
Anything that would mean large save game files is a no go until that memory allocation error is fixed

Axil
Oct 19, 2006, 12:47 PM
the new terror weapon of the 21st century the Pedal-Tank

TAfirehawk
Oct 19, 2006, 03:23 PM
Well it looks like my web host has throttled my website just like mrgenie's.....so no more fast downloads :(

As we have said before, be sure to use a download manager like Download Accelerator Plus.

CarpeDiem
Oct 19, 2006, 04:49 PM
so im downloading a 117 mb file a 11.7 mb file and a 172kb file, i need them all?

TAfirehawk
Oct 19, 2006, 04:54 PM
so im downloading a 117 mb file a 11.7 mb file and a 172kb file, i need them all?

117MB isn't big enough :)

You need Full Version and latest Patch....

TAfirehawk
Oct 19, 2006, 04:59 PM
And sorry for slow downloads....but 40GB in two days and my web host turned the 'valve off'....

I am trying File Planet again....hope this works on the FOURTH try :)

TAfirehawk
Oct 19, 2006, 08:29 PM
Well my web host seems to have the speed back up.....very odd but good for all of you since I will be uploading v1.40 Patch soon :)

TAfirehawk
Oct 19, 2006, 09:57 PM
PATCH UPDATE

Link and Notes are in the first post...ENJOY :goodjob:

Nil_The_Frogg
Oct 20, 2006, 02:27 AM
It's me again :blush: .

I still don't understand what happens. I've updated my drivers to the last released by Nvidia (I have a FX5700) and applied your last "patch b".

Some of the missing texts now appear properly, but not all of them. For instance, the main menu displays every options (while it was previously empty), except the last one... :sad:

I 'll let you know if I find what's happening.

tahnkout
Oct 20, 2006, 04:14 AM
TAfirehawk, mrgenie, keldath and whoever has contributed to this mod, thank you guys for making civilization so that the when the civilization design crew see your mod, they actually will be ashamed of themselves... ;)

Do you make this mod for nothing? I mean this mod, sevomod, fall from heaven etc. are really good mods and without interest (money, pride...) is it worth to create them at all? What is your motive?

I still believe that Imp/Ind should be added. Any suggestions for whom it might be? And (you surely know to whom you direct this request) for my opinion, Hitler, Musollini should be in the game. Hitler as Agg/Imp (or Exp) and Musollini as Agg/(???), to Persia perhaps a second leader Humeyni (Agg/Spi).

Thank you again for being so great.

civ4ludo
Oct 20, 2006, 05:58 AM
0.40 can be loaded on top of 0.30 - isn't it?

Now downloading 0.40. I assume it's ok to add it over.

Thks for all yr work!!

civ4ludo
Oct 20, 2006, 06:06 AM
(snip)

And (you surely know to whom you direct this request) for my opinion, Hitler, Musollini should be in the game. Hitler as Agg/Imp (or Exp) and Musollini as Agg/(???), to Persia perhaps a second leader Humeyni (Agg/Spi).

Thank you again for being so great.

Correct spelling is Mussolini (2 s, 1 l). My main problem is with "Fascism" being an achievement, but seeing that this is in, honestly I can't speak against its leaders being represented. M. should be (Agg/Nat), BTW.

Among the Great People, I've seeing a lot of (to me) unknowns, and not some great Soviet generals like Tukhacevsky, Yakir and Leon Trotsky (or he could be listed as "Great Statesman").

Possibly a stupid question: where do I find all the listed GP's?

johnjohn
Oct 20, 2006, 07:34 AM
Anyone but me having problems with the specialists stacker mod? Would like to see the 2 super specialists like Great Scientists with Great Library Mod (they stack on top of each other so only looks like one super specialist). There is a way to spread out the specialists a little, but don't want to mess with mod python if don't have to.

TAfirehawk
Oct 20, 2006, 08:05 AM
PATCH V1.40 TEMPORARILY TAKEN DOWN WHILE WE ADDRESS ISSUE WITH FILES

TAfirehawk
Oct 20, 2006, 08:06 AM
It's me again :blush: .

I still don't understand what happens. I've updated my drivers to the last released by Nvidia (I have a FX5700) and applied your last "patch b".

Some of the missing texts now appear properly, but not all of them. For instance, the main menu displays every options (while it was previously empty), except the last one... :sad:

I 'll let you know if I find what's happening.


Have you cleared the cache manually? And use our latest patch...which will be v1.40 soon....


Possibly a stupid question: where do I find all the listed GP's?

The XML has the list ;)


Anyone but me having problems with the specialists stacker mod? Would like to see the 2 super specialists like Great Scientists with Great Library Mod (they stack on top of each other so only looks like one super specialist). There is a way to spread out the specialists a little, but don't want to mess with mod python if don't have to.

The VISA.INI file has variables for this...it was reported in v1.30 but I haven't personally seen it to adjust the variables myself.

seady
Oct 20, 2006, 09:08 AM
I was just thinking maybe we should use md5 sums to verify we are all using the same dll (for example)?

This (http://digestit.kennethballard.com/index.html) is a decent one which can be used with a right click so it's easy to copy and paste, and to verify as well? Good guide here (http://www.openoffice.org/dev_docs/using_md5sums.html)

Actually i suppose i should suggest that in a main forum as it seems to apply to all mods?

Caleb_kreegan
Oct 20, 2006, 09:37 AM
Hi! Great mod ;)

Anyway.. i can't hear the music of the new leaders and nations i mean the diplomatic music... for example with Vittorio Emmanuele of Italy... and the others doesn't work neither... could anyone say me what i have to do please? thank u

Axil
Oct 20, 2006, 10:04 AM
I think the diplomancy music fixing is on the work to do list. It probably by a long way now the part of the mod i wouild love to see fixed especially it seems the diplomancy music that is there appears to be assigned wrongly. I for one atmwould rather that fixed for the moment than new addons

TAfirehawk
Oct 20, 2006, 10:04 AM
Hi! Great mod ;)

Anyway.. i can't hear the music of the new leaders and nations i mean the diplomatic music... for example with Vittorio Emmanuele of Italy... and the others doesn't work neither... could anyone say me what i have to do please? thank u

It is on the bug list and we hope to look at it this weekend.


I think the diplomancy music fixing is on the work to do list. It probably by a long way now the part of the mod i wouild love to see fixed especially it seems the diplomancy music that is there appears to be assigned wrongly. I for one atmwould rather that fixed for the moment than new addons

As you should be able to see in the v1.40 patch notes, we are not adding much if anything....just fixing things before we add the Genetic Era Mod.

TAfirehawk
Oct 20, 2006, 10:13 AM
OK, I put Patch 0.40 back up for download...some issues remain but nothing that should cause anything more than a display bug or two :)

We will have a Patch 0.40a out today or tomorrow to fix some things....but we will release only a save game compatible patch.

torin23
Oct 20, 2006, 10:40 AM
I'd like it if you could post the SDK changes for 1.40 soon after the fixed patch since I'd like to be able to integrate the 3-square radius cities mod into it. I'd like to do this for at least my use. Would you folks be interested in the changes for integration into a future patch for VISA?

I'm currently employed quite well as a professional programmer, so I am quite proficient at coding if you're worried about that.

Thanks,
Torin

TAfirehawk
Oct 20, 2006, 11:14 AM
I'd like it if you could post the SDK changes for 1.40 soon after the fixed patch since I'd like to be able to integrate the 3-square radius cities mod into it. I'd like to do this for at least my use. Would you folks be interested in the changes for integration into a future patch for VISA?

I'm currently employed quite well as a professional programmer, so I am quite proficient at coding if you're worried about that.

Thanks,
Torin

I like the idea of an option to go from 2 to 3 radius on cities...3 radius fits well with city distance at 3 and the fast cultural border growth, both of which I like to play at :)

mrgenie is our uber SDK/python person and I will discuss with him about releasing another SDK version.

seady
Oct 20, 2006, 11:26 AM
Does the 0.4 available now have the fixes to the problems i was seeing before for example, no religion spread?

I noticed the dll appears to be identical according to it's md5?

TAfirehawk
Oct 20, 2006, 11:27 AM
0.40 can be loaded on top of 0.30 - isn't it?

Now downloading 0.40. I assume it's ok to add it over.

Thks for all yr work!!

Sorry I missed this one earlier....

Yes it is fine to install 0.40 over your current installation...but if you can, as I always do, make a fresh install and clear the cache (or do this if any problems arise).


Does the 0.4 available now have the fixes to the problems i was seeing before for example, no religion spread?

I noticed the dll appears to be identical according to it's md5?

None of your fixes yet seady....sorry, but those will be in 0.40a

seady
Oct 20, 2006, 11:35 AM
"; Change this value to false if cultural borders should not grow slowly."

Does this mean change to false means they will grow slowly? I find that wording confusing.

Axil
Oct 20, 2006, 11:41 AM
I'm seeing religion spread on the original 0.4 patch though it may be alttle slower than it was before

seady
Oct 20, 2006, 11:57 AM
Is that multiple religions tho, as the basic way is a city may gain 1 religion spontaneously, or up to 7 if the ini says 7. When i played it seemed to ignore the ini and just use 1

TAfirehawk
Oct 20, 2006, 12:08 PM
"; Change this value to false if cultural borders should not grow slowly."

Does this mean change to false means they will grow slowly? I find that wording confusing.

That wording is from the original mod maker....

False means normal cultural growth...if you set it True you will see a big change immediately on a new game :)

Axil
Oct 20, 2006, 12:33 PM
Is the art museum still supposed to have the requisite of Liberalism? to be able to build. or does it need it to enable the abilities as i've just used a great artist to build one in my capitol and have yet to get the tech wan it's reporting it as an requirement

TAfirehawk
Oct 20, 2006, 01:23 PM
Is the art museum still supposed to have the requisite of Liberalism? to be able to build. or does it need it to enable the abilities as i've just used a great artist to build one in my capitol and have yet to get the tech wan it's reporting it as an requirement

Shoot, I forgot to get that and the Science Museum out of the techs....Great People build those just like the Academy.

tahnkout
Oct 20, 2006, 02:48 PM
To civludo:

Thanks for the l-s correction. But there is no (is there?) "Nat" characteristic for leaders. By Nat you surely mean Nationalist...

By me, religions spread normally, well, don't they?...

One other suggestion. Why not making a Jewelery for happiness increment for Gold, Silver, Gems? In my opinion these mean nothing without being processed (such as rings, bracelets etc.). You got the Tavern very good, but for the previous items, Market is a very "rough" identification...

Axil
Oct 20, 2006, 03:56 PM
Seady ,your right I'm only get 1 religion at a time but then again to my way of thinking thats way more realistic than cities gaining multiple religions at the same time. A more realistic religion option imho would be the option of a religous purge but I can already see that on the to add list.

I assume that market include all types of traders jeweller - tools markers etc - as for gold silver etc why was jewellry made out of those in the first place if not that people valued the glittering shinyness of those items and jewellry just came about to show them off.

EDIT I'm having quite a sense of history atm as I'm playing the vikings and using the thor's hammer amphib abilities to launch seaborn invasions and raids into the Ukraine and England on an small continents maps - I would like to sugeest if it's possible that the viking galley replacement be made to manage to go one ocean space out to reflect the viking sea travelling exploits

torin23
Oct 20, 2006, 06:33 PM
I like the idea of an option to go from 2 to 3 radius on cities...3 radius fits well with city distance at 3 and the fast cultural border growth, both of which I like to play at :)

mrgenie is our uber SDK/python person and I will discuss with him about releasing another SDK version.

Cool. Admittedly, I'm mostly a Unix person but I don't think my lack of knowledge of the win32 api will be a problem in this.

Oh, and here is the forum discusson on the 3-square radius cities mod (http://forums.civfanatics.com/showthread.php?t=169847) if you're interested.

tahnkout
Oct 20, 2006, 06:37 PM
axil, I know that market carries all this what you said, I only want to limit the ability of making the people happy because of it and distribute it to a wider area of choices, so making the game difficultier to deal with the increasing unhappiness. Jewellery would make people a bit later happy from of gold etc. (Technologically jewellery would be in a later area than market). Maybe +%10 gold to the economy too (I think that tavern's gold surplus to the economy is overrated)...

Anyway, in my opinion it would be good to see a jewellery.

Preytor
Oct 20, 2006, 10:47 PM
I can't wait to try this mod; however, I'm having some trouble getting there.

See, I've downloaded the mod about five to six times now, from every source available. Everytime I get it, it says the file is corrupt or not a valid archive.
I have Winzip, WinAce, and ZipGenius6 (I know I need ZipGenius and I have the most current version).
The Patches arrive fine, but I can't open the mod archive.

PLEASE please help me!!
I really want to play this great mod.

Thank you so much for any help and your time, and thank you for making this mod.
Preytor

torin23
Oct 20, 2006, 10:55 PM
See, I've downloaded the mod about five to six times now, from every source available. Everytime I get it, it says the file is corrupt or not a valid archive.

I was confused at first as well. If you rename the .zip to .7z, it will work much better. :) You'll still need a 7zip reader but when you stop telling the zip utils that it's a zip, it works much better.

I suspect this happened because CivFanatics (ne TeleFragger) accepts .zip files but not .7z files.

Axil
Oct 21, 2006, 12:33 AM
The biggest gold surplus to the economy to me is definitely Fort Knox - I always tend to build it, spiral minaret and Marco's - and then I usually end up with a surplus of 100+ gold per turn even with 100% tax but wow the the hit you take when it goes obsolete quickly whittles down the reserve. I always tend to wait on corporation as it's benefits noway make up for those of fort knox.

phobos_mk1
Oct 21, 2006, 12:50 AM
We are tweaking things like cost and obsolete tech on wonders, do you have anything specific to recommend?

The biggest imbalance I've seen is Fort Knox. As soon as I build it, I get an extra 150-200 gold coming in. Perhaps it would be a better idea to add 1 gold per religious building (or whatever gives the gold bonus) instead of 2...

Axil
Oct 21, 2006, 03:45 AM
yep one of the things about Fort Knox is that gold is more flexible in use than say extra research points or culture points as it can be used for research or culture vis tax rate , force building via universal sufferage and upgrading military. Reducing it to 1 gold per specialism would still give an reason to build it but not overpower

rapiduser
Oct 21, 2006, 04:43 AM
Hi,

Patch 0.40 now at Megaupload.

http://www.megaupload.com/?d=MNP2WYSH

and at

http://www.uploadyourfiles.de/8ed370b3e0378bbdf6fd675a22460263/2mol1/Download.html

seady
Oct 21, 2006, 05:39 AM
I've noticed the turns seem to be slower than normal. Do you think this would be connected to the python exceptions going on in the background or another issue?

Axil
Oct 21, 2006, 05:51 AM
it's probably due more with amount of scripts running as there appears to have been a lot added in that area. I'm finding it not too bad atm though occasionally it seems like we have the inifinitely spinning pointing back.

CarpeDiem
Oct 21, 2006, 07:36 AM
so i just need the 280mb ish full version, and the one new patch?

mrgenie
Oct 21, 2006, 07:41 AM
i'll put the city radius mod on the TODO list for next week...meanwhile, for people who can't wait, im uploading a sourcecode self extracting executable...as always, do not ask questions about it, do not request help, do not ask for information..take it as it is...it's undergoing changes/development about every day/2days/week...use at own risk, and bla bla bla...
We cannot guarantee always 100% identical with the dll which is provided in the patches, because of constant development! It is however always compatible..so take it as it is and don't ask questions about source codes..

we give support on the DLL provided with the patch(you can bugreport any issues for that)
We however, do not give support on the Source codes which are downloadable from the main website. USA AT OWN RISK OR DON't TOUCH THEM

I hope i'm not sounding too rude on this, i just wanna be clear, that we are peope with normal lifes, wifes, kids, and don't have the time to adress to source code questions..

Uploaded

mrgenie
Oct 21, 2006, 07:44 AM
so i just need the 280mb ish full version, and the one new patch?

as with all software :)

ADD

why are suddenly 12people downloading from my home pc? are internet sites down or unaccessible? if so, please post such also as bug report..

torin23
Oct 21, 2006, 08:26 AM
i'll put the city radius mod on the TODO list for next week...meanwhile, for people who can't wait, im uploading a sourcecode self extracting executable...

So, if I integrate it, it's unlikely that you'll actually use it since your code will be continually evolving?? I might just work on other things then. Thank you for putting it on the TODO list.

TAfirehawk
Oct 21, 2006, 09:37 AM
So, if I integrate it, it's unlikely that you'll actually use it since your code will be continually evolving?? I might just work on other things then. Thank you for putting it on the TODO list.

mrgenie says he can expand it to be optional via VISA.INI variable in a short amount of time with what we have already in place within ViSa.

I don't want to turn away any help from anybody, but the changes in ViSa are significant and mrgenie has done them all so he knows them like the back of his hand....and often seems to add things in before we even finish discussing them :lol:

TAfirehawk
Oct 21, 2006, 09:40 AM
I've noticed the turns seem to be slower than normal. Do you think this would be connected to the python exceptions going on in the background or another issue?

it's probably due more with amount of scripts running as there appears to have been a lot added in that area. I'm finding it not too bad atm though occasionally it seems like we have the inifinitely spinning pointing back.

We value all feedback and especially things like this as ViSa continues to grow.

In my estimation we have less than 50% in ViSa that we want....so save game issues and slow play are big concerns so please EVERYBODY do not hesitate to post here or on our Issue Tracker any and all issues/problems/complaints/requests.

TAfirehawk
Oct 21, 2006, 09:44 AM
I can't wait to try this mod; however, I'm having some trouble getting there.

See, I've downloaded the mod about five to six times now, from every source available. Everytime I get it, it says the file is corrupt or not a valid archive.
I have Winzip, WinAce, and ZipGenius6 (I know I need ZipGenius and I have the most current version).
The Patches arrive fine, but I can't open the mod archive.

PLEASE please help me!!
I really want to play this great mod.

Thank you so much for any help and your time, and thank you for making this mod.
Preytor

I was confused at first as well. If you rename the .zip to .7z, it will work much better. :) You'll still need a 7zip reader but when you stop telling the zip utils that it's a zip, it works much better.

I suspect this happened because CivFanatics (ne TeleFragger) accepts .zip files but not .7z files.

torin23 is right and I am very sorry about this as it really frustrates me that my web host problems are causing problems for players....I would like to shoot them ;) and it is not CivFanatics as they only host files under 10MB in size.

Upload speeds are slow for me, so putting the file out as a ZIP will, #1 take me forever and #2 increase the file size to download for each of you.

TAfirehawk
Oct 21, 2006, 09:46 AM
The biggest imbalance I've seen is Fort Knox. As soon as I build it, I get an extra 150-200 gold coming in. Perhaps it would be a better idea to add 1 gold per religious building (or whatever gives the gold bonus) instead of 2...

I will tweak this in some fashion....usually I like to not change the abilities of a wonder but its cost/prereq/obsoletetech...but will consider everything :)

calou
Oct 21, 2006, 09:58 AM
Hi Visa Team,

I have a problem with the city distance. I can't put it at 2. I have made the change in the visa.ini and then (because it didn't work) in the globalarts.xml.

But i can't build cities within 3 plots of another city. It's a new issues ofthe 0.40 for me.

Thanks

Calou

TAfirehawk
Oct 21, 2006, 10:09 AM
Hi Visa Team,

I have a problem with the city distance. I can't put it at 2. I have made the change in the visa.ini and then (because it didn't work) in the globalarts.xml.

But i can't build cities within 3 plots of another city. It's a new issues ofthe 0.40 for me.

Thanks

Calou

Odd because I just double checked this last night before going to bed....set it at 1 and built two cities side-by-side, which looked quite odd!!!!

Did you start a new game? I haven't tried changing it and loading a save game actually.

calou
Oct 21, 2006, 10:25 AM
TAfirehawk,

Yeah, I tried both (load a old save and begin a new game) and both didn't work.

But, as you have checked it also I'll check it again. :crazyeye:


EDIT : I checked and reinstall the mod...the same : there must be 3 plots between 2 cities...strange...

maxbjr
Oct 21, 2006, 10:59 AM
Great mod guys :). Except for one freeze/crash when I took salidin's city, (which seemed to fix itself when I restarted the game and tried again.) everything works fine. I agree that Fort Knox wonder should be altered in some way, I hardly build it now because it goes obsolete too quicky. Instead I let some AI civ waste time and resources building it while I research the tech that causes it to go obsolete. :lol:
I do have a request, and I know it'll be awhile till you can get to it. It's kinda odd to have Albaina as a civ choice but not Mexico, Cuba or South Africa. I'd like to see a few Modren Central American, South American & African civs in the game.

radzik
Oct 21, 2006, 12:19 PM
[QUOTE=TAfirehawk]Odd because I just double checked this last night before going to bed....set it at 1 and built two cities side-by-side, which looked quite odd!!!!


I can't built them 3 squares away too. Anyway, great mod, but soooo slow... and it's standard map, nothing huge :((

One of the coolest things I saw was my Polish scout being attacked by a lion, scout won and the lion wasn't killed, it became my unit :). I noticed that Germans had a few tame polar bears and pandas. Great!!! Pity my lion
soon died killed by another, wild lion. I got used to the animal, in a way :)

Jascko
Oct 21, 2006, 12:32 PM
Is it any chance to play earth map to this mod??? If so can anybody explain how can I do that. There is no scenario attached to this mod or no earth map, and that is sad since this is good mod.

seady
Oct 21, 2006, 01:16 PM
Jascko as far as i know there's no proper earth map been made up (alas!!) but you can use smartmap or smartmapvisa to generate earth like maps. They don't place the civs or resources in historically accurate places, which is a pity.


It'd be nice to have the oil stuck in the middle east, gas in russia, and rubber in south america, and so on. Getting resources from islands is a real pain at the moment and it's fiddly if you have spices etc in the indonesian islands region.

I think the resource i would put in australia is uranium because we have a lot of it. I think maybe we could have another resource... nuclear waste dumps hehehe.

Nuclear fallout is so wimpy in civ. A really big nuclear war could easily make homo sapiens extinct. Heck, there's a contagious form of CANCER loose amongst the population of tasmanian devils that could make us extinct if it crosses the species barrier, which some government or terrorist group is no doubt working on. Seriosuly, i am not kidding. Cancer spread by touch.

seady
Oct 21, 2006, 01:20 PM
Idea! (poink) Probably way too much work to be feasible but what about early animals like mammoths and sabretooth tigers running about at the start? And you have to fight horsies in order to domesticate them (you can't get horseriding until your might warriors can beat a stallion in combat!)

Megafauna was probably exterminated by humans, although it could have have been climate change. I like the idea of humans wiping out all the critters that used to eat *us*... we are a vicious bunch. Hopefully more vicious than contagious cancer. ;)

Axil
Oct 21, 2006, 01:42 PM
There's a great article in Last weeks - New Scientist magnazine in the UK which pretty much confirms how 'vicous' the human race is. It essentially say that the best thing that could happen to the health of the planet Earth is for the human race to go extinct as it essentially has noredeeming features when judged over the way it has treated the rest (both flora and fauna) of the inhabitants of the planet or raped the planets resources.

seady
Oct 21, 2006, 01:59 PM
On the other hand, we might be the only way for the life of Earth to propagate and survive beyond the destruction of its homeworld, which could be a billion years away, or could be very soon, but without humans and their crazy ways, life is doomed ... there isn't time for another sentient species to emerge and carry off the flora/fauna to somewhere else, whether that be starships permanently or another planet/s.

seady
Oct 21, 2006, 02:36 PM
Is there any easy way to get a list of all the different civs? I'll set up a poll and make a simple earth map based on teh most popular civs. Researching each starting location would nightmarish but say the top ten shouldn't be too hard.

mrgenie
Oct 21, 2006, 03:26 PM
We value all feedback and especially things like this as ViSa continues to grow.

In my estimation we have less than 50% in ViSa that we want....so save game issues and slow play are big concerns so please EVERYBODY do not hesitate to post here or on our Issue Tracker any and all issues/problems/complaints/requests.

I add to that...could you guys TRY(i know this can be tough or even impossible) to think about regularities?
i.e. what events happen during your turns when you notice performance issues, please do not report this as bug, but try to think together with us if possible, make notes, diagram or whatever, and see if there are patterns, i.e. each time a special person is generated, techleak, new civic, etc etc...each time something happens and the turns takes time...can also be animation, effect, AI, etc..just try to figure out yourself regularities..and then tell us your findings using the issue tracked..of the notes you have made, write them in MS word or so, and post this doc also online..maybe if we collect documented statistics of several persons, we can look after code, xml, etc what might cause slow downs..and eventually fix it by rewriting the routines..

I'm myself from time to time finding some loop which could also be done by using 2if's instead or so...saving alot of time..or narrowing the loop or whatever..most mod componants are so complex, the makers of them cant think of every possible thing..and 1mod only doesn't show up any perfermance issues..only a huge modpack like ours, or others using huge collections of mod componants are able to show up these issues...but we need feedback from all of you! some things are just random, some are just unnoticable by 1 or a few occasions..that's why we need statistics on these issues...the more reports, the better..

thank you kindly for your ongoing support :)

mrgenie
Oct 21, 2006, 03:49 PM
TAfirehawk,

Yeah, I tried both (load a old save and begin a new game) and both didn't work.

But, as you have checked it also I'll check it again. :crazyeye:


EDIT : I checked and reinstall the mod...the same : there must be 3 plots between 2 cities...strange...

I just tested these settings myself...they are pretty well working here...and i cross referenced the whole code..it is working..are you sure you have set the values in the INI properly! the XML settings are obsolete, you can put there 0 -500 or +1.000.000 doesn't matter, these are null and void to the dll...you MUST CHANGE THE INI
any strange value in the ini, anything you could possible screw up..set's the value to a standard 3range, this is done to avoid devision by zero....

if you do not install the mod in the VISA directory, for whatever reason, you MUST READ the README and follow the guidelines described there!

i.e. installing the mod under VISA1.40 or so..or even under MODALT or whatever..you must follow the guidelines as described in the README, if not, the ini will NOT be initialized and as security measures from avoiding devisions by zero there are DEFAULT VALUES initialized throughout the python AND sdk to be sure the game won't crash...

i tested the city distance, firehawk tested it, friend from NL tested it..works with all of us..the only thinkable option:"your mod install folder is different"

mrgenie
Oct 21, 2006, 03:53 PM
Is there any easy way to get a list of all the different civs? I'll set up a poll and make a simple earth map based on teh most popular civs. Researching each starting location would nightmarish but say the top ten shouldn't be too hard.

I doubt you wanna setup a EARTH LIKE map according the "wanted civs" list..could unbalance the game pretty much if you set them on the proper locations..instead, if you plan to make a earth like map, I'd recommened out of own experience to make one where all civs have the starting location fixed at 1area(greenland or so), with all next to each other..so someone can just load the scenario, have the worldmap, and just put the civs there wherever they want them, they dont need to search for civs settlers and delete them across the map if you put all their starting locations in greenland.

ADD
btw, i notice everywhere throughout the forums, people like to play smartmap mostly for it's earthlike maps..
i like to play them myself also, and if I'm correct, take2 even makes the commercials with:"replay human history and write your own"
why the hell didn't they release a earth map on the first place?

calou
Oct 21, 2006, 06:16 PM
the only thinkable option:"your mod install folder is different"

No no no, the installation is absolutely and completely a default one (I didn't change de name of the directory : D:\Sid Meier's Civilization 4\Warlords\Mods\VISA).

That's totally weird...well, anyway if i'm the only one with this issue, I will survive to this, don't worry.

mrgenie
Oct 21, 2006, 06:24 PM
No no no, the installation is absolutely and completely a default one (I didn't change de name of the directory : D:\Sid Meier's Civilization 4\Warlords\Mods\VISA).

That's totally weird...well, anyway if i'm the only one with this issue, I will survive to this, don't worry.

D:\Sid Meier's Civilization 4\Warlords\Mods\VISA????????

..i assume you didnt install here your civ...instead copied it..or firaxis makes alot of huge errors, anyway

normally i do not give support on installation issues, but i'll give it a try to do firaxis work:
1) goto your start button left lower windows
2) select "run"
3) enter "regedit"
4) goto HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Warlords\

5) change the key INSTALLDIR
to D:\Sid Meier's Civilization 4\Warlords\

now your ini should be working properly :)

ADD

please, also check your
1) HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4\
2) INSTALLDIR and change this also accordenly

in your case this should be: " D:\Sid Meier's Civilization 4\ "

ADD
this is for everyone to read, if you did not install civ4 properly, or under a default dir, or you copied it after installation, i never tested myself if firaxis changes the key in the registry properly, so everyone having issues, please check the above mentioned regkeys and change them if you see your REG-DIR is not the same as your Civ dirs..

EXTRA ADD
If you have a version of civ4 warlords where you COPY files to your HDD instead of installing the game, it means the above mentioned registry keys are completely missing. 2ways to fix this, add them manually, if you know what you are doing, or buy the game and use the regular install procedure

calou
Oct 21, 2006, 06:39 PM
mrgenie, honestly, tonight, you teached me something. That's right I installed Civ 4 in a directory I wouldn't and then copied it to another directory. I shouldn't have. :D

Thanks and sorry for the inconveniance. And now it works

Calou

Drtad
Oct 21, 2006, 06:45 PM
Very nice work, TAfirehawk, mrgenie, and Keldath, very impressive!:goodjob: Could the Armenia civ I made (link in my signature) be added? It was on Amra's things to add for the next version list but I guess he is taking a well deserved break. Anyway, nice work!:goodjob:

TAfirehawk
Oct 21, 2006, 07:05 PM
Glad it is working calou

We do not normally provide Firaxis support....and will likely not in the future.

While we can't catch everything, we do pretty extensive testing of ViSa internally and externally with our loyal following here....so we know it works very well :)

Preytor
Oct 22, 2006, 12:17 AM
I was confused at first as well. If you rename the .zip to .7z, it will work much better. :) You'll still need a 7zip reader but when you stop telling the zip utils that it's a zip, it works much better.

I suspect this happened because CivFanatics (ne TeleFragger) accepts .zip files but not .7z files.

OMG THANK YOU!!!! thank you thank you thank you!!!:D

I can't wait to play this mod!!



Question: How can I play this mod using an earth map??
I love earth maps and use them all the time (huge is nice, I prefer large personally - easier on the PC after all the civs have built up over hours of game play).

JosefStalinator
Oct 22, 2006, 01:26 AM
I'm getting an interesting error... anyone got some input? As I load the mod, it gets near the end of the loading whe this pops up.

Error

Initialize rendererer failed. Check directx installation, latest graphics drivers, and graphics setting parameters:
-width = 1024
-height = 768
-flags = oxc
-hwnd.... etc etc

Now i realize this is something graphics related... I'm just curious what it is about this mod that makes my graphics crap out when the game runs just fine...

Also- I have a Radeon X800 GTO video card.

seady
Oct 22, 2006, 03:26 AM
Hmm, if you play without the mod, switch the graphics down a notch, and try again, does it work?

At a wild guess i'd say this mod uses a lot more of graphical resources than warlords. Do you other graphically intensive games/tests work ok?

mrgenie
Oct 22, 2006, 03:38 AM
Very nice work, TAfirehawk, mrgenie, and Keldath, very impressive!:goodjob: Could the Armenia civ I made (link in my signature) be added? It was on Amra's things to add for the next version list but I guess he is taking a well deserved break. Anyway, nice work!:goodjob:

we'll discuss it about adding armenia, personally, i like it, because it'll slow down russian progress on real earth maps :) those russians always have so much space on earth maps, next competitors are koreans-chinese-mongols, the rest of siberia is always free to expand for russia...armenia might cut them off a little bit in siberia :)

seady
Oct 22, 2006, 06:07 AM
I was just thinking about real earth maps; maybe the english should start off with a boat instead of a warrior?

mrgenie
Oct 22, 2006, 06:22 AM
I was just thinking about real earth maps; maybe the english should start off with a boat instead of a warrior?

these starting units have a huge impact on gameplay, i always play NL, which starts with a warrior standard..when I play with goody huts enabled, it means the civs starting with scouts get tech/money/extra unit alot faster then me, especially since NL doesn't even have the tech to build scouts..in early games, you'll loose alot of terrain to your competitors who have scouts from the beginning and are able to pick away all the goody huts right in front of your nose....

giving the english not even a warrior, might unbalance this even more...you should consider this very thouroughly, maybe allowing the english to have some "extra resource" from the beginning on to compensate the loss..

anyway, 1 unit in early games can make the difference

QUESTION
we know on the initialization of a map generated by smartmap, some settings are not, optimal, at least there are some issues(hardly noticible though) did anyone ever create a map with smartmap, edit it in the worldbuilder, save it as scenario, nd then load it in the game as scenario? see if that initialised the settings properly?

TAfirehawk
Oct 22, 2006, 06:45 AM
For those that have trouble with a 7zip or the instructions, I added a RAR download (http://forums.civfanatics.com/downloads.php?do=file&id=3200). The file is about 10% bigger so you have been warned :)

I didn't upload a ZIP because it was 50% bigger :lol:

TAfirehawk
Oct 22, 2006, 07:16 AM
And to the 'little child' that gave all our files a Zero/F rating.....grow up.....and stop hiding.....

rapiduser
Oct 22, 2006, 07:16 AM
Hi,

I add the patch to Rapidshare.

http://rapidshare.com/files/238532/ViSa-v1_2-patch-0_40.zip

Axil
Oct 22, 2006, 09:21 AM
Well I've come across something in my current game that's just brought a smile to my face. Was exploring the world in my ship and saw a well developed barbarian city. Great i thought easy pickings so i landed a settler and spearman plus a knight and grenader and proceeded towards the city. As i got closer I noticed that the city was better developed than most backward barbarian cities but should still have little infrastructure right.

It was only when i parked myself by the city gates that i realised why the place was well furnished, these were no ordinary barbarians, they had actually built a wonder the Roman Roads - go Barbarians :)

seady
Oct 22, 2006, 09:33 AM
Actually i had an idea for an early unit, that comes with boating: the boat! (or bark canoe or whatever)

Moves speed 1, defense 0, no attack. Transports 1 unit. Soon obsoleted but essential for those games where you start off on an island.

civ4ludo
Oct 22, 2006, 10:30 AM
OIL??

Now playing a 1.40 game. For the first time, it seems I might get to the end of a Visa (touching wood...). But I can't get oil. Oil is in the map, I have two wells (the map says so after I did the work), but I can't get fighters -- I have biplanes all right. Any idea?
Everything else seems to work normally - resources, bonuses, etc.

civ4ludo
Oct 22, 2006, 10:39 AM
mem alloc fail - update with 1.40

I might as well tell you how it's going.
Map is standard, graphics have been so lowered that the next step is to play B/W...
Furthermore, after upgrading the video drivers (however, ATI Raden 9200 is now obsolete, and the newest drivers aren't updated for it!), I have followed a piece of advice from the apolyton forum, that is, to try and play "in a window" instead of full screen -- or viceversa, they said to just invert what you were doing and see if it improved. This has a little problem of its own, that is the window does not scroll and to see another piece of the screen I got to tap on the side -- slightly annoying and occasionally more when I tap on an unit and it wants to know what I want from it...
So far, I am in the year 1000 AD something (turn should be around 500) and things seem to work ok. Filesize around 750kb.
To give a little more info on this general "maf" problem, I tried a vanilla civ game with sevomod+gir+keldath+(the latest version) and I got a maf with a file not bigger than 600kb.
In the past I did win some sevomod+5uu game with a file bigger than 1200 Kb, so size isn't everything... (obviously no maf there).
I also got a "maf" with a Warlord+Amramod game, but with a biggish file (around 1 MB).

Axil
Oct 22, 2006, 11:15 AM
Civ4ludo - are you using smartmap-visa to generate map as in every game I've played using it oil is extremely rare and never seems to appear on land. Tends to make for an interesting game though.

TAfirehawk
Oct 22, 2006, 11:37 AM
OIL??

Now playing a 1.40 game. For the first time, it seems I might get to the end of a Visa (touching wood...). But I can't get oil. Oil is in the map, I have two wells (the map says so after I did the work), but I can't get fighters -- I have biplanes all right. Any idea?
Everything else seems to work normally - resources, bonuses, etc.


For everybody....


Resources have a separate REVEAL tech and TRADE tech....this is displayed in the ViSapedia if you have any questions. The TRADE is when you are able to use it....Oil is just like many others in the ancient era that are revealed early but not usuable until Calendar for instance, which dates back to vanilla, not this mod.

But to make it seem more realistic....we will look at changing the Well so you can't build the improvement early....

JosefStalinator
Oct 22, 2006, 12:46 PM
Hmm, if you play without the mod, switch the graphics down a notch, and try again, does it work?

At a wild guess i'd say this mod uses a lot more of graphical resources than warlords. Do you other graphically intensive games/tests work ok?

I'll try that, but none of my other graphics intensive games have ever had any problem (Oblivion, Call of Duty, Wow, etc), as well as Civ itself without the mod.

In fact, I can run them at full resolution/graphics with no problem...


EDIT: Nope, no luck, still the same error with low graphics...

can anyone else help?

seady
Oct 22, 2006, 03:56 PM
If the problem occurs without a mod, i'd chuck the post in the main tech support area... i think there you would be more likely to find an answer?

JosefStalinator
Oct 22, 2006, 04:02 PM
If the problem occurs without a mod, i'd chuck the post in the main tech support area... i think there you would be more likely to find an answer?

No, the game runs fine on everything BUT this mod :-/

I tried a fresh install with no luck.

civ4ludo
Oct 22, 2006, 04:16 PM
For everybody....


Resources have a separate REVEAL tech and TRADE tech....this is displayed in the ViSapedia if you have any questions. The TRADE is when you are able to use it....Oil is just like many others in the ancient era that are revealed early but not usuable until Calendar for instance, which dates back to vanilla, not this mod.

But to make it seem more realistic....we will look at changing the Well so you can't build the improvement early....


Yes, OIL is revealed by SCIENTIFIC METHOD, but to build a well you need REFINING. It all works fine up to a point: I saw it earlier and I built two wells after I got Refining. But although the map says that the well are there, my cities do not register oil. Mind you, I got Uranium without mining, just because I had two cities sitting on it -- which is ok, and normal. So things are working fine. Map is indeed smartmap, but I have four oil patches (well I occupy almost half the existing world at this point).
Ok, I got COMBUSTION, and now my cities have OIL available. Strange?!

Luciano

JosefStalinator
Oct 22, 2006, 04:29 PM
Here's what the error looks like;

http://img154.imageshack.us/img154/2537/errordmo7.png

TAfirehawk
Oct 22, 2006, 07:02 PM
Yes, OIL is revealed by SCIENTIFIC METHOD, but to build a well you need REFINING. It all works fine up to a point: I saw it earlier and I built two wells after I got Refining. But although the map says that the well are there, my cities do not register oil. Mind you, I got Uranium without mining, just because I had two cities sitting on it -- which is ok, and normal. So things are working fine. Map is indeed smartmap, but I have four oil patches (well I occupy almost half the existing world at this point).
Ok, I got COMBUSTION, and now my cities have OIL available. Strange?!

Luciano

Not strange at all...the reveal tech is Combustion for Oil...has been for some time :)

TAfirehawk
Oct 22, 2006, 07:02 PM
Here's what the error looks like;

http://img154.imageshack.us/img154/2537/errordmo7.png

Weird it only happens with ViSa because it sure doesn't look related to this mod in any way.

JosefStalinator
Oct 22, 2006, 07:46 PM
Weird it only happens with ViSa because it sure doesn't look related to this mod in any way.

I'm equally confused... which is why I was hoping someone else here could help out :p

I think ill try checking tech support though...

TAfirehawk
Oct 22, 2006, 07:49 PM
I'm equally confused... which is why I was hoping someone else here could help out :p

I think ill try checking tech support though...

mrgenie might have some ideas....but if Civ 4, Warlords, and ViSa are all installed in default locations and you have tried the previous video driver fixes a few pages back, well then I don't know either :(

CarpeDiem
Oct 22, 2006, 07:52 PM
im finally playing this, had one quick game checking it out and was thrilled to be approached by italians scots hyborians and huns...many other civs from most interesting times all over the place fantastic!!!

i have to admit im easily swayed but other civs in the 'mix'

now playing as random (saladin) on large smart map, it seems im on a small continent as orinated hinduism

10 opponents

religion and conquest and domination winners

also phoenocian on my island, i currently killing them. also met india and babylon!!!

its awesome so far, i will see how things develop in the a.d's !!!

TAfirehawk
Oct 22, 2006, 08:14 PM
CarpeDiem,

Glad you like it...and please give us ANY feedback so we can keep improving ViSa as we patch it every week :)

JosefStalinator
Oct 22, 2006, 09:43 PM
mrgenie might have some ideas....but if Civ 4, Warlords, and ViSa are all installed in default locations and you have tried the previous video driver fixes a few pages back, well then I don't know either :(

I haven't done much video driver wise, and that probably IS the problem, but I am incredibly unexperienced and wary when it comes to things such as that. I'll scan the past couple pages and try anything i see there.

civ4ludo
Oct 23, 2006, 01:45 AM
Not strange at all...the reveal tech is Combustion for Oil...has been for some time :)

:blush: :blush: :blush: :blush: :blush: :blush:
oh mygawd!!!
:blush: :blush: :blush: :blush: :blush: :blush:

civ4ludo
Oct 23, 2006, 01:52 AM
Not strange at all...the reveal tech is Combustion for Oil...has been for some time :)


Now, that my head has been duly covered with ashes, what this means is that for OIL there is a three steps process:

1.- Revealing of oil on the map: Scientific method
2.- Ability to build wells: Refining
3.- Ability to use the oil: Combustion

Correct?
Isn't this different from other resources that only use two?

mrgenie
Oct 23, 2006, 04:02 AM
mem alloc fail - update with 1.40

I might as well tell you how it's going.
Map is standard, graphics have been so lowered that the next step is to play B/W...
Furthermore, after upgrading the video drivers (however, ATI Raden 9200 is now obsolete, and the newest drivers aren't updated for it!), I have followed a piece of advice from the apolyton forum, that is, to try and play "in a window" instead of full screen -- or viceversa, they said to just invert what you were doing and see if it improved. This has a little problem of its own, that is the window does not scroll and to see another piece of the screen I got to tap on the side -- slightly annoying and occasionally more when I tap on an unit and it wants to know what I want from it...
So far, I am in the year 1000 AD something (turn should be around 500) and things seem to work ok. Filesize around 750kb.
To give a little more info on this general "maf" problem, I tried a vanilla civ game with sevomod+gir+keldath+(the latest version) and I got a maf with a file not bigger than 600kb.
In the past I did win some sevomod+5uu game with a file bigger than 1200 Kb, so size isn't everything... (obviously no maf there).
I also got a "maf" with a Warlord+Amramod game, but with a biggish file (around 1 MB).

so to conclude, there is a MAF with warlords or amra's mod...

so 2 options:" warlords is the error"
"original amra" has an error on this..

hmm, can you send me your amra FAM savegame?
I need to know, if this is a warlords issue or not...if it's warlords, i cannot do much, but if this is an error which originates from amra...then im going to debunk the whole amra mod and stop every development on ViSa till i found it..

mrgenie
Oct 23, 2006, 04:38 AM
Here's what the error looks like;

http://img154.imageshack.us/img154/2537/errordmo7.png

did you manually changed your D3D settings from "application Preference" to "high quality" or something else...i'd say, if you have done so(or even if not) I'd try that...the D3D settings in your "ATI Display settings" you can access them through your ATI tray icon...

TAfirehawk
Oct 23, 2006, 06:41 AM
Now, that my head has been duly covered with ashes, what this means is that for OIL there is a three steps process:

1.- Revealing of oil on the map: Scientific method
2.- Ability to build wells: Refining
3.- Ability to use the oil: Combustion

Correct?
Isn't this different from other resources that only use two?

Correct....and fixed in this coming patch as three steps is wrong. I put this and other items in the next patch marked with * on the first post :)

CarpeDiem
Oct 23, 2006, 08:34 AM
well my only original feedback is i feel (although i've loved it!!) battering rams are pretty powerful

ok when a battering ram attacked city walls in theory those behind the walls immediatley holding the doors back would get hurt but overall when i've attacked people out of citys they have been pretty effective and very when attacking citys....

i think this somehow could be a little lowered...

i review anything else soon

Brave Sir Robin
Oct 23, 2006, 09:23 AM
visa team
love the mod ,it is what i am playing till sevolords comes out ;)
patch news posted this morn
how will this effect your mod compatability
http://forums.civfanatics.com/showthread.php?p=4674957#post4674957

TAfirehawk
Oct 23, 2006, 09:48 AM
visa team
love the mod ,it is what i am playing till sevolords comes out ;)
patch news posted this morn
how will this effect your mod compatability
http://forums.civfanatics.com/showthread.php?p=4674957#post4674957

Thanks for the link...we are looking at 2 weeks to update ViSa...but that is just a SWAG ;)

BTW, we have/are including most everything from Sevo :)

Dragon39
Oct 23, 2006, 11:26 AM
Love the Mod so far. Am playing a large map with 12 Civs with graphic detail set to high and everything is working fine. Am in the year 995 AD, and really like the diversity in units. A lot more decision making when it comes to which unit to build. The different Wonders makes the game much more enjoyable to play not to mention the variety in resources.

Computer is an AMD 64 3200+ with 1 GB of RAM and an NVIDIA GeForce 6600GT graphics card.

TAfirehawk
Oct 23, 2006, 11:31 AM
Dragon39,

Glad you like it...keep us posted on your thoughts and report save game file size if you see a memory allocation error.

Axil
Oct 23, 2006, 01:43 PM
Just finished a game on noble level and can confirm that Great Doctors are definitely appearing now and I could build combat medics after using him. can't rember seeing too many txt errors in game now I think one or two of the UUs have the zenobia text still. Main things that I noticed now is the tech tree descriptors for the later techs tend to be wrong alot for example the text enables space elevator is not with robotics and of course the diplomancy music which is missing for some civs and totally wrong for others I think I can remember the Scots using the rome music (maybe have been another civ but was definitely not Roman)

TAfirehawk
Oct 23, 2006, 01:47 PM
Just finished a game on noble level and can confirm that Great Doctors are definitely appearing now and I could build combat medics after using him. can't rember seeing too many txt errors in game now I think one or two of the UUs have the zenobia text still. Main things that I noticed now is the tech tree descriptors for the later techs tend to be wrong alot for example the text enables space elevator is not with robotics and of course the diplomancy music which is missing for some civs and totally wrong for others I think I can remember the Scots using the rome music (maybe have been another civ but was definitely not Roman)

The UU text hasn't been touched yet, but a number of building Sid's Tips were fixed.

The text on techs is...well....ummm....a horrible mess, but it will get cleaned up when the Genetic Era is added since that will require changes too.

Fix for missing diplo music is in next patch...but it is real easy to fix if you want to do that beforehand. The VISA\ASSETS\XML\AUDIO folder has 3 files, each start with CIV4, just delete CIV4 from the filename and the diplo music works :)

TAfirehawk
Oct 23, 2006, 02:31 PM
Axil,

Don't get too worried about the changes in the patch like Stables...we still have XML control over all of these things :)

With WinMerge it won't be too hard (if no schema changes) to port ViSa over to this patch and retain ALL ViSa tweaks...but it will take quite a few days :)

Axil
Oct 23, 2006, 02:55 PM
Any chance of also still allowing the barbarians to build wonders as that's been one of my favorite and memorable things so far :) as all even barbarians can become civilised - just look at the Scots ( j/k I'm of celtic descent also)

JosefStalinator
Oct 23, 2006, 05:21 PM
did you manually changed your D3D settings from "application Preference" to "high quality" or something else...i'd say, if you have done so(or even if not) I'd try that...the D3D settings in your "ATI Display settings" you can access them through your ATI tray icon...

Arg, i turned off that tray icon ages ago, any idea how to refind the program?

All I can get is the smartgart settings, which say nothing about D3D or any thing like that.

EDIT: Aha, I found this, if it helps you:

http://img123.imageshack.us/img123/6778/atiar1.png

Which things should I change?

Drtad
Oct 23, 2006, 05:30 PM
barbarians can become civilised

Jdog's Revolution mod does this, and more, and maybe should be added. It really spices up the game with rebellion and revolutions and Barbarian Civs.

JosefStalinator
Oct 23, 2006, 05:39 PM
Jdog's Revolution mod does this, and more, and maybe should be added. It really spices up the game with rebellion and revolutions and Barbarian Civs.

Agreed- the revolution mod is incredibly well made and really improves the game as a whole.

johnjohn
Oct 23, 2006, 07:54 PM
Is the tech leak trading popup getting annoying for anyone else? It was nice the first time, but it pops up every time I load up and start a new turn (I play a few turns every night during the week). Can it be fixing to just do it once per game?

BTW, THANK YOU for speeding up the initial load times!!!

TAfirehawk
Oct 23, 2006, 08:08 PM
Jdog's Revolution mod does this, and more, and maybe should be added. It really spices up the game with rebellion and revolutions and Barbarian Civs.

We have that mod on the list :)

I suggest everybody look at the first post frequently....

TAfirehawk
Oct 23, 2006, 08:09 PM
Is the tech leak trading popup getting annoying for anyone else? It was nice the first time, but it pops up every time I load up and start a new turn (I play a few turns every night during the week). Can it be fixing to just do it once per game?

BTW, THANK YOU for speeding up the initial load times!!!

That is by design to come up once per session....but I will ask mrgenie to code in an option to turn it off completely.

amazinggameguru
Oct 23, 2006, 10:08 PM
question for you guys, I don't know if this is by design or not. You cannot bombard from one cultural area to another if you are not at war with the the civ whose area you are trying to bombard. This means that if another civs teritory touches your city and you are not at war with them, a nation that is at war with you can stand in this area and is safe from any bombardment attacks.

seady
Oct 23, 2006, 10:11 PM
Niust has made a map (http://forums.civfanatics.com/showthread.php?t=173111)for amra's mod that might be good for this as well (i am not sure of the differences in resources).

I find his english a little hard to understand (my eyes aren't helping, bit blurry today) but from what i gather there are two versions, one with all civs playable and another with fixed (historical) locations (but might not have the new resources??)

JosefStalinator
Oct 23, 2006, 11:06 PM
Woohoo! I downloaded just the display drivers (as opposed to the whole catalyst deal) from the ATI site, and the mod suddenly worked!

You should add a warning to people with ATI drivers to ensure they have the latest graphics drivers for their video cards before they load this mod, as my card is a mere 2 months old and already became obsolete.

Testing the mod now :)

mrgenie
Oct 24, 2006, 12:21 AM
Woohoo! I downloaded just the display drivers (as opposed to the whole catalyst deal) from the ATI site, and the mod suddenly worked!

You should add a warning to people with ATI drivers to ensure they have the latest graphics drivers for their video cards before they load this mod, as my card is a mere 2 months old and already became obsolete.

Testing the mod now :)

If you ask me for a warning, i think i mentioned in this thread at least once:"do not buy ATI" :) should say enough :P

TAfirehawk
Oct 24, 2006, 07:34 AM
question for you guys, I don't know if this is by design or not. You cannot bombard from one cultural area to another if you are not at war with the the civ whose area you are trying to bombard. This means that if another civs teritory touches your city and you are not at war with them, a nation that is at war with you can stand in this area and is safe from any bombardment attacks.

Well in RL I suppose you would have to declare war on the 'nice' neighbor letting your enemy smack you around.....

I haven't looked at any of Dale's code so don't know what we can do with it but I will put it on the list.


Woohoo! I downloaded just the display drivers (as opposed to the whole catalyst deal) from the ATI site, and the mod suddenly worked!

You should add a warning to people with ATI drivers to ensure they have the latest graphics drivers for their video cards before they load this mod, as my card is a mere 2 months old and already became obsolete.

Testing the mod now :)

I know it is a pain to read all the posts in any thread....but this has been covered by quite a few people.

I will add something to the first post....but I think few people read that too ;)

TAfirehawk
Oct 24, 2006, 08:15 AM
We are going to release another patch on Friday as usual, but after that we will be waiting to get this compatible with the Warlords patch.

Of course if some bugs pop up we will do our best to fix them, but we won't be adding anything (Genetic Era for instance) new until after the patch so we don't have to do double the work.

seady
Oct 24, 2006, 08:47 AM
So far this earth map is wonderfu8l although tweaking to make it visafied is needed. I wish it was easier to set starting locations for civs and change which ones are being played.

TAfirehawk
Oct 24, 2006, 08:51 AM
Glad it is working seady :)

We can add a link if you find something worthy ;)

AlexTheTall
Oct 24, 2006, 08:53 AM
Where we can find an earth map for that mod? Because i have to play whit a ''continent'' map right now and I would prefer a real life world map!

Thanks for your help. :)

TAfirehawk
Oct 24, 2006, 09:07 AM
Niust has made a map (http://forums.civfanatics.com/showthread.php?t=173111)for amra's mod that might be good for this as well (i am not sure of the differences in resources).

I find his english a little hard to understand (my eyes aren't helping, bit blurry today) but from what i gather there are two versions, one with all civs playable and another with fixed (historical) locations (but might not have the new resources??)

How about here?

mrgenie
Oct 24, 2006, 11:04 AM
Originally Posted by amazinggameguru
question for you guys, I don't know if this is by design or not. You cannot bombard from one cultural area to another if you are not at war with the the civ whose area you are trying to bombard. This means that if another civs teritory touches your city and you are not at war with them, a nation that is at war with you can stand in this area and is safe from any bombardment attacks.
Well in RL I suppose you would have to declare war on the 'nice' neighbor letting your enemy smack you around.....

I haven't looked at any of Dale's code so don't know what we can do with it but I will put it on the list.



I'm not right if I'm following you gameguru.
in the Gulf War in 1992, US bombers were carrying out bombinb campaigns from turkey, saudi arabia, and some other countries. for the Iraqies to fight back, they would have to declare war on these countries who allowed the US to operate on their territory...in the game this is very much the same i would say...what would you want, an option where iraq could move into saudi arabia, attack US airfields, and then move out...without declaring war against the saudies? I'm not sure if i got this right what you are asking, but sounds a bit odd to me :)

Axil
Oct 24, 2006, 01:03 PM
I think I get what gameguru is one about - - say there are countrys in a line A B and C - A on the west of B and C on the East - say B has good culture and it's cultural borders are right up against one of C's cities. Now A has an open orders treaty with B and then declares war on C - A can pass it's bombards etc though B's land and right upgainst C's city walls. A can then bombard C but C cannot counter bombard as he would be bombarding B's land which he isn't at war with.

TAfirehawk
Oct 24, 2006, 01:48 PM
I think I get what gameguru is one about - - say there are countrys in a line A B and C - A on the west of B and C on the East - say B has good culture and it's cultural borders are right up against one of C's cities. Now A has an open orders treaty with B and then declares war on C - A can pass it's bombards etc though B's land and right upgainst C's city walls. A can then bombard C but C cannot counter bombard as he would be bombarding B's land which he isn't at war with.

Yeah, that is how mrgenie and I see it too....so you have to declare war on B. And next game take care of your borders better :D

Might be worth a discussion with Dale but I don't see anything wrong with how it is working right now. Bottom line is you can't bombard somebody you aren't at war with, as it doesn't make sense to bombard EVERYTHING any time a player wishes, which is the only possible fix to allow bombarding of friends on a whim.


BTW, I did put this on the Player Request list....but the Requests lists don't mean everything is going to be added/changed either.

amazinggameguru
Oct 24, 2006, 04:37 PM
While I can see the logic that you guys are using I think that what we are looking at is probably just a bug. If you consider the fact that I cannot bombard said enemy yet I can still attack him normally the arguement makes less sense. I could see the restriction if the bombardment was something that was damaging the land of the other country but it only affects the units

civ4ludo
Oct 24, 2006, 06:17 PM
Game completed without m.a.f.'s: Hurrah!!!

Completed a 1.40 game in 1335 AD, turn 468. The dreaded "Mem. alloc. fail." has never been seen. Hip hip... Hurrah!
Was playing as Monarch, on standard sized map, smartmap (not special Visa version, just plain one).
Idiotic ATI card (Radeon 9200) cannot use the newest drivers. Set up is reducing graphic to a minimum (no movies, f.inst.).
Also, I played using "windowed mode", instead of full screen.
And then, I have FreeRam XP Pro running in automatic mode, and cleaning the mem. at 10 min intervals -- it frees 256 Mb each time (autorun is not active in case of "significant disk usage") -- it clicks in a noticeable way when it does it. This usually locks the game for a few secs each time. A very slight nuisance.
Savegame filesize never reached 900 kb. (This by itself is not enough, as I've got some maf's with a file smaller than 700kb last week -- vanilla civ mod: sevomod+gir+keldath-2.4d).
All of which means I've managed to complete a first ViSa game!!!
Happy faces all around...

I've started a new game now, which has essentially the same setup, xcept for "windowed mode" which I've scuttled, because fullscreen is a lot more manageable, game-wise. Will keep the forum posted on future developments.

civ4ludo
Oct 24, 2006, 06:19 PM
Great Doctors

In the earlier game I did not see them. Now, I got one pretty early (actually, it must have been the second or third GP, before a Prophet even). Looks nice.
I have a question: what is a "field hospital"? Where does it get built?

Thks

TAfirehawk
Oct 24, 2006, 08:01 PM
While I can see the logic that you guys are using I think that what we are looking at is probably just a bug. If you consider the fact that I cannot bombard said enemy yet I can still attack him normally the arguement makes less sense. I could see the restriction if the bombardment was something that was damaging the land of the other country but it only affects the units

There is no distinction on bombarding city/improvements vs. units, so it is not a bug and no player should be allowed to bombard into a non-war neighbor.

You can still cause collateral damage by attacking the units instead of bombarding.

TAfirehawk
Oct 24, 2006, 08:02 PM
Great Doctors

In the earlier game I did not see them. Now, I got one pretty early (actually, it must have been the second or third GP, before a Prophet even). Looks nice.
I have a question: what is a "field hospital"? Where does it get built?

Thks

Great to hear the game is finally running better for you.

You can check out all the mods from the links in the first post :)

darkedone02
Oct 24, 2006, 08:15 PM
I have to redownload this cause of the diplomacy music bug, Half the empires will not play there own introduction music at all, even the music stored in the diplomacy music in that file.

TAfirehawk
Oct 24, 2006, 08:19 PM
I have to redownload this cause of the diplomacy music bug, Half the empires will not play there own introduction music at all, even the music stored in the diplomacy music in that file.

Redownload? I don't understand....

Patch v1.50 on Friday will solve it, but I posted the fix for those that want it now, if that is what you are referring to.

And sorry we didn't catch this earlier, but we all play with music off :)

seady
Oct 24, 2006, 08:52 PM
From patch "Stables obsolete with Rocketry (when mounted units upgrade to Gunships) "

Haha! I suggested stables should go obsolete :)

i think a tank factory is a good idea. I noticed it was already in the downloads section?

Axil
Oct 24, 2006, 11:56 PM
Tank factory would be good except the barracks already appear to do that job for tanks etc - perhaps a better idea would be barracks - xp for ground troops only - tank factory - xp for mechanised only - stables xp for mounted only - and lump gunships ( rubbish units) in with other flight stuff and xp with airport . and none of them go obsolete as each still has uses - tanks attacking through thick forest tend to be far less effective than cavalry

seady
Oct 25, 2006, 12:31 AM
I agree with your ideas, axil. I don't know about the forests bit but i do know this; if the world leaders don't think about the post-oil future, then cavalry could become very fashionable once more...

Actually, the viet cong did pretty well with bicycles :)

noid
Oct 25, 2006, 03:37 AM
First of all, i like thos mod a lot.. BUT.. the wainting time in beetween turns is significantly longer then in other mods on same setting (AIs, Size etc) anybody expieriencing something similar ? any suggestions ?

seady
Oct 25, 2006, 03:39 AM
I think the cpu is just doing more stuff. Also, anything in python should be slower than in the SDK because python is interpreted, not compiled.

keldath
Oct 25, 2006, 04:42 AM
hey guys,

axil,
just wanted to say tthat ive already made a building that will be like a tank factory gives exp for modern armors and such -its included in the genetic era addition that im waiting for my guys to implement :)

noid
Oct 25, 2006, 05:14 AM
i dont think its cpu releated.. ive tried a couple of mods (all of them have advanced features implemented) and none of them "hangs' in a manor visa does (Amra runs fine). To be more precise, i sometimes have to wait 30s in beetween turn in the ancient era ?!?! (other mods usualy need 2-5s, depending on the events). It looks as tho the AI is looped in some point, the cpu usage stays on a decent level, but you have to wait a looong time for the next turn to start. Another thing i noticed is that sometimes when moving workers, the game hangs for a brief moment (5-10s), this is also not present nor in the vanilla game or other mods..

My spec are:
Athlon X2 3800 running @ 2500Mhz, 2 GB RAM, Radeon 9600 Pro..

cheers

mrgenie
Oct 25, 2006, 06:52 AM
i dont think its cpu releated.. ive tried a couple of mods (all of them have advanced features implemented) and none of them "hangs' in a manor visa does (Amra runs fine). To be more precise, i sometimes have to wait 30s in beetween turn in the ancient era ?!?! (other mods usualy need 2-5s, depending on the events). It looks as tho the AI is looped in some point, the cpu usage stays on a decent level, but you have to wait a looong time for the next turn to start. Another thing i noticed is that sometimes when moving workers, the game hangs for a brief moment (5-10s), this is also not present nor in the vanilla game or other mods..

My spec are:
Athlon X2 3800 running @ 2500Mhz, 2 GB RAM, Radeon 9600 Pro..

cheers

hi noid, while testing the game myself now for the first time, since 2 months or so...i had this same issue, but i manage to fix it so turns are now next next next..just had to turn off the logging and debugging options from the civ4.ini :) might be the same issue with yours

btw, as you can see, my comp is alot slower then yours..so you should be able running the game "next next next turn" as well..with the proper settings :)

TAfirehawk
Oct 25, 2006, 07:59 AM
i dont think its cpu releated.. ive tried a couple of mods (all of them have advanced features implemented) and none of them "hangs' in a manor visa does (Amra runs fine). To be more precise, i sometimes have to wait 30s in beetween turn in the ancient era ?!?! (other mods usualy need 2-5s, depending on the events). It looks as tho the AI is looped in some point, the cpu usage stays on a decent level, but you have to wait a looong time for the next turn to start. Another thing i noticed is that sometimes when moving workers, the game hangs for a brief moment (5-10s), this is also not present nor in the vanilla game or other mods..

My spec are:
Athlon X2 3800 running @ 2500Mhz, 2 GB RAM, Radeon 9600 Pro..

cheers

And we have identified some 'slow' routines in v1.40 and have made some adjustments in v1.50 for Friday.

Remember, we have a HUGE amount of code in ViSa too...but 30 sec waits are unacceptable.

seady
Oct 25, 2006, 08:48 AM
Hmm, what about a simple settler/worker with amphibius capability and can only move across coast at speed 1, double price of normal? Requires boat tech? Maybe causes a pop lost when built?

Axil
Oct 25, 2006, 11:49 AM
Tried the sound fix and worked a charm - have a few weird music mismatches like Bhutto having Saladins music but just having the music is fanastic :) :)

TAfirehawk
Oct 25, 2006, 11:55 AM
Tried the sound fix and worked a charm - have a few weird music mismatches like Bhutto having Saladins music but just having the music is fanastic :) :)

Great :)

We can address the wrong music as you folks report them.



BTW, I am in a discussion with alexman on the Memory Allocation Error...and mrgenie has PM'd him too.

Axil
Oct 25, 2006, 12:00 PM
BTW, I am in a discussion with alexman on the Memory Allocation Error...and mrgenie has PM'd him too.

great , he's definitely wrong on the memory theory i play on 3 very different systems as I posted in the patch thread and even with the maximum addressable memory in 32 bit windows it still does it

seady
Oct 25, 2006, 03:22 PM
I've seen the memory alloc error on a large map; on the other hand the huge map i am currently playing has worked fine... it seems very random.

No comments on the amphib settler idea? Is it just me that starts off on an island? :)

seady
Oct 25, 2006, 06:24 PM
Does anyone know how to make a unit amphibious? I was looking at Civ4UnitInfos.xml for a relevant tag but there's nothing i can see?

seady
Oct 25, 2006, 06:57 PM
I notice TheLopez has said it won't be long until he can release his tech editor, and that he hopes one day to extend it to encompass editing units etc as well.

TAfirehawk
Oct 26, 2006, 04:42 PM
Patch v1.50 set for Friday

We are releasing another new feature that no other mod has (previous one was scrolling Civic Screen) :)

This is more than likely our last update until after the Warlords Patch.

Nil_The_Frogg
Oct 27, 2006, 07:36 AM
Hi!

I'm here for my texts display problem again. :blush: It's solved. :)

I've finally taken the time to seek out how to change the language, found the appropriate option in the config file and switched to english. Works like a charm now.

I've only played a couple of turns so far, but it looks great, many thanks! :goodjob:

TAfirehawk
Oct 27, 2006, 08:12 AM
Hi!

I'm here for my texts display problem again. :blush: It's solved. :)

I've finally taken the time to seek out how to change the language, found the appropriate option in the config file and switched to english. Works like a charm now.

I've only played a couple of turns so far, but it looks great, many thanks! :goodjob:

That is great news, glad it is working.....

But in the next few minutes we are releasing a patch that is NOT save game compatible...so you might want to wait on the new game :)

TAfirehawk
Oct 27, 2006, 08:45 AM
PATCH V1.50 RELEASED


Major addition is the OPTIONAL 3 city radius mod from RogerBacon :goodjob:

seady
Oct 27, 2006, 10:09 AM
is the ini file with the patch the one from patch 1.4? I can't find the RogerBacon part?

seady
Oct 27, 2006, 10:18 AM
I uploaded the ini (http://forums.civfanatics.com/uploads/99292/ViSa.7z) file; i suspect it's old because the first part is a list of changes in an earlier patch? I can't see a version number in the ini file so i am unsure.

TAfirehawk
Oct 27, 2006, 10:37 AM
As per the screenshots on the first post, the 3 City Radius Mod is setup in the custom game screen at the bottom.

Sorry for not pointing that out to begin with :)

zulu9812
Oct 27, 2006, 10:55 AM
Just a point about the civics screen - could you please put it back to the way it was? Do the boxes really need to be that large horizontally? Scrolling vertically is fine, but scrolling horizontally just isn't as visually appealling or easy to use (you can't see what civics you have at a glance, for example).

seady
Oct 27, 2006, 10:58 AM
These settings

http://forums.civfanatics.com/uploads/99292/Civ4ScreenShot0007.JPG

gave me this?

http://forums.civfanatics.com/uploads/99292/Civ4ScreenShot0006.JPG

Even though the bottom tick box is used, it seemed to have no effect?

seady
Oct 27, 2006, 11:17 AM
I unticked and reticked the checkbox

Hey presto!

http://forums.civfanatics.com/uploads/99292/Civ4ScreenShot0009.JPG

TAfirehawk
Oct 27, 2006, 11:19 AM
Just a point about the civics screen - could you please put it back to the way it was? Do the boxes really need to be that large horizontally? Scrolling vertically is fine, but scrolling horizontally just isn't as visually appealling or easy to use (you can't see what civics you have at a glance, for example).

Nope, it is hard coded into the EXE that the text won't wrap in the description box if the horizontal scroll is set....mrgenie can explain the actual code if you want to know all the details.

We are going to add at least one more civic category so this was necessary.

seady
Oct 27, 2006, 11:23 AM
Anyone know if it is long 8until the firaxis patcg? it's 3.34 am and i'm fatigued

TAfirehawk
Oct 27, 2006, 11:25 AM
Anyone know if it is long 8until the firaxis patcg? it's 3.34 am and i'm fatigued

I haven't heard any indication it is coming out this week...in fact the way alexman put it, I am just hoping some time next week :)

Axil
Oct 27, 2006, 01:13 PM
Just hit a bit of a problem in my game - Have a hawcha plus 2 trebuchets all the golden age ones and none of them can bombard and hence are pretty much useless imho :( - is the bombard ala Dale's mod working or have something in 1.5 nerfed it)

TAfirehawk
Oct 27, 2006, 01:23 PM
Just hit a bit of a problem in my game - Have a hawcha plus 2 trebuchets all the golden age ones and none of them can bombard and hence are pretty much useless imho :( - is the bombard ala Dale's mod working or have something in 1.5 nerfed it)

Bombardment is still on....might be something with golden age units.

My catapults are working just fine.

Any changes show up in the readme.txt as we don't plan on hiding anything :)

Axil
Oct 27, 2006, 01:29 PM
Just started building non golden age bombards so will see what happens - golden age units have neither dale's or the classical bombard option so are essentially useless.

EDIT Upgraded the wonder units to cannon and no bombard still :(

EDIT In fact every bombard no longer has any option to bombard so essentially the whole class is utterly defunct - tried bronze cannon - new built and cannon - no joy from either of them141200


EDIT found the problem - Dale's Ranged combat is off by default in Visa 1.50 - unfortunately that also appears to screw up the vanilaa civ way of bombard also

Axil
Oct 27, 2006, 02:40 PM
Have now tried a complete re-install - and there's still something seriously wrong with the bombard in 1.5 - It's very similar to something i rememer happing in the Sevomod attempt

TAfirehawk
Oct 27, 2006, 03:05 PM
We didn't touch the default settings for Dale's Bombard, but we did turn off the stack attack as an option at all.

I reinstall every time a patch comes out and play....bombard works fine, just ask the AI ;)

I will do a reinstall using each incremental patch (even though v1.5 contains all previous updates from v1.2) and see what happens. I will also clear out the cache, which even if you have it turned off, files still get cached :)


EDIT
I did a full install and 1.20b, 1.3, 1.4 and 1.5 patches, cleared cache and catapults and cannons in new game bombard barbs just fine....not sure what is going on with your game Axil.

Axil
Oct 27, 2006, 03:27 PM
Not on my game it isn't the AI can't bombard either - It may be to do with the way the game is set up as I've just quickly started a tiny map and gave myself catapults and Hawcas and bombard is fine on that.

I'll start a fresh game and try again just in case the whole thing is some sort of fluke

TAfirehawk
Oct 27, 2006, 03:34 PM
Keep me posted Axil.

I did a sedond fresh install with v1.20 and then patch v1.5.....worked just fine in that too.

Axil
Oct 27, 2006, 04:00 PM
So far so good - though I haven't built bombards yet -
First point on music Maria Theresa - austrian empire is missing music

TAfirehawk
Oct 27, 2006, 04:14 PM
So far so good - though I haven't built bombards yet -
First point on music Maria Theresa - austrian empire is missing music

The files are there for Austria and Maria....but there is a mismatch in the XML.

I play with music off so don't catch these :)

Axil
Oct 27, 2006, 04:18 PM
Just had a look at the XML while you were posting and tried renaming the mp3 files to those names in the XML and that works - Will have to look for some nice viennese waltz though as no Civilisation in their right mind would want Falco - rock me Amadeus as their theme :)

I tend to find the sound of a game as or more often more important than the graphics but that's probably my background as I own my own small record retail buisness as well as having DJ'ed professionally a decade ago. It was also my speciality back in the 80's when i was programming games on the ZX speccy for Ocean software.

keldath
Oct 27, 2006, 06:49 PM
hey axil,
about the bombardment,

say do you still have it?
if you cant see either the vanilla bomb' or dale'S bomb,

tell me, i know exactley how to fix it .

Zebra 9
Oct 27, 2006, 07:12 PM
Ok! This sounds awsome! Do you guys think that you are kinda going nutty! It'll take me what, 4 days to download. Is there some place I could get the basic MOD w/o new units/leaders?

TAfirehawk
Oct 27, 2006, 07:40 PM
Ok! This sounds awsome! Do you guys think that you are kinda going nutty! It'll take me what, 4 days to download. Is there some place I could get the basic MOD w/o new units/leaders?

I assume it is your side of the Internet because my website, labeled FAST, pushes my cable modem hard and takes about 20 minutes to download :)

Amra's Modpack, which is linked on the first post, is our basic mod as we started with that and have been adding ever since. Other mods are available too but it is not possible for us to take things out and have a different version of ViSa, sorry.