View Full Version : [MOD][WARLORDS] ViSa Modpack
Pages :
1
2
[ 3]
4
5
6
7
8
johnjohn Oct 27, 2006, 09:16 PM How do you get the minimal city screen? CTRL+I works for the main screen, but can't get the "see the full screen" mode from the city screen and hence get to easily work those 3 square away blocks. I can select them so the 3 range mod is working, but having the "fat finger" mouse that I do, half the time I click too close to the edge of the city inner screen and get dumped back out of the city view.
johnjohn Oct 27, 2006, 09:24 PM And my little Battering Ram doesn't have the Bombard button, so maybe the same problems as mentioned above by Axil. I downloaded the 1.5 patch and applied to my working 1.4 version.
TAfirehawk Oct 27, 2006, 10:13 PM How do you get the minimal city screen? CTRL+I works for the main screen, but can't get the "see the full screen" mode from the city screen and hence get to easily work those 3 square away blocks. I can select them so the 3 range mod is working, but having the "fat finger" mouse that I do, half the time I click too close to the edge of the city inner screen and get dumped back out of the city view.
Not sure what you mean by 'minimal city screen'? We enlarged the city zoom view by 15% so all the 3 radius squares are accessible and the 2 radius game looks reasonable too.
On the bombardment thing, not sure what the problem is but it is working fine on every conceivable correct install I try...seady had to select-unselect-select on the 3 radius option to get it working so maybe there is an initialization problem, but those buttons have been working fine.
seady Oct 27, 2006, 11:04 PM What do people think of static leaderheads (http://forums.civfanatics.com/downloads.php?do=file&id=2821)? I'd rather a static one than a scary animated one (I'm not fond of the Queen Zenobia one).
http://forums.civfanatics.com/downloads/lhstatic_tik.jpg
johnjohn Oct 27, 2006, 11:39 PM I like the idea for the option to have static leaderheads. About half of them are the crappy video card "ghosts" for me anyway.
seady Oct 27, 2006, 11:52 PM Mind you, the female leaders here are a little oddly proportioned! Maybe Jordan was used as a model?:p
seady Oct 27, 2006, 11:59 PM Satellites (http://forums.civfanatics.com/downloads.php?do=file&id=1573) that could be useful for the genetic era mod perhaps? Unless they are already in use?
johnjohn Oct 28, 2006, 12:53 AM TAfirehawk: "Not sure what you mean by 'minimal city screen'? We enlarged the city zoom view by 15% so all the 3 radius squares are accessible and the 2 radius game looks reasonable too."
Is this what the 3 radius city screen should look like? Hard to select the bottom 3 blocks without hitting <ESC> occasionally.
http://img90.imageshack.us/img90/7060/3blockradiusfy6.th.jpg (http://img90.imageshack.us/my.php?image=3blockradiusfy6.jpg)
Axil Oct 28, 2006, 03:30 AM Static leader heads - not for me - I didn't play Atilla in my games because I felt the static just broke the immersion.
It's seems the bombard problem appears to be either a fluke or some weird start up problem - My current game is fine with catapults - reinstalled 1.2 followed by each patch in turn
chipper_30 Oct 28, 2006, 04:59 AM I think that the bombard problem is simply because there is this last new option about city radius on the starting game menu. In my case, Civ must have remembered that the last 3 options were checked, and now with the last "City Radius", the 2nd combat option (bombard) wasn't checked anymore by default. You just need to be careful and check your options on starting a new game the 1st time.
Fantastic mod btw, I've just started a new OCC, with this new city radius, it makes it an amazingly different and interesting game.:goodjob:
Axil Oct 28, 2006, 05:26 AM One slight thing that may want to be considered in a future update - in my game I can build Mk 1 Tanks before I have developed chemistry and rifling which seems strange having them before cannon and grenadiers and riflemen.
rapiduser Oct 28, 2006, 05:50 AM Hi,
Patch 1.50 at Rapidshare
http://rapidshare.com/files/1007541/ViSa-v1_2-patch-1_50.exe
seady Oct 28, 2006, 06:56 AM It's interesting to see how different the 3 square radius makes; i find it hard to judge visually where to put my next city although i expect i'll get the hang of it. Workers are more vulnerable and it's harder to shuttle units about to protect cities. Islands and workers are even more of a pain, and it's harder to make a city completely free from ocean squares unless you make every city coastal. Since you can't build the ordinary lighthouse etc without making the city coastal, ocean squares are a nuisance (poor resource value). It's also harder to avoid ice although when the genetic mod gets added that might not be a problem as i believe you might be able to get rid of it.
However, it is a lot of fun having gigantic cities. I'm just using a standard size map and i suspect it's better on a huge map.
TAfirehawk Oct 28, 2006, 08:31 AM TAfirehawk: "Not sure what you mean by 'minimal city screen'? We enlarged the city zoom view by 15% so all the 3 radius squares are accessible and the 2 radius game looks reasonable too."
Is this what the 3 radius city screen should look like? Hard to select the bottom 3 blocks without hitting <ESC> occasionally.
http://img90.imageshack.us/img90/7060/3blockradiusfy6.th.jpg (http://img90.imageshack.us/my.php?image=3blockradiusfy6.jpg)
That is a bit smaller...we all run higher than 1024x768 resolution...we can tweak it up a bit.
TAfirehawk Oct 28, 2006, 08:33 AM I agree with Axil, static leaderheads just don't look right.
mrgenie Oct 28, 2006, 12:50 PM im not sure who wants static pictures anno 2006, but, it's initialized through xml...making XML settings optional is possible, though i never thought about this, i have an idea how to make the SDK to initialize either Static or Dynamic...but frankly, i don't wanna spend time on that, because we live in 2006, dynamic pics are why Civ4 was developed, Civ3 does still pretty well on Static pics, and the DyP mod makes Civ3 pretty interesting :)
so, those who want to play with static pics, i recommend to play Civ3, has better AI warplay then Civ4, at least with the DyP mod you'll have your opponent to attack you with 300-500units at once :) pretty massive attacks there :)
mrgenie Oct 28, 2006, 12:51 PM something else, im working on a installer, anyone willing to test?
Axil Oct 28, 2006, 01:46 PM Well just finished my game and the only thing to report are the info txt issues already reported the thing with the mk1 tanks see above
Mr Genie if you want to post up the file some where I don't mine testing it - as I have penty of HD space ( have 4 versuions of visa already installed)
mrgenie Oct 28, 2006, 02:08 PM Thank you Axil, would be nice if you could test this and see if there are any possibilities that occur which i should cover and haven't found myself...
installer v1.50 patch (http://keldath.family-veldman.com/ccount/click.php?id=900)
ps, i need alot of feedback on it, you can test thigns on 1 system, and 2 or 10systems, but there are millions of configurations of windows out there...hard to test all of them on a few computers :)
V. Soma Oct 28, 2006, 03:30 PM Hi!
I am playing 1.40 with a friend of mine (plus 4 AI on a small map) in multiplayer.
We are in 1310, have Military Tradition, Chemistry - but no sulphur on the map!
???
TAfirehawk Oct 28, 2006, 03:35 PM Hi!
I am playing 1.40 with a friend of mine (plus 4 AI on a small map) in multiplayer.
We are in 1310, have Military Tradition, Chemistry - but no sulphur on the map!
???
Always check the ViSapedia....you need Gunpowder....and it won't always be near you either.
EDIT
And you need Mining :)
HitAnyKey Oct 28, 2006, 03:42 PM I tried the installer and it ran fine. However, currently every time I try to load the ViSa modpack, the game crashes. It happens whether I simply load the save game I had before using it to launch Civ, or whether I launch Civ and then load the mod.
In a few I'll try installing the mod using the download from the main post and try again.
EDIT:
Ok, I installed using the non-installer. Same problem.
Also, I've realized it is loading the mod...the problem is that it's crashing when trying to load the save game from the 1.4 version.
Are these not compatible? So to finish the game I was playing I would have to delete the mod, install 1.4, finish my game, and then installd 1.5 for the next game I start?
Axil Oct 28, 2006, 04:34 PM Are these not compatible? So to finish the game I was playing I would have to delete the mod, install 1.4, finish my game, and then installd 1.5 for the next game I start?
Afraid so - you need to downgrade to 1.4 to play the save game you have and then re-upgrade to 1.5 to enjoy it's benefits . There's quite a few fixes ( music for most of the civs - yah :goodjob: :goodjob: )-so it is worth upgrading on a new game
TAfirehawk Oct 28, 2006, 04:55 PM I tried the installer and it ran fine. However, currently every time I try to load the ViSa modpack, the game crashes. It happens whether I simply load the save game I had before using it to launch Civ, or whether I launch Civ and then load the mod.
In a few I'll try installing the mod using the download from the main post and try again.
EDIT:
Ok, I installed using the non-installer. Same problem.
Also, I've realized it is loading the mod...the problem is that it's crashing when trying to load the save game from the 1.4 version.
Are these not compatible? So to finish the game I was playing I would have to delete the mod, install 1.4, finish my game, and then installd 1.5 for the next game I start?
As per the first post (which has a ton of info), all patches with a number increment are NOT save game compatible...patches with letters are save game compatible.
seady Oct 28, 2006, 04:56 PM im not sure who wants static pictures anno 2006, but, it's initialized through xml...making XML settings optional is possible, though i never thought about this, i have an idea how to make the SDK to initialize either Static or Dynamic...but frankly, i don't wanna spend time on that, because we live in 2006, dynamic pics are why Civ4 was developed, Civ3 does still pretty well on Static pics, and the DyP mod makes Civ3 pretty interesting :)
so, those who want to play with static pics, i recommend to play Civ3, has better AI warplay then Civ4, at least with the DyP mod you'll have your opponent to attack you with 300-500units at once :) pretty massive attacks there :)
I'd rather dynamic (i lurv queen hatshepsut :egypt: and think the motion of catherine and the viking guy is terrific :viking: ) but Queen zenobia creeps me out :twitch: , and at least these portraits can be used for other leaders if they are ever needed.
I used to work on animation as a beginner, as my first real job, and i know how hard it is to do what firaxis managed to do with many of those animations.:bowdown: I used to try to play civ with hapshepsut just to get her to smile at me.
seady Oct 28, 2006, 05:14 PM I don't know if you guys have seen Civ4 Comunity Core Project for Warlords (http://forums.civfanatics.com/showthread.php?t=184870) but it has a lot of stuff you might want to check out, if only to make sure you are not writing/fixing code someone else has already finished working on.
The spy missions sound cool (at the moment, i can't even tell a spy to auto-explore and they seem a little wussy, i liked my alpha centuari ones that could be naval and infiltrate/convert cities on islands!)
It seems to have a number of SDK codelets that could be useful. I'll check it out more and come back but i'd hate to hear someone was coding away at something that was already available.
I guess to a certain extent the wait for a patch is a good excuse to take a breather anyway!!
Axil Oct 28, 2006, 05:22 PM I quite like the fact that Zenobia does look as if she's from a different world (after all she is)
Mr Genie - just completed testing the installer on new fresh installs of visa 1.2 on 2 different PCs with warlord installed on non standard (i.e. not on C: ) installs one on d: and another on a raid 0 system with a g: drive install - both work totally
BTW on the music front if there's further bug hunting on that - check on Hannibal as it looks like the default warlords music isn't playing (maybe just installer version) or me being tired.
TAfirehawk Oct 28, 2006, 05:30 PM I don't know if you guys have seen Civ4 Comunity Core Project for Warlords (http://forums.civfanatics.com/showthread.php?t=184870) but it has a lot of stuff you might want to check out, if only to make sure you are not writing/fixing code someone else has already finished working on.
The spy missions sound cool (at the moment, i can't even tell a spy to auto-explore and they seem a little wussy, i liked my alpha centuari ones that could be naval and infiltrate/convert cities on islands!)
It seems to have a number of SDK codelets that could be useful. I'll check it out more and come back but i'd hate to hear someone was coding away at something that was already available.
I guess to a certain extent the wait for a patch is a good excuse to take a breather anyway!!
He already contacted us while Ket was gone....and didn't offer much as mrgenie is doing more things than any other coder that I have seen :)
And yes we like the spy missions too.
seady Oct 28, 2006, 06:05 PM - AI autoplay might be alright for troubleshooting that crash on large saves?
- Building Resource Converter
Buildings can be configured to take in a specific set or resorces and convert
them into a new set of resorces, if the inputs are not supplied their is no effect
This could be useful if you could take several resources of the same type and make one other resource instead e.g. i have 4 stone and no marble but i need marble? Or lots of sugar but no oil? Ethanol fuel anyone?
mrgenie Oct 28, 2006, 06:47 PM Mr Genie - just completed testing the installer on new fresh installs of visa 1.2 on 2 different PCs with warlord installed on non standard (i.e. not on C: ) installs one on d: and another on a raid 0 system with a g: drive install - both work totally
Good, so on my own, Firehawks and your pc it works without errors :) that's a good start :) I just finished a VB-routine that automatically clears the cache :) will be added in the new patcher which I'd like you also to test, will upload it later...it's now time for me to go to bed, 2:47am in the morning already :) G'night everyone
HitAnyKey Oct 28, 2006, 06:47 PM As per the first post (which has a ton of info), all patches with a number increment are NOT save game compatible...patches with letters are save game compatible.
Yeah, I guess I didn't read that first post fully enough. :)
At least the downgrade to 1.4 was nice and easy, and then when I'm done with this game it'll be just as easy to go back to 1.5.
mrgenie Oct 28, 2006, 06:52 PM Hi!
I am playing 1.40 with a friend of mine (plus 4 AI on a small map) in multiplayer.
We are in 1310, have Military Tradition, Chemistry - but no sulphur on the map!
???
Hi Soma!!!!!! :) how is your project on the Lands & Roads going?
after the Modpack got converted to the new warlords patch, I think im going to look after the coding for your "plans" :) if you didn't already started yourself...
anyway, nice to read someone is testing the MP...if you have any issues on this, please post it to me, in the modpack i've included an special routine for debugging on MP...so, if you get an OOS, please contact me about it, so we can track it down...but in 1310already, that means OOS is most likely not to occur anymore :) is a nice confirmation the Modpack is multiplayer compatible..
civ4ludo Oct 29, 2006, 12:59 AM Raze city - mod
Have you considered including the Raze city mod http://forums.civfanatics.com/showthread.php?t=168952 in ViSa. It would make a nice addition.
Edit: The warlords version is downloadable: http://forums.civfanatics.com/downloads.php?do=file&id=2829&act=down
civ4ludo Oct 29, 2006, 01:03 AM Pirates from Alpha Centauri expansion
I don't know if the makers of this mod, or anybody else here, ever played the Alpha Centauri expansion. I used to love the Pirates, and in particular their superior ability to operate in the sea.
Now, would it be possible to introduce in Civ4 the ability to build sea-cities? Or some kind of sea base?
seady Oct 29, 2006, 01:28 AM Raze city - mod
Have you considered including the Raze city mod http://forums.civfanatics.com/showthread.php?t=168952 in ViSa. It would make a nice addition.
Edit: The warlords version is downloadable: http://forums.civfanatics.com/downloads.php?do=file&id=2829&act=down
I like the idea of razing. I'd really like to see an option for razing your own cities. Sometimes they get built accidentally in a bad spot, or it turns out that you can't defend the city but you could evacuate the population with transports.
As for the sea part, that is part of the genetic era which is discussed on page 1. The pirates would be nice; the seas are empty early on. The water animals mod could be adapted for it i suppose???
I think all naval vessels move too slowly early on. I'd love to see the circumnavigate bonus removed and sea vessels increased in speed across the board. (maybe 1.5 *)
Alpha centuari was a terrific game although the autodesign part was a bit buggy; i'd be obsoleting designs and have them popup in the next tech advance again. Very imaginative and satisfying all round.
V. Soma Oct 29, 2006, 01:31 AM Dear MrGenie and TAfirehawk!
1.
To Hawk:
Imagine that, we both have Gunpowder (and Mining), since 1100 or so...
- yet, no sulphur on the WHOLE map...
2.
To MrGenie:
Roads and Lands: we have the plan even more detailed and refined.
I have found a fellow, who is a coder. He says, after overviewing the Civ4 XML and Python, that the plan might be DOABLE.
Good news!
:)
But it was some 3-4 weeks ago, and I see he does not have much time.
But he is (his name is "Sus" on the net) is thrilled about the idea and wants to do it, he says.
Sus believes the mod could be made by early 2007...
Mrgenie, how about I prepare the refined plan of R and L in English . for you? :)
mrgenie Oct 29, 2006, 01:08 AM Dear MrGenie and TAfirehawk!
2.
To MrGenie:
Roads and Lands: we have the plan even more detailed and refined.
I have found a fellow, who is a coder. He says, after overviewing the Civ4 XML and Python, that the plan might be DOABLE.
Good news!
:)
But it was some 3-4 weeks ago, and I see he does not have much time.
But he is (his name is "Sus" on the net) is thrilled about the idea and wants to do it, he says.
Sus believes the mod could be made by early 2007...
Mrgenie, how about I prepare the refined plan of R and L in English . for you? :)
In my experience doing this mod in python is doable yes, but an bad option. better in SDK, makes alot more sence, more game stability and faster game experience..please let this man get in contact with me...with 2 people each of us might be able to write different parts of the code, hence completing the work much faster, if not, at all, because a lone coder might get into troubles at some point where you just need someone to let you see that 1 thing you've missed :)
V. Soma Oct 29, 2006, 01:47 AM mail will go to you in ca. 10 minutes :)
Arlborn Oct 29, 2006, 02:41 AM Is Kel still around or studying a lot?:P
Can I ask if you used some of the balance of UU that I told Kel about in the last update or if you are intending to use it some time soon or so? Some units are a heck of unbalance you know..And in my game where I did change all the UU that I told Kel about, I finally dont need to worry in pick civs with really unbalanced UU like the Nubian horseman(or so) or a warrior with 3stgr and bonus againt melee lol
He told me he would put it in the next update(at least most of them), is it balanced in last update or it still has to come?
keldath Oct 29, 2006, 06:06 AM hey arlborn,
i havnt done nothing for the recent patches acctually.......
the guys dont like me anymore... :)
kidding...
i didnt had time to work on civ, i still have the list you sent me.
i promiss ill get it in next fridays patch :)
Gicusan Oct 29, 2006, 06:12 AM Taj Mahal did not trigger a golden age. It was after 2 consecutive golden ages (second and third) and it should get me a new one. Unfortunately it did not.
I am not sure about that military academy giving pints. I could not check it becouse I had a lots of units, but I do not think it gives as many points as it says. Maybe gives to workers, too?
Another problem: if food enhanced, aftyer a while, you cannot get id unchecked without seeing a lot of people go on starvation.
Othervise, great mod. Just great. Are any scenarios for it?
TAfirehawk Oct 29, 2006, 06:20 AM Taj Mahal did not trigger a golden age. It was after 2 consecutive golden ages (second and third) and it should get me a new one. Unfortunately it did not.
I am not sure about that military academy giving pints. I could not check it becouse I had a lots of units, but I do not think it gives as many points as it says. Maybe gives to workers, too?
Othervise, great mod. Just great. Are any scenarios for it?
I just got the Taj Mahal in my game before my first Golden Age ended and it worked fine by increasing the length....not sure why it wouldn't work in your game.
The Military Academy I also built and it gives me the points.
TAfirehawk Oct 29, 2006, 06:32 AM Dear MrGenie and TAfirehawk!
1.
To Hawk:
Imagine that, we both have Gunpowder (and Mining), since 1100 or so...
- yet, no sulphur on the WHOLE map...
Are you using Balanced Resources option or SmartMap? Every game I have seen has Sulfur but I don't use those two options as they cause a problem with Marble at least and maybe some other resources too.
Arlborn Oct 29, 2006, 08:22 AM hey arlborn,
i havnt done nothing for the recent patches acctually.......
the guys dont like me anymore... :)
kidding...
i didnt had time to work on civ, i still have the list you sent me.
i promiss ill get it in next fridays patch :)
No problem, just wanted to know :)
Axil Oct 29, 2006, 08:23 AM I've had Taj - bith single and chained on the end of a G Age and it triggers on both - it just adds extra turns onto the back of the current Golden Age but doesn't announce it. As for Military academy I've seen it give anyway form 1 point to 8 points distributed over units.
Axil Oct 29, 2006, 08:27 AM There's definitely something a bit quirky with smartmap and smartmap_visa as i too tend not to see a lot of the strategic resources time sulphur and oil in my case normally. the easiest way around it is to just set the smart option to spawn many strategic resources and normal on the others that tends to balance it out.
Brave Sir Robin Oct 29, 2006, 09:51 AM nice work visa team:goodjob:
bug report
running V1.5
cant see unit garrisoned in a city from the city screen :confused:
lchall Oct 29, 2006, 10:09 AM I am having the same problem as Brave Sir Robin in that I can't see garrisoned units in the city screen.
rockinroger Oct 29, 2006, 10:59 AM @Ichall and Brave Sir Robin, thank you for your reports keep them coming. We are working to clear and squash these annoying bugs!
TAfirehawk Oct 29, 2006, 01:24 PM nice work visa team:goodjob:
bug report
running V1.5
cant see unit garrisoned in a city from the city screen :confused:
Thanks, we spend a lot of time on this :)
And the bug report website has this already, but thanks for noticing :)
TAfirehawk Oct 29, 2006, 01:26 PM There's definitely something a bit quirky with smartmap and smartmap_visa as i too tend not to see a lot of the strategic resources time sulphur and oil in my case normally. the easiest way around it is to just set the smart option to spawn many strategic resources and normal on the others that tends to balance it out.
Exactly why I don't use SmartMap and we recommend not using it on the first page.
SmartMap_ViSa is nothing more than a newer version that mrgenie tweaked...not sure what he tweaked though :)
civ_king Oct 29, 2006, 02:04 PM OMG how am I in heaven. But I haven't died yet
Axil Oct 29, 2006, 02:45 PM lol - yep i also have the garrision bug - just never noticed it as i always use the main screen to check what's garrisioned in a city.
Ronnoc Oct 29, 2006, 09:14 PM I just found this mod, but when trying to extract the full 1.20 version, it comes back and says there are not files, but it shows it is 284 in the file. The 1.50 patch will open for extraction, but the full file.
Help?
Dancing Hoskuld Oct 29, 2006, 10:31 PM I am a bit slow. In 1.40 my musket factory and golden age created a Blood Skinner instead of a musketman. It is the cherokee (sp?) special unit. The bug is that it can't upgrade. All the other weird musketmen did.
A minor irritent - stables do not go obsolete even when you can no loger produce horse based units.
Other than that I am enjoying it imensly. (Yes, I need a spelling checker.)
Oh! In 1.50 I can't see the garrisoned units in the city either. Originally I can then after a while they dissapear. Exiting the game and starting fixes the problem for awhile.
Axil Oct 29, 2006, 11:35 PM Ronnoc - you may be trying to open the file as a zip - you may need to rename .zip to .7z - it's due to the server not acceptong 7z files so it had to be renamed as a .zip. If I remeber back my Blood skinner couldn't upgrade either so it's definitely a bug
mrgenie Oct 30, 2006, 12:24 AM Exactly why I don't use SmartMap and we recommend not using it on the first page.
SmartMap_ViSa is nothing more than a newer version that mrgenie tweaked...not sure what he tweaked though :)#
the recourses, the way smartmap uses them...there are differences between, strategical, common, abundand, etc etc...and i put the right resources(since we have more then standard in visa modpack) to the appropriate routines to place them...but i guess the smartmap routine doesn't like the way warlords now uses routines for map generation :) I accidental hit a section in the SDK where it handles map generations...I read many people write that firaxis didnt touch it in warlords, but after we got visa upgraded to the new patch i promise i'll going to look over the map generation routines and check what it's doing there and see if we can fix those smartmap issues...ehm, not IF, but WHEN! we fix them hehehe
V. Soma Oct 30, 2006, 01:18 AM Well, well, what is then with the lack of sulphur?
I will perhaps call it an accident ;)
civ4ludo Oct 30, 2006, 01:56 AM I've had Taj - bith single and chained on the end of a G Age and it triggers on both - it just adds extra turns onto the back of the current Golden Age but doesn't announce it. As for Military academy I've seen it give anyway form 1 point to 8 points distributed over units.
I have had exactly the same - upto 1.40 - now playing 1.50 but I have not got (or seen another) with Taj so far.
Mil Acad gave me even more points (1 per unit) something like 10 or 11 in one or two occasions.
TAfirehawk Oct 30, 2006, 06:17 AM I am a bit slow. In 1.40 my musket factory and golden age created a Blood Skinner instead of a musketman. It is the cherokee (sp?) special unit. The bug is that it can't upgrade. All the other weird musketmen did.
A minor irritent - stables do not go obsolete even when you can no loger produce horse based units.
Other than that I am enjoying it imensly. (Yes, I need a spelling checker.)
Oh! In 1.50 I can't see the garrisoned units in the city either. Originally I can then after a while they dissapear. Exiting the game and starting fixes the problem for awhile.
I found the Blood Skinner in my last game and put it on the Issue Tracker a few days ago :)
We had numerous discussions about the Stables and even though Firaxis believes they should go obsolete, ViSa will NOT do that because Gunships can not capture a city.
The no units in the City Zoom I think has been around for at least 2 weeks but I just noticed this a couple days ago too....we appreciate everybody reporting everything they see as the Team can't catch everything :)
TAfirehawk Oct 30, 2006, 06:33 AM Ronnoc - you may be trying to open the file as a zip - you may need to rename .zip to .7z - it's due to the server not acceptong 7z files so it had to be renamed as a .zip. If I remeber back my Blood skinner couldn't upgrade either so it's definitely a bug
I took down the 7z file (even though it was smaller) and am just leaving the RAR on my website now.
civ4ludo Oct 30, 2006, 08:28 AM Problems with Bombarding (all types: from rams to cannons)
I am also experiencing this problem. And I think I did check the buttons on start-up, keeping all the DCM but stack attack.
TAfirehawk Oct 30, 2006, 09:06 AM Problems with Bombarding (all types: from rams to cannons)
I am also experiencing this problem. And I think I did check the buttons on start-up, keeping all the DCM but stack attack.
DCM Stack Attack is no longer an option....at least not in v1.50 anymore :)
We are looking at this problem but can't reproduce it no matter how we install ViSa or what version we run on any of our many computers....
HitAnyKey Oct 30, 2006, 09:13 AM DCM Stack Attack is no longer an option....at least not in v1.50 anymore :)
Why was this removed? I was actually looking forward to trying this out, since I had forgotten to turn it on in my first game I started with this mod.
TAfirehawk Oct 30, 2006, 09:35 AM Why was this removed? I was actually looking forward to trying this out, since I had forgotten to turn it on in my first game I started with this mod.
It causes errors and the AI doesn't use it so it is unbalanced.
seady Oct 30, 2006, 09:42 AM I found the Blood Skinner in my last game and put it on the Issue Tracker a few days ago :)
We had numerous discussions about the Stables and even though Firaxis believes they should go obsolete, ViSa will NOT do that because Gunships can not capture a city.
The no units in the City Zoom I think has been around for at least 2 weeks but I just noticed this a couple days ago too....we appreciate everybody reporting everything they see as the Team can't catch everything :)
If horsies don't go obsolete, maybe they could upgrade during the genetic era to Brutorzes (http://www.neo73.plus.com/Post_Apoc_Files/brutorz.pdf)!
Hands up everyone who used to play Gamma World. :wavey:
Seric Oct 30, 2006, 05:29 PM Hi, how does the religious victory work?
johnjohn Oct 30, 2006, 06:57 PM Problems with Bombarding (all types: from rams to cannons)
I am also experiencing this problem. And I think I did check the buttons on start-up, keeping all the DCM but stack attack.
Could you please double check the "Victory Conditions (orange fist icon)/ Settings" to confirm if "DCM Ranged Bombardment" is selected and let us know?
I have tried this several times since first noticing the problem and not able to now replicate it.
Kaiser Franz Oct 30, 2006, 08:45 PM Thanks for a great Mod -- just a couple of questions -- I can't seem to get the artillery or the destroyers to shell anything -- no "target" button appears -- am I missing something ? -- Also, from time to time, the "units in a stack" display goes missing - no clue where it went or how to get it back -- any suggestions ?
LaCiencia Oct 30, 2006, 08:46 PM Feed back Report
In general I enjoyed to play this mod, however I experienced some strange from my point of view behaviors that I'm pointing out here in order to feedback authors:
1) map screen showed several small icons that made impossible to distinguish:
current production in the city
city name
city population
etc...
please to see the picture attached
2) very fast religion spread
This could be partly my ignorance about the rules of the mode, however I have to report that all religions spreaded in almost immediate way
I found all religions but buddhism, but at the end all the cities had all religions spreaded around
From the beginng icons of non existent yet religions were shown in all cities
Was very annoying to loose time building all kind of temples, and other religous buildings, and was almost
necessary to implement the free religion apart of the fact that in such a way the concept of state religion
is a completely nonsense
3) fast tempo in the GP appearance
Even without the pacifism the quantity of GP appearance was too much, almost every turn I got a GP
4) fast tempo in the experience points given to military units by military academy
Every turn I have received experience points to at least one of my units, and in some of them even 9 units received 1 point
I liked that but seems too much good bonus for a single wonder, from my point of view the concept is good is just a matter
to balance this bonus
5) Leak of balance
I'm certain that is a big difficulty to implement balance to a mod, however from my point of view this mod require a lot
of work balancing. I get to the modern era with some catapults and cavalry, even that my gold production was over 300
gold per turn and my treasure showd over 31,000 golds, and because I made Leonardo Workshop the unit update was peanuts
for my civilization.
Please to take my remarks as constructive criticizm in order to improve the mod, for the rest I liked it very much
and plenty fun is assured playing it.
seady Oct 30, 2006, 09:10 PM Feed back Report
In general I enjoyed to play this mod, however I experienced some strange from my point of view behaviors that I'm pointing out here in order to feedback authors:
1) map screen showed several small icons that made impossible to distinguish:
current production in the city
city name
city population
etc...
please to see the picture attached
2) very fast religion spread
This could be partly my ignorance about the rules of the mode, however I have to report that all religions spreaded in almost immediate way
I found all religions but buddhism, but at the end all the cities had all religions spreaded around
From the beginng icons of non existent yet religions were shown in all cities
Was very annoying to loose time building all kind of temples, and other religous buildings, and was almost
necessary to implement the free religion apart of the fact that in such a way the concept of state religion
is a completely nonsense...
1) I believe that's already been escalated
2) Check your ini file: I think the religion spread is set to 7; try 1 or even 0.
seady Oct 30, 2006, 09:12 PM Also, the memory alloc bug appears to be in the warlords code, and appears when large files are saved. It's been said to appear when huge maps are used in vanilla too, although my system can't handle those maps so i can't check.
I emailed the issue to take 2 support but am yet to hear a relevant reply.
Axil Oct 30, 2006, 11:54 PM I've never seen the effect described in 1) in any of the games of 1.5 I've played so far (10 and counting)
The religion spread I get fairly normal Religion spread so as Seady suggests check the ini and I have a fairly normal GP appearance also though I must note that the AI does appear to be getting them more than I do even with the wonders boosts etc - but then again i never optimise for them.
The military academy can be built by all players and AI - I've pretty much seen the special MA units paraded by nearly all the AI players in my games so I'm assuming they also get the points as well ( TAfirehawk or Mr genie to confirm)
The cash aspect is out of whack balance wise the main culprit being Fort Knox - at the moment it's pretty much game over for the AI as soon as I get it - it definity out of all the money buildings needs to be toned down - and maybe the others as well - banks to 30 - markets to 15 etc
mrgenie Oct 30, 2006, 11:59 PM Feed back Report
In general I enjoyed to play this mod, however I experienced some strange from my point of view behaviors that I'm pointing out here in order to feedback authors:
1) map screen showed several small icons that made impossible to distinguish:
current production in the city
city name
city population
etc...
please to see the picture attached
you have to verify your installation, the [icon food] means your XML are not loaded properly, please use the "installer" from the official site patches section (http://keldath.family-veldman.com)
it'll check several things that might cause this behaviour and inform you about it and where to look for fixes, mostly in the Troubleshoot section of the main site! troubleshoot (http://keldath.family-veldman.com):)
Direct link (http://keldath.family-veldman.com/ccount/click.php?id=900) to Installer routine
2) very fast religion spread
This could be partly my ignorance about the rules of the mode, however I have to report that all religions spreaded in almost immediate way
I found all religions but buddhism, but at the end all the cities had all religions spreaded around
From the beginng icons of non existent yet religions were shown in all cities
Was very annoying to loose time building all kind of temples, and other religous buildings, and was almost
necessary to implement the free religion apart of the fact that in such a way the concept of state religion
is a completely nonsense
this was on request by our players, you can switch the Religion spread to "always spread automatically" or "default civ4 spread only untill 2nd religion appears"..in natural ways in real life, religion spreads always..so we covered that..it's in the ini..you should check the ini and see what's in there, you can enable disable tweak ALOT of our mod by using the ini!
3) fast tempo in the GP appearance
Even without the pacifism the quantity of GP appearance was too much, almost every turn I got a GP
the large size map you play, you do generate alot of GP :)
4) fast tempo in the experience points given to military units by military academy
Every turn I have received experience points to at least one of my units, and in some of them even 9 units received 1 point
I liked that but seems too much good bonus for a single wonder, from my point of view the concept is good is just a matter
to balance this bonus
I will change the pythons for the next patch to make this a "ini" setting as well, i played myself abit last week, after months not playing the game and only programming :) and i found myself the acadamy giving way to much XP...
I think I'll set it a base XP, when you get over the base XP, the mil acadamy will no longer add XP to your units..
5) Leak of balance
I'm certain that is a big difficulty to implement balance to a mod, however from my point of view this mod require a lot
of work balancing. I get to the modern era with some catapults and cavalry, even that my gold production was over 300
gold per turn and my treasure showd over 31,000 golds, and because I made Leonardo Workshop the unit update was peanuts
for my civilization.
This is why we have you players! :) you all should report MORE and MORE PRESICE! so we know how to tweak the game for balances..I'd love if you use the "bug report" button on the main website (http://keldath.family-veldman.com)for this..
Please to take my remarks as constructive criticizm in order to improve the mod, for the rest I liked it very much
and plenty fun is assured playing it.
every comment other then:"you are asholes" is considered constructive :) don't worry, we will not talk behind your back, ehm, did i just said that? of course we do!!! hahaha :) kiddin, just report everything you'll find or think is unbalanced...of course we have to consider everyone's report..when 10people like something and 1 person thinks it's unbalanced...we have to make a desicion of course, and we normally stick to majorities vote :)
Arlborn Oct 31, 2006, 01:02 AM I think this mod is really good, really(although I cant help to prefer Sevo, sorry, hij ishh da Kong!), but before I play a game in your mod I can't help myself but change A LOT of things in the .INI(and that is a good thing of this mod, costumization), mostly back to the normal vanilla like religious spread and etc.. I think that you should somehow show it more in the first page(like with big huge pink letters or so xD) that you can change so much in the INI, because so many people I see come here with a kind of problem that they could actually change in the .INI..Its just because nobody reads everything when downloading something lol, I can understand xD
mrgenie Oct 31, 2006, 01:11 AM I think this mod is really good, really(although I cant help to prefer Sevo, sorry, hij ishh da Kong!), but before I play a game in your mod I can't help myself but change A LOT of things in the .INI(and that is a good thing of this mod, costumization), mostly back to the normal vanilla like religious spread and etc.. I think that you should somehow show it more in the first page(like with big huge pink letters or so xD) that you can change so much in the INI, because so many people I see come here with a kind of problem that they could actually change in the .INI..Its just because nobody reads everything when downloading something lol, I can understand xD
I agree to that, and the ini will be more annoying after more and more updates..I'm not sure how to solve this, but I'm planning on a solution to make it more acceptable by players, and easier to tweak...
btw, what is it with the sevo mod you like , and you miss in our mod? I tried to include everything from his mod that i liked and used and made it warlords compatible..but of course, i don't know what you are referring too? :)
Arlborn Oct 31, 2006, 01:22 AM I agree to that, and the ini will be more annoying after more and more updates..I'm not sure how to solve this, but I'm planning on a solution to make it more acceptable by players, and easier to tweak...
btw, what is it with the sevo mod you like , and you miss in our mod? I tried to include everything from his mod that i liked and used and made it warlords compatible..but of course, i don't know what you are referring too? :)
Ehm, you asked, not to criticize or so, specially because I know that that is why so many people like this mod! It is just a personal opnion :p But Sevo has a better *balance* sense and less stuff! Told ya just a personal preference! But your mod has soo many stuff togheter! And the balance is not good yet as well...
I prefer to stick to Sevomod, he made such a awesome work!! I think you would agree with me on that no? :P
But your mod is great! I wanna try to play 1 game specially after the genetic era is added and the UUs a bit more balanced(although I do that myself in my games lol :p).. I like CIV CTP xD
civ4ludo Oct 31, 2006, 02:14 AM Could you please double check the "Victory Conditions (orange fist icon)/ Settings" to confirm if "DCM Ranged Bombardment" is selected and let us know?
I have tried this several times since first noticing the problem and not able to now replicate it.
Ok, now :blush::blush::blush::blush:
I checked and it's not set - so of course I can't use ranged bombing.
However, it seems that this does not restore the vanilla civ style, allowing bombing of cities, therefore siege weapons can only be used as attackers.
civ4ludo Oct 31, 2006, 02:22 AM I agree to that, and the ini will be more annoying after more and more updates..I'm not sure how to solve this, but I'm planning on a solution to make it more acceptable by players, and easier to tweak...
btw, what is it with the sevo mod you like , and you miss in our mod? I tried to include everything from his mod that i liked and used and made it warlords compatible..but of course, i don't know what you are referring too? :)
Mrgenie, I tested your installer. It's very nice: I think you should release it for the next upgrade of ViSa (after the WL patch, I ustand) because it will be helpful for various reasons:
- it explains where the mod folder should go (usually something that many people have trouble at first in guessing)
- it clears the cache (after explaining that you should save your stuff if using other mods there...)
- it gives an overall sense of professionalism and reliability -- on a par (or better, can this be written down?) with the official releasers of the game.
Very well done! :goodjob: Thank you!
Only point you might perhaps want to check: I did use it on top of an already existing 1.5 patch and the installer did not notice (or care about) it.
Maybe you could make it do a simple check and inform the user.
Mind you, I have modified/added a couple of files in a folder, so it might have done a check and thought it wasn't plain 1.5 anyway...
Re: Sevomod. There are a few diffs here and there (f.inst.: with Gunpowder, you can build the special Gunpowder building. With Sevo you get a +1 hammer, with ViSa you get +20 -- how I love ViSa!!!)
Most important to me is perhaps the visual aspect of the advisors. These are more developed in Sevomod, especially the foreign adv which tells you right away what resources your opponents have/don't have, what you can trade, what they don't want to trade, etc.
But even F1 has a few more details, better organised, etc.
Obviously, the sevomod+gir+keldath based on van-civ has everything in place, and ViSa doesn't 'cause it's based on a different platform; this is clear.
I don't think there is much point in going over a point by point check-and-compare analysis, both because the WL patch will change the basic starting point for each and every mod; and because Sevo is working on his own "Sevolords".
One thing I'm curious about: do you and the other devs of ViSa also work with the Composite (CCCP) or whatever is called??
Ciao
mrgenie Oct 31, 2006, 02:32 AM Only point you might perhaps want to check: I did use it on top of an already existing 1.5 patch and the installer did not notice (or care about) it.
Maybe you could make it do a simple check and inform the user.
Mind you, I have modified/added a couple of files in a folder, so it might have done a check and thought it wasn't plain 1.5 anyway...
yeah, i know this issue...that's why it's still beta....i plan for the 1.60 to release a complete MODPACK installer, and a patched versions..
I plan both to add a regkey to the Firaxis Registry keys, with the name Visa, version, and it installs there the version, and will be checked ....so it informs you even of versions, and ask if you want to overwrite your version...
the thing im considering..is there maybe need for a "installer" in the windows "add remove programs"? i can make there a VISA entry also, so you can remove the mod from there also...im not sure if people want this..but if you consider removing warlords or even civ...normally you must manually clear all the programs/folders/files you have installed after it to this directory..i can make that all automatically go away by the installer...im planning to make it like this...also the regkey will help troubleshooting...making a little python routine to spawn a visadebug.txt with the infos of your computer...im planning to make that...so we can troubleshoot computers ALOT easier...people with the buttons are 100% having installation issues..and we can help them alot better then...so..it's all under development :) but post your IDEAS and SUGGESTIONS!!! they are highly welcome by me! :)
keldath Oct 31, 2006, 03:48 AM hey guys -
forthose who wnder how the religiuos victory works:
its need 66% of world religion spread to win it.
also,
so theres still a bombardment problem??
Axil Oct 31, 2006, 04:28 AM one thing I miss from sevo if the slave you get when capturing workers/settlers when under slavery civic. It made a reason for slavery of than the population rush build.
TAfirehawk Oct 31, 2006, 07:19 AM I think this mod is really good, really(although I cant help to prefer Sevo, sorry, hij ishh da Kong!), but before I play a game in your mod I can't help myself but change A LOT of things in the .INI(and that is a good thing of this mod, costumization), mostly back to the normal vanilla like religious spread and etc.. I think that you should somehow show it more in the first page(like with big huge pink letters or so xD) that you can change so much in the INI, because so many people I see come here with a kind of problem that they could actually change in the .INI..Its just because nobody reads everything when downloading something lol, I can understand xD
We list every single option in the INI in the second and third post of this thread....not sure how much more plain we can make it for everybody....
I know people don't read that info but you can only lead a horse to water....as the saying goes :)
And I thought things like religion spread were set at 'normal' in the INI anyways....what tweaks are you making because we try to keep the default ViSa pretty 'normal' with the option to 'enhance' it?
TAfirehawk Oct 31, 2006, 08:08 AM Ehm, you asked, not to criticize or so, specially because I know that that is why so many people like this mod! It is just a personal opnion :p But Sevo has a better *balance* sense and less stuff! Told ya just a personal preference! But your mod has soo many stuff togheter! And the balance is not good yet as well...
I prefer to stick to Sevomod, he made such a awesome work!! I think you would agree with me on that no? :P
But your mod is great! I wanna try to play 1 game specially after the genetic era is added and the UUs a bit more balanced(although I do that myself in my games lol :p).. I like CIV CTP xD
Well quite frankly we don't get to play ViSa that much...so it would be helpful to ALL PLAYERS if you could help us bring this mega-modpack back into balance :)
And anybody else, please post here or PM or report on Issue Tracker balance issues because we are making this mod FOR YOU!!!!
HitAnyKey Oct 31, 2006, 08:37 AM I will change the pythons for the next patch to make this a "ini" setting as well, i played myself abit last week, after months not playing the game and only programming :) and i found myself the acadamy giving way to much XP...
I think I'll set it a base XP, when you get over the base XP, the mil acadamy will no longer add XP to your units..
If you do this, would each Mil Academy have it's own limit? So if you make an academy in one city, it'll keep dispersing it's XP until it hits it's limit. But if you also making an academy in another city, it'll do so until it hits it's own limit?
LaCiencia Oct 31, 2006, 09:01 AM I think this mod is really good, really(although I cant help to prefer Sevo, sorry, hij ishh da Kong!), but before I play a game in your mod I can't help myself but change A LOT of things in the .INI(and that is a good thing of this mod, costumization), mostly back to the normal vanilla like religious spread and etc.. I think that you should somehow show it more in the first page(like with big huge pink letters or so xD) that you can change so much in the INI, because so many people I see come here with a kind of problem that they could actually change in the .INI..Its just because nobody reads everything when downloading something lol, I can understand xD
Well, maybe you can have time to read everything, unfortunately I don't and usually give a try with the default downloaded... sorry for stupid comments?;)
Arlborn Oct 31, 2006, 09:08 AM ? I really changed 2 or 3 things in the INI for the normal vanilla game settings last game I played(1.20?) with this mod lol :P
Anyway I will play a game again when the genetic era is in the mod!
TAfirehawk Oct 31, 2006, 09:13 AM Genetic Era will be going in after we get the Warlords Patch.
LaCiencia Oct 31, 2006, 09:31 AM you have to verify your installation, the [icon food] means your XML are not loaded properly, please use the "installer" from the official site patches section (http://keldath.family-veldman.com)
it'll check several things that might cause this behaviour and inform you about it and where to look for fixes, mostly in the Troubleshoot section of the main site! troubleshoot (http://keldath.family-veldman.com):)
Direct link (http://keldath.family-veldman.com/ccount/click.php?id=900) to Installer routine
Thanks for the advice was not very clear to me at the first post, as I was wondering I did install the last patch, seems not. I already downloaded the exe patch and I will try again.:)
this was on request by our players, you can switch the Religion spread to "always spread automatically" or "default civ4 spread only untill 2nd religion appears"..in natural ways in real life, religion spreads always..so we covered that..it's in the ini..you should check the ini and see what's in there, you can enable disable tweak ALOT of our mod by using the ini!
the large size map you play, you do generate alot of GP :)
I throughly and detailed will check the ini file before I dare to make another comment.:blush:
I will change the pythons for the next patch to make this a "ini" setting as well, i played myself abit last week, after months not playing the game and only programming :) and i found myself the acadamy giving way to much XP...
I think I'll set it a base XP, when you get over the base XP, the mil acadamy will no longer add XP to your units..
yep I think you need more math here, ie the distance between cities could be changed freely, however is not the same to play a large than a tiny map, in my opinion this should be in accordance with the area available to colonize.
In the case of the military academy, the tempo should be related to the duration of the turn, if the turn is 200 years is not the same as the turn is a week, you cannot train a soldier in a week (do you?) and the second suggestion is that if you want XP points for a unit you have to bring the unit to the Academy, at least sounds logic. Well if somebody wants to have 5 academies, great! each player decision.
This is why we have you players! :) you all should report MORE and MORE PRESICE! so we know how to tweak the game for balances..I'd love if you use the "bug report" button on the main website (http://keldath.family-veldman.com)for this..
Next time I will do so. ;)
every comment other then:"you are asholes" is considered constructive :) don't worry, we will not talk behind your back, ehm, did i just said that? of course we do!!! hahaha :) kiddin, just report everything you'll find or think is unbalanced...of course we have to consider everyone's report..when 10people like something and 1 person thinks it's unbalanced...we have to make a desicion of course, and we normally stick to majorities vote :)
Sometimes we player testers sound a bit rough after you guys made a great effort (pleasent I know but effort) , therefore is good to have clear statetement on this regard in my opinion. And of course is clear that you will go with the majority, that's democracy for (or it isn't? :lol: ) :goodjob:
TAfirehawk Oct 31, 2006, 10:32 AM Now that the Warlords v2.08 Patch is official, we will begin working on ViSa 2.0 :)
Axil Oct 31, 2006, 01:37 PM Anyine got 1.5 to woork under the new patch as all I'm getting is an error message Civ4warlords.ex.exe has generated errors and will be closed by windows
Looks like the the patch is a sc**w up though warlords vanilla will actually launch.
Donkey Puncher Oct 31, 2006, 01:37 PM question in the middle of the game my first two cities start dieing off all the way down too one why
seady Oct 31, 2006, 01:44 PM This map generator (http://forums.civfanatics.com/showthread.php?t=137749&page=13) could be useful. I expect that it'll need to be adjusted by the maker before it'll be compatible with that patch though.
I don't know what effect the extra resources in visa have. Would something have to be added into the source to make it pick up sulfur etc?
Axil Oct 31, 2006, 01:50 PM Well as I can't even figure up what the patch has done to give me the type of error I've reported above looks like my going to have to take a small break from Visa - It looks like it's pretty much messed up every warlords mod as well as composite XL etc are also giving the same error.
TAfirehawk Oct 31, 2006, 01:53 PM Well as I can't even figure up what the patch has done to give me the type of error I've reported above looks like my going to have to take a small break from Visa - It looks like it's pretty much messed up every warlords mod as well as composite XL etc are also giving the same error.
Are you using the beta installer or just the plain old v1.50 patch?
This is the first report of such an error....and I assume you aren't using the Warlords v2.08?
TAfirehawk Oct 31, 2006, 01:54 PM question in the middle of the game my first two cities start dieing off all the way down too one why
Never heard of anything like this unless you let the AI starve your city....which should be fixed in the Warlords Patch v2.08....but ViSa is not compatible with that yet.
TAfirehawk Oct 31, 2006, 01:56 PM This map generator (http://forums.civfanatics.com/showthread.php?t=137749&page=13) could be useful. I expect that it'll need to be adjusted by the maker before it'll be compatible with that patch though.
I don't know what effect the extra resources in visa have. Would something have to be added into the source to make it pick up sulfur etc?
Like any other map generator it has to be customized to ViSa...
TAfirehawk Oct 31, 2006, 01:58 PM ViSa Modpack Team
keldath, mrgenie, TAfirehawk and rockinroger
Latest Patch Version: 1.50
Latest Full Version: 1.20
Designed for Warlords 2.0.0.0
Built on Amra's Modpack v2.0 (http://forums.civfanatics.com/showthread.php?t=184242)
Warlords Patch Released (http://forums.civfanatics.com/showthread.php?t=190363) ViSa v1.50 is NOT compatible
Download Area
ViSa Main Website (http://keldath.family-veldman.com/) All files in EXE format as well as RapidShare links and all bug reports here on the Issue Tracker. ***Downloads can be slower here***
ViSa Alternate Website (http://www.civ.tafirehawk.com/) All files in archive format (RAR, ZIP) ***Downloads usually very fast here***
RAR Download (http://www.civ.tafirehawk.com/ViSa-v1_20-FULL.rar) for Full v1.20
EXE Download (http://keldath.family-veldman.com/ccount/click.php?id=508) for Patch v1.50
Fast Download ZIP (http://www.civ.tafirehawk.com/ViSa-v1_2-patch-1_50.zip) for Patch v1.50
Warlords Sound Bug Fix (http://forums.civfanatics.com/downloads.php?do=file&id=3017) This patch is NOT a part of the ViSa Modpack but is an original Firaxis bug. File changed is in the Warlords directory, NOT the VISA directory, but it has solved the sound bug.
Old Version (http://www.civ.tafirehawk.com/ViSa-v1_2-patch-0_40.zip) for Patch v1.40 ***Only use for old save games***
If you haven't installed v1.20 as a full and clean install, it is STRONGLY recommended that you delete the entire \Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\VISA directory and install a fresh, full version of ViSa v1.20 and then the latest patch, which includes all previous patches. Version 1.20 Full includes an updated and revised setup for PakBuild.
A 'letter' increment in the Patch Build indicates a save game compatible update, whereas a 'number' increment usually means the update is not save game compatible.
Please play with language set to English as full translations to any other language are not fully supported at this time. Any help with translations is greatly appreciated.
ViSa Installation
Full Version
This mod is contained in self-extracting archive as well as RAR format. Please run the EXE or extract the RAR to the \Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods directory.
To have the mod load automatically at game startup, edit the CIVILIZATION.INI file in your \My Documents\My Games\Warlords directory. Change the "Mods=0" to "Mods=Mods\VISA".
You may need to clear the cache by deleting everything in the C:\Documents and Settings\{YOUR USERNAME}\Application Data\My Games\Warlords\cache before starting the game (highly recommended).
Patch Update
This patch is contained in self-extracting archive as well as a Zip format. Please run the EXE or extract the Zip to the \Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\VISA directory.
You may need to clear the cache by deleting everything in the C:\Documents and Settings\{YOUR USERNAME}\Application Data\My Games\Warlords\cache before starting the game (highly recommended).
Axil Oct 31, 2006, 01:59 PM Actually I've tried both installer and usual version - visa or any other warlords mod for that matter just give the error I posted now
Looks like everymodders going to have to rework their modpack for the new patch
Nevermind though gives me a chance to tinker about with Sid's Railroads as I have a copy due to arrive tomorrow :)
TAfirehawk Oct 31, 2006, 02:12 PM Actually I've tried both installer and usual version - visa or any other warlords mod for that matter just give the error I posted now
Looks like everymodders going to have to rework their modpack for the new patch
Nevermind though gives me a chance to tinker about with Sid's Railroads as I have a copy due to arrive tomorrow :)
We already knew that nearly every mod would need reworked....patch list showed SDK changes :) That is why we already commented about a v2.0 of ViSa for the new Warlords patch....so don't install the Warlords patch if you want to play ViSa.
HitAnyKey Oct 31, 2006, 03:36 PM Or just make a whole copy of your Civ4 & Warlords directory with the ViSa mod in it. And play it from there.
And then you can patch the original Warlords game folder. It'll take up a hell of a lot of hard drive space as you would have two copies of the full install on your HD. But then you would at least be able to play both.
V. Soma Oct 31, 2006, 03:44 PM we play multi with 1.50
Problem:
Battleram has no city bombing... (no red ringed icon)
TAfirehawk Oct 31, 2006, 04:41 PM Or just make a whole copy of your Civ4 & Warlords directory with the ViSa mod in it. And play it from there.
And then you can patch the original Warlords game folder. It'll take up a hell of a lot of hard drive space as you would have two copies of the full install on your HD. But then you would at least be able to play both.
Odds are that won't work or has a high potential for problems by changing the path...and if you are only playing ViSa then why patch?
We should have ViSa v2.0 out within a week that is Warlords v2.08 compatible.
maxbjr Oct 31, 2006, 05:51 PM I'll wait until ViSa v2.0 to come out before I run the Warlords v2.08 patch. In my opinion, Visa1.5 is way better than Warlords 2.08 without ViSa would be :lol: . So far I've had no problems with ViSa 1.5 after two games.
TAfirehawk Oct 31, 2006, 07:55 PM I'll wait until ViSa v2.0 to come out before I run the Warlords v2.08 patch. In my opinion, Visa1.5 is way better than Warlords 2.08 without ViSa would be :lol: . So far I've had no problems with ViSa 1.5 after two games.
Glad to hear you have no serious problems with ViSa v1.5 :)
I am about halfway through merging the XML and mrgenie should hammer through the SDK/python in short order.....then we will test it and get it into everybody's hands soon.
HitAnyKey Oct 31, 2006, 10:07 PM Odds are that won't work or has a high potential for problems by changing the path...and if you are only playing ViSa then why patch?
Well, I'm in about a half dozen Warlords PTBS games, and about that many PBEM games. So patching will become a necessity within the next 24 hours.
So if anything, I'll end up having to do without ViSa until the 2.0 version.
mrgenie Oct 31, 2006, 11:26 PM some programmers note: Most of the Modders, actually i don't know anyone who doesn't, looks into the Windows Registry to search for your warlords installation directory. Firaxis does this too..the moment, you copy, rename, move your warlords directory without telling the registry about this, you'll hit a dead end, Mod components will act strange, or even stop working..not the whole mod, that'll load through the SDK looking for a relative path, but many components that search for the proper files through Registry keys(this is done because it is alot faster then searching every single file through the windows search routine) will get problems...
side off note to anyone: the times of DOS are over!!!!!!!!!!!!!! we live in the Windows era, wether it's mac, linux, MS, they all use windows standard today....they all register software, set keys, values, dirs and use this because it's alot faster...the times of renaming dirs, moving dirs, etc for installed programs are over, you should NOT do this!!!
seady Oct 31, 2006, 11:39 PM I suppose you could always install to a different partition? Or even to a USB drive; the capacity of the newer ones is getting to that point. Yarrrrr! :crazyeye:
civ4ludo Nov 01, 2006, 01:09 AM Never heard of anything like this unless you let the AI starve your city....which should be fixed in the Warlords Patch v2.08....but ViSa is not compatible with that yet.
I have experienced this problem too. (1.40 and 1.50)
It goes like this, apparently: you conquer a new city, it is in revolt and looses pop, that's normal; then, unless you check that it has the food button pressed for maximum food production, once the city goes out of revolt, it stays with the city tiles unworked, and it dies off bit by bit. With a large empire and an ongoing war (or two) when you are getting cities right, left and center, it's easier to forget to check -- and your newly conquered large cities quickly dwindle down to a tiny size.
I have actually not seen them dying, but this is because I got to see the problem before it was too late. Now I'm aware of it, and routinely set the cities to max food production as I conquer them.
mrgenie Nov 01, 2006, 01:14 AM I suppose you could always install to a different partition? Or even to a USB drive; the capacity of the newer ones is getting to that point. Yarrrrr! :crazyeye:
No, it doesnt matter, you must change your regedit keys, and the python files to work properly then..if you don't know this, then you probably shouldn't try to run more then 1 warlords version..and just wait till visa gets updated...im half way through the SDK...then i'll check the pythons, and do some testing...
civ4ludo Nov 01, 2006, 01:16 AM yeah, i know this issue...that's why it's still beta....i plan for the 1.60 to release a complete MODPACK installer, and a patched versions..
I plan both to add a regkey to the Firaxis Registry keys, with the name Visa, version, and it installs there the version, and will be checked ....so it informs you even of versions, and ask if you want to overwrite your version...
the thing im considering..is there maybe need for a "installer" in the windows "add remove programs"? i can make there a VISA entry also, so you can remove the mod from there also...im not sure if people want this..but if you consider removing warlords or even civ...normally you must manually clear all the programs/folders/files you have installed after it to this directory..i can make that all automatically go away by the installer...im planning to make it like this...also the regkey will help troubleshooting...making a little python routine to spawn a visadebug.txt with the infos of your computer...im planning to make that...so we can troubleshoot computers ALOT easier...people with the buttons are 100% having installation issues..and we can help them alot better then...so..it's all under development :) but post your IDEAS and SUGGESTIONS!!! they are highly welcome by me! :)
I think this is a great idea :goodjob: -- especially because many of us players are not too good at knowing (or finding out) the system specs, and if you set a way to do it properly and is automated, then it becomes easier to report/detect problems and so on.:cool:
A caveat :nuke:
You should make it very clear that your tool does not send automatically any info out of people's machines (as any trojan could do or as M$ "antipiracy" schemes concoct to do).
mrgenie Nov 01, 2006, 02:05 AM You should make it very clear that your tool does not send automatically any info out of people's machines (as any trojan could do or as M$ "antipiracy" schemes concoct to do).
this notification is done by program that access the inet, so in case the firewall sounds alarm, you know this is normal behaviour..the installer however doesn't go into the internet, so your firewall will have no work and no warning will popup because everything is done local :) so there is no need for that message...but yeah, we do try to avoid slipping any virus-malware-spyware into our files :) every file i release is checked by Norton, McAffee, Outpost...all my files are first going to Firehawk and Rockinroger..assuming they also have ANtivir and Antispyware software different from mine, it means everything is checked many times before we release anything :) generally you shoudln't worry about trojans or whatever :)
i could however make an option to automatical update the modpack...through inet, for that I'd need to include such a message...but, i won't enable this option because the visamodpack is not a stand alone program, and depends on your warlords version...so we keep that for the users manually todo :)
mrgenie Nov 01, 2006, 03:09 AM people, please hold the line a bit to make it all compatible, i did the SDk this morning in 2hours, rewrote some DALE's routines to make it warlords 2.08 compatible, then changed the python a little bit...game loads the mod now correctly and without errors, and playable, all options seem to work...but we will test this ourself first of course before we release a 2.08compatible patch....but so far, so good, all seems to work already :) SEEMS! im pretty sure there is always something :)
ADD
I just figured, it's halloween today here, so I'm stopping work now and go into town with wife and son :) so far codes are looking good..so i guess you all don't have to wait too long for this to be compatible with 2.08 :)
Arlborn Nov 01, 2006, 03:54 AM Just a observation: I got now twice memmory allocation error in SEVOMOD vanilla in the same game while RELOADING a save..Its funny cuz I never got before, and because its not Warlords and because its large map and not huge..How weird an? lol
And great job converting the SDK so fast mrgenie 0.o
V. Soma Nov 01, 2006, 05:40 AM Good news, MrGenie! :)
Axil Nov 01, 2006, 06:25 AM I tend to test all my files with NOD 32 virus cheker so there's another AV system they get checked with.
TAfirehawk Nov 01, 2006, 07:00 AM I have experienced this problem too. (1.40 and 1.50)
It goes like this, apparently: you conquer a new city, it is in revolt and looses pop, that's normal; then, unless you check that it has the food button pressed for maximum food production, once the city goes out of revolt, it stays with the city tiles unworked, and it dies off bit by bit. With a large empire and an ongoing war (or two) when you are getting cities right, left and center, it's easier to forget to check -- and your newly conquered large cities quickly dwindle down to a tiny size.
I have actually not seen them dying, but this is because I got to see the problem before it was too late. Now I'm aware of it, and routinely set the cities to max food production as I conquer them.
That sounds like the city advisor starving the city just like I described and what Firaxis has supposedly fixedd in v2.08....not a ViSa issue.
TAfirehawk Nov 01, 2006, 07:02 AM people, please hold the line a bit to make it all compatible, i did the SDk this morning in 2hours, rewrote some DALE's routines to make it warlords 2.08 compatible, then changed the python a little bit...game loads the mod now correctly and without errors, and playable, all options seem to work...but we will test this ourself first of course before we release a 2.08compatible patch....but so far, so good, all seems to work already :) SEEMS! im pretty sure there is always something :)
ADD
I just figured, it's halloween today here, so I'm stopping work now and go into town with wife and son :) so far codes are looking good..so i guess you all don't have to wait too long for this to be compatible with 2.08 :)
Well I am still working on the XML....there is alot of changes here too and WinMerge can't do most of the changes because the ViSa files are so different. But I should be done today and then we need 1-2 days at least to test....so it won't be too long for ViSa 2.0 to be released that is Warlords v2.08 compatible :)
V. Soma Nov 01, 2006, 07:48 AM Visa 2.0 for the weekend? :)
TAfirehawk Nov 01, 2006, 08:09 AM Visa 2.0 for the weekend? :)
Unless something crazy happens we will release on the normal Friday timeframe for the weekend yes :)
TAfirehawk Nov 01, 2006, 10:11 AM ViSa Version 2.00 = Warlords Patch v2.08 Compatibility UPDATE
For all you waiting for ViSa to work with the latest Firaxis patch....well we have the SDK and XML merged and have started testing!!!!
We still have some python details to address and then packaging this into an installer (we might release a full version instead of a patch to update the FPK files, but not sure yet as that really stresses our web site's speed).
Just wanted to keep all the ViSa players updated :D
LaCiencia Nov 01, 2006, 02:16 PM ViSa Version 2.00 = Warlords Patch v2.08 Compatibility UPDATE
For all you waiting for ViSa to work with the latest Firaxis patch....well we have the SDK and XML merged and have started testing!!!!
We still have some python details to address and then packaging this into an installer (we might release a full version instead of a patch to update the FPK files, but not sure yet as that really stresses our web site's speed).
Just wanted to keep all the ViSa players updated :D
If we can vote about it make it a patch :)
TAfirehawk Nov 01, 2006, 02:33 PM And for those interested in what files changed in the Warlords Patch, Post in other thread (http://forums.civfanatics.com/showthread.php?p=4709944#post4709944) has the file details....but this doesn't show the changes within each file :)
BTW, I am 30% done with first game in ViSa 2.00 and except for one minor text parsing issue, it runs just fine!!! And v2.00 will be a patch....the Genetic Era, which is next, will be a full install because of the major changes in the FPK files.
keldath Nov 01, 2006, 04:37 PM yey!!! finnally ill get my genetic era!!!!! woooohoooo!!!!
AlexTheTall Nov 01, 2006, 04:57 PM If you need someone to translate to mod in French (Canadian) i could do it whit the help of my girlfriend.
Just E Mail me the work at my e mail adress please! :)
TAfirehawk Nov 01, 2006, 05:16 PM If you need someone to translate to mod in French (Canadian) i could do it whit the help of my girlfriend.
Just E Mail me the work at my e mail adress please! :)
Thanks for the offer...we found a utility that converts ALL languages at once and allows for an easy copy/paste into XML.
I can't believe we didn't see this before but now there is no excuse for us to not have all the translations working....well except for the time it will still take :crazyeye:
TAfirehawk Nov 01, 2006, 05:29 PM If anybody is having issues with downloading the Warlords Patch, you can get it from my website (http://civ.tafirehawk.com). BUT ViSa v1.50 is not compatible yet!!!!
CyberTyrant Nov 01, 2006, 08:10 PM Nice work on this. Can't wait for the new update. :goodjob:
Axil Nov 01, 2006, 11:55 PM Looking forward to see Visa being 2.08 compatable. I'm playing vanilla wl atm with 2.08 and it's a far better game design than 2.00 and more fun to play. I'm actually seeing really good AI city placement - better AI descisions as in building wonders and seeing civs declare war when they see weaknesses - china declared war on me when I was overstretched in a war with france and they knew I couldn't strike back - had no navy at the time. As for Genetic era I'm not really that bothered about it - but will be interested in see how it's be balanced out.
noid Nov 02, 2006, 05:12 AM Ive posted some time ago about some "hangs" inbetween turns.. Now im playing multiplayer with my firend, and because of those "hangs" we are getting disconnected.. I tried a lot of thing that might help but none of them seem to have anything to do with it.. They occur randomly, sometimes after a restart of civ we can push the game a couple of turns forward but its really annoying.. It only happens in Visa (NOT Amra, TR, Composite etc). The only difference i can find in those mods is that VISA uses .FPK files..
Anyway I could Unpack the conten of those files and see if it makes a difference ??
cheers
simkodavid Nov 02, 2006, 06:17 AM Hello VISA team.
Downloaded your latest version and patch.
I'm only at the beginning.
I used to play a lot SEVO mode with your Addons and later
played a lot AMRA'S Modpack 2.0.
Problem 1. I get an error screen like the one Posted by JosefStalinator - "Initialize Renderer failed...."
Only on the first game start, then no more.
I used to get it with SEVO mode, the same way, but never with AMRA'S mode, so maybe there is something in common.
Problem 2. which is not really a problem:
On the main screen the DATE (upper right corner) and the gold per turn DEBIT (upper left corner) are in some kind of RED which is hard to read.
Can you direct me to where to edit this color.
Thanks in advance
David
TAfirehawk Nov 02, 2006, 07:17 AM Ive posted some time ago about some "hangs" inbetween turns.. Now im playing multiplayer with my firend, and because of those "hangs" we are getting disconnected.. I tried a lot of thing that might help but none of them seem to have anything to do with it.. They occur randomly, sometimes after a restart of civ we can push the game a couple of turns forward but its really annoying.. It only happens in Visa (NOT Amra, TR, Composite etc). The only difference i can find in those mods is that VISA uses .FPK files..
Anyway I could Unpack the conten of those files and see if it makes a difference ??
cheers
You are welcome to download and unpak the files yourself, check out this thread (http://forums.civfanatics.com/showthread.php?t=136023&highlight=pakbuild), but we won't be releasing ViSa without FPK files because the load times are way too long and nobody else seems to have your problem.
EDIT
You might want to check out the Troubleshooting section of the ViSa website as there are a number of items there to check....and using the latest patch should help too.
TAfirehawk Nov 02, 2006, 07:20 AM Hello VISA team.
Downloaded your latest version and patch.
I'm only at the beginning.
I used to play a lot SEVO mode with your Addons and later
played a lot AMRA'S Modpack 2.0.
Problem 1. I get an error screen like the one Posted by JosefStalinator - "Initialize Renderer failed...."
Only on the first game start, then no more.
I used to get it with SEVO mode, the same way, but never with AMRA'S mode, so maybe there is something in common.
Problem 2. which is not really a problem:
On the main screen the DATE (upper right corner) and the gold per turn DEBIT (upper left corner) are in some kind of RED which is hard to read.
Can you direct me to where to edit this color.
Thanks in advance
David
The DATE color is set by settings in the VISA.INI file and based on the era you are currently in...the negative cash flow is from Civ I believe so we have no setting for that.
Not Just Another Game Clock Mod
; Set this to true if you want to reflect the current era by changing the
; game turn to a set color
; Default value is true
Show Reflect Era In Turn Color = true
; The following are the default color mappings for the different eras,
; if you have define a new era the code is flexible enough to allow you to
; specify your era color mapping as well, example: ERA_FOOBAR = COLOR_BLACK
ERA_ANCIENT = COLOR_RED
ERA_CLASSICAL = COLOR_GREEN
ERA_MEDIEVAL = COLOR_BLUE
ERA_RENAISSANCE = COLOR_CYAN
ERA_INDUSTRIAL = COLOR_YELLOW
ERA_MODERN = COLOR_MAGENTA
ERA_FUTURE = COLOR_WHITE
noid Nov 02, 2006, 07:42 AM @TAfirehawk
i know that no one seems to be expiriecning the same prob as me.. I dont expect you to reales Visa w/o FPK just coz of me :) thanks for the quick reply.. ill check out troubleshooting and report what i came up with
cheers
TAfirehawk Nov 02, 2006, 07:52 AM @TAfirehawk
i know that no one seems to be expiriecning the same prob as me.. I dont expect you to reales Visa w/o FPK just coz of me :) thanks for the quick reply.. ill check out troubleshooting and report what i came up with
cheers
If you have any issues with pakbuild, just let me know :)
civ4ludo Nov 02, 2006, 08:10 AM Record setting??
I think you might be setting a record for the fastest relased mod after a patch... Crossing my fingers...
TAfirehawk Nov 02, 2006, 08:30 AM Record setting??
I think you might be setting a record for the fastest relased mod after a patch... Crossing my fingers...
I am sure we could...and it is running fine on 3 of our test computers....but we are not going to rush the release of any patch :)
We had everything merged and up and running in less than 24 hours :)
I have even went to addressing non-patch issues like Fort Knox and adding in the Barb Navy!!!!! (although it might take more than XML change to get Barbs building new units from what alexman said in patch thread)
TAfirehawk Nov 02, 2006, 08:41 AM Followup on the Barb Navy....
In my current game I checked in WB and Barbs don't have Fishing/Boating/Sailing so they won't get any ships :(
We will have to investigate in the SDK on how the Barbs learn tech to enable the navy I think....but we will eventually figure it out :)
civ4ludo Nov 02, 2006, 09:06 AM Followup on the Barb Navy....
In my current game I checked in WB and Barbs don't have Fishing/Boating/Sailing so they won't get any ships :(
We will have to investigate in the SDK on how the Barbs learn tech to enable the navy I think....but we will eventually figure it out :)
Can't you just give them those techs from startup? (Prolly a stupid qtn)
TAfirehawk Nov 02, 2006, 09:17 AM Can't you just give them those techs from startup? (Prolly a stupid qtn)
Well I believe it is like Bronze Working and getting Axeman....Barbs don't get that from the start otherwise they would crush every Civ :cool:
Civ.exe Error Nov 02, 2006, 09:40 AM Have you seen any memory allocation errors popping up yet with the new patch TAfirehawk? :confused: I have not the time right now to find out for myself.
TAfirehawk Nov 02, 2006, 09:44 AM Have you seen any memory allocation errors popping up yet with the new patch TAfirehawk? :confused: I have not the time right now to find out for myself.
I was never getting them in the first place.....and I haven't heard from anybody yet either.
I even tried to max out the map/civs in a plain warlords game and couldn't get the error...even though reports go all the way back to vanilla Civ.
TAfirehawk Nov 02, 2006, 10:21 AM Followup on the Barb Navy....
In my current game I checked in WB and Barbs don't have Fishing/Boating/Sailing so they won't get any ships :(
We will have to investigate in the SDK on how the Barbs learn tech to enable the navy I think....but we will eventually figure it out :)
Well the Barbs are learning tech and have Fishing and Boating so far.....once they get Sailing hopefully they will build a Navy. But I haven't seen any Barb ships popup in the Fog of War :(
Arlborn Nov 02, 2006, 01:47 PM Realoding a hugemap in the late stage of the map is giveing me some memory allocation error. Trty that hawk.
Pilotis Nov 02, 2006, 10:51 PM Realoding a hugemap in the late stage of the map is giveing me some memory allocation error. Trty that hawk.
Yep. Me too. Never seen that error with Civ!
(Hi. New to WarLords and Vista - veeeery impressed!)
Axil Nov 02, 2006, 11:41 PM I've certainly had that error but it's pretty erratic with me - all i can say it occurs on large/huge maps when there is a vast amount of infrastructure built - i.e. loads of units and buildings etc but in my case a lot of the time i can reload and continue. What does need to be pinned down is it due to the Civ engine itself or the overlaying graphics engine
V. Soma Nov 03, 2006, 12:19 AM I read that W-2.08 is not perfect: barbs still do not have spearman and galley...
EDIT: maybe only spearman is lacked (I will have to check that)
EDIT 2: http://forums.civfanatics.com/showpo...&postcount=476 - so no bug, intended lack of them...
dawe1313 Nov 03, 2006, 02:58 AM since this is my first post on the civ fanactics' forum, i wanted to have something worthwhile to say, and ya'll are reworking stuff for the new WL patch, here's some feed back on ViSa 1.5
d/l 1.2 full (major undertaking on dial-up, thank the gods for servers that resume...) & 1.5 patch. manually installed with the 7-z program. no problems whatsoever. ran fine the first time.
after studying the visapedia for several hours (lots & lots of differences), i finally started a custom game with a random leader, got Bismark - German Civ
minor bugs:
Tank Destroyer - could not build, "requires factory" (not recognizing German UB assembly plant as factory?)
Great Person splash screens occasionally all pink - finally noticed only on Great Statesman & Doctors ( i assume because they are from an add-on mod and have no splash screens)
Info Bubbles occasionally pink - usually when City Guard added new promotions (light, heavy, etc)
Doctor Specialist - could not find any way to make regular citizens specialize as doctors (suggestions: hospitals, universities, add to caste system civic, replace mechant w/ doctor under regulated H.C. civic)
KGB Wonder - no movie/splash screen (although, i suspect that was intentional ;) )
KGB Agent - no pedia entry under units (ditto)
Hydra MRLS - outmoded/upgrades modern armor? (if you don't build them before you get modern armor you can't build them at all)
other observations, comments, suggestions, criticisms, and general ramblings (in no particular order):
Air Combat - there is something fundamentally wrong with losing stealth bombers, jets and star defense satellites to biplanes. i lost 12 stealth bombers (avg 2-3 missions), 2 F-35's (Promos: adv radar, chaff, sidewinders I & II - #1:1st airstrike, #2: 3rd airstrike) & 3 star sats ( 1st mission each time) to biplanes with air move I, II, & GAU-8 promos. suggestion: all jetplanes +50% defense vs airplanes, defense stars an additonal +50% defense (total +100% defense vs airplanes)
Star Defense Satellites - Why no promotions?
Milstar Satellites - should start with sentry I and have Sentry II & III as available promotions (ground bound spies have a larger sight radius than a spy satellite??)
Lt. Apache/Apache - can move over water, sweeeet. why not gunships? option to promote gunship to either Lt Apache OR Apache? Both options show but you can only pick one.
Artillery - 2 different types? one fortifiable, one not. one type the result of upgrades (city guard treb, cannon, etc), the other produced directly by city guard. neither type upgradeable to howizter, like it says in pedia
Cargo Vehicles (APC's, Chinooks) - why can't they carry missionaries? they only one i found that could was the Chinook Carryall
Group size - no more than 20 units in a group? (found that one with missionaries: 3 each X 7 religions = 21 missionaries, double-clicked on a stack and one got left out)
City Guards - popping out the occasional UU from diff civs & bonus promos, way cool (although it is odd to see a ship with Guerilla I or an F-117 with Amphib??) any docs on what types of units will spawn as city guard units? if the city guard units die or move away, will they eventually be respawned? why do city guard units not get XP's for civics, buildings, etc? units spawned as a result of wonders seem to...
Naval Mines - cool concept, but underpowered. not much of a threat to any modern ship (destroyers & up) from what i saw
Nukes - any way to make all the various nukes totally not show if the anti-nuke resolution has been passed (instead of just graying out)?
More Organized Grouping - any way to organize unit types all together on the city production screen? you know, all infantry types together, all mech inf together, modern armors, aircraft, etc... and maybe some consolidations.
take jet fighters:jet fighter, MiG-15, F-15, F-35, F-117 = 5 diff end game fighters with only minor differences (not counting UU's). the F-117 is so obviously superior to all the others (except the F-35 w/ 2 move & +60% city attack) why would anyone build the others once the had the tech & resources for the F-117. how about upgrading jet fighter, MiG-15 & F-15 (& UU's) to F-35. that would leave 4 end game aircraft, A-10 (ground attack), f-35 (city attack), f-117 (general purpose/interceptor), and stealth bomber. although, the roles (& relative strengths) of the f-35 & f-117 should be swapped, to more closely approximate real life (there is a reason f-117's only fly at night. they are slow & not very manuverable. in daylight, any strike/interceptor would eat them alive in a dogfight, cannons and chainguns don't need radar lock)
IMO, adding variety just because you can detracts from gameplay and adds clutter. i understand the desire for realism, but don't get carried away. minor diffs such as between modern armor, type 99, & wolverine is just annoying. that was one of the things i like about Civ4, fewer units to deal with. if you want more variety, make more UU's for different civs. that makes people try different things.
Now for the good stuff. :) this is the first non-Firaxis Civ4 mod i have played. like i said before, i only have dial-up, so downloading the main file (v1.2-full) was a major decision. with the line dropping and slooooow transfer rate (not to mention the occasional need to sleep), it took the better part of 48 hrs to get this downloaded (and then about 10 mins to install). all-in-all, a major investment in time & dedication.
aside from my minor nit-picking, quite simply, it was worth it. excellent! outstanding! well done!:goodjob:
can't wait for 2.0 w/ the genetic era (i considered trying that one too, glad i waited).
thank you for this most excellent work.
dawe1313
V. Soma Nov 03, 2006, 03:06 AM Hi, Dawe!
Great post for the team, I believe! :)
How many games have you played? On what level? Map?
Axil Nov 03, 2006, 03:45 AM One thing that bugs me on the mrls is the fact it's to me essentially a defense unit when it should really be a barrage unit. I would change it to be a little more like the battleship - range 2 - bombard and a little more powerful than artillery.
keldath Nov 03, 2006, 05:45 AM hey guys,
dawe1313
thanks for the massive report -
i will change the stuff according to your suggestions,
the missioneris -itss fix so it can be carried with every chinook.
the m.l.r.s unit, its a special one because,
my intention was to make a unit, that will be able to load missiles, and act like a transport/missile attack unit - so that the mlrs alone with out missiles - cannot attack - like a missile barrage system with need of ammo - missiles.
also - i never heard any feedback on my endeverer unit :)
do you guys like its function?
Pilotis Nov 03, 2006, 05:53 AM dawe1313 !!!
EMINENT analysis and suggestions ! All hail !
Balerion Nov 03, 2006, 06:00 AM IMO, adding variety just because you can detracts from gameplay and adds clutter. i understand the desire for realism, but don't get carried away. minor diffs such as between modern armor, type 99, & wolverine is just annoying. that was one of the things i like about Civ4, fewer units to deal with. if you want more variety, make more UU's for different civs. that makes people try different things.
....
aside from my minor nit-picking, quite simply, it was worth it. excellent! outstanding! well done!:goodjob:
can't wait for 2.0 w/ the genetic era (i considered trying that one too, glad i waited).
thank you for this most excellent work.
dawe1313
I agree with dawe about the "variety thing": when there are too much kind of units with just naming or appearance differences (EDU) besides slightly different units (UU) it's difficult to understand against who you're fighting!! The gamepaly gains variety but loses in clarity. But this is just my opinion.
By the way I agree with the idea that this is an excellent work. On my comp I never have any kind of problem (oops it's better not to tell this sort of things) and I think this way CIV has reached an higher level of deepness.
Thanks to all the Visa Team.
Bal.
civ4ludo Nov 03, 2006, 06:10 AM Diff files
I have seen in another thread that somebody ( Eusebius ) has done / is doing the diff files for WL patch:
http://forums.civfanatics.com/showthread.php?t=191191&page=8
May this be useful to your team as well?
TAfirehawk Nov 03, 2006, 06:43 AM I read that W-2.08 is not perfect: barbs still do not have spearman and galley...
EDIT: maybe only spearman is lacked (I will have to check that)
EDIT 2: http://forums.civfanatics.com/showpo...&postcount=476 - so no bug, intended lack of them...
Yeah I am the one reporting the Barb Spearman work :)
And in this thread :)
TAfirehawk Nov 03, 2006, 06:49 AM Diff files
I have seen in another thread that somebody ( Eusebius ) has done / is doing the diff files for WL patch:
http://forums.civfanatics.com/showthread.php?t=191191&page=8
May this be useful to your team as well?
Thanks for the link, but we had ViSa updated on Wednesday :)
Alondin Nov 03, 2006, 06:58 AM Personally I like the fact that there are a bazillion different units, and you're never really sure who/what you are facing. Now THAT is realistic! ;)
Alondin
TAfirehawk Nov 03, 2006, 07:33 AM Personally I like the fact that there are a bazillion different units, and you're never really sure who/what you are facing. Now THAT is realistic! ;)
Alondin
Yeah we like having a ton of units too....and we will tweak them to balance and make them different as we go along....but right now focused on adding more, more, more :)
Patch Update....we are putting the last finishing touch on the v2.08 compatible ViSa v2.00 patch....should be ready for download within the hour.
Pitboss Nov 03, 2006, 08:01 AM I'm reading your message with perfect timing then :)
Just found out about this mod, and was gonna pm to know the compatible version release time.
But I guess I won't have to wait that long anymore :D
TAfirehawk Nov 03, 2006, 08:13 AM ViSa v2.00 Patch is available NOW
This Warlords v2.08 compatible!!!!!
I left ViSa v1.50 links up on the first post for those who haven't updated to Warlords v2.08
Lachlan Nov 03, 2006, 08:43 AM ViSa v2.00 Patch is available NOW
This Warlords v2.08 compatible!!!!!
I left ViSa v1.50 links up on the first post for those who haven't updated to Warlords v2.08
How About a full 2.00 version ?
TAfirehawk Nov 03, 2006, 08:54 AM How About a full 2.00 version ?
It will be available on the ViSa Website once mrgenie gets it all updated...my website just has the v2.00 patch.
We won't be forcing people to do full install yet....with Genetic Era we will be updating FPK files so will be a full install then, in a week or two.
rapiduser Nov 03, 2006, 10:41 AM Patch at Rapidshare...
http://rapidshare.com/files/1836792/ViSa-v1_2-patch-200.rar
keldath Nov 03, 2006, 10:52 AM hey all
jsut wnated to say that to the next patch with the gera, we will add all the unit balance and tweaks priviously requasted by some of the people here :)
Donkey Puncher Nov 03, 2006, 11:50 AM I just installed the 2.00 patch and I get a ctd I followed the same prodcedures I have with all the other patches so I dont know whats wrong help
Donkey Puncher Nov 03, 2006, 12:14 PM OH AND YES I upated to the 2.08 patch
HellBoyz77 Nov 03, 2006, 12:31 PM Hi to all, this is my first post in this forum.
I've installed the Warlords 2.08 patch and Visa 2.00 patch, start a custom game and everything goes fine until turn 219. I click end turn and the game exit to desktop. Loaded a couple of turn before but the things don't change, at turn 219 the game crash.
Nothing of particular had to happen at turn 220, no tecnology discover, no wonder, no building, no units, no attack.
I'm playing on on this setting:
Map: Large-Archipelago
Game speed: FX_Endurance
AI Players: 8
My tech specs:
Athlon XP 2600+
1GB Ram
300GB hd
ATI Radeon 9600 pro 256MB with latest Omega drivers.
TAfirehawk Nov 03, 2006, 12:36 PM Hi to all, this is my first post in this forum.
I've installed the Warlords 2.08 patch and Visa 2.00 patch, start a custom game and everything goes fine until turn 219. I click end turn and the game exit to desktop. Loaded a couple of turn before but the things don't change, at turn 219 the game crash.
Nothing of particular had to happen at turn 220, no tecnology discover, no wonder, no building, no units, no attack.
I'm playing on on this setting:
Map: Large-Archipelago
Game speed: FX_Endurance
AI Players: 8
My tech specs:
Athlon XP 2600+
1GB Ram
300GB hd
ATI Radeon 9600 pro 256MB with latest Omega drivers.
Please post a save game....I haven't gotten that far in my game so maybe we missed something.
EDIT
On second thought I have gotten past 50% with no problems....I play Quick(320 turn) games :)
But please post the save game or PM me and I can give you my email.
Donkey Puncher Nov 03, 2006, 12:36 PM sorry guys just looked at the web page it said it wasn't finished uploadinding
TAfirehawk Nov 03, 2006, 12:37 PM I just installed the 2.00 patch and I get a ctd I followed the same prodcedures I have with all the other patches so I dont know whats wrong help
Well this patch is different than all the others....with the Installer we now have it makes sure to install properly.
The file on my website has been done for hours....
HellBoyz77 Nov 03, 2006, 12:42 PM This is the savegame. In this savegame i have sailing at 1 turn, but i made a try changing technology with another one (in this way i don't have a tech breaktrough) but the result is the same.
TAfirehawk Nov 03, 2006, 12:59 PM This is the savegame. In this savegame i have sailing at 1 turn, but i made a try changing technology with another one (in this way i don't have a tech breaktrough) but the result is the same.
It is crashing for me too....and while I can't be certain, my first guess is because you ran out of money and the game isn't handling that properly.
Do you have an earlier auto-save before you run out of money?
Elrikk Nov 03, 2006, 01:36 PM The Mod (ver 1.50) worked fine before official patch ver 2.08.
Installed 2.08 then the Visa ver 2.00 over the working Visa 1.50.
The mod loaded fine but there was no interface at all.
Killed the Visa dir and reinstalled the full mod ver 1.20 then the ver 2.00.
Same result - no interface at all (but the units and terrain are fine).
I don't tend to trust installers so here is how I installed ver 2.00
Opened the file with Winrar and then dragged just the Visa dir to my Warlords Mod dir. As expected it asked if it could overwrite and I said "all".
I run a lot of mods (Composite XL, Sevo, TAM, FFH2 etc.) and have had no problems before.
Elrikk
PS. Loved the mod until this latest ver.
HellBoyz77 Nov 03, 2006, 01:46 PM Does not work. Started at turn 216, i've 2cr, +2/turn, keep exit at the end of turn 219.
I attach the savegame.
Kaiser Willhelm Nov 03, 2006, 02:09 PM Hello Visa-Boys!
I love your mod, it contains everything I have ever wished to get together for Civilization!
But there's something I' like to ask you: Why are there no movies when I have completed a wonder? And why is there no speach anymore when I researched a new technology? Can I activate them anywhere? Please help me! Thanks a lot!
TAfirehawk Nov 03, 2006, 02:32 PM The Mod (ver 1.50) worked fine before official patch ver 2.08.
Installed 2.08 then the Visa ver 2.00 over the working Visa 1.50.
The mod loaded fine but there was no interface at all.
Killed the Visa dir and reinstalled the full mod ver 1.20 then the ver 2.00.
Same result - no interface at all (but the units and terrain are fine).
I don't tend to trust installers so here is how I installed ver 2.00
Opened the file with Winrar and then dragged just the Visa dir to my Warlords Mod dir. As expected it asked if it could overwrite and I said "all".
I run a lot of mods (Composite XL, Sevo, TAM, FFH2 etc.) and have had no problems before.
Elrikk
PS. Loved the mod until this latest ver.
I suggest installing it properly...otherwise I have no idea why this is not working unless you are using different language...or some other non-default option or item we list as Bug on the first post...
TAfirehawk Nov 03, 2006, 02:34 PM Hello Visa-Boys!
I love your mod, it contains everything I have ever wished to get together for Civilization!
But there's something I' like to ask you: Why are there no movies when I have completed a wonder? And why is there no speach anymore when I researched a new technology? Can I activate them anywhere? Please help me! Thanks a lot!
First report of this....the movies and sound play fine on the 3 installs I did....
Is everything in the default directory and the movie and sound can be turned off in the Options....so are those on?
TAfirehawk Nov 03, 2006, 02:37 PM Does not work. Started at turn 216, i've 2cr, +2/turn, keep exit at the end of turn 219.
I attach the savegame.
Thanks....we are still working on this CTD....
HellBoyz77 Nov 03, 2006, 02:45 PM Thanks....we are still working on this CTD....
I'm glad if i can help a bit, this is a very good mod.
mrgenie Nov 03, 2006, 02:56 PM The Mod (ver 1.50) worked fine before official patch ver 2.08.
Installed 2.08 then the Visa ver 2.00 over the working Visa 1.50.
The mod loaded fine but there was no interface at all.
Killed the Visa dir and reinstalled the full mod ver 1.20 then the ver 2.00.
Same result - no interface at all (but the units and terrain are fine).
I don't tend to trust installers so here is how I installed ver 2.00
Opened the file with Winrar and then dragged just the Visa dir to my Warlords Mod dir. As expected it asked if it could overwrite and I said "all".
I run a lot of mods (Composite XL, Sevo, TAM, FFH2 etc.) and have had no problems before.
Elrikk
PS. Loved the mod until this latest ver.
your computer is a wonder that it already runs this modpack without the installer...
windows was made for the ease of customers, they dont need to take care of things(copy manually as you do) but instead, windows registry takes over the convenience of settings/properties/installations and make sure you got it all removed properly once not needed anymore.
That is 1 reason to use an installer like all software companies in the world do, and we as modpack makers want to give our players this also, because of the problems people had with installing without using an installer.As you obviously proven to have yourself the righteousness of this(We expect problem reports with the installer because this is a new area for us, but not problems because people refuse to install ViSa like all other million software in the world)
If you check the codes of the program, you can see why you should use an installer, im not here to teach basic c++, windows registry, python, xml, so i won't give a full tutorial what todo without installer.
That's why you get it as executable, to execute, not to unzip by using rar! The extension normally holds the valuable information about how to use the file!
If you unrar you windows, and just copy the windows CD to your HDD, like most other programs, you'll hit the limits of what your brain can handle, that's why hundreds of programmers did the job for you on MS windows...if you dont like that, I suggest stop using windows and move to Linux.
Alternative: I suggest you learn c++ and python and change then everything for your personal needs so you dont need the registry, or you play another mod, plenty out there without installer, or not using registry keys.
The installer is for people who have no problems by using standard windows installer software, have a registry, have programs like civilization set keys in the registry, etc...
If you are against it, please install linux, and don't touch windows...since it's based on the registry...dont install software under windows, since everyone uses regkeys...just wait till civ gets released for linux :)
simplier, just trust the installer!!!! we won't install spyware, malkeys to your registry, change your Iexplorer homepage, or whatever, there are several keys added to your registry to ensure unstallation of the patch is done properly so our patch won't conflict other Modpacks when people wanna try something different...that's the main reason, you install, use, if not needed, uninstall..plain simple how windows registry works..while installed, you can use the software, while uninstalled, not...
mrgenie Nov 03, 2006, 02:57 PM I'm glad if i can help a bit, this is a very good mod.
I just started to debug your savegame...so i hope it won't take too long :)
HellBoyz77 Nov 03, 2006, 03:49 PM I just started to debug your savegame...so i hope it won't take too long :)
Thanks, you are a very busy man!
Just for the info, i've started another custom game, change only my civ, now i choose the romans.
Same problem, now at the end of turn 149.
Tell me if you need the savegame.
lchall Nov 03, 2006, 04:14 PM I just wanted to let you know that the following happened to me:
I had been running VISA 1.50 without any problems.
When I saw that VISA 2.00 was ready I installed the Warlords 2.08 patch and Warlords ran fine.
I then instaled VISA 2.00 using your .exe installer version.
Then I started Warlords and loaded your mod but I got the windows error message that a problem was encountered and Warlords was closing.
Then I ran the installer again and it seemed to be going thru a routine of checking the installation and told me all was repaired.
I again started Warlords but upon trying to load VISA I got the same error as before.
Any ideas about what to try next?
Your help will be greatly appreciated as I really like this mod.
Elrikk Nov 03, 2006, 04:19 PM your computer is a wonder that it already runs this modpack without the installer...
windows was made for the ease of customers, they dont need to take care of things(copy manually as you do) but instead, windows registry takes over the convenience of settings/properties/installations and make sure you got it all removed properly once not needed anymore.
That is 1 reason to use an installer like all software companies in the world do, and we as modpack makers want to give our players this also, because of the problems people had with installing without using an installer.As you obviously proven to have yourself the righteousness of this(We expect problem reports with the installer because this is a new area for us, but not problems because people refuse to install ViSa like all other million software in the world)
If you check the codes of the program, you can see why you should use an installer, im not here to teach basic c++, windows registry, python, xml, so i won't give a full tutorial what todo without installer.
That's why you get it as executable, to execute, not to unzip by using rar! The extension normally holds the valuable information about how to use the file!
If you unrar you windows, and just copy the windows CD to your HDD, like most other programs, you'll hit the limits of what your brain can handle, that's why hundreds of programmers did the job for you on MS windows...if you dont like that, I suggest stop using windows and move to Linux.
Alternative: I suggest you learn c++ and python and change then everything for your personal needs so you dont need the registry, or you play another mod, plenty out there without installer, or not using registry keys.
The installer is for people who have no problems by using standard windows installer software, have a registry, have programs like civilization set keys in the registry, etc...
If you are against it, please install linux, and don't touch windows...since it's based on the registry...dont install software under windows, since everyone uses regkeys...just wait till civ gets released for linux :)
simplier, just trust the installer!!!! we won't install spyware, malkeys to your registry, change your Iexplorer homepage, or whatever, there are several keys added to your registry to ensure unstallation of the patch is done properly so our patch won't conflict other Modpacks when people wanna try something different...that's the main reason, you install, use, if not needed, uninstall..plain simple how windows registry works..while installed, you can use the software, while uninstalled, not...
Well I'm not really a "Linux Geek" type of guy :) But I have had a pc since the days of the 8080 and the 6502. (Yep I'm and old fogey.) Stopped programming about 10 years ago but just for the fun of it I Installed python, an xml editor and codeblocks. Managed to compile a "CvGameCoreDLL.dll" that runs ok.
I once had an installer ( the "Myth" collection I believe ) that uninstalled most of my hardisk when I uninstalled it. Once bitten, twice shy. ;)
Anyway your installer seems fine as the mod now seems to work as intended.
Keep up the good work.
Elrikk
PS I'm still going to uninstall it by hand however. ;)
dawe1313 Nov 03, 2006, 04:39 PM thanx to all for the warm welcomes :)
Hi, Dawe!
Great post for the team, I believe! :)
How many games have you played? On what level? Map?
all that came from my first game played with the ViSa mod.
Custom Game
Random Leader (Bismark, Ger Civ) - Warlord Lvl
Standard Pangea Map
temperate, low sea lvl
Epic speed (FX-Endurance)
conquest & diplo victories only
raging barbs
i purposefully stretched out the game (~1200 turns) so i could get a feel for combat with the modern units. had to seriously readjust my strategies due to ranged/lethal bombardment ( i never understood why that took that out, kudos to Dale & Co.)
all-in-all, combat seemed fairly balanced. no one unit seemed to dominate too much. definately had to use a combined arms approach & patience to take well defended cities without losing too many units.
alternately, if you don't mind massive casualties & aren't worried about keeping promoted units, hitting a city with a large stack (3-4 x # of defenders) of disposable units (preferably lt apaches for the collateral dmg) after aerial bombardment to remove city def %, also seemed to work.
this seems to follow the traditional maxim of needing 4 to 1 odds for frontal assaults.
hey guys,
dawe1313
thanks for the massive report -
i will change the stuff according to your suggestions,
the missioneris -itss fix so it can be carried with every chinook.
the m.l.r.s unit, its a special one because,
my intention was to make a unit, that will be able to load missiles, and act like a transport/missile attack unit - so that the mlrs alone with out missiles - cannot attack - like a missile barrage system with need of ammo - missiles.
also - i never heard any feedback on my endeverer unit :)
do you guys like its function?
i totally understand the intended function of the MLRS (can only defend, the cargo missiles do the attacking), but like i said, since it is upgraded/replaced by modern armor, i didn't get a chance to play with it to see how effective/practical it was. need to remove the upgrade. this is a good example of a new type of unit.
Endevourer - with the exception of not being able to carry missionaries, quite a useful unit. with a commando and/or mobility promotions, it beats the various chinooks hands down.
just to clarify my personal opinions:
flavor units are nice, variety (diff names and graphics), but basically the same unit for every civ.
Unique units are great, encourages playing different civs
new unit types (re:MLRS, Endevourer, APCs, Chinooks), also good
minor tweaked variations (re:wolverine, type 99, modern armor) of the same unit available to all = clutter
again, my personal opinions. not intended to criticize (well, maybe a little ;) )
well, off to d/l ViSa 2.0. got WL-2.0.8 last night while sleeping. amazingly enough, got it all on the first try (ahhh, the joys of dial up...)
TAfirehawk Nov 03, 2006, 04:52 PM I just wanted to let you know that the following happened to me:
I had been running VISA 1.50 without any problems.
When I saw that VISA 2.00 was ready I installed the Warlords 2.08 patch and Warlords ran fine.
I then instaled VISA 2.00 using your .exe installer version.
Then I started Warlords and loaded your mod but I got the windows error message that a problem was encountered and Warlords was closing.
Then I ran the installer again and it seemed to be going thru a routine of checking the installation and told me all was repaired.
I again started Warlords but upon trying to load VISA I got the same error as before.
Any ideas about what to try next?
Your help will be greatly appreciated as I really like this mod.
Strange....I haven't seen the Installer repair before....if you try to install over a copy already on your computer, it will just exit until you uninstall from the Add/Remove Programs in the Control Panel.
All I can say is remove from the Control Panel and reinstall the Installer...if that doesn't work, remove from Control Panel and manually delete VISA, then reinstall from v1.2 or get the full v2.0 from the ViSa Website if you choose.
mrgenie Nov 03, 2006, 04:53 PM Thanks, you are a very busy man!
Just for the info, i've started another custom game, change only my civ, now i choose the romans.
Same problem, now at the end of turn 149.
Tell me if you need the savegame.
yup, send the savegame to mrgenie@gmx.de im busy debugging your savegame...able to pass your CTD turn already! :) but to be able to narrow this thing down, a 2nd savegame might come in handy
lchall Nov 03, 2006, 05:17 PM I had never used the installer before but apparently it now knows if 2.00 has been installed and provides buttons to either Customize, Repair, or Uninstall.
Once I thought about it still not working, I came to pretty much the same conclusion as you so I uninstalled VISA 2.00, reinstalled 1.20 and ran the patch against that version. I'm glad to report that this worked, and the VISA 2.00 mod loaded in Warlords. I wonder why the installer didn't work on my 1.50 version though. Oh well, I guess it really doesn't matter now other than for curiosity sake. I'm just glad the mod is now working.
TAfirehawk Nov 03, 2006, 05:28 PM Still we don't like any problems anywhere in the ViSa process....
Glad it is working for you now :)
mrgenie Nov 03, 2006, 05:42 PM I had never used the installer before but apparently it now knows if 2.00 has been installed and provides buttons to either Customize, Repair, or Uninstall.
Once I thought about it still not working, I came to pretty much the same conclusion as you so I uninstalled VISA 2.00, reinstalled 1.20 and ran the patch against that version. I'm glad to report that this worked, and the VISA 2.00 mod loaded in Warlords. I wonder why the installer didn't work on my 1.50 version though. Oh well, I guess it really doesn't matter now other than for curiosity sake. I'm just glad the mod is now working.
gives me a clue about what might causing this...im using the same installer version for the 1.50...that might conflict with regkeys....will check it later once i tracked down the CTD as reported...btw, is this only 1 man reporting or do others have this issue also?
CyberTyrant Nov 03, 2006, 06:35 PM ...btw, is this only 1 man reporting or do others have this issue also?
Nope. I also had the same exact problem as lchall.
TAfirehawk Nov 03, 2006, 06:47 PM Nope. I also had the same exact problem as lchall.
mrgenie was referring to the CTD I believe....
But did you get it fixed? We still aren't sure what is causing the Installer issues....as they have all been cleared up with reinstalls.
mrgenie Nov 03, 2006, 07:50 PM im going to sleep...so far i figured out 1 of tymoshenkos archers of lviv in HellBoyz77 svaegame had 4experience points, this one got the CTD, set it back to 3XP and no CTD...i have no idea why this unit got 4XP though, since as far i could track it, it wasn't an XP granted by a barbarian...but i can't see the whole history...
HellBoyz77 , i assume you didnt manually give some units extra XP?
my best guess is, some random XP routine is causing this...although, no building has been build by tymoshenko causing random XP grants..
but will look further tomorrow..too tired now :) 4.00am already...
will find this nasty bug one way or the other :)
CyberTyrant Nov 03, 2006, 08:22 PM mrgenie was referring to the CTD I believe....
But did you get it fixed? We still aren't sure what is causing the Installer issues....as they have all been cleared up with reinstalls.
Right. When installing the 2.0 patch over 1.5 I would get a CTD and the MS error when trying to start the game.
I haven't done anything since. I figured it was my fault and went ahead and did a fresh reinstall. I'll try it again and get back to you.
seady Nov 03, 2006, 08:52 PM I like the new installer!
TAfirehawk Nov 03, 2006, 08:59 PM Right. When installing the 2.0 patch over 1.5 I would get a CTD and the MS error when trying to start the game.
I haven't done anything since. I figured it was my fault and went ahead and did a fresh reinstall. I'll try it again and get back to you.
OK, I will wipe my ViSa out and install like you did to double check too.
TAfirehawk Nov 03, 2006, 09:09 PM Well I installed full v1.20 then 1.3 patch, 1.4 patch, 1.5 patch and then the v2.0 installer.....all with no problems.
Still no idea why it crashes for some of you :(
I even double checked that I started without the regkeys....
seady Nov 03, 2006, 09:27 PM I just wanted to let you know that the following happened to me:
I had been running VISA 1.50 without any problems.
When I saw that VISA 2.00 was ready I installed the Warlords 2.08 patch and Warlords ran fine.
I then instaled VISA 2.00 using your .exe installer version.
Then I started Warlords and loaded your mod but I got the windows error message that a problem was encountered and Warlords was closing.
Then I ran the installer again and it seemed to be going thru a routine of checking the installation and told me all was repaired.
I again started Warlords but upon trying to load VISA I got the same error as before.
Any ideas about what to try next?
Your help will be greatly appreciated as I really like this mod.
Same issue here.
CyberTyrant Nov 03, 2006, 09:37 PM Well, this is very odd. I just did a fresh reinstall, with 1.20 and then the 2.0 patch and it's working perfect. I'm happy it works now, but, why not the first time? :confused:
Either way, it's working and that's all that matters. Off to play. :D
TAfirehawk Nov 03, 2006, 09:40 PM Obviously something weird is going on with the Installer....but no clue what it could be....
Maybe everybody should just wipe out ViSa and download the full v2.00 Installer....
seady Nov 03, 2006, 09:50 PM uninstalled/reinstalled patch, and am now playing.
TAfirehawk Nov 03, 2006, 09:52 PM uninstalled/reinstalled patch, and am now playing.
Well whatever is going on....second install works....how odd....
mrgenie will have to check this out and all the CTD's I have been getting when he gets up :)
seady Nov 03, 2006, 10:02 PM Just had a thought: what about an upgraded building to the lighthouse, either replacing it (i think someone has coded that mechanism) or just as another building. With a tech aquaculture as a prerequisite.
In the paper the other day, they said that fish stocks were so depleted that they could collapse by 2050, so fish farming, rather than free hunting, might be the only legal way to do it? Could just add 1 more food to sea areas?
chipper_30 Nov 04, 2006, 02:27 AM Hello!
I haven't updated yet to Warlords 2.08 because I was waiting for VISA 2.00, and I haven't updated yet to VISA 2.00 because I have done some changes on my own on 1.50 and I can't move them to the 2.00 without the SDK... It is not for download on http://keldath.family-veldman.com/ (or anywhere else I suppose...?), would it be possible to get a hand on it please? :-)
Take care and thanks for this great mod
V. Soma Nov 04, 2006, 02:30 AM flavor units are nice, variety (diff names and graphics), but basically the same unit for every civ.
Unique units are great, encourages playing different civs
new unit types (re:MLRS, Endevourer, APCs, Chinooks), also good
minor tweaked variations (re:wolverine, type 99, modern armor) of the same unit available to all = clutter
[/LIST]
I agree to the above :)
(uhh, sorry for the qoute: so I agree with what is considered to be clutter)
and
I also have problem with VISA 2.0
at first I also had problems with the installer at the end when about custom assets foder or what, first I said "yes" and the install went unsuccessful, then at this point I said "no" and expected nothing happen, yet the install erased some files or what - but in return went successful... or it said... but at start the game crashes, I don't even get to main menu :(
seady Nov 04, 2006, 02:33 AM One thing i noticed.. first time i ran the install i don't think it changed the ini; i had it set to religion spread 7 a while ago.
Second time i ran installer I noticed the religion spread is now set to 3. Hope that helps.
Echse Nov 04, 2006, 02:35 AM First of all i want to thank you for your hard work and this excelent mod.
I couldnt understand all the posts on the last 3 pages so i guess i have to ask this stupid question.
The Installer doesnīt work for me itīs just saying that either my default directory or the visa directory has changed... but i never did something like that. Apparently i missed the reason why you wonīt release a .rar file??
And is it yet foreseeable when there will be a complete download without patches and updates?
HellBoyz77 Nov 04, 2006, 02:39 AM im going to sleep...so far i figured out 1 of tymoshenkos archers of lviv in HellBoyz77 svaegame had 4experience points, this one got the CTD, set it back to 3XP and no CTD...i have no idea why this unit got 4XP though, since as far i could track it, it wasn't an XP granted by a barbarian...but i can't see the whole history...
HellBoyz77 , i assume you didnt manually give some units extra XP?
my best guess is, some random XP routine is causing this...although, no building has been build by tymoshenko causing random XP grants..
but will look further tomorrow..too tired now :) 4.00am already...
will find this nasty bug one way or the other :)
Good morning mrgenie, i just wake up, can't reply yesterday on your post because i was caught by a sleep attack! ;)
You assume the right thing, i don't modify anything with the editor, so i don't know why this happen.
Regarding the xp of this unit, nothing of interesting from the unit statistics mod? maybe here we can find if this unit get this xp in combat or not.
However i'm at your disposal for any type of test.
V. Soma Nov 04, 2006, 02:39 AM ehe :)
delete - reinstall of 2.0 - now it seems to work! :)
Axil Nov 04, 2006, 03:52 AM Don't know if this has been reported yet but on visa 2.00 the initial splash screen describing your civilisation and it's starting technologies and traits is messed up as the text for the traits is overlaid on the starting technology text.
Tried reportng this as a bug but all I get is 'forbidden on the bugs page
deanjack Nov 04, 2006, 04:17 AM I have downloaded Visa mod for civ 4 warlords but i am having trouble getting it to work. I have tried putting it in the mods folder then going to load a mod but htat doesn't work and i have also tried clicking directly on it in my mods folder. Can someone please HELP!:)
mrgenie Nov 04, 2006, 04:19 AM ok, I've been reading over the posts...I can't figure out why it doesn't work for you guys on the first attempt, i installed, uninstalled, even put the patch over the full version, over 1.4, over 1.5..over 1.2..it always works ....do you use ADMIN rights or other? and, do you notice times? maybe some files on your pc's are set to newer dates and won't be overwritten by the installer files?
seady report on the ini, gives me the clue his ini was edited later as the ini in the patch, and therefore it wont be overwritten maybe? could you check that out seady? then an easy solution would be to reset time/dates on the patch files.....
or, i put in an "uninstall routine for files first, force delete older files, and then install the new ones" because what im hearing, sounds to me like some files from the installer are just not overwriting your files...
deanjack Nov 04, 2006, 04:30 AM I am downloading version 1.2 again. Then what do i do?
p.s sorry to b annoying.
mrgenie Nov 04, 2006, 04:53 AM I am downloading version 1.2 again. Then what do i do?
p.s sorry to b annoying.
from where, because im not hosting that anymore! my advise, download the full 2.00 version instead of the 1.20! :)
deanjack Nov 04, 2006, 05:11 AM I was downloading version 1.20 from the p1 of the thread. Thanks for the info but where is version 2.00
Pitboss Nov 04, 2006, 05:30 AM from where, because im not hosting that anymore! my advise, download the full 2.00 version instead of the 1.20! :)
Love 2, but where can we find the full 2.00 version ?
seady Nov 04, 2006, 05:32 AM ok, I've been reading over the posts...I can't figure out why it doesn't work for you guys on the first attempt, i installed, uninstalled, even put the patch over the full version, over 1.4, over 1.5..over 1.2..it always works ....do you use ADMIN rights or other? and, do you notice times? maybe some files on your pc's are set to newer dates and won't be overwritten by the installer files?
seady report on the ini, gives me the clue his ini was edited later as the ini in the patch, and therefore it wont be overwritten maybe? could you check that out seady? then an easy solution would be to reset time/dates on the patch files.....
or, i put in an "uninstall routine for files first, force delete older files, and then install the new ones" because what im hearing, sounds to me like some files from the installer are just not overwriting your files...
I use admin all the time (yes i know i shouldn't, but windows is hard to use unless to do).
Unfortunately I didn't record the date created and modified for the ini file, but I'm guessing that that is the issue. It's hard to find out now because the second reinstall wiped out the original dates.
deanjack Nov 04, 2006, 05:40 AM Deleted Post See Next Post
deanjack Nov 04, 2006, 05:47 AM When i go to -My documents
-Warlords
-Mods
-Visa mod
Warlods starts but then says there is no disk. But the disk is in and the normal warlords game works.
Alondin Nov 04, 2006, 06:23 AM Don't know if this has been reported yet but on visa 2.00 the initial splash screen describing your civilisation and it's starting technologies and traits is messed up as the text for the traits is overlaid on the starting technology text.
Tried reportng this as a bug but all I get is 'forbidden on the bugs page
Same for me, and Same for me. Messed up start screen, can't report bugs.
Also had the game CTD on turn 50; reloading the save game allowed me
to proceed with no problems, but I am reinstalling the game back to the
version 2.00 as released (I made some personal changes,
(Aircraft Carriers should carry more than 3! :) among other things)
might have typed something wrong) and will test some more.
Alondin
TAfirehawk Nov 04, 2006, 07:03 AM Love 2, but where can we find the full 2.00 version ?
It is on the ViSa Website....and I added a direct link.
I am still hosting the v1.20 full version as well as previous patches.
Lachlan Nov 04, 2006, 07:17 AM Can you have a full .rar 2.00 version ?
Because i have downloaded full 2.00 exe but can't run because file missing "test.msi"
I have downloaded full 1.20 after and full from 1.20, 2.00 patch.exe but same problem file is missing
One solution : upload full 2.00 version in RAR file
I'm not a noob of manipulation of files ...
:goodjob: Thank you
TAfirehawk Nov 04, 2006, 07:18 AM Again, if you folks don't want to have to change/tweak this every week, then tell us the changes you are making....especially those changing the SDK.
TAfirehawk Nov 04, 2006, 07:22 AM Can you have a full .rar 2.00 version ?
Because i have downloaded full 2.00 exe but can't run because file missing "test.msi"
I have downloaded full 1.20 after and full from 1.20, 2.00 patch.exe but same problem file is missing
One solution : upload full 2.00 version in RAR file
I'm not a noob of manipulation of files ...
:goodjob: Thank you
I don't think we have anything in RAR except the old patches...no need to have full v2.00 in RAR when it is in v1.2-1.5 in RAR. If I put it on my site it will be a RAR but just include the installer, like the v2.0 patch because my web host restricts EXE files for some crazy reason.
Too many problems come from installation issues, so the Installer will be the only release. I am just getting to testing the full v2.00 Installer....didn't do it earlier because it is unnecessary because it doesn't do anything the 3MB patch does :lol:
BTW, the v2.0 patch can't be missing that file because well over 100 people have gotten it working...although some need to install it twice for some reason we can't figure out.
TAfirehawk Nov 04, 2006, 07:34 AM I just did the full v2.00 Installer...works fine and even noticed I had previous install of ViSa....very nice :)
Alondin Nov 04, 2006, 07:48 AM CTD - Repeats, save game attached. Turn 104.
Just hit enter! ;)
This is plain install of 2.0.8 Warlords and 2.00 ViSa, no fiddling on my part.
Alondin
Dakduck Nov 04, 2006, 08:01 AM Hello everyone. I love this mod, can't seem to stop playing it. But I can't raze cities. Why? My forces just take it over I get some help on tech I didn't have and no option to raze....what did I miss?
Thanks
TAfirehawk Nov 04, 2006, 08:26 AM On the CTD issue....so far I have gotten by it by clearing the cache....give that a try.
Of course we don't know what is messed up in the cache, but that gets you past it for at least awhile....
HellBoyz77 Nov 04, 2006, 08:30 AM On the CTD issue....so far I have gotten by it by clearing the cache....give that a try.
Of course we don't know what is messed up in the cache, but that gets you past it for at least awhile....
Tried it, but don't work.
Lachlan Nov 04, 2006, 08:32 AM You will see an image of my problem ...
I suggested a rar empacking the folder ../VISA/.. and should unpacking manually ...
Because the exe patch nor the exe full 2.00 for warlords don't function :(
TAfirehawk Nov 04, 2006, 08:49 AM Tried it, but don't work.
Yeah I cleared the cache on Alondin's game and still CTD....tough bug to track down....
TAfirehawk Nov 04, 2006, 08:57 AM Is anybody besides me using the Random Seed on Reload option in the Custom Game? This appears to be moving the CTD point in my game at least.
And troubleshooting huge maps is next to impossible....standard size is hard enough :)
dawe1313 Nov 04, 2006, 09:02 AM ok, installed WLv2.08
d/l & installed ViSa 2.0 patch
on top of 1.2 full & 1.5 patch, both manually installed
recognized default install dir just fine
autodeleted custom assets & cache folders
only change: in visa.ini - Religion Natural Spread Number = 3 -> 7
started WL, loaded ViSa Mod, started checking ViSapedia (still needs some work, mostly better organization)
started a custom game:
random leader (ragnar, viking) - Warlord lvl
standard size pangea
tropical, low sea level
epic speed (fx-endurance)
raging barbs, extended city radius,random seed on reload
conquest & diplo victories
was playing along just fine and got a CTD
reloaded from last auto save and continued
this happened several times on different turns
finally got a CTD on turn 170 that i could not get past
i attached the save game if ya'll want to dissect it
other corroborations:
Dawn of Man splash screen glitched - saw it
ViSa.ini overwritten by 2.0 patch - definately (looks like you added the monument mod settings at the end. iirc, 1.5 had great gen from barbs as last item in visa.ini)
now i'll try d/l the 2.0 full .exe (~ 22hrs, did i mention i hate dial-up?)
since i can't actually play the game but i can access the Visapedia, i guess i'll study up and see if i have any more suggestions.
i did take a closer look at the wonders and have a few suggestions on modifing GP pts:
Eiffel Tower: merch -> eng (eiffel was an engineer, not a sales clerk)
Roman Roads: nothing -> 1 pt eng (some of those roads are still around after 2000 years, impressive engineering if you ask me)
Blimp Factory: nothing -> 1 pt eng (aeronautical engineering at its finest, for its time, anyway)
Steel Mill: nothing -> 1 pt eng (same as the ironworks)
Sun Tzu's Art of War: eng -> GG (you don't study the Art of War to learn how to build a better dam...)
The Pentagon: eng -> GG (there's a lot more general in the the pentagon than engineers)
West Point: eng -> GG (while some graduates of West Point are engineers, everyone there is learning to be a military leader)
Flavian Ampitheater: art -> GG (gladiators, not poets)
Hippodrome: art -> GG (ditto)
Hermitage: art -> statesman or GG (the hermitage is the home of Andrew Jackson, a former U.S. president, on the US$ 20 bill. he was primarily elected because of his fame as an Army general. not really known for his artistic ability. i know this because i live about 20 minutes from the real Hermitage and grew up here in Tennessee.)
i also put together an Excel spreadsheet showing the leader traits (as per the pedia) in a nice multi-color grid. there are quite a few combinations that are not done. (as well as some with as many a 4 duplicate combinations, such as Cre/Ind: Gjergj Kastrioti, Hammurabi, Louis XIV, Pacal II). could be a helpful reference for adding more leaders...
this is what happens when i get bored, and impatiently waiting for the latest d/l. besides, you guys are working your butts off, and since i can't do what you can (i always thought "python" was a big snake ;) ), i'm trying to contribute something back.
brun58 Nov 04, 2006, 10:07 AM I use random seed on reload
Axil Nov 04, 2006, 10:27 AM Just got back on - and had a read - I'm not really seeing any CTDs yet and the only bug so far is the one I posted above with the overlaid text.
On the suggestions about gp above
Eiffel Tower - great engineering feat - but it is a Tourist attraction and brings in tourism money ti paris - therefore having great merchant is correct imho
Roman road - agree on eng GP
Sun Tzu's remain at eng - sappers and engineers build the siege engines and at the time those were the high tech options in warfare
Flavian ampiteatre and Hippodromes - Ampiteatres were built to keep the populace entertained not raise armies (at least not ones for the Romans - sic Spartacus) - stay at artist
Hermitage - Again the building is more known for it's look than the fact that some President lived there.
Pentagon and west point maybe one should be GG and the other Eng
As for blimp and steel mill , I don't really count these as true wonders. I live in a town that has one of the biggest steelworks in europe and I certainly don't count it as one
One thing I would like to note however is the Hippodrome and Parthenon as they both have +50% gp bonus in all cities - maybe hippodrome should be reduced especially as it costs 300 hammers to build and has units as well as the gp bonus as opposed to 400 hammers for parthenon which is only offset by giving 10 culture instead of 2
If we are thinking however of introducing new wonders can i suggest the following
Houses of Parliament (big ben) - the home of democracy - either happiness bonus for nation or increase unhappiness in other nations
Robert Stepthenson's Rocket - where Railroads began - producyion bonus in city - expires at mass production
The TGV (or Toyko Bullet train) adds one to movement on railroads
The Bell X1 - like manhatten project need to build before modern jet aircraft can be built
saint1979 Nov 04, 2006, 10:55 AM Crap. "Installer Download for Full v2.00 for Warlords v2.0.8.0" .exe-thingy is trying to extract thise files on my C: drive, and i got no space there for this.
Should i download "RAR Download for Full v1.20" and then patch it with "RAR Download for Full v1.20" instead?
CyberTyrant Nov 04, 2006, 10:58 AM I'm just checking back in. I can confirm the Dawn of Man screen text problem. Other than that, no problems since I've gotten it reinstalled, though I haven't played an entire game yet. :p
Is anybody besides me using the Random Seed on Reload option in the Custom Game? This appears to be moving the CTD point in my game at least.
For what it's worth, I'm using it. No problems. But I haven't had a CDT since I reinstalled.
Alondin Nov 04, 2006, 11:27 AM Back from the gym....
I was using Random Seed on Reload - which only seems to change which way the little guys run around after I hit enter and before I get the CTD.
I play huge maps because I like to THINK BIG!! ;0 Besides, no one else wants to test them.
Hope someone will post when the Bug Report site gets back up - I hit the Bug Report button and get an error right away.
Screen says Unauthorized Access, at bottom HTTP Error 403 - Forbidden
Never get a chance to try logging in.
And on a final note, at some point I hope someone looks at the promotions given out by the City Guard in hopes that they will be checked for relevance.
In my last game in 1.50, my jet fighter plane got Woodsman I AND Woodsman II as promotions - WOO HOO!!
And, thanks to you guys for all the hard work. Great Mod.
Alondin
HellBoyz77 Nov 04, 2006, 11:45 AM Is anybody besides me using the Random Seed on Reload option in the Custom Game? This appears to be moving the CTD point in my game at least.
And troubleshooting huge maps is next to impossible....standard size is hard enough :)
I create another custom game as italian, large map, archipelago, fx-endurance.
Used the Random Seed on Reload but i get a CTD at the end of turn 179.
This is a strange thing. My first game has CTD at the end of turn 219, the second has it at 149 and now at 179. This not seems a coincidence.
Any of the other that have this error can confirm this fact?
seady Nov 04, 2006, 12:30 PM Back from the gym....
...
And on a final note, at some point I hope someone looks at the promotions given out by the City Guard in hopes that they will be checked for relevance.
In my last game in 1.50, my jet fighter plane got Woodsman I AND Woodsman II as promotions - WOO HOO!!
...Alondin
That's one low flying jet!
TAfirehawk Nov 04, 2006, 12:41 PM Crap. "Installer Download for Full v2.00 for Warlords v2.0.8.0" .exe-thingy is trying to extract thise files on my C: drive, and i got no space there for this.
Should i download "RAR Download for Full v1.20" and then patch it with "RAR Download for Full v1.20" instead?
Well if you have no free space on your C Drive, then no different patch can help that....:crazyeye:
TAfirehawk Nov 04, 2006, 12:43 PM i did take a closer look at the wonders and have a few suggestions on modifing GP pts:
Eiffel Tower: merch -> eng (eiffel was an engineer, not a sales clerk)
Roman Roads: nothing -> 1 pt eng (some of those roads are still around after 2000 years, impressive engineering if you ask me)
Blimp Factory: nothing -> 1 pt eng (aeronautical engineering at its finest, for its time, anyway)
Steel Mill: nothing -> 1 pt eng (same as the ironworks)
Sun Tzu's Art of War: eng -> GG (you don't study the Art of War to learn how to build a better dam...)
The Pentagon: eng -> GG (there's a lot more general in the the pentagon than engineers)
West Point: eng -> GG (while some graduates of West Point are engineers, everyone there is learning to be a military leader)
Flavian Ampitheater: art -> GG (gladiators, not poets)
Hippodrome: art -> GG (ditto)
Hermitage: art -> statesman or GG (the hermitage is the home of Andrew Jackson, a former U.S. president, on the US$ 20 bill. he was primarily elected because of his fame as an Army general. not really known for his artistic ability. i know this because i live about 20 minutes from the real Hermitage and grew up here in Tennessee.)
We can't make all those GG points...some need GP points I know but we will get to it eventually.
Most of those wonders were set before generals or doctors or statesman were available....
HitAnyKey Nov 04, 2006, 01:55 PM Crap. "Installer Download for Full v2.00 for Warlords v2.0.8.0" .exe-thingy is trying to extract thise files on my C: drive, and i got no space there for this.
The C: drive always needs lots of "Free" space. You never want that drive to come anywhere close to filling up.
That's why the best thing to do is (aside from having a really huge drive) is to have multiple drive partitions and install all your applications and put all your data on other partitions besides C:.
For instance, I have an 80 GB hard drive with 4 partitions. I install all my programs on my "D" parttion, all put all my data on my "E" partition. My "F" partition currently isn't being used for much of anything at all and I'll probably resize it to increase my "C" as it only has 10 GB free at this point.
mrgenie Nov 04, 2006, 02:13 PM im wondering, is anyone having a CTD issue with "non random seed" maps? because all of you are reporting CTD with random seed on? am I correct?
anyway...i fixed some smaller codes, and fixed a unit stats python error..besides that, i have no clue why you guys have the CTD...i checked the SDK twice now..everything was smoothly merged to the 2.08 SDK...the pythons...checked most of the changes between 2.0 and 2.08 warlords..shouldn't conflict with any of our pythons actually...i could take out mod components one at a time...but that'll take me at least a week of testing for this issue
HellBoyz77 Nov 04, 2006, 02:24 PM im wondering, is anyone having a CTD issue with "non random seed" maps? because all of you are reporting CTD with random seed on? am I correct?
anyway...i fixed some smaller codes, and fixed a unit stats python error..besides that, i have no clue why you guys have the CTD...i checked the SDK twice now..everything was smoothly merged to the 2.08 SDK...the pythons...checked most of the changes between 2.0 and 2.08 warlords..shouldn't conflict with any of our pythons actually...i could take out mod components one at a time...but that'll take me at least a week of testing for this issue
I have the CTD with and without Random Seed, seems that this option does not affect the CTD.
brun58 Nov 04, 2006, 02:33 PM I have random on, have not had any ctd's so far( crosses fingers...lol), am running 2.0, installer worked fine for me, updated from 1.40, I'm aware this prolly isn't a bit of help...lol
Axil Nov 04, 2006, 02:47 PM not sure if it's a bug or just been removed but the GG no longrer can build the military academy
mrgenie Nov 04, 2006, 03:45 PM not sure if it's a bug or just been removed but the GG no longrer can build the military academy
I noticed that too and immediatly checked the xml...guess firehawk changed the prerequisites..need the tech education first to build it
TAfirehawk Nov 04, 2006, 03:54 PM I noticed that too and immediatly checked the xml...guess firehawk changed the prerequisites..need the tech education first to build it
If you look at the README.TXT you will find that is a change made by Firaxis in v2.08....and I fully agreed with it.
If somebody has Education and the GG still won't build the Military Academy, please let me know because Firaxis made another change to the Mil Acad, that I didn't quite understand :)
TAfirehawk Nov 04, 2006, 03:55 PM I have the CTD with and without Random Seed, seems that this option does not affect the CTD.
My next game will be without the Random Seed....this CTD is quite annoying as it is certainly not a fluke but it not always repeatable either....grrrrr
|
|