Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Modpacks > [MOD][WARLORDS] ViSa Modpack PDA View Full Version : [MOD][WARLORDS] ViSa Modpack Pages : 1 2 3 4 5 [6] 7 8 bergrarNov 17, 2006, 08:19 AMthe Visa team is doing a wonderfull work, they have a lot of patience expecially Tafire, they answer all questions and try to patch everything is needed. i am playing it at regular set up and the story works well, the tech is balanced. i think i will finish my regular game today, and after i will report my personal impressions. Thx again for the nice mod. BeginnerNov 17, 2006, 08:58 AMI need some advice please... I tried adding a leader of my own, and everything worked out ok, besides the text. I added text in PEDIA\leader_pedia, VISA_diplomacy and in VISA_leader, but when I start up VISA I get error messages for each of the documents i changed. It says: Failed Loading XML file xml\text\visa_leader.xml.[.\FXml.cpp:133]Error parsing XML File - File: xml\text\visa_leader.xml Reason: Not eligible on top level of the document. Line: 1, 1 Source: ï>>? This causes all new leaders to lose all their text... Any help on this would be greatly appreciated... Thanks. TAfirehawkNov 17, 2006, 12:04 PMSorry folks, but due to RL emergencies time is very limited so I can't look at people changing ViSa....but there is good info within CivFanatics on almost everything. lord_graywolfeNov 17, 2006, 09:49 PMWhat happened whey you tried to reload a save game? Can you post the last good save game? when i reloaded the game from the last save point it CTD again on the same turn. i reinstalled the mod and started a new game and it did the same thing on the same turn. but i made a folder for it under the mods folder and now it seems to be working fine. if it does it again ill let you know Rusty NailNov 18, 2006, 04:51 AMStill in my first game. Looking good. One thing though. I was looking forward to seeing the stacked combat with Dale's mod (referred to in the ReadMe), but in my first stacked attack there was no visual at all, just a text list of what happened. What is the status of the Dale mod in VISA? AxilNov 18, 2006, 09:01 AMas far as I know dale's combat mod is still broken in Visa with regards stcked attack unless it's been fixed in 2.1 recently which I'm pretty sure it hasn't chipper_30Nov 18, 2006, 09:39 AMStill in my first game. Looking good. One thing though. I was looking forward to seeing the stacked combat with Dale's mod (referred to in the ReadMe), but in my first stacked attack there was no visual at all, just a text list of what happened. What is the status of the Dale mod in VISA? Yeah I believe it's been disabled due to the AI not using it properly, it shouldn't even be in the options of a new game. The ReadMe has probably not been updated. TAfirehawkNov 18, 2006, 10:29 AMwhen i reloaded the game from the last save point it CTD again on the same turn. i reinstalled the mod and started a new game and it did the same thing on the same turn. but i made a folder for it under the mods folder and now it seems to be working fine. if it does it again ill let you know What do you mean 'made a folder for it under the mods folder'? That is how all mods work...or I am misreading something here but you must have not installed it properly. TAfirehawkNov 18, 2006, 10:37 AMStill in my first game. Looking good. One thing though. I was looking forward to seeing the stacked combat with Dale's mod (referred to in the ReadMe), but in my first stacked attack there was no visual at all, just a text list of what happened. What is the status of the Dale mod in VISA? Not sure what ReadMe you are looking at because we never mention DCM anywhere in the patch notes. And yes I double checked by doing a Find for 'dale', 'stack', and 'attack'.... In fact we forgot to mention that the Stack Attack option was removed as even a choice in Custom Game...hence I took it off the Known Bug list. I doubt we ever see the DCM Stack Attack in ViSa because it crashes and the AI doesn't use it. The rest of the DCM is there but the MAD system doesn't seem to be working...we might switch over to TheLopez for that. BTW, for everybody's info...for ViSa and any Mod you should be starting games via the Custom Game option as it is quite easy for a mod to have options there, not to mention the 15-20 Firaxis already had on that screen. TAfirehawkNov 18, 2006, 10:39 AMPlease read the first post....and I will even repost it here, but the following post won't get updated like the first post. TAfirehawkNov 18, 2006, 10:41 AMhttp://www.civ.tafirehawk.com/Civ4WarlordsLogo.jpg http://www.civ.tafirehawk.com/ViSa-Main.jpg ViSa Modpack Team keldath, mrgenie, TAfirehawk and rockinroger Latest Patch Version: 2.10 Latest Full Version: 2.00 Designed for Warlords 2.0.8.0 Built on Amra's Modpack v2.0 (http://forums.civfanatics.com/showthread.php?t=184242) Download Area ViSa WEBSITES ViSa Main Website (http://keldath.family-veldman.com/) All files in EXE format along with FAQ and Troubleshooting Sections. ViSa Alternate Website (http://www.civ.tafirehawk.com/) All files in archive format (RAR, ZIP) DIRECT LINKS Automatic Installer Download (http://keldath.family-veldman.com/ccount/click.php?id=1) for Full v2.00 for Warlords v2.0.8.0 RAR Download (http://www.civ.tafirehawk.com/ViSa-200.rar) for Full v2.00 for Warlords v2.0.8.0 - Extract RAR and run Automatic Installer RAR Download (http://www.civ.tafirehawk.com/ViSa-v1_2-patch-2_1.rar) for Manual Patch v2.10 for Warlords v2.0.8.0 - includes fixes from ViSa v1.20 ***Please Read Known Bugs Section Below*** EXE Download (http://keldath.family-veldman.com/ccount/click.php?id=2) for Manual Patch v2.10 for Warlords v2.0.8.0 - includes fixes from ViSa v1.20 ***Please Read Known Bugs Section Below*** Registry Key Fix (http://keldath.family-veldman.com/ccount/click.php?id=50) for anybody upgrading from ANY version of ViSa BEFORE v2.00 ***Please Read Known Bugs Section Below*** OLD FILES RAR Download (http://www.civ.tafirehawk.com/ViSa-v1_20-FULL.rar) for Full v1.20 for Warlords v2.0.0.0 ***Only use for old save games*** Old Version (http://www.civ.tafirehawk.com/ViSa-v1_2-patch-0_40.zip) for Patch v1.40 for Warlords v2.0.0.0 ***Only use for old save games*** Old Version (http://www.civ.tafirehawk.com/ViSa-v1_2-patch-1_50.zip) for Patch v1.50 for Warlords v2.0.0.0 ***Only use for old save games*** If you haven't installed v2.00 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 v2.00 and then the latest patch, which includes all previous patches. Version 2.00 Full includes registry settings that are required by ViSa python files. 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. ViSa Installation Full Version This mod is contained in an Automatic Installer, run the EXE (extract from RAR if you chose that download) and follow the directions. 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". The Automatic Installer will clear the cache AND the custom assets directories. Please use Add/Remove Programs option in the Windows Control Panel to remove ViSa to clear the registry keys. Patch Update The latest patch is contained in an EXE and RAR format. Please run the EXE or extract the RAR 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). ViSa Highlights Amra's Modpack Description/List of Mods Included - 25 new civs with animated leaderheads (many with different animations) - 140 new units including 2nd UU for ALL civs & Ethnically Diverse Units - 135 new Great People with GP mod art & quotes - 15 new resources & 5 new Wonders - 25 new Unique Buildings - First contact dialogue & more city names - Full pedia entries (In English when translation not available) - 5-man formations (http://forums.civfanatics.com/showthread.php?t=142533) by anhu for Melee units - Actual Quotes v3.0 (http://forums.civfanatics.com/showthread.php?t=181857) by Willowmound - Additional Color Values (http://forums.civfanatics.com/showthread.php?t=147308) by SimCutie - Better Ship Scale v1.0 (http://forums.civfanatics.com/showthread.php?t=161368) by Elhoim - Dawn of Man mod v0.2 (http://forums.civfanatics.com/showthread.php?t=180638) by TheLopez - Dead Civ Scoreboard Mod v0.2w (http://forums.civfanatics.com/showthread.php?t=167023) by TheLopez - Enhanced Tech Conquest v0.4.2 (http://forums.civfanatics.com/showthread.php?t=171748) by Bhruic & TheLopez - Ethnically Diverse Units v2.35 (http://forums.civfanatics.com/showthread.php?t=167435) by Rabbit, White - FexFx's Endurance and Marathon speeds (http://forums.civfanatics.com/showthread.php?t=150408) - Great Person Mod with Renamer Mod v1.0 (http://forums.civfanatics.com/showthread.php?t=184255) by Patricius - Mehmed II LH Bug Fix (http://forums.civfanatics.com/downloads.php?do=file&id=2314) by Thunderfall - Not Just Another Game Clock Mod v0.3.3w (http://forums.civfanatics.com/showthread.php?t=158137) by TheLopez - Promotion and Trait Mod v0.5 (http://forums.civfanatics.com/showthread.php?t=142086) by Zuul - Real UN Resolutions Names (http://forums.civfanatics.com/showthread.php?t=145587) by Rufus T. Firefly - TechWindow Mod v1c (http://forums.civfanatics.com/showthread.php?t=158636) by Roamty - Unit Allegiance Mod v0.4w (http://forums.civfanatics.com/showthread.php?t=169738) by Snaitf & The Lopez - Unit Statistics Mod v1.42 (http://forums.civfanatics.com/showthread.php?t=162977) by Teg_Navanis - New flags, Era graphics, misc unit skins & roads by various modders - New techs & Improvements Gameplay Changes - Minimum city range increased from 2 to 3 - Tech trading has been moved from Alphabet to Guilds - Upgrade costs reduced - Ironclad moves 3 (not 2) - Transport now has cargo capacity of 5 (instead of 4) - Animal/Barbarian maximum XP values increased - Maximum experience on upgrade changed from 10 to 16 allowing the unit to keep an extra promotion - Aggressive trait gives the Combat promotion to melee, gun, recon, archer & mounted units (as opposed to only melee and firearms) - Chopping down a Jungle now produces hammers (Third of forest production) - Scouts can build forts & explore Ancient Temples ViSa Modpack Additions/Changes * 37 buildings , not including unique buildings * over 40 nations * 200+ unique units and classes * Dale's Combat Mod V1.03 (http://forums.civfanatics.com/showthread.php?t=168966) * Religious Victory (http://forums.civfanatics.com/showthread.php?t=144052) by Rodman49 * Partisan Unit System (http://forums.civfanatics.com/showpost.php?p=4354407&postcount=89) by GIR * Air Forces Mod (http://forums.civfanatics.com/showthread.php?p=4477947) by TheLopez * Mercenaries Mod (http://forums.civfanatics.com/showthread.php?p=3779841) by TheLopez - disabled for now due to MP issues and balance * Tech Leak Mod (http://forums.civfanatics.com/showthread.php?t=188184) by Sevo - totally re-wrote code and screens for ViSa * 2 extra civic catagories and 1 more civics to each civic catagory * Most of GIR's Mod Componants (http://forums.civfanatics.com/showthread.php?t=170012) * Cultural Influence (http://forums.civfanatics.com/showthread.php?t=170884) by TheLopez * Great Doctor Mod (http://forums.civfanatics.com/showthread.php?t=156186) by TheLopez * Great Statesman Mod (http://forums.civfanatics.com/showthread.php?t=156188) by TheLopez * Plot List Enhancement Mod (http://forums.civfanatics.com/showthread.php?t=149572) by 12monkeys * Scrolling Civic Screen * JFort Mod (http://forums.civfanatics.com/showthread.php?t=169009) by Jeckel * Great Generals From Barbarian Combat Mod (http://forums.civfanatics.com/showthread.php?p=4366676) by TheLopez * ViSapedia based on the great work by Sevo * 3 City Radius Mod (http://forums.civfanatics.com/showthread.php?t=169847) by RogerBacon ***ViSa added 2 or 3 radius selection in Custom Game screen * Blitz Game Speed (http://forums.civfanatics.com/showthread.php?t=187312) - 200 turn game by NeverMind * Random Barb Spearman spawns * Random Barb Navy spawns * Customizable Domestic Advisor Mod (http://forums.civfanatics.com/downloads.php?do=file&id=523) by TheLopez * Enhanced Foreign Advisor Mod (http://forums.civfanatics.com/showthread.php?t=169548) by TheLopez ViSa Credits and Thanks KET, FOR SUPPORTING DALE - FOR HIS GREAT MOD - NO WORDS ARE NEEDED - WE ALL KNOW THAT HIS WORK IS AMAZING. We would like to thank all who made this mod possible: sevo - the maker of the great sevomod arma - creator of 2uu arma mod - who was our inspiration gir - special thanks for helping with problems and for his lovely mod - gir mod fitchn - for the great mod civmore ganart - for the extended mod TheLopez - for all the mod additions Gerikis - for the Multi-Player help all unit model makers out there - we used a lot of models and we can't remember all - we are sorry and very thankful for them. THANKS TO MAXRIGA GREAT MOD A VERY BIG THANKS TO RABBIT WHITE, WOODELF, SEz's nautil, sharick, the conquasts, snafusmiths, and all those we don't know of who brings Civ 4 to a whole other level and game depth for their great units and models. We thank all the people who helped in reporting bugs to us just by playing this mod, you are doing us a great help and joy. And last but not least, thanks to Firaxis for making such a great game and platform to mod. ViSa Screenshots http://www.tafirehawk.com/Civ/ViSaMainMenuThumb.jpg (http://www.tafirehawk.com/Civ/ViSaMainMenu.jpg) ... http://www.tafirehawk.com/Civ/ViSaCityRadiusThumb.jpg (http://www.tafirehawk.com/Civ/ViSaCityRadius.jpg) ... http://www.tafirehawk.com/Civ/ViSaCityRadius2Thumb.jpg (http://www.tafirehawk.com/Civ/ViSaCityRadius2.jpg) ... http://www.tafirehawk.com/Civ/ViSaFirstTechLeakScreenThumb.jpg (http://www.tafirehawk.com/Civ/ViSaFirstTechLeakScreen.jpg) ... http://www.tafirehawk.com/Civ/ViSaTechLeakScreenThumb.jpg (http://www.tafirehawk.com/Civ/ViSaTechLeakScreen.jpg) ... http://www.tafirehawk.com/Civ/ViSaTechLeakScreen2Thumb.jpg (http://www.tafirehawk.com/Civ/ViSaTechLeakScreen2.jpg) ... http://www.tafirehawk.com/Civ/ViSaCivicScreenThumb.jpg (http://www.tafirehawk.com/Civ/ViSaCivicScreen.jpg) ... http://www.tafirehawk.com/Civ/ViSaCivicScreen2Thumb.jpg (http://www.tafirehawk.com/Civ/ViSaCivicScreen2.jpg) ViSa Updates Known Bugs Memory Allocation Error on saving games (AutoSave or Manual) has been reported in multiple mods and multiple threads on CivFanatics. Our recommendation is to not play on any map size greater than LARGE. Other work-around is to change Graphics Settings to Low and disable all Effects. Any other setting changes to reduce save game file size will also help avoid this error. This appears to be a Firaxis save game issue, not any particular mod problem. SmartMap can cause errors in the two new Civic Categories (Education and Health Care). The default civic in those two categories sometimes is not selected on game startup. This also can happen on a 'normal' map immediately after SmartMap is used. Our recommendation is to not play with SmartMap. Languages besides English can cause errors throughout the game. Our recommendation is to play ViSa in English only. ATI Video Cards can cause numerous problems with this mod and vanilla Civ as well. Our recommendation is for all ATI people to download the latest video drivers without Catalyst. Upgrading from version before ViSa v2.00 Registry Key Fix (http://keldath.family-veldman.com/ccount/click.php?id=50) can be downloaded and double-clicked anywhere to set the proper registry keys for ViSa. Download this and apply it (by double klicking it) from any place, if you have installed both Warlords and ViSa to standard directories. If you didn't choose default installations (We assume in this case that you know what you are doing), please proceed with the following rules. Only take these steps if you're NOT using default directories: open the "ViSa-210-regkey-fix.reg" with your windows Notepad change the "AppDir"=""C:\\Program Files\\Firaxis Games\\Sid Meier's Civilization 4\\Warlords\\Mods\\ViSa" to the proper directory you used for your personal installation. Note: it is highly recommended that you reinstall warlords and civ to the default directories "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords" on your computer. Enabling DCM Ranged Bombardment AFTER starting a game is possible thanks to the directions of chipper_30: 1) Go in WorldBuilder 2) Save it 3) Edit it with a text editor and add Option=GAMEOPTION_DCM_BOMBARD in the options 4) Reload it and continue your game Patch Notes Version 2.10 ----------- 11/10/2006 (USA) - 10/11/2006 (World) XML: ADD Blitz game speed by NeverMind - 200 turn game FIX Barbarians can spawn Spearman, Galley, Trireme, Galleon, Caravel in Fog of War FIX National Wonders in a city limit changed from 2 to 4 PYTHON + SDK: FIX Dales combat mod, ranged attack now shown on the screen FIX Some Unit statistics random Python errors are handled properly FIX CTD occuring with Extended City Radius option enabled FIX Great Doctor SDK code causing wrong health values FIX Improvements outside Borders issue in the SDK improved FIX Several random fixes in the SDK FIX Roman Roads now working properly for 3 City Radius and 2 City Radius FIX City Razing option now working properly FIX Units are now displayed in the cityscreen FIX Dawn of Man screen ADD Advanced Foreign Advisor, F4 screen ADD Advanced Domestic Advisor, F1 screen Version 2.00 ----------- 11/02/2006 (USA) - 02/11/2006 (World) ***Compatible with Warlords Patch v2.08*** XML: ADD v2.08 Kublai Khan sound ADD v2.08 Walls bombard defense 25 ADD v2.08 Castle bombard defense 25 ADD v2.08 Factory Organized Trait ADD v2.08 Library Creative Trait ADD v2.08 All Religious Shrines get immunity to nukes ADD v2.08 Military Academy pre-req tech of Education ADD v2.08 Military Academy gives 3 culture ADD v2.08 4 Celtic city names ADD v2.08 Barbarians can build Spearman ADD v2.08 Railroad +1 shield bonus for Quary ADD v2.08 Guerilla 3 promotion withdrawal chance 30 ADD v2.08 Navigation 2 promotion requires Flanking 1 ADD v2.08 Aztec Jaguar free woodsman 1 promotion ADD Barbarians can build Trireme, Caravel, and Galleon ADD Currency prereq tech Alphabet FIX v2.08 Barbarian leader art button FIX v2.08 Kublai Khan art swapped with Qin Shi Huang FIX v2.08 Diplo Music volume reductions FIX v2.08 Yawn_Vox_Low 3D sound FIX v2.08 Collateral and March sound - 2 files obsolete in VISA\Assets\Sounds folder FIX v2.08 Walls obsolete with Rifling FIX v2.08 Spanish Citadel (castle) Siege experience increased to 5 from 2 FIX v2.08 Colosseum cost reduced from 120 to 80 FIX v2.08 American Mall Commerce changed from 10 to 20 FIX v2.08 Stonehenge, Great Wall and Oracle no longer available in Classical start FIX v2.08 Military Academy increased military production from 25 to 50 FIX v2.08 Great Wall chance of Great Engineer reduced from 2 to 1 FIX v2.08 Expansive Trait health reduced from 3 to 2 FIX v2.08 AI tweaks FIX v2.08 Bureaucracy upkeep increased from medium to high FIX v2.08 Louis diplo text FIX v2.08 Masonry religion flavor increased from 1 to 8 FIX v2.08 Leadership promotion experience increased from 50 to 100 FIX v2.08 Aztec Jaguar jungle defense bonus removed and strength reduced from 4 to 3 FIX v2.08 Celtic Gallic Warrior required resources changed from iron to iron or copper FIX v2.08 Axeman power increased from 2 to 3 FIX v2.08 Zulu Impi power increased from 2 to 3 FIX v2.08 Ottoman Janissary power increased from 6 to 8 FIX v2.08 Carthage Numidian Cavalry power increased from 3 to 4 FIX v2.08 Korean Hwacha power increased from 3 to 4 FIX v2.08 Trebuchet cost increased from 60 to 80 FIX v2.08 Tank text FIX v2.08 Unit withdrawl probability short text FIX v2.08 Specialists pedia text FIX v2.08 Stonehenge strategy text FIX Barbarians can no longer build the Great Wall FIX Hannibal ancient diplo music FIX All Monuments obsolete moved to Philosophy to match Stonehenge move from v1.4 FIX King Tut's Guard name typo FIX Slavery strategy typo FIX Blood Skinner upgrade to Rifleman FIX Maria Theresa of Austria diplo music FIX Fort Knox commerce per specialist reduced from 2 to 1 FIX City radius and plotsize resized for 3 city radius option on 1024x768 resolution PYTHON + SDK: ADD Added to handle newline in SDK instead of sevo's python code..SDK is safer and faster ADD Option to enable the always war in the INI ADD Option to set the Max Experience Level granted by your Military Academy FIX Lower left corner info pane now properly dissappears when you move away your mouse from the unit/stack FIX Python error Pedia leaderheads, removed the code from sevo(buggy code), moved it to SDK solution FIX Great Statesman and Great Doctor showing pink has been fixed temporarily showing the light bulb FIX Python now looks for Regkey's set by ViSa Installer FIX Optimalization of the Great Person Routines FIX ViSapedia now correctly updates to the proper ViSa Modpack Version Version 1.5 ----------- 10/27/2006 (USA) - 27/10/2006 (World) XML: FIX Tech requirement for Art Museum and Sciend Museum - only buildable by Great Person FIX City screen distance has been enlarged by 15% to incorporate the 3radius within the view area FIX City Guard Trebuchet build icon FIX Diplomacy Music FIX Oil trade tech moved from Combustion to Refining FIX Fort Knox cost increased from 750 to 1250 FIX National Water Park properly named FIX Sid's Tips for Alphabet, Mausoleum of Halicarnassus, Flavian Amphitheater, Angkor Wat, Temple of Artemis, The Art of Artillery, Military Strategies and Tactics, Broadway, Castle, Chichen Itza, Coal Plant, Crusade, Courthouse, Forge, Natural Gas Plant, Globe Theater, Granary, Great Library, Great Palace, Grocer, Gutenberg's Print Shop, Hanging Gardens and Harbor FIX Carthage War Elephant pedia typo FIX Spear Horseman cost reduced from 120 to 100, upgrade to Cavalry, removed attack bonus against Infantry and requires Guild tech. FIX Castle obsolete tech moved from Economics to Flight FIX Natural Gas reveal tech moved from Combustion to Physics, trade/enable tech unchanged at Combustion FIX Pyramids obsolete tech moved from Education to Democracy PYTHON + SDK: ADD City Radius is now optional extendable to 3 in the custom game, 2 is default - based on work from RogerBacon FIX Natural Religion Spread Ini setting enabled by SDK FIX Plotlist buttons should now appear and disappear properly FIX Great Person Splash Screen True/False in INI file works properly FIX Turned off Super Specialist Stacking in INI file by default Version 1.4 ----------- 10/19/2006 (USA) - 19/10/2006 (World) XML: FIX Pyramid cost increased and made obsolete with Education FIX Sphinx obsolete moved back to Divine Right FIX Stonehenge obsolete moved forward to Philosophy and cost increased to 180 FIX Marco Polo's Embassy obsolete moved forward to Combustion FIX Hippodrome prereq moved to War Art FIX Art Museum now only buildable by Great Artist FIX Science Museum now only buildable by Great Statesman FIX Great Doctor points from (2) Red Cross, (2) Hanging Gardens, (2) Universal Suffrage, (2) Cure for Cancer FIX Bronze Cannon strength reduced to 10 and movement increased to 2 FIX Monarchy now requires War Art instead of OR condition FIX Music now requires Literature instead of OR condition FIX Gunpowder removed Education as prereq and now requires Engineering FIX Divine Right now requires Philosophy instead of OR condition FIX Aeronautics double listing of Leads To: Flight FIX Oil reveal and trade moved to Combustion tech FIX Typos in Tech Leak windows FIX Theodosian Walls no longer go obsolete FIX Alphabetized Civs and Leaders in Custom Game Screen pull-downs FIX Ivory trade moved to Animal Husbandry, reveal still at Hunting FIX Sid's Tips for Mausoleum of Halicarnassus, Commodity Exchange, Masonic Hall, Botanical Garden, Superhighway, Ranch, Networks tech, Tallest Building, Sewer System, Hippodrome and Flavian Amphitheater FIX Pacal II's typo FIX Hector initial greeting quote FIX Milstar Satelite no longer upgrades to Explorer FIX Reduced City Guard Trebuchet art size FIX All Civs will start with proper Education and Health Care Civics FIX Civilopedia text changed to ViSapedia PYTHON + SDK: ADD Real forts with ZoC and Promotion system ADD VisaPedia (SevoPedia) ADD Unitsupgrade pedia addition ADD PromotionTree Pedia addition ADD Option to enable/disabled the "Great Person Splash screen" in the INI ADD Splash screen upon first technology Lead/Recieve by trade routes ADD INI setting to turn on/off allegiance of animals ADD Set the minimum city distance in the INI ADD 3 Static movies for "Marco Polo, Adam Smith, Fort Knox" ADD Great Generals From Barbarian Combat Mod ADD Natural Spread of Religion number is now in the INI ADD Info when moving mouse over the plot list buttons FIX VisaPedia unitstats out of border FIX Great Person using random name generator showing pink screen FIX Rewritten code for the Military Academy, units granted will be upgraded to the latest techs FIX Some plotlist button enhancement buttons not resetted properly FIX Preventing exception for python reloading FIX Issue with the plot list button mod and the unit statistics mod Warlords Sound Bug Patch added to CivFanatics Downloads ----------- 10/18/2006 (USA Date) 18/10/2006 (World date) City Distance @ 2 Patch added to CivFanatics Downloads ----------- 10/13/2006 (USA Date) 13/10/2006 (World date) Version 1.3 ----------- 10/13/2006 (USA Date) 13/10/2006 (World date) Complete re-edited civic screen to scroll Cultural Influences Mod by TheLopez added Great Doctor Mod by TheLopez added Great Statesman Mod by TheLopez added Not Just Another Game Clock Mod fixed Regular Stock Exchange now buildable Artillery now upgrades to Howitzer Building and Unit descriptions fixed thanks to Alondin Moved Uranium access to Reveal point, Physics Roman Road cost decreased Marco Polo Embassy cost increased Sphinx cost increased Mausoleum of Halicarnassus cost reduced New SDK files "VISA_DLL_SOURCECODE_2006_October_11.exe" Several python fixes to the Tech Leak messages Tech Leak button double-click fixed Some xml tags edited - related to changed civic screen Version 1.2b ----------- 10/07/2006 (USA Date) 07/10/2006 (World date) Fixed GreatPerson Art, is savegame compatible with version 1.20a Version 1.2a ----------- 10/07/2006 (USA Date) 07/10/2006 (World date) added the new Plotlist enhancement and a few minor python tweaks, is savegame compatible with version 1.20 Version 1.2 ----------- 10/06/2006 (USA Date) 06/10/2006 (World date) new units: Siege Gun Artillery CG Praetorian Regiment Trebuchet CG enabled some options of the GIR mod, including new routines fixed bug in the python name generation routine fixed bug in the Cityguard improvement python added ini setting to choose true "always war" fixed free experience class reference to warlords compatible fixed wrong pictures Art Of War and Military Tactics in the Civpedia fixed unitstats button beeing permanent on the screen. rewrote the complete sevo techleak routine techscreen rearrangement new civilization added more new units extra building new leader varius bugreports ViSa Future Changes ViSa Modpack Team List * Genetic Era for Warlords (http://forums.civfanatics.com/showthread.php?t=184182) * Additional Civic Category * Inquisition Mod (http://forums.civfanatics.com/showthread.php?t=187623) New Netherlands Mod * Multi-Building Unit Requirement Mod (http://forums.civfanatics.com/showthread.php?t=187624) * Building Heal Rate Mod (http://forums.civfanatics.com/showthread.php?p=4531734) * Building Civic Prereqs Mod (http://forums.civfanatics.com/showthread.php?t=186731) * Resource Tech Research Modifier Mod (http://forums.civfanatics.com/showthread.php?t=180594) * Upgradeable Buildings Mod (http://forums.civfanatics.com/showthread.php?t=186158) * Enhanced Warlord Unit National Security Agency (http://en.wikipedia.org/wiki/National_Security_Agency) National Wonder to reduce Tech Leak Roads and Lands (http://forums.civfanatics.com/showthread.php?t=181037) * Update to New Air Forces Mod to v0.2w Replaced by Unit Mod (http://forums.civfanatics.com/showthread.php?t=180592) by TheLopez * Update Specialist Stacker Mod to v0.8.1w - part of Great Statesman and Great Doctor Mods Player Request List Mercenaries Mod fixed My Multiplayer Military Mod (http://forums.civfanatics.com/showthread.php?t=186654) MAD System fixed * Unit Balancing SmartMap update/fix * Furious attitude of some leaders with no negative points * Secret Tech Mod (http://forums.civfanatics.com/showthread.php?t=188831) Manhattan Project to national wonder * Plant Forest (http://forums.civfanatics.com/showthread.php?t=191279) worker ability at Paper * Mastery Victory (http://forums.civfanatics.com/showthread.php?t=189388) Revolution Mod (http://forums.civfanatics.com/showthread.php?t=171127) * Armenia Civ (http://forums.civfanatics.com/showthread.php?t=191304) * Blake's new AI (http://forums.civfanatics.com/showthread.php?t=191685) by Blake Variable Wonder Cost formula Items with a * are anticipated to be in next patch. lord_graywolfeNov 18, 2006, 09:17 PMWhat do you mean 'made a folder for it under the mods folder'? That is how all mods work...or I am misreading something here but you must have not installed it properly. well thats what i thought since all the others ive downloaded and installed came with thier own folders but yours didnt, so i made a folder for it and put everything in there. since doing that i havnt had any problems with it. i dont know why but im not complaining. civ4ludoNov 19, 2006, 04:31 AM(snip) BTW, for everybody's info...for ViSa and any Mod you should be starting games via the Custom Game option as it is quite easy for a mod to have options there, not to mention the 15-20 Firaxis already had on that screen. Two questions: - where are these choices stored by Civ4? (I should think in the .ini file) - are these choices in the .ini file kept for next time? (provided you don't clean any cache) This is because if one wants to load a particular map file, the custom game screen does not come up and you can't make those choices. BUT, if they are stored somewhere, one could rely on that. In other words, Civ4 would "know" that you want a particular set of options, and then these are used when you play on map XYZ instead of using the custom game map options. Does anybody know if this makes any sense? chipper_30Nov 19, 2006, 06:21 AMTwo questions: - where are these choices stored by Civ4? (I should think in the .ini file) - are these choices in the .ini file kept for next time? (provided you don't clean any cache) This is because if one wants to load a particular map file, the custom game screen does not come up and you can't make those choices. BUT, if they are stored somewhere, one could rely on that. In other words, Civ4 would "know" that you want a particular set of options, and then these are used when you play on map XYZ instead of using the custom game map options. Does anybody know if this makes any sense? I've never played with a particular map file, and always with the custom game screen, so I don't know if the options used are the ones saved from the last game... But it would make sense and you can surely check if your theory is right... The options are saved in CivilizationIV.ini under [GAME] ;Game Options , ;Victory Conditions and others... They are encoded in binary in the order of the options (So 110 for ex. means that the first 2 options are ON and the 3rd OFF). You can then check in your game which options are on (not sure if this is possible in the game, if not by saving a WorldBuilder file and opening it with a text editor) and see if your theory is right! TAfirehawkNov 19, 2006, 09:06 AMwell thats what i thought since all the others ive downloaded and installed came with thier own folders but yours didnt, so i made a folder for it and put everything in there. since doing that i havnt had any problems with it. i dont know why but im not complaining. ViSa of course installs in its own folder...only bypassing the install and doing something manually can you NOT get it in the MODS\VISA directory. As I reposted, please read the first post as the instructions are pretty simple installing v2.00 full. TAfirehawkNov 19, 2006, 09:10 AMTwo questions: - where are these choices stored by Civ4? (I should think in the .ini file) - are these choices in the .ini file kept for next time? (provided you don't clean any cache) This is because if one wants to load a particular map file, the custom game screen does not come up and you can't make those choices. BUT, if they are stored somewhere, one could rely on that. In other words, Civ4 would "know" that you want a particular set of options, and then these are used when you play on map XYZ instead of using the custom game map options. Does anybody know if this makes any sense? It does store some game settings from the last game in the INI in the My Games directory. I guess this is why we don't support maps for ViSa :lol: greenflea3000Nov 19, 2006, 11:15 AMFor some reason I am unable to draft units in any of my cities. I am currently using the nationalism civic yet when I look in my city screen the "draft" button is a dull gray and is unable to be clicked :-( Thanks again for your help! Rusty NailNov 19, 2006, 12:24 PMTo TAfirehawk: Would it be feasible to integrate a Limited Eras mod into VISA (and Warlords in genmeral). Jeckel did one compatible with civ4 1.61 on this site. This would add an attractive option and might be quite simple (I hope). Donkey PuncherNov 19, 2006, 10:17 PMHey ta when it the genetic era cvisa version coming out thanks for the info big dog seadyNov 20, 2006, 12:20 AM'bug': Kashir Archer oversized Sivopedia: typo: phoenician sub should be "Phoenician Sub" I don't know what's already been reported because i can't see a bug report database. mrgenieNov 20, 2006, 12:45 AMTwo questions: - where are these choices stored by Civ4? (I should think in the .ini file) - are these choices in the .ini file kept for next time? (provided you don't clean any cache) This is because if one wants to load a particular map file, the custom game screen does not come up and you can't make those choices. BUT, if they are stored somewhere, one could rely on that. In other words, Civ4 would "know" that you want a particular set of options, and then these are used when you play on map XYZ instead of using the custom game map options. Does anybody know if this makes any sense? Hi People, I dont have time the next 10days to comment or work on anything, but i do read the forum to keep updated...this question bz civ4ludo i wanna comment though: The custom game options are NOT stored in any INI as far as i can tell. in your "..\..\Mods\Visa\Assets\XML\GameInfo" folder you find a file named: "Civ4GameOptionInfos.xml" in this one all the custom options are set and their "bDefault" activates them upon loading the custom game options screen or not. so you might wanna look into that file. however, civ should store your choices automatically in any custom files, so any 2nd time you open any screen, it should be as you setup it your last time, if not, you might wanna check your "right" or "read only" settings for this file/dir... I don't know however, IF and HOW these settings are loaded by civ if you load a particular map...but my guess is, if you can't select these options from loading a map, it means inside the map are such options stored, hence you are not able to use any settings done in this xml.. one other way you might try(although i don't know if that'll work) don't load it as a map, but as scenario. Good luck with your "special maps" :) BalerionNov 20, 2006, 03:28 AMI just wish to thank all tha Visa Team. Removed the 1.50 version, installed the Mod (2.10) and just beginning to play. The installation routine worked easily 'n fine and no problem yet in the first turns of game. I'll report some little bugs I've found in 1.50 if they are persistent in this release. Moreover I installed also the Blake's better AI (18/11/2006 version) and everything's working well in single player (and AIs are putting me in a corner on Noble where I easily won before). Well done guys. Bal. TAfirehawkNov 20, 2006, 07:55 AMHey ta when it the genetic era cvisa version coming out thanks for the info big dog No clue...still working just to get the latest version from them... AlondinNov 20, 2006, 09:06 AMI've been running 2.10 for a while now, no major bugs at all, except for the MAF with huge maps. Only bugs I've found - Splash screen for Isaac Newton has his name as Issac, - Jungle Rocket Luncher should be Launcher, - I can build Heroic Epic with out the requisite level 5 unit (or, you changed the way it works and didn't update the documentation!) - Sometimes City Guard upgrades get little pink bubbles instead of the correct pointers. All of these are trivial, only heroic epic affects game play. Some balance type issues Musket Manufacture doesn't last long enough to be of any use, TNT plant is harder to build than to just research cannon so not useful, And finally a request, can you add to the city display on the map something that lets you know which cities have airports without actually opening them all up? A little airplane icon would be good... Alondin, on vacation! spiralxNov 20, 2006, 09:18 AMHmm, running 2.1 now, and it seems as though the slow border growth option from the Cultural Influences mod is now switched on, despite it being flagged as off in MODS/Visa/VISA.ini. Am I missing something? Just a quick question - what's up with all the different sized icons (and some looking low-quality in various places e.g. leader thumbnails) in the various popup screens? I've seen it in several mods, was wondering why that happens... ForsakenNov 20, 2006, 09:36 AMI found something interesting last night. when my cultral borders go over oceans it alows ships that arent suposed to be able to enter ocean squares to do so wich is kinda anoying when the AI takes advantage of this and spreads faster then they should be able too :) TAfirehawkNov 20, 2006, 09:54 AMSome balance type issues Musket Manufacture doesn't last long enough to be of any use, TNT plant is harder to build than to just research cannon so not useful, Alondin, on vacation! I agree on both points....not sure what fix to make yet as I am just trying to play the game to get the total feel...instead of the usual quitting of a game before 50% done because of a new patch ;) Hmm, running 2.1 now, and it seems as though the slow border growth option from the Cultural Influences mod is now switched on, despite it being flagged as off in MODS/Visa/VISA.ini. Am I missing something? Just a quick question - what's up with all the different sized icons (and some looking low-quality in various places e.g. leader thumbnails) in the various popup screens? I've seen it in several mods, was wondering why that happens... Odd, Cultural Border Growth setting works just fine...and the change from 'normal' to 'slow' is HUGE so it would be VERY obvious as your first city starts out with only 5 tiles, not 9, if it is slow enabled. Different sized icons mean you are playing at a lower graphic level setting, which is normal. I found something interesting last night. when my cultral borders go over oceans it alows ships that arent suposed to be able to enter ocean squares to do so wich is kinda anoying when the AI takes advantage of this and spreads faster then they should be able too :) This is from Firaxis I am sure...and I really like it :) VeteranLurkerNov 20, 2006, 10:14 AMSo, last week I upgraded to v2.10 patch, using 1.20 full version, after upgrading Warlords to the 2.08 patch. Now I see there is a v2.00 full version, and a v2.10 patch. So, do I have to install v2.00 but still use the 2.10 patch? Believe it or not, this is not at all intuitively obvious. :cry: Also, in playing in the version mentioned above (noble difficulty) I use the 3-square city radius and there are monsterously huge cities all over the map by the renaissance (cities of size 25+, BTW not even my own cities), and Apollo is built by the 1640s. While I like the 3-square radius a lot, it seems to be leading to super-huge cities much earlier than would be realistic for advances in farming/sewage/etc. spiralxNov 20, 2006, 10:22 AMOdd, Cultural Border Growth setting works just fine...and the change from 'normal' to 'slow' is HUGE so it would be VERY obvious as your first city starts out with only 5 tiles, not 9, if it is slow enabled. Yeah I noticed it and tried it for a bit, but it makes growing your city incredibly painful so I decided not to have it on. Eventually modified CvCulturalInfluencesEventManager.py to have g_bEnableSlowCultureBorders = false and default to false in loadConfigurationData(), which may be where the problem lies as it defaults to True if it can't find the ini file. Different sized icons mean you are playing at a lower graphic level setting, which is normal. Ah, that makes sense, cheers :D SentyNov 20, 2006, 10:35 AM2.1 Runs smoothly here. Only concern for me is that frigate is next to useless for me in my games. i seem always to get ship of the line faster than the frigate. with cityradius 3 computers do beat me often too. other than the frigate i am happy :) avoiding corporation cause of losin fort knox, wise or not :P TAfirehawkNov 20, 2006, 11:34 AMSo, last week I upgraded to v2.10 patch, using 1.20 full version, after upgrading Warlords to the 2.08 patch. Now I see there is a v2.00 full version, and a v2.10 patch. So, do I have to install v2.00 but still use the 2.10 patch? Believe it or not, this is not at all intuitively obvious. :cry: Also, in playing in the version mentioned above (noble difficulty) I use the 3-square city radius and there are monsterously huge cities all over the map by the renaissance (cities of size 25+, BTW not even my own cities), and Apollo is built by the 1640s. While I like the 3-square radius a lot, it seems to be leading to super-huge cities much earlier than would be realistic for advances in farming/sewage/etc. Well I assume you did the Registry Key Fix, so you are fine. The Full v2.00 download became important to include for those not wanting to mess with the Registry Key Fix. You have v2.10 already installed so there is nothing to further patch and no reason to go backwards unless you need to play an old save game :) Yeah I noticed it and tried it for a bit, but it makes growing your city incredibly painful so I decided not to have it on. Eventually modified CvCulturalInfluencesEventManager.py to have g_bEnableSlowCultureBorders = false and default to false in loadConfigurationData(), which may be where the problem lies as it defaults to True if it can't find the ini file. Then you must have installed it wrong because the INI file works just fine without changing the python files manuall. spiralxNov 20, 2006, 03:00 PMOne point - the clock now seems flaky in this build. It keeps disappearing and reappearing on a fairly random basis, setting "Clock Off" in the options doesn't seem to have any effect (and in fact is the clock has vanished will show it again until next time it vanishes), and it's just showing the time and current year - didn't it have a percentage on the left in v2.0? Not that I had any idea what that percentage meant :D spiralxNov 20, 2006, 03:01 PMThen you must have installed it wrong because the INI file works just fine without changing the python files manuall. The INI file should be in Program Files/Firaxis/Civ 4/Warlords/Mods/VISA right? rockinrogerNov 20, 2006, 03:04 PM@Alondin: I agree with you on a icon for airport. Like civ 3 had, thats annoyed me for awhile. I play huge map also and one thing I do is have a plane circle my cities that have a airport, these helps visually when i have something like 30 -40 cities. TAfirehawkNov 20, 2006, 03:18 PMOne point - the clock now seems flaky in this build. It keeps disappearing and reappearing on a fairly random basis, setting "Clock Off" in the options doesn't seem to have any effect (and in fact is the clock has vanished will show it again until next time it vanishes), and it's just showing the time and current year - didn't it have a percentage on the left in v2.0? Not that I had any idea what that percentage meant :D You have the correct location for the INI in your other post. Now with yet another totally strange INI problem, you must have something wrong with the install or registry settings. I haven't heard of these issues before so no clue, sorry. talesoftheknifeNov 20, 2006, 04:51 PMI'm having the same problem with the clock disappearing. I have v1.2 patched with 2.10 and the registry fix. I suppose its easy to pawn off on an installation problem but I can follow basic instructions. Other than that, a great mod...one of the best to date. TAfirehawkNov 20, 2006, 05:41 PMI'm having the same problem with the clock disappearing. I have v1.2 patched with 2.10 and the registry fix. I suppose its easy to pawn off on an installation problem but I can follow basic instructions. Other than that, a great mod...one of the best to date. Not that it is so easy, but that this is the second report from over 1,000 downloads.... And the ViSa team reinstalls this mod dozens and dozens and dozens and dozens of times.... talesoftheknifeNov 20, 2006, 06:31 PMI am certainly no modding genius but I will do what I can on my end to fix the clock issue. My abilities (pathetic as they are) will be to reinstall and if that doesn't work maybe try v2.00 patched to 2.10. I am wondering if the registry fix for v1.20 has something to do with it. Mind you if thats the only problem I run into, I don't really have anything valid to complain about. TopDogNov 20, 2006, 06:41 PMinteresting mod, although is there anywhere where i could find the full list of changes, including new units, civics changes etc? TAfirehawkNov 20, 2006, 09:41 PMinteresting mod, although is there anywhere where i could find the full list of changes, including new units, civics changes etc? First post.... We have added so much that some stuff might have gotten missed in the early days, but between Amra's list and the ViSa list you should get a pretty good idea...oh and the readme.txt too. TAfirehawkNov 20, 2006, 09:42 PMI am certainly no modding genius but I will do what I can on my end to fix the clock issue. My abilities (pathetic as they are) will be to reinstall and if that doesn't work maybe try v2.00 patched to 2.10. I am wondering if the registry fix for v1.20 has something to do with it. Mind you if thats the only problem I run into, I don't really have anything valid to complain about. Keep me posted...while we might not know exactly what is causing this, I do know with certainty that it can be fixed :) Kaiser FranzNov 20, 2006, 10:55 PMHas anyone on the VISA Team given any thought to a possible "SEABEE" or "COMBAT ENGINEER" unit so we can build airfields. Playing on a large map and with limited range on my bombers, I'm having a hard time in my game. Establishing a beachhead and protecting that was no problem but taking a city is prooving to be difficult without air support -- and it's one square out of range. If I could just build a miserable little landing strip for re-fueling, I'd be able to pound the opposition (makes my day) and reduce the defenses of the city -- meanwhile, with out air support, I'll be here for another 30 turns trying to take this blasted one horse town. By the way -- thanks for all you guys are putting up with - stupid questions and all :) just so we can have a great mod to play --- Now - in your spare time -- make me a guy that can build an airbase :) Supreme ShogunNov 20, 2006, 11:26 PMAwesome mod. I love it very much. Please continue to support it. PilotisNov 21, 2006, 01:10 AMAll, In a game with 20+ cities (if that's relevant) I get a prob with the DomA where F1 or click the button gives me only 1 column. Esc then F1/ button takes me out and then back to full advisor screen. Happens every time when I go from the map screen. If I'm in DomA, click city button, furtle around in the city, then hit esc or F1 I always go back to full DomA screen. If I stay in DomA but edit a city build list, it goes back to 1 column DomA. Annoying but not a CTD level issue. BTW I noticed this when I used same DomA as a standalone component long ago. Thought it mighta been fixed by now. Luvvit! Even when that swordsman takes out my gunship !! Musta bin a touch of Jedi in him. Luvvit!!! AlondinNov 21, 2006, 09:08 AMNo problems here with the clock. No problems here with the F1 advisor, although if there is documentation on the exciting setup screen you get when you click on the little light switch thingy, that would be great! Back to battle! The nasty Germans have betrayed me and allied with the Bretons against me! (playing Vietnam, very cool game!) Alondin TAfirehawkNov 21, 2006, 10:25 AMThe Airfield thing has been brought up and not sure how it fits in our schedule. The Domestic Advisor...well that is straight from TheLopez...but when mrgenie gets a chance he will look at it. TAfirehawkNov 21, 2006, 10:40 AMAwesome mod. I love it very much. Please continue to support it. We will be here a long time for ViSa :) Glad you like it!!! PilotisNov 21, 2006, 10:50 AMThe Domestic Advisor...well that is straight from TheLopez...but when mrgenie gets a chance he will look at it. Ta very much :) Kaiser FranzNov 21, 2006, 11:21 AMTA -- Thanks for the reply As you have probably surmised, I'm completly without a clue when it comes to programing -- I do recall that in Civ III we were able to build airbases - is it possible to adapt that feature to the VISA mod ? I'm just looking for a way for you guys to be able to create what I need without too much work -- After all, it's all about "what I need" :) Have a great day and thanks for all you do. NekkerbeeNov 21, 2006, 12:00 PMHoly crap this mod is freaking huge. Outstanding work. 2 questions: 1) You're using Dale's Combat Mod + the 5-unit formations; doesn't Dale use the 10-man regiments? Is there an easy way to switch from 5-man to 10-man formations, or would I have to manually change all pertinent values? 2) The player's wish list includes the Revolutions mod. Any headway or estimates on when this would be incorporated? Revolutions are one of the biggest omissions from Civ4, and to see them included in this already awesome mod would be fantastic. Regardless, you've done a staggeringly great job with this mod. Kudos all around. TAfirehawkNov 21, 2006, 12:40 PMHoly crap this mod is freaking huge. Outstanding work. 2 questions: 1) You're using Dale's Combat Mod + the 5-unit formations; doesn't Dale use the 10-man regiments? Is there an easy way to switch from 5-man to 10-man formations, or would I have to manually change all pertinent values? 2) The player's wish list includes the Revolutions mod. Any headway or estimates on when this would be incorporated? Revolutions are one of the biggest omissions from Civ4, and to see them included in this already awesome mod would be fantastic. Regardless, you've done a staggeringly great job with this mod. Kudos all around. #1 - I believe the formations are set in each ART setting for each unit, so that is no easy change :) And we only have a small part of the DCM enabled. #2 - Don't see that one coming any time soon, especially since there is no Warlords version. AlexTheTallNov 21, 2006, 06:20 PMAlright, i am not really good at the game guys... But i wanna play whit the samrtmap (isn't the real life earth?). But i gotta do a game and my ennemies are at nobel... How i can make them weaker so i can at least kill someone XD? Thanks! TAfirehawkNov 21, 2006, 08:38 PMAlright, i am not really good at the game guys... But i wanna play whit the samrtmap (isn't the real life earth?). But i gotta do a game and my ennemies are at nobel... How i can make them weaker so i can at least kill someone XD? Thanks! Lower the difficulty maybe...:eek: RedkingNov 21, 2006, 10:11 PM#2 - Don't see that one coming any time soon, especially since there is no Warlords version. If you're referring to the Revolution Mod's warlords compliancy, you might wish to take another look. Civ4RocksNov 22, 2006, 12:14 AMAwsome!!!:) This is Great!!!:) Thanks for making it!!1:goodjob: TAfirehawkNov 22, 2006, 06:12 AMIf you're referring to the Revolution Mod's warlords compliancy, you might wish to take another look. Well all somebody needs to do is report this nicely...it was only 2 days ago of the last update...You expect me to keep up with every update of every mod out there? And this one isn't high on my list by any means to begin with.... seadyNov 22, 2006, 07:30 AMI'm getting a R6025 pure virtual function call error.. is that from visa or the domestic advisor? I don't recall hitting F1 but i did notice it was having problems a couple of turns ago. How do you debug something like that, unless it's labelled R6025 or something, it seems very obscure? TAfirehawkNov 22, 2006, 07:39 AMNo clue seady.... AlexTheTallNov 22, 2006, 07:52 AMLower the difficulty maybe...:eek: I mean yeah... I know but if i check in the custom games option i see: My civ, i can change the difficulty But for other civs that are lead by the AI, i cannot change the nobel difficulty... It seem like it's fixed like that and it makes me mad!:lol: TAfirehawkNov 22, 2006, 08:13 AMI mean yeah... I know but if i check in the custom games option i see: My civ, i can change the difficulty But for other civs that are lead by the AI, i cannot change the nobel difficulty... It seem like it's fixed like that and it makes me mad!:lol: Those don't mean anything, just change your difficulty as I said earlier. Scorpion IINov 22, 2006, 06:07 PMI have almost finished a huge game with 18 civs. I am a slow player with a demanding job. Great mod. I see people have mentioned the revolution mod. Not sure about that but at one time in a long ago version (or mod) if a civ lost its capital city there was a chance for that civ split. I thought this made the capital city much more valuable than it is today and added a twist that could not be planned. Any chance of that happening in the future. Just my 2 cents. Again great mod - NO CTDs which is really good news and unique. Thank you for all the hard work. seadyNov 22, 2006, 10:09 PMI get CTDs whenever i use the domestic advisor and i have a lot of cities... I've notified TheLopez but in the meantime, is it possible to disable it? bug report: Carrack sid tip missing: suggest "Early ocean going vessel" ? Thank you kindly for your labours and if i can assist, please let me know. Seady. AxilNov 22, 2006, 11:47 PMNot sure about that but at one time in a long ago version (or mod) if a civ lost its capital city there was a chance for that civ split That was in Civ 1 - I used to use that tactic all the time - AI civ ahead in space race - take out the capital - took out both the spaceship and usually split the civilisation into 2 parts which were at war with each other, maxbjrNov 23, 2006, 09:12 PMgreat mod, I've played 2 games so far with 2.1 and no problems. I've been playing large maps, and 16 civs. LachlanNov 24, 2006, 04:53 AMI downloaded twice the 2.00 in exe and in rar and it say "file corrupted" :( Sorry AlondinNov 24, 2006, 08:22 AMSome notes on my experience trying to install ViSa on my son's computer, might help someone. I brought my laptop with ViSa installed to Pittsburgh. First attempt was to copy the /VISA directory into his Warlord/Mods directory. This got the game running, but we had the 'no interface' problem, could play the game fine if you remembered the keystrokes, but there were NO buttons anywhere on the map or the cities. So, I downloaded full V2.0 and the 2.10 patch, installed those, and it worked fine. We use standard directories as the game wants to install them. Hope this helps, if you were trying to move the game around by copying, try the downloads instead. Alondin, Master of the Obvious talesoftheknifeNov 24, 2006, 10:35 AMMy experience with the no interface was resolved by installing the registry fix for v1.20. However the registry fix is not required for the the full version 2.00. seadyNov 24, 2006, 09:15 PMDoes anyone else ever get the "pure virtual function call" error from the domestic advisor? nicholasINov 25, 2006, 02:25 AMi'm not sure if anyone has already suggested this ... but it would be amazing if someone could develop a Game of the Month for the visa modpack. good work to all of you who make it - i really think it makes the game 10 times better!!!! nic The SwedeNov 25, 2006, 05:28 AMThe Francis Bacon popup window is pink. And after I have construct the KGB the popup window is all blue... chipper_30Nov 25, 2006, 09:22 AMHello all, I don't know how far the team is in the development of the next version but I have made some changes based on VISA 2.1 by adding 2 mod components: 1) Forrest Mod 2) Sevo's Mastery Victory and some personal changes: 1) option: One City Challenge also for AI 2) option: Slow Growth (can only build a new city when all others have culture level 3) 3) option: Blind Research, depending on the leader's flavor 4) Possibility to have an permanent alliance with more than one other civ I also had an attempt at adding the Winamp mod, but Python got the best of me on this one... (I am much more comfortable with C++...) I think I read that you were planning on adding the Forrest Mod and the Mastery Victory, so in case you haven't done it yet, I could give you what I've done if it helps... Removing my other personal changes is quickly done. Note however that I have not been yet able to test throughly..., but I haven't got any Python or CTD error so far... seadyNov 25, 2006, 09:32 AMchipper 30, have you seen that weird pure virtual function call error before? The SwedeNov 25, 2006, 11:42 AMI have a CTD. :sad: http://forums.civfanatics.com/uploads/83947/Tony_Viking.CivWarlordsSave rockinrogerNov 25, 2006, 11:57 AM@seady: Hi seady i can confirm the pure virtual function error, were you in the domestic advisor. Its being a little funky. It gave me a ctd. @ The Swede: Thanks for your ctd what were your settings for the save game. chipper_30Nov 25, 2006, 12:23 PMchipper 30, have you seen that weird pure virtual function call error before? no... but I don't use the domestic advisor that much... TAfirehawkNov 25, 2006, 05:56 PMThe Francis Bacon popup window is pink. And after I have construct the KGB the popup window is all blue... Bacon is a Doc or Statesman right? Well those were never in the GP name/popup mod so they have no pics. We tried to get rid of the popup for them but I haven't gotten one in-game to test it myself. KGB is one we have missed... TAfirehawkNov 25, 2006, 05:59 PMMy experience with the no interface was resolved by installing the registry fix for v1.20. However the registry fix is not required for the the full version 2.00. Without the registry fix, it gives errors before the main menu comes up....but this is just as the first post says for needing the registry key fix. TAfirehawkNov 25, 2006, 06:00 PMHello all, I don't know how far the team is in the development of the next version but I have made some changes based on VISA 2.1 by adding 2 mod components: 1) Forrest Mod 2) Sevo's Mastery Victory and some personal changes: 1) option: One City Challenge also for AI 2) option: Slow Growth (can only build a new city when all others have culture level 3) 3) option: Blind Research, depending on the leader's flavor 4) Possibility to have an permanent alliance with more than one other civ I also had an attempt at adding the Winamp mod, but Python got the best of me on this one... (I am much more comfortable with C++...) I think I read that you were planning on adding the Forrest Mod and the Mastery Victory, so in case you haven't done it yet, I could give you what I've done if it helps... Removing my other personal changes is quickly done. Note however that I have not been yet able to test throughly..., but I haven't got any Python or CTD error so far... First post shows most of what we are adding for v3.00 chipper_30Nov 25, 2006, 06:46 PMFirst post shows most of what we are adding for v3.00 Yes, what I'm saying is that you apparently RL was taking a lot of time from you guys, and you deserve a break after the great work on 2.10. So if I have already done some things that you haven't, but are planning on doing, it could save you some time. HitAnyKeyNov 25, 2006, 07:57 PMIs there anywhere that has a list of all of the civs in this mod and what their traits and starting techs are? Some of the other unique stuff would be nice too, but specifically I'm looking for a list of what each one has for traits and starting techs. seadyNov 26, 2006, 01:41 AM@seady: Hi seady i can confirm the pure virtual function error, were you in the domestic advisor. Its being a little funky. It gave me a ctd. @ The Swede: Thanks for your ctd what were your settings for the save game. Yes, it happens fairly predictably in the domestic advisor. I see it start to play up, but can restore it temporarily by escaping out and trying again. Then later CTD. TAfirehawkNov 26, 2006, 10:02 AMIs there anywhere that has a list of all of the civs in this mod and what their traits and starting techs are? Some of the other unique stuff would be nice too, but specifically I'm looking for a list of what each one has for traits and starting techs. The ViSapedia has that info :) HitAnyKeyNov 26, 2006, 11:53 AMWell, I was hoping someone else had already compiled a list. But maybe I'll just have to do that myself then...at least for the purpose I want it for. :p rockinrogerNov 26, 2006, 07:38 PMI have a CTD. :sad: http://forums.civfanatics.com/uploads/83947/Tony_Viking.CivWarlordsSave Swede: ive looked at your save ctd, it is something from Scotland civ. i am trying to narrow it down. what if anything different from ViSa is installed? i guess more info would be helpful, thanks. rockinrogerNov 26, 2006, 07:58 PMI have a CTD. :sad: http://forums.civfanatics.com/uploads/83947/Tony_Viking.CivWarlordsSave @ The Swede, I think I found the problem, if you delete the Africa corps unit that just captured the city, then it dosent crash. Its attacked by a partisian the next turn which cause the ctd. now to figure out why????? Hope that helps. Nothing more frustrating then ctd, except MAF grrrrr! AlexTheTallNov 27, 2006, 08:33 AMI see that you annonce a bug whit Smartmap, but i want to play whit a real earth map, is there a way that i can do that? The SwedeNov 27, 2006, 01:16 PM@ The Swede, I think I found the problem, if you delete the Africa corps unit that just captured the city, then it dosent crash. Its attacked by a partisian the next turn which cause the ctd. now to figure out why????? Hope that helps. Nothing more frustrating then ctd, except MAF grrrrr! Thanks!!! And no, I have no other mods installed. Rusty NailNov 27, 2006, 03:43 PMBug found. I played a future tech game with the Pakistanis to try out the tiger tank, and found that the game crashes on the attempt to build the tiger tank. It appears in the drop down menu but does not appear in the icons in the city menu. So something is missing here. By the way , the AIs spend 90% of their funds on science and invest in libraries etc even though they have all techs. Why not force them to set science to zero once all techs are researched? TAfirehawkNov 27, 2006, 05:13 PMBug found. I played a future tech game with the Pakistanis to try out the tiger tank, and found that the game crashes on the attempt to build the tiger tank. It appears in the drop down menu but does not appear in the icons in the city menu. So something is missing here. By the way , the AIs spend 90% of their funds on science and invest in libraries etc even though they have all techs. Why not force them to set science to zero once all techs are researched? Take the AI issue up with Blake or Firaxis....we don't mess with that. HitAnyKeyNov 27, 2006, 08:46 PMIs there still a known problem with Sulfur not showing up on the map? I'm playing my first game on the new patch, and there isn't a single bit of sulfur on this entire continent I'm on with all of these civs. It's kind of annoying, as I rushed to Gunpowder, only to discover there's none anywhere at all. Actually, I just loaded up the game and went into World Builder....and to the editing section for resources....and Sulfur doesn't even show up in the choices to be placed on the map. :confused: FujisanNov 27, 2006, 08:52 PMI've just tried this mod. It is amazing! Some kind of DyP for CivIV :) By the way, why don't you make different support cost for different units? In old CivIII times everybody said "It's so pity that units support cost is not moddable. Isn't it stupid that both Warrior and Battleship has 1 gpt cost?" You can simply change this in CivIV. For example, I included this in my mod Megapolises (http://forums.civfanatics.com/showthread.php?t=175762). rockinrogerNov 27, 2006, 09:03 PMIs there still a known problem with Sulfur not showing up on the map? I'm playing my first game on the new patch, and there isn't a single bit of sulfur on this entire continent I'm on with all of these civs. It's kind of annoying, as I rushed to Gunpowder, only to discover there's none anywhere at all. Actually, I just loaded up the game and went into World Builder....and to the editing section for resources....and Sulfur doesn't even show up in the choices to be placed on the map. :confused: @HitAnyKey:ive never had any problem with sulpher or any resources. i play standard to huge maps. what map are you playing? do you have some more details? i will take a look, but ive never really had that problem with sulpher. in fact in my 4 current games i have sulpher in each one. rockinrogerNov 27, 2006, 09:12 PM@HitAnyKey; actually there is sulpher in your map. it is located 3 plots south of the city Isin. there is a confucian missionary on it. Also 1 plot north of the city uppsala. if you want to check the resources in worldbuilder, then turn on the resource toggle b4 you do. this makes it easier to see the resources. hope this helps. rockinrogerNov 27, 2006, 09:14 PMthanks fujisan, ive enjoyed your mod also. do you plan on updating yours to sevo 3.3? BalerionNov 28, 2006, 09:24 AMI'd like to point out that the Better AI project that Blake and Iustus are undertaking is a continuous work in progress and the already impressive achieved results will be more and more relevant (and clean from eventual bugs) with the passing time. This just to say that it could be useful if the next release of our beloved Visa (which on first post is said to integrate the Blake's work) will grant the possibility to easily upgrade the Better AI every time a new version is released by Blake. Now this is possible by simply replacing the CvGameCoreDLL.dll file in the Custom Asset folder (MyDocuments/My Games/...). I don't know if this was already obvious or, on the countrary, it's absolutely impossible according to the changes the Visa Team will implement in Ver.3, but I believe it's important this could be possible also in future, not to fix and limit to a specific point in time the improvements the AI will gain. :rolleyes: Thanks Bal. V. SomaNov 28, 2006, 02:14 PMDear Visa team! We (I and friends) play multi of Visa. 2 vs 2 of humans. Now, we feel that the jump form Privateer to Shp of Line is perhaps too big: 5 to 10 in strength... Wouldn't it be better to have SoL as of 8 and Fregatte as of 10 in strength? (now it is the opposite) TAfirehawkNov 28, 2006, 04:58 PMI'd like to point out that the Better AI project that Blake and Iustus are undertaking is a continuous work in progress and the already impressive achieved results will be more and more relevant (and clean from eventual bugs) with the passing time. This just to say that it could be useful if the next release of our beloved Visa (which on first post is said to integrate the Blake's work) will grant the possibility to easily upgrade the Better AI every time a new version is released by Blake. Now this is possible by simply replacing the CvGameCoreDLL.dll file in the Custom Asset folder (MyDocuments/My Games/...). I don't know if this was already obvious or, on the countrary, it's absolutely impossible according to the changes the Visa Team will implement in Ver.3, but I believe it's important this could be possible also in future, not to fix and limit to a specific point in time the improvements the AI will gain. :rolleyes: Thanks Bal. I don't believe we are interested in supporting TWO source code DLL's and we will include the latest version when we can for v3.0 And if you look closely, we have updated ViSa more often than Blake's BetterAI....until we wanted to do this monster v3.0 :) FujisanNov 29, 2006, 12:29 AMthanks fujisan, ive enjoyed your mod also. do you plan on updating yours to sevo 3.3? First of all I want to try ViSa. It looks very interesting. :crazyeye: In any way, if I do some modding, it will be for Warlords. So I dont't plan on continue of the development of "Megapolises" for vanila. KettchupNov 29, 2006, 09:51 AMI'm new to this... I just downloaded ViSa, and have been playing as the Phoenecians (sp?), Hiram is the leader. Anyway, up until the Industrial period, the graphics are missing for the cities, cottages/hamlets/villages/towns, and the phoenecian beacon. I love the civ, but all my cities start out as roads... it's kinda frustrating. AlondinNov 29, 2006, 11:03 AMKettchup, I'm about 99% certain that something went seriously wrong with your install. Try it again, following closely the instructions on the first page. Alondin spiralxNov 29, 2006, 01:22 PMOne issue - do we really need a popup every time for the "you have leaked technology through trade routes" ? I mean, maybe the first time it happens, but for such a minor part of the mod it seems to be pretty priviliged in getting a popup every 10 turns or so... V. SomaNov 29, 2006, 02:26 PMHi! We went on with the 2 vs 2 multi. We find that it is too easy to destroy the land improvements with Ship of Line. You close in, shoot, go away... :) How about to have a city building Coastal Fortress (again, as was in Civ3)? It could have a damaging fire on the ship in a 2-tile zone... Also How about making a tech have effect of making the cannon shooting 2 tiles away? It could be an improvement of the cannon at a point about steel/steam power or something... tonedogNov 29, 2006, 03:05 PMcouple of questions. how many turns does a marathon game of an unmodded warlords have? does this mod have the option of playin a game with more turns as i prefer longer games? TAfirehawkNov 29, 2006, 05:03 PMOne issue - do we really need a popup every time for the "you have leaked technology through trade routes" ? I mean, maybe the first time it happens, but for such a minor part of the mod it seems to be pretty priviliged in getting a popup every 10 turns or so... Something is wrong with your python....it only comes up once per game session for everybody else. I'm new to this... I just downloaded ViSa, and have been playing as the Phoenecians (sp?), Hiram is the leader. Anyway, up until the Industrial period, the graphics are missing for the cities, cottages/hamlets/villages/towns, and the phoenecian beacon. I love the civ, but all my cities start out as roads... it's kinda frustrating. Alondin is right, your install is not right as it works for everybody else. couple of questions. how many turns does a marathon game of an unmodded warlords have? does this mod have the option of playin a game with more turns as i prefer longer games? I don't remember the plain Warlords game turns, but I think the longest one in ViSa is around 1200 turns...if that isn't enough, then you can tweak the gameturns xml :) Hi! We went on with the 2 vs 2 multi. We find that it is too easy to destroy the land improvements with Ship of Line. You close in, shoot, go away... :) How about to have a city building Coastal Fortress (again, as was in Civ3)? It could have a damaging fire on the ship in a 2-tile zone... Also How about making a tech have effect of making the cannon shooting 2 tiles away? It could be an improvement of the cannon at a point about steel/steam power or something... Don't think we will change the cannon to ranged bombard of 2 as that comes with later units. Ship of the Line needs tweaked...as do about 100 other units and 50 techs and 75 buildings.... Sword_Of_GeddonNov 29, 2006, 08:32 PMYou guys planning on adding in more ethnic flavor units? Thated be sweet with all the stuff Sezereths been coming out with. Also, you guys should steal the Genetic era modteams idea, and make your own future era. Use White Rabbits Moon units, and his space fighters and other future units. That would be awesome. tonedogNov 30, 2006, 12:44 AMi was hoping this mod increased the game length but it doesnt. i wouldnt want to mess about with it myself as im sure unit movement and research etc would have to be adjusted as well. anyone know of any mods that do this? seadyNov 30, 2006, 02:29 AMi was hoping this mod increased the game length but it doesnt. i wouldnt want to mess about with it myself as im sure unit movement and research etc would have to be adjusted as well. anyone know of any mods that do this? Lots of mods adjust the game length but the basic game does too. What speed are you playing at? seadyNov 30, 2006, 02:29 AMAny idea of when next patch/version might be out? I miss playing ViSa but I can't do without the domestic advisor :P Sword_Of_GeddonNov 30, 2006, 05:36 AMYou guys planning on adding in more ethnic flavor units? Thated be sweet with all the stuff Sezereths been coming out with. Also, you guys should steal the Genetic era modteams idea, and make your own future era. Use White Rabbits Moon units, and his space fighters and other future units. That would be awesome. What do the producers of this mod think of this? ERLoftNov 30, 2006, 09:47 AMOne issue - do we really need a popup every time for the "you have leaked technology through trade routes" ? I mean, maybe the first time it happens, but for such a minor part of the mod it seems to be pretty priviliged in getting a popup every 10 turns or so... I get this one too. No other problems with my install. Just this one... dawe1313Nov 30, 2006, 09:54 AMi was hoping this mod increased the game length but it doesnt. i wouldnt want to mess about with it myself as im sure unit movement and research etc would have to be adjusted as well. anyone know of any mods that do this? the easy way to get longer games is to play a custom game and remove the time victory condition. You guys planning on adding in more ethnic flavor units? Thated be sweet with all the stuff Sezereths been coming out with. Also, you guys should steal the Genetic era modteams idea, and make your own future era. Use White Rabbits Moon units, and his space fighters and other future units. That would be awesome. the reason the v3.0 is taking so long is because they ARE incorporating the genetic era mod. @ ViSa Team: would it be possible to release a mini patch of 2.1, just the CvGameCoreDLL.dll with Blake's Better AI merged in? Sword_Of_GeddonNov 30, 2006, 09:57 AMAre they including more Ethnic units as well? I love those. dawe1313Nov 30, 2006, 10:00 AMi think they are holding off on that, for now. apparently the adding GE is a major undertaking seadyNov 30, 2006, 11:09 AMBecause i haven't been able to play Visa due to the domestic advisor CTD, i've been playing the genetic era, and i can see it being a fantastic combination but omigod it crashes and is hugely demanding systemwise. It's very ambitious and exciting, but a lot of fiddling needs to be done to balance things out (i had cyborgs before i had rifles... perhaps they were ninja terminators!) The engineer didn't seem to do anything except build roads through mountains, and descriptions of what things like "the migrant" were non existent, the howitzer wouldn't work for ages then suddenly did (despite me having uranium mines for ages) and some upgrade paths seem broken ... so there's a heck of a lot to do. Being able to bridge continents is awesome. So is terraforming, although a better method to get rid of ice would be terrific (eg boats cutting through it or something) and i really don't get the point of the biodome technology which halves the shield production and decreases health (is it a joke technology ? something designed to trap the AI as it won't see how it just crippled itself??) Oh well, a combination of the two will be amazing but aaaaargh i gotta get a better puta. I think the ships need upgrades however as they are vital to protect sea cities, but keep falling back in relative power as they are 20th century technology protecting against 22nd and 23rd century attack vehicles. tonedogNov 30, 2006, 11:13 AMto seady- im playin marathon games (1200) turns which sounds like a lot. the later part of the game is fine its the early and middle part thats flys by to quickly. whats mods u talkin bout as i cant seem to find any? to dawe- same as above really, i dont wanna extend the game longer i want the different eras to play out longer dawe1313Nov 30, 2006, 12:19 PMto dawe- same as above really, i dont wanna extend the game longer i want the different eras to play out longer AFAIK, playing marathon is the only way to really stretch out the eras. a custom game with marathon speed and no time victory is probably your best bet. TAfirehawkNov 30, 2006, 05:49 PMAny idea of when next patch/version might be out? I miss playing ViSa but I can't do without the domestic advisor :P mrgenie will be back next week, so he can look at the DA problem...and the V3.0 is still at least 2 weeks away. What do the producers of this mod think of this? We don't like spamming messages....and before I answer this please read the first post :) TAfirehawkNov 30, 2006, 05:56 PMto seady- im playin marathon games (1200) turns which sounds like a lot. the later part of the game is fine its the early and middle part thats flys by to quickly. whats mods u talkin bout as i cant seem to find any? to dawe- same as above really, i dont wanna extend the game longer i want the different eras to play out longer You can simply edit the first entry in the VISA\ASSETS\XML\GAMEINFO\Civ4GameSpeedInfo.xml Reduce the iYearIncrement number and increase the iTurnsPerIncrement to lengthen Marathon. i think they are holding off on that, for now. apparently the adding GE is a major undertaking Mostly we have had RL commitments...and the G Era guys have been updating their mod for Warlords v2.08 and a bug fix (just this week). the easy way to get longer games is to play a custom game and remove the time victory condition. the reason the v3.0 is taking so long is because they ARE incorporating the genetic era mod. @ ViSa Team: would it be possible to release a mini patch of 2.1, just the CvGameCoreDLL.dll with Blake's Better AI merged in? Only thing you will see before V3.0 is bug fix, NO additions, sorry. Sword_Of_GeddonNov 30, 2006, 08:01 PMI read the first post, I saw nothing of what pertained to my question...:confused: unless I missed something. Firehawk whats up, talk to me man. :cool: torin23Nov 30, 2006, 08:08 PMI read the first post, I saw nothing of what pertained to my question...:confused: If you look at the end of the first post, you'll see what's coming marked with asterisks. What each of those mods have is shown if you click on the link. Sword_Of_GeddonNov 30, 2006, 10:22 PMSo no flavor in the next patch, oh well. I can wait. Its something thats very important to me to have the different cultures have units that look their part. In my opinion Fixaxis should have included this in their main game built in. dawe1313Nov 30, 2006, 11:37 PMOnly thing you will see before V3.0 is bug fix, NO additions, sorry. no probs. in Blake's Better AI Thread (http://forums.civfanatics.com/showthread.php?t=191685), they make it sound like it's not that hard to merge the better AI CvGameCoreDLL.dll with an existing mod CvGameCoreDLL.dll, but since i know zip about programming i could be wrong. just wondering if it was something that could be done easily. V. SomaDec 01, 2006, 01:34 AMA strange bug of 2.10 when playing multi: When on water, and I want to click on a LAND unit with ALT, so that all land units be chosen - then: OOS... BalerionDec 01, 2006, 03:45 AMno probs. in Blake's Better AI Thread (http://forums.civfanatics.com/showthread.php?t=191685), they make it sound like it's not that hard to merge the better AI CvGameCoreDLL.dll with an existing mod CvGameCoreDLL.dll, but since i know zip about programming i could be wrong. just wondering if it was something that could be done easily. But this is easy! No need to merge anything: just download CvGameCoreDLL.dll from Blake's thread and save it in your Custom Asset folder. Done. V. SomaDec 01, 2006, 04:12 AMBut this is easy! No need to merge anything: just download CvGameCoreDLL.dll from Blake's thread and save it in your Custom Asset folder. Done. No, ViSa has its own DLL, it does not run the one in the Custom Assets folder, I checked it (when running ViSa, you don't see the "===Better AI===" when pushing ALT and mousing over own name at the right). BalerionDec 01, 2006, 05:48 AMNo, ViSa has its own DLL, it does not run the one in the Custom Assets folder, I checked it (when running ViSa, you don't see the "===Better AI===" when pushing ALT and mousing over own name at the right). Ooops you're right. Sorry. ERLoftDec 01, 2006, 08:40 AMCompare It! is really good for merging files... I'm only semi-proficient in VBA programming, XML & some Python. Certainly not C++ which is what the gamecore's are, right? But even so, I'd trust myself not to mess anything up too badly if I use Compare It! Besides, just make backups of both files & you've got a fallback option... Good Lord, I just looked @ my join date & post count. Can you tell I'm usually a lurker? :lol: dawe1313Dec 01, 2006, 08:50 AMNo, ViSa has its own DLL, it does not run the one in the Custom Assets folder, I checked it (when running ViSa, you don't see the "===Better AI===" when pushing ALT and mousing over own name at the right). yep. i found the same thing, hence my request for the .dll only update tonedogDec 01, 2006, 10:53 AMif i increase the amount of turns wouldnt i then have to adjust the research and unit movement figures to compensate? i wouldnt have a clue how much to change it by. does anyone else have any modding experience in regards to this? TAfirehawkDec 01, 2006, 04:00 PMif i increase the amount of turns wouldnt i then have to adjust the research and unit movement figures to compensate? i wouldnt have a clue how much to change it by. does anyone else have any modding experience in regards to this? I haven't heard of anybody going longer than Marathon....so you will just have to play with it. Compare It! is really good for merging files... I'm only semi-proficient in VBA programming, XML & some Python. Certainly not C++ which is what the gamecore's are, right? But even so, I'd trust myself not to mess anything up too badly if I use Compare It! Besides, just make backups of both files & you've got a fallback option... Good Lord, I just looked @ my join date & post count. Can you tell I'm usually a lurker? :lol: We use WinMerge :) No, ViSa has its own DLL, it does not run the one in the Custom Assets folder, I checked it (when running ViSa, you don't see the "===Better AI===" when pushing ALT and mousing over own name at the right). Well it MIGHT work but I sure wouldn't count on it working properly with 2 DLL's. On Blake's BetterAI....I know the merge wouldn't be tough, but until ViSa v3.0 is out there will be no feature add-ons. This gives us a much needed break and also some time for other modcomps to get up to speed with Warlords v2.08 and any other updates the authors make. seadyDec 01, 2006, 10:38 PMIs the domestic advisor breaking because it's not Warlords v2.08 compliant? AxilDec 02, 2006, 12:49 AMwith regards Blake's better AI I play Visa with Blake's in the custom assets file - I'm not sure if it's doing every thing it's supposed to but it's certainly doing something as I'm finding games much harder when it's there opposed to when I play with it removed from custom assets. TAfirehawkDec 02, 2006, 06:15 AMIs the domestic advisor breaking because it's not Warlords v2.08 compliant? I doubt that is it...everybody else is using it with no problem. I imagine most everybody uses the button and not F1 :) seadyDec 02, 2006, 07:13 AMWhich button? TAfirehawkDec 02, 2006, 07:43 AMWhich button? The Domestic Advisor button....which other one would you use :lol: KettchupDec 02, 2006, 08:41 AMI think it's the button with the little house on it, upper right-hand corner. Regarding the Phoenecians, I repaired the install, uninstalled and reinstalled, and even downloaded both 2.0 and the 2.1 patch for Visa again and reinstalled, and I still don't have graphics for cities and cottages for the Phoenecians. Any other ideas on why I don't see anything? TAfirehawkDec 02, 2006, 08:57 AMI think it's the button with the little house on it, upper right-hand corner. Regarding the Phoenecians, I repaired the install, uninstalled and reinstalled, and even downloaded both 2.0 and the 2.1 patch for Visa again and reinstalled, and I still don't have graphics for cities and cottages for the Phoenecians. Any other ideas on why I don't see anything? Well that button has been a part of Civ for ages.... I am playing Hiram right now....city graphics are fine....and I built a monument too. So no idea why you are having a problem but it isn't an issue on my v2.10 install. KettchupDec 02, 2006, 11:41 AMThe problem isn't the other buildings. Only the base buildings and the phoenecian beacon. In other words: 1) I use a settler to build a city. I get a road with nothing on top. Units can travel freely through the "city," but there are no buildings there. 2) If I build a phoenecian beacon, nothing appears. 3) If I build anything else (monument, library, the Oracle, etc.), they show up normally in the square, but they're all I see. In particular, when I build stonehenge, all my new cities are just statues, which is kind of amusing. 4) If I build a cottage, nothing appears, but if there is a road or units, they show up fine. And if the cottage evolves into a hamlet/village/town, nothing shows up. All the other improvements work fine. 5) This happens from the ancient era up until the industrial era. At the industrial era, I get towns, cities, etc. It wouldn't have anything to do with my other graphics options or computer specs, would it? And, are there any other civs that use that graphics set so I can see if it's the graphics or specifically that civ? TAfirehawkDec 02, 2006, 12:18 PMThe problem isn't the other buildings. Only the base buildings and the phoenecian beacon. In other words: 1) I use a settler to build a city. I get a road with nothing on top. Units can travel freely through the "city," but there are no buildings there. 2) If I build a phoenecian beacon, nothing appears. 3) If I build anything else (monument, library, the Oracle, etc.), they show up normally in the square, but they're all I see. In particular, when I build stonehenge, all my new cities are just statues, which is kind of amusing. 4) If I build a cottage, nothing appears, but if there is a road or units, they show up fine. And if the cottage evolves into a hamlet/village/town, nothing shows up. All the other improvements work fine. 5) This happens from the ancient era up until the industrial era. At the industrial era, I get towns, cities, etc. It wouldn't have anything to do with my other graphics options or computer specs, would it? And, are there any other civs that use that graphics set so I can see if it's the graphics or specifically that civ? I understand...I built a city in turn 1 with a settler, not WorldBuilder, and it is just fine...so I can't replicate your problem on my machine. Maybe somebody else can try it, but so far it is not a problem anybody else is having. seadyDec 02, 2006, 01:18 PMThe Domestic Advisor button....which other one would you use :lol: Well, i was hoping that it would be a button that would have a different function, thus helping me get around the CTD that occurs due to problems with the domestic advisor: specifically, when i insert, delete, append to a group of cities, the graphics first become corrupted (http://forums.civfanatics.com/uploads/99292/Civ4ScreenShot0014.JPG) as i showed previously, then several turns later i get the CTD (http://forums.civfanatics.com/uploads/99292/CTD.JPG) TAfirehawkDec 02, 2006, 01:28 PMWell, i was hoping that it would be a button that would have a different function, thus helping me get around the CTD that occurs due to problems with the domestic advisor: specifically, when i insert, delete, append to a group of cities, the graphics first become corrupted (http://forums.civfanatics.com/uploads/99292/Civ4ScreenShot0014.JPG) as i showed previously, then several turns later i get the CTD (http://forums.civfanatics.com/uploads/99292/CTD.JPG) Not sure what you are doing, but everybody I know has zero problems with TheLopez Domestic Advisor Mod. But next week as I said earlier, you can work with mrgenie to get it fixed. Raider62Dec 02, 2006, 04:59 PMDoes this mod work on multiplayer (LAN)? looks really good btw Sword_Of_GeddonDec 02, 2006, 07:19 PMSo firehawk are you planning on adding lots of ethnic deverse units after the merging with the Genetic Mod is complete? TAfirehawkDec 02, 2006, 09:40 PMDoes this mod work on multiplayer (LAN)? looks really good btw Yes it should...it has been tested in MP by some people. So firehawk are you planning on adding lots of ethnic deverse units after the merging with the Genetic Mod is complete? No definite plans or schedule past v3.0....which we hope to get out by the end of the year. pay-tDec 03, 2006, 07:38 AMI really love your mod, but.... I would like to request something (if possible), would like to see some extra animated leaderheads for the country's, like for example Charlemagne (by C.Roland), Vitorrio (By C.Roland), Adolf Hitler v2.0 (by Hadrean, Kodzi & Elhoim) Hirohito (by WYZ sub10) & Saddam (by Iloveplayciv) I would have added them myself, but I kinda suck at modding, so I would rather leave it to you guys... TAfirehawkDec 03, 2006, 07:41 AMI really love your mod, but.... I would like to request something (if possible), would like to see some extra animated leaderheads for the country's, like for example Charlemagne (by C.Roland), Vitorrio (By C.Roland), Adolf Hitler v2.0 (by Hadrean, Kodzi & Elhoim) Hirohito (by WYZ sub10) & Saddam (by Iloveplayciv) I would have added them myself, but I kinda suck at modding, so I would rather leave it to you guys... The leader list we have is over 70 already....but I will put it on the list :) strategyonlyDec 03, 2006, 07:59 AMThe leader list we have is over 70 already....but I will put it on the list :) be fore warned that adding alot of animated L/H will make your MOD size go up drastically, i added in like 7 or 8 L/H's and my megs went from 25 to 75 just like that.:p TAfirehawkDec 03, 2006, 08:05 AMbe fore warned that adding alot of animated L/H will make your MOD size go up drastically, i added in like 7 or 8 L/H's and my megs went from 25 to 75 just like that.:p :lol: ViSa is over 731 MB and we don't have everything merged in v3.0 yet :eek: I think we got it 'under' control, pakbuild is the only way to mod :cool: Donkey PuncherDec 03, 2006, 08:42 AMis pak build what you guys use to make the mod load so fast it is the fast loading mod that I play for civ ERLoftDec 03, 2006, 09:19 AMOk, so as non-programmer, I'm stuck. I was going to merge Blake's newest AI gamecore.dll with the VISA gamecore.dll. Little did I know, I can't just use Compare It! to do the job, because they need to be in their uncompiled form. Soooo.... Can I ask the proficient programmer types how to decompile the gamecore files so I can merge them? MrdieDec 03, 2006, 09:52 AMI made a simple Cold War scenario using the mod. (Took about half an hour to make) I can get it running, but it seems after I do the first turn (or open up a leaderhead) it crashes to desktop with an error message. Any suggestions? Edit: I can have it run now, it appears the problem was me editing civics wrongly. AlondinDec 03, 2006, 10:05 AMJust for the record (and because I haven't played them yet! ) I started a game as the Phoenicians, no problems with the graphics. Also I haven't had any problems with the Domestic Advisor, but I don't know how to do any of the tricks with it, so maybe that's where Seady sees his problem. I would like to know what all those fields are when you flick the little electric switch icon, looks like there is lots of flexibility I don't know how to use... Alondin, back from a week of Neverwinter 2 (Good game, btw!) TAfirehawkDec 03, 2006, 11:34 AMis pak build what you guys use to make the mod load so fast it is the fast loading mod that I play for civ Yes, pakbuild (http://forums.civfanatics.com/showthread.php?t=187699) is the key :) Ok, so as non-programmer, I'm stuck. I was going to merge Blake's newest AI gamecore.dll with the VISA gamecore.dll. Little did I know, I can't just use Compare It! to do the job, because they need to be in their uncompiled form. Soooo.... Can I ask the proficient programmer types how to decompile the gamecore files so I can merge them? You have to have the source code files, which both ViSa and BetterAI are available to download and do your thing....but we won't support ANY mods to ViSa by other players. Although people that fix/change things that want to pass them on to me, we will look at incorporating your changes AFTER you have them done ;) Just for the record (and because I haven't played them yet! ) I started a game as the Phoenicians, no problems with the graphics. Also I haven't had any problems with the Domestic Advisor, but I don't know how to do any of the tricks with it, so maybe that's where Seady sees his problem. I would like to know what all those fields are when you flick the little electric switch icon, looks like there is lots of flexibility I don't know how to use... Alondin, back from a week of Neverwinter 2 (Good game, btw!) Always nice to hear from people that DO NOT have problems :D ForsakenDec 03, 2006, 04:51 PMI hate to be the bringer of bad news but i just got a CTD when the three gorges dam (world wonder) movie tried to play. i got the pop up for the movie, little screen was black then bam i'm lookin at my desk top :) but other than that it's been smoth sailing. Ok thats just wierd I tried it a second time and it played not very well but it played without a CTD so i dont know what the deal was with that TAfirehawkDec 03, 2006, 08:37 PMI hate to be the bringer of bad news but i just got a CTD when the three gorges dam (world wonder) movie tried to play. i got the pop up for the movie, little screen was black then bam i'm lookin at my desk top :) but other than that it's been smoth sailing. Ok thats just wierd I tried it a second time and it played not very well but it played without a CTD so i dont know what the deal was with that Odd.... And I love the sig :goodjob: MrdieDec 04, 2006, 12:24 AMhttp://forums.civfanatics.com/showthread.php?p=4837459 *Has submitted the Cold War scenario* V. SomaDec 04, 2006, 02:46 AMNice sig indeed, Forsaken :D tek1979Dec 04, 2006, 03:45 AMummm ..... im really looking for a compliment for this mod but no words can express how BLOWN AWAY i am with this, this isent just Civ4 warlords .. its a whole seprate bloody game! you are by far THE KING! THANK YOU!!! DmentorrDec 04, 2006, 03:41 PMI am DYING to play this mod to the full, but even on a large map im getting the bad memory allocation error either on saving or loading. Is there anything I can do? My pc is a computer duo, ive got a 256Mbram video card and 1GB ram. It's really annoying playing this great mod and getting this stupid error when I reach the whereabouts of the industrial era. Please PLEASE help rockinrogerDec 04, 2006, 03:51 PM@Dmentorr, i play huge maps also, and due to the M.A.F, i have learned to turn down my graphics. about when you enter the industrial era is when it happens. So i will start out on high graphics then switch over to low graphics. It sucks to have to do this but is necessary to play huge maps. for example i have gotten saves as large as 1300-1400 kb on low graphics. on high graphics it peaks out at about 1000 kb. Some other pointers are to not run the game for extended periods of times. ie 4-5-6 hours. Hope this helps!! DmentorrDec 04, 2006, 03:59 PMHmmm, so if I: 1. play for, let's say, 2 hours at a time and 2. tune down graphics It'll solve the problem? I frantically hope so, Its already stopped 4 games for me. The thing is... with 1 Gb Ram, why is it giving me these problems? I'm sure its the Warlords new patch, since on another pc which is slower it never gave me such problems, and it doesnt have the patch. DmentorrDec 04, 2006, 04:01 PMAlso, what is MAF? :p rockinrogerDec 04, 2006, 04:10 PM@Dmentorr: M.A.F. is memory allocation failure. it causes the game to crash to desk top. Yes to both. if your like me i will play for 4-5-6 hours at a time. I.E, I have no life, LOL. So the game and turns get slower and slower. I have 2 gb of Ram and it still does this. when it starts to run slow save the game and exit. then reload the game and change graphics to low . Also if it crashes you can reload a auto save from b4 the crash. DmentorrDec 04, 2006, 04:36 PMOK then :) at least now i know HOW to finish a game i started... finally :p thanks! TAfirehawkDec 04, 2006, 06:37 PMhttp://forums.civfanatics.com/showthread.php?p=4837459 *Has submitted the Cold War scenario* Awesome....I will add the link to your post in the Main ViSa Post :goodjob: ummm ..... im really looking for a compliment for this mod but no words can express how BLOWN AWAY i am with this, this isent just Civ4 warlords .. its a whole seprate bloody game! you are by far THE KING! THANK YOU!!! Glad you like it....it is a team effort for sure as no one person could handle everything we have done from the ViSa Website, SDK, python, xml, and this thread AND play testing :) For testing purposes I went 'back in time' and played a plain Warlords game...boy did that suck :lol: I don't even care for other Mods that are good because I have gotten so used to the ViSa Tech Tree and ViSa Civics that even though other Mods are awesome, I get confused when my playstyle is interupted :D TAfirehawkDec 04, 2006, 06:55 PMDOMESTIC ADVISOR UPDATE For those wanting to know more of the functions and known issues, please follow the link in the first post to TheLopez download file area that lists a ton of info on this modcomp. Sword_Of_GeddonDec 04, 2006, 07:11 PMHey Firehawk are you eventually going to add the Galleass unit once its done, it would be a great missing link between the Trireme and the Frigate. I had mods like this in mind when I requested it. TAfirehawkDec 04, 2006, 07:16 PMHey Firehawk are you eventually going to add the Galleass unit once its done, it would be a great missing link between the Trireme and the Frigate. I had mods like this in mind when I requested it. I don't have any plans for any units....keldath is MR UNIT MAN :D Sword_Of_GeddonDec 04, 2006, 07:39 PMOh....well then please relay my message to Mr. Keldath when you next see him(ruffles threw papers). dawe1313Dec 05, 2006, 01:38 AMHmmm, so if I: 1. play for, let's say, 2 hours at a time and 2. tune down graphics It'll solve the problem? I frantically hope so, Its already stopped 4 games for me. The thing is... with 1 Gb Ram, why is it giving me these problems? I'm sure its the Warlords new patch, since on another pc which is slower it never gave me such problems, and it doesnt have the patch. I have found that this helps also. here's some tips i've found to be helpful: edit CivilizationIV.ini to autosave every turn. that way CTD's & MAF's aren't quite so devastating & easier to recreate for trouble-shooting/debugging. ; The maximum number of autosaves kept in the directory before being deleted. MaxAutoSaves = 20 ; Specify the number of turns between autoSaves. 0 means no autosave. AutoSaveInterval = 1 lots of patroling aircraft are a major slowdown factor. when you reload, all vehicles tasked for intercept mode are merged into 1 graphic (f-117 + star defense + stealth bomber = interesting look :) ) i too have found long gaming sessions can be troublesome complete all moves for current turn quicksave (shift-F5) exit to desktop delete WL cache empty recycle bin defrag harddrive restart game (takes about 3-4 mins to do all this. i have shotcuts for WL cache, defrag, & Quicksave game on my desktop) according to task manager, i have seen this reduce RAM usage by up to 70-80MB turn on single unit graphics less FOW (culture, spies, holy city intel, etc), more units, more differents kinds of units, patroling aircraft all = more for comp to keep track of which = slowdown :( voleurDec 05, 2006, 05:24 AMHello Guys First thanks for your job, you're mod is very interesting ... :goodjob: I have just a small problem i can't download it ... I tried since 2 days 10 times (version RAR or version exe i used all links) but it's always corrupted.:cry: Be i the one or anybody else have the same problem :confused: So if someone can helping me or indicate me a other place to ddl it, it will be very appreciate thanks ! :) seadyDec 05, 2006, 06:13 AMHello Guys First thanks for your job, you're mod is very interesting ... :goodjob: I have just a small problem i can't download it ... I tried since 2 days 10 times (version RAR or version exe i used all links) but it's always corrupted.:cry: Be i the one or anybody else have the same problem :confused: So if someone can helping me or indicate me a other place to ddl it, it will be very appreciate thanks ! :) Well, lets try to see if the file is really corrupted. What happens if you do an md5 hash of the file? What is the exact filename you downloaded? If we hash the same file and get the same result, i can't see how it could be corrupted and i'd look for other issues (which operating system etc) seadyDec 05, 2006, 06:16 AMDOMESTIC ADVISOR UPDATE For those wanting to know more of the functions and known issues, please follow the link in the first post to TheLopez download file area that lists a ton of info on this modcomp. Do you happen to know if the issue i experience is dealt with there? I looked over it but i can't see anything mentioned about that. The only customisation i did was to add the column "sort by turns remaining". PilotisDec 05, 2006, 09:48 AMI'm getting CTD with the DomA in late game. No-one else having problems ???? Nothing mentioned on TheLopez website..... TAfirehawkDec 05, 2006, 04:40 PMHello Guys First thanks for your job, you're mod is very interesting ... :goodjob: I have just a small problem i can't download it ... I tried since 2 days 10 times (version RAR or version exe i used all links) but it's always corrupted.:cry: Be i the one or anybody else have the same problem :confused: So if someone can helping me or indicate me a other place to ddl it, it will be very appreciate thanks ! :) Well I install from the uploaded files so I know they are not corrupt....and the odds for all of them being corrupt on this end is probably less likely than winning the lottery....so it is something on your end. PropunkDec 05, 2006, 05:36 PMHello Guys First thanks for your job, you're mod is very interesting ... :goodjob: I have just a small problem i can't download it ... I tried since 2 days 10 times (version RAR or version exe i used all links) but it's always corrupted.:cry: Be i the one or anybody else have the same problem :confused: So if someone can helping me or indicate me a other place to ddl it, it will be very appreciate thanks ! :) I'm having the exact same problem. There comes a message saying "file corrupted". I'm downloading it again. Someone said something about "hash", but I have no idea what it is. PropunkDec 05, 2006, 06:38 PMvoleur: I've just got to install the mod!!! I downloaded it again (I'm using firefox) and clicked on "open file" in the firefox download menu. It worked like a charm. The first time I tried I had clicked on the icon on my desktop, and then the message "corrupted file" arose. Now, everything is ok. No idea why it happened. DmentorrDec 05, 2006, 11:13 PMAny tentative date on the new patch to this amazing MOD? I can't wait to play an integrated Genetics MOD :) dawe1313Dec 05, 2006, 11:49 PM...No definite plans or schedule past v3.0....which we hope to get out by the end of the year. posted on Dec 02, 2006, 10:40 PM ;) just like any real commerically based software design company, they tease you with promises and then push back the delivery date (it's slipped from "a couple of weeks" to "by the end of the year"). they keep pleading "RL issues". what nerve!! :rolleyes: the flip side is, i'd rather them take the time and do it RIGHT. instead of rushing it and then having to put out a bunch of minor bug fix patches (or 1 patch that fixes a bunch of minor bugs, like some big commercial companies) *heavy sigh* i guess they'll get it done when they get it done. while we all sit around impatiently waiting *even heavier sigh* chipper_30Dec 06, 2006, 02:26 AMposted on Dec 02, 2006, 10:40 PM ;) just like any real commerically based software design company, they tease you with promises and then push back the delivery date (it's slipped from "a couple of weeks" to "by the end of the year"). they keep pleading "RL issues". what nerve!! :rolleyes: the flip side is, i'd rather them take the time and do it RIGHT. instead of rushing it and then having to put out a bunch of minor bug fix patches (or 1 patch that fixes a bunch of minor bugs, like some big commercial companies) *heavy sigh* i guess they'll get it done when they get it done. while we all sit around impatiently waiting *even heavier sigh* Now that's not really nice... you forget there is a big difference with a company: this is not these guys' job, they take on their free time and get absolutely nothing else but satisfaction and thanks from us. I never saw any "promise" on any release date, and I know for a fact these are extremely hard to estimate as there is always something unplanned that comes up. voleurDec 06, 2006, 06:06 AMOk thanks for your help guys I gonna to explain my situation and try to be understable (english is not my mother tongue and my english level is very bad :cry: ) First i tried again ddl the mod my last attemps was here : http://keldath.family-veldman.com/ to the download page i selected Downloads *** ViSa 2.0 I use Internet explorer 6.0 After that i tried open the visa.exe by double click, so i've a message "checking integrity MD5" then "this archive is corrupted" So i decided change my method i tried to open visa.exe with winrar, at first i chosen "test" but winrar crashed approximately to 26% (problems found in the sound files inside diplomacy folder) I tried something else after. To extract visa.exe with winrar, finally i obtained 447 files corrupted. I've never seen this before :confused: you can show them to http://rapidshare.com/files/6311334/List.txt (pass: visa ) I clarify i'm a big downloader , when files are corrupted i resume but here i ve got beaten my personnal record (15 times :goodjob: ) So i'm asking which extractor i must use for extract this mod ? dawe1313Dec 06, 2006, 07:06 AMNow that's not really nice... you forget there is a big difference with a company: this is not these guys' job, they take on their free time and get absolutely nothing else but satisfaction and thanks from us. I never saw any "promise" on any release date, and I know for a fact these are extremely hard to estimate as there is always something unplanned that comes up. wasn't being critical, was being humorous. note smilie wink --> ;) note smilie rolleyes --> :rolleyes: note 2nd para defending, nay urging, them to take as long as needed sometimes it doesn't come out right when you type. CivmatrixDec 06, 2006, 07:27 AMThis Mod works great on one computer but on the other the interface graphics dont show up. How can I modify it back to normal without messing up the mod? V. SomaDec 06, 2006, 07:53 AMThis Mod works great on one computer but on the other the interface graphics dont show up. How can I modify it back to normal without messing up the mod? maybe clearing the cahce will work? maybe... dawe1313Dec 06, 2006, 09:12 AMThis Mod works great on one computer but on the other the interface graphics dont show up. How can I modify it back to normal without messing up the mod? the interface issue has been discussed several times in this thread. the common solution is to uninstall, delete ViSa mod folder, delete cache, reinstall 2.0 full, then 2.1 patch Bastian-BuxDec 06, 2006, 09:17 AM2 questions: - is it somehow possible to use the 3 field city radius for scenarios as well (not just custom game)? - does the ViSa dll allow for more then 18 civs? I love the ViSa mod, but would like it even more when I could play 24 civs with extended city radius on an earth map or such. ^^ dawe1313Dec 06, 2006, 09:25 AMVisa Earth Map (http://forums.civfanatics.com/showthread.php?p=4743908)has been made by strategyonly! :banana: not sure how many civs there are, but this Earth map was made specifically for ViSa mod EDIT: sorry, the link in the quote takes you to a thread. here is a download (http://forums.civfanatics.com/attachment.php?attachmentid=142085&d=1163101304) link EDIT#2: strategyonly's original post OK i have added all the extra resources in the game for VISA , not in the correct places but they are there ok, have "Fun.";) Bastian-BuxDec 06, 2006, 09:30 AMI do use the 4th seady map. But it has 18 civs "only" and also "only" city radius 2. What I#d like to do is use that map with 24 civs and city radius 3. dawe1313Dec 06, 2006, 09:36 AMsorry, can't help there. i don't usually play pre-made maps. i prefer random, all the way :crazyeye: HitAnyKeyDec 06, 2006, 10:07 AMAlso, I highly doubt ViSa would survive a 24 Civ game. The Mod is HUGE. Even the best computers have problems in the late-game stages simply when playing with less than 18 Civ's on a Huge map (and most even have problems on Large maps). It is highly unlikely that the game could even function with that many civs at the same time due to the already immense complexity of the mod. chipper_30Dec 06, 2006, 10:12 AMwasn't being critical, was being humorous. note smilie wink --> ;) note smilie rolleyes --> :rolleyes: note 2nd para defending, nay urging, them to take as long as needed sometimes it doesn't come out right when you type. Sorry, my bad. I do use the 4th seady map. But it has 18 civs "only" and also "only" city radius 2. What I#d like to do is use that map with 24 civs and city radius 3. I don't know about the number of civs, but you can change the options during a game that way: 1) Go in WorldBuilder 2) Save it 3) Edit it with a text editor and change the options as you please. (In your case add Option=GAMEOPTION_CITY_PLOTS_RADIUS_EXTENDED) 4) Reload it and continue your game It should work (though I won't give your money back if it doesn't ;-)) ArnaldurDec 06, 2006, 11:03 AMFirst I want to say that this mod is great and I have played couple of games and it works fine all the time :goodjob: ..but there is this problem that I dont know what to do about :sad: I can never raze city to the ground although "I DO NOT mark x in the box that says no city razing" ..my friend has this same problem, is there something that I can do to make it right ? CivmatrixDec 06, 2006, 11:07 AMthe interface issue has been discussed several times in this thread. the common solution is to uninstall, delete ViSa mod folder, delete cache, reinstall 2.0 full, then 2.1 patch Thankyou for the promt reply. I had the cache clear when I installed it :crazyeye: . The other computer always has troubles displaying the advanced in-game interfaces that come with some mods, but all other components of those mods trun out ok. Ill try it again in the exact way suggested. I know with Amra's I have to try and get it back to default in-game play interface before I could have the Mod playable on that PC. With this Mod I would have no clue how to do it, so I hope this will work...(crosses fingers) :nuke: ERLoftDec 06, 2006, 11:19 AMAlright, one suggestion, one question & a couple of comments.... 1) Would it be possible (without undue extra coding) to have city radii start at 2, but increase sometime around the industrial era to 3? I think this would more accurately mimic the actual expansion of metropolis areas from relatively small areas to the sprawl they currently are. I think the trick would be to get the AI to understand and balance city placement early in the game. Although there's regularly a few unworked tiles between my cities in standard city radius mode that would conveniently become available to work later in the game. 2) My current game - Prince, Marathon, Large, 16 civs, Full of Resources script - was chugging along quite well in tech progression early in the game. I had tech trading off & everyone was maybe even a bit behind going into medieval era techs. General research time was running around 10-15 turns for me on 50% research rate. However, since completing my semi-beeline to Civil Service, the techs have been coming fast and furious. Optics in 3 turns, Drama in 2. Now, this may be due to the abundance of resources, but I'm wondering if anyone has any other suggestions as to the issue. I'm leaning towards modding the mod a bit to make medieval and later era techs 2-4 times more expensive to give more time in eras. BTW, full of resources can make for some fun Visa games! This one has fair resources, but not maxed out with good, favorable expansion terrain for virtually every civ. I turn on raging barbs, add a few barb cities at the start & animals everywhere. Then I give every civ 2 archers & 2 axemen to offset the barb explosion. Makes for some fun stuff early on & lots of city ruins around the map. The extra archers & axemen really keep AI civs in the game though. I had tried this quite a bit without the extra units & often saw 5-7 civs fall to the barbs early on in the game. On the Better AI front, I guess I didn't realize what I was getting myself into. I'd figured on just merging two .dll files, not understanding that the source code comprised a whole lotta little files. Guess this is a bit out of my league. My understanding is that Visa 3.0 will have the most recent Better AI incorporated, but there won't be lots of little updates to Visa every time Better AI issues an update. Is this correct? Woohoo! My 5 year anniversary on CivFanatics! (for this login in any case...) dawe1313Dec 06, 2006, 11:27 AMFirst I want to say that this mod is great and I have played couple of games and it works fine all the time :goodjob: ..but there is this problem that I dont know what to do about :sad: I can never raze city to the ground although "I DO NOT mark x in the box that says no city razing" ..my friend has this same problem, is there something that I can do to make it right ? there was a prob with city razing w/ one of the releases, but the 2.1 patch has it corrected. do you have the 2.1 patch installed? also, you cannot raze the last city of a civ. this is a vanilla issue, nothing to do with the mod. HitAnyKeyDec 06, 2006, 12:04 PMBTW, full of resources can make for some fun Visa games! What is this "Full of Resources" thing and how does one use it? Woohoo! My 5 year anniversary on CivFanatics! (for this login in any case...) Your 5th year anniversary....and your 50th post. :dance: PS. Just so you know, your anniversary isn't actually official until Dec 31st. :p RedbarnDec 06, 2006, 03:08 PMthe interface issue has been discussed several times in this thread. the common solution is to uninstall, delete ViSa mod folder, delete cache, reinstall 2.0 full, then 2.1 patch maybe discussed several time but it is still around ... I had the no interface issue , after trying all the above, updating my ATI drivers, rolling back drivers , ... nothing helped. I gave up and install Total Realism and played it a bit. I 've recently come back to VISA and saw the REGFIX patch, applied it, and now the no interface issue is simply gone ... not sure the REGFIX did the trick, but it is gone and I've done nothings else ... this is so weird! BringaDec 06, 2006, 03:47 PMWhat map script do you recommend I use in combination with Visa? I heard smart map doesn't work so well in warlords? ERLoftDec 06, 2006, 04:14 PMWhat is this "Full of Resources" thing and how does one use it?:p What map script do you recommend I use in combination with Visa? I heard smart map doesn't work so well in warlords? Full of Resources is likely the best map script to inherit the SmartMap legacy. Surt, the developer of SmartMap burnt out in all likelyhood & hasn't updated his script since August or so. I found out he is/was a CompSci student at the University of Georgia, but never succeeded in contacting him. I'd love to see SmartMap made Warlords comptatible, but doing so is too far out of my experience for me to pull off. Full of Resources is very flexible, on the style, terrain and loads of starting options that even SmartMap didn't have. You can add units - with options for human only, all, and the number of units of each type. You can also do the same for resources. Not only can you set the overall level of land and sea resources separately, you can put copper inside the start area for every civ. Or horses. Or whatever. Up to like 6 resources can be fiddled with individually. The fun stuff is starting with wild animals and pre-established barb cities! Lots of fun, that is :) In any case to use the map scripts, download them from HERE (http://forums.civfanatics.com/attachment.php?attachmentid=143769&d=1165350884). Unzip them into your \Warlords\Public Maps folder. If you unzip them all at once, they'll create their own subfolder. In that case, simply select your \Warlords folder. Once unzipped to the Public Maps folder, the scripts should be accessible from the Custom Game option. TAfirehawkDec 06, 2006, 06:17 PMAny tentative date on the new patch to this amazing MOD? I can't wait to play an integrated Genetics MOD :) Well the G Era guys have done 3 updates to their mod since ViSa v2.1 was released....and I still don't have their latest source code :( Ok thanks for your help guys I gonna to explain my situation and try to be understable (english is not my mother tongue and my english level is very bad :cry: ) First i tried again ddl the mod my last attemps was here : http://keldath.family-veldman.com/ to the download page i selected Downloads *** ViSa 2.0 I use Internet explorer 6.0 After that i tried open the visa.exe by double click, so i've a message "checking integrity MD5" then "this archive is corrupted" So i decided change my method i tried to open visa.exe with winrar, at first i chosen "test" but winrar crashed approximately to 26% (problems found in the sound files inside diplomacy folder) I tried something else after. To extract visa.exe with winrar, finally i obtained 447 files corrupted. I've never seen this before :confused: you can show them to http://rapidshare.com/files/6311334/List.txt (pass: visa ) I clarify i'm a big downloader , when files are corrupted i resume but here i ve got beaten my personnal record (15 times :goodjob: ) So i'm asking which extractor i must use for extract this mod ? This Mod works great on one computer but on the other the interface graphics dont show up. How can I modify it back to normal without messing up the mod? The files on my website, the Alternate one, should work for you....or it simply is a problem on your end somehow as over 2000 downloads can't all be corrupt ;) 2 questions: - is it somehow possible to use the 3 field city radius for scenarios as well (not just custom game)? - does the ViSa dll allow for more then 18 civs? I love the ViSa mod, but would like it even more when I could play 24 civs with extended city radius on an earth map or such. ^^ We don't 'do' scenarios or maps or more than 18 civs at this point. First I want to say that this mod is great and I have played couple of games and it works fine all the time :goodjob: ..but there is this problem that I dont know what to do about :sad: I can never raze city to the ground although "I DO NOT mark x in the box that says no city razing" ..my friend has this same problem, is there something that I can do to make it right ? As stated earlier, that is fixed in V2.1 for sure :) Alright, one suggestion, one question & a couple of comments.... 1) Would it be possible (without undue extra coding) to have city radii start at 2, but increase sometime around the industrial era to 3? I think this would more accurately mimic the actual expansion of metropolis areas from relatively small areas to the sprawl they currently are. I think the trick would be to get the AI to understand and balance city placement early in the game. Although there's regularly a few unworked tiles between my cities in standard city radius mode that would conveniently become available to work later in the game. 2) My current game - Prince, Marathon, Large, 16 civs, Full of Resources script - was chugging along quite well in tech progression early in the game. I had tech trading off & everyone was maybe even a bit behind going into medieval era techs. General research time was running around 10-15 turns for me on 50% research rate. However, since completing my semi-beeline to Civil Service, the techs have been coming fast and furious. Optics in 3 turns, Drama in 2. Now, this may be due to the abundance of resources, but I'm wondering if anyone has any other suggestions as to the issue. I'm leaning towards modding the mod a bit to make medieval and later era techs 2-4 times more expensive to give more time in eras. BTW, full of resources can make for some fun Visa games! This one has fair resources, but not maxed out with good, favorable expansion terrain for virtually every civ. I turn on raging barbs, add a few barb cities at the start & animals everywhere. Then I give every civ 2 archers & 2 axemen to offset the barb explosion. Makes for some fun stuff early on & lots of city ruins around the map. The extra archers & axemen really keep AI civs in the game though. I had tried this quite a bit without the extra units & often saw 5-7 civs fall to the barbs early on in the game. On the Better AI front, I guess I didn't realize what I was getting myself into. I'd figured on just merging two .dll files, not understanding that the source code comprised a whole lotta little files. Guess this is a bit out of my league. My understanding is that Visa 3.0 will have the most recent Better AI incorporated, but there won't be lots of little updates to Visa every time Better AI issues an update. Is this correct? Woohoo! My 5 year anniversary on CivFanatics! (for this login in any case...) The coding for the OPTIONAL, which is unique to ViSa, City Radius is tremendous so the odds of us finding a way to change it in the middle of a game is next to impossible. As noted alot in this thread, the techs past Gunpowder are not balanced but it will happen after/with the G Era. Blake's BetterAI will be updated as we update ViSa, but ViSa will not see an update from ONLY the BetterAI so we may lag behind an update or two. Full of Resources is likely the best map script to inherit the SmartMap legacy. Surt, the developer of SmartMap burnt out in all likelyhood & hasn't updated his script since August or so. I found out he is/was a CompSci student at the University of Georgia, but never succeeded in contacting him. I'd love to see SmartMap made Warlords comptatible, but doing so is too far out of my experience for me to pull off. Full of Resources is very flexible, on the style, terrain and loads of starting options that even SmartMap didn't have. You can add units - with options for human only, all, and the number of units of each type. You can also do the same for resources. Not only can you set the overall level of land and sea resources separately, you can put copper inside the start area for every civ. Or horses. Or whatever. Up to like 6 resources can be fiddled with individually. The fun stuff is starting with wild animals and pre-established barb cities! Lots of fun, that is :) In any case to use the map scripts, download them from HERE (http://forums.civfanatics.com/attachment.php?attachmentid=143769&d=1165350884). Unzip them into your \Warlords\Public Maps folder. If you unzip them all at once, they'll create their own subfolder. In that case, simply select your \Warlords folder. Once unzipped to the Public Maps folder, the scripts should be accessible from the Custom Game option. Great to hear a new map script works with ViSa....most don't support all the resources we have...plus we will be adding the 4-5 in the G Era. seadyDec 06, 2006, 08:27 PMFull of Resources is likely the best map script to inherit the SmartMap legacy. Surt, the developer of SmartMap burnt out in all likelyhood & hasn't updated his script since August or so. I found out he is/was a CompSci student at the University of Georgia, but never succeeded in contacting him. I'd love to see SmartMap made Warlords comptatible, but doing so is too far out of my experience for me to pull off. Full of Resources is very flexible, on the style, terrain and loads of starting options that even SmartMap didn't have. You can add units - with options for human only, all, and the number of units of each type. You can also do the same for resources. Not only can you set the overall level of land and sea resources separately, you can put copper inside the start area for every civ. Or horses. Or whatever. Up to like 6 resources can be fiddled with individually. The fun stuff is starting with wild animals and pre-established barb cities! Lots of fun, that is :) In any case to use the map scripts, download them from HERE (http://forums.civfanatics.com/attachment.php?attachmentid=143769&d=1165350884). Unzip them into your \Warlords\Public Maps folder. If you unzip them all at once, they'll create their own subfolder. In that case, simply select your \Warlords folder. Once unzipped to the Public Maps folder, the scripts should be accessible from the Custom Game option. I tried using this for visa and i couldn't get the example of copper you mentioned to work. I flipped back to unmodded and it worked fine, with extra units etc as the script describes. Does it work for you in that way with visa? seadyDec 06, 2006, 08:34 PMI'm getting CTD with the DomA in late game. No-one else having problems ???? Nothing mentioned on TheLopez website..... Do you get the same error i get (http://forums.civfanatics.com/showpost.php?p=4831638&postcount=1390)? I have 512 meg of ram and i wonder if that makes a difference. I'm shopping for a pc with more ram but i have a limited budget and might only be able to get a gig :( Bastian-BuxDec 07, 2006, 07:03 AMProblem solved. ^^ seadyDec 07, 2006, 08:36 AMI do use the 4th seady map. But it has 18 civs "only" and also "only" city radius 2. What I#d like to do is use that map with 24 civs and city radius 3. Creating a 3 civ version shouldn't be hard but i am limited to what i can do while waiting on my next pc. :badcomp: I got my tax return, things were looking good, then other things broke and money went flying out the window ... I can't change the # of civs but the radius thing should be trivial i expect. I never did get any feedback on the visa resource placement. Was it ok? I was trying to create trading blocks, although i feel oil is too important in the later game; maybe in the genetic era meld, units will use the new resources as fuel. I hope the genetic era combo doesn't result in MAFS all the time. It looks like firaxis or take2 has washed their hands of it... maybe they never expected people to make large mods, like bill gates never expected more than 640 K RAM to be desirable. Other quotes i find amusing Only a few dozen computers will ever be needed and only by scientists.'' This 'telephone' has too many shortcomings to be seriously considered as a means of communication. The device is inherently of no value to us. Western Union internal memo, 1876. The Holocaust was an obscene period in our nation's history. I mean in this century's history. But we all lived in this century. I didn't live in this century. - Dan Quayle And one other one, which i can't find exactly, but it was by the british high commandwho believed that there would never be great use for the tank, aircraft, etc in modern warfare... unfortunately the german generals read a textbook written by an englishman on how to wage what they would later call "blitzkreig"... and they didn't believe the secret to winning a war was to have a really big moustache. ArnaldurDec 07, 2006, 11:40 AMthanks for the info problem solved :) dawe1313Dec 07, 2006, 11:58 AMrequest for the customizable DomA: on the Specialization screen, you can see & adjust the # specs in each city w/out going to cityzoom screen. unfortunately there are only the default vanilla specs. would it be possible to add doctor & statesman specs to this screen? Bastian-BuxDec 07, 2006, 04:34 PMseady, you placed the ressources VERY sparse. I played as Incas in south america. Lets say playing without copper iron and coal is... interessting. Especially if you know that the world largest open copper mine is situated in Chile, and also that both Chile and Peru have significant coal ressources. Iron ores can be found in the andes as well. TAfirehawkDec 07, 2006, 05:01 PMseady, you placed the ressources VERY sparse. I played as Incas in south america. Lets say playing without copper iron and coal is... interessting. Especially if you know that the world largest open copper mine is situated in Chile, and also that both Chile and Peru have significant coal ressources. Iron ores can be found in the andes as well. Guess that is why I don't play with maps, scripts, scenarios :lol: seadyDec 07, 2006, 10:29 PMseady, you placed the ressources VERY sparse. I played as Incas in south america. Lets say playing without copper iron and coal is... interessting. Especially if you know that the world largest open copper mine is situated in Chile, and also that both Chile and Peru have significant coal ressources. Iron ores can be found in the andes as well. I only touched the ViSa resources, but am happy to tweak the others? Almost everything else is from strategyonly (http://forums.civfanatics.com/member.php?u=86969) .. actually coal should be everywhere but i'm surprised about the copper and iron deposits... did the incas use metal? I always associate them with wood based weapons. I am trying to get an atlas from the library with deposits but I've put the Visa work on hold until get a new puta (and hopefully DomA will be fixed by then :worship: )as this one canna handle the strain, Capt'n! Thanks for the feedback, this stuff is very useful. River placement is horribly awkward though, can't do much about that, but ores i can do ;) seadyDec 07, 2006, 11:29 PMCan anyone tell me what a typical save game size is for Visa? Say for large or huge, around the MAF time? I'm trying to get a fix organised. Bastian-BuxDec 08, 2006, 04:09 AMIncas used gold, silver and copper extensively, and later on also bronze. Iron wasn't used by them afaik. As said, one of the largest reservoires of copper was located in Chile. And the stories about cities of gold (and silver) had some truth as well. Also about some other ressources: chilesaltpeter is named after its most important source, Chile. Actually this ressource was the reason why Chile was rich: they sold saltpeter to everyone to make gunpowder. So placing one or even several sulphur in Chile wouldn't be wrong either. Oh, and maybe for the Visa people themselve: the Incas have been incredible good at agriculture and food storage. So good in fact that neither knowing agriculture from the start, nor the "improved granary" are qualifying as a good representation. Maybe when you include the genetic era mod you could come up with something "better" for them? Like a way to get food from mountains? AlondinDec 08, 2006, 06:48 AMCan anyone tell me what a typical save game size is for Visa? Say for large or huge, around the MAF time? I'm trying to get a fix organised. I used to get them a lot back when I played huge epic games, however, I gave up on the huge thing. Never have MAF playing ViSa on large (so far, knock wood!) Back in the huge days, I would get MAF with saves as small as 750k if I played for like 5 hours straight or more. I would reload from the last good save, and get a bunch more turns, repeating with shorter and shorter number of turns to MAF, until eventually I couldn't get one turn in without ending in MAF, which would be save games around 1100 to 1300K. The exact size of the save game seems to be irrelevant, something else is going on - the time since the last time you reloaded the game seems to be more of an indicator than the save game size. The failure does happen when you (or auto) saves are being done. Alondin, Master of Reporting Problems He Can't Fix :p seadyDec 08, 2006, 08:29 AMI wonder if the system isn't tidying up after itself; a proper programmer could express this better but i remember how easy it was to incompletely free blocks of memory and eventually run out. My computer science lecturer got very mad at anyone who dared to do it; but the sort of disciplined programming I learnt about seems pretty much forgotten about now. Get it sort of working, get it out there, and patch later maybe. Bad luck if it's running a pacemaker or the cooling system for a nuclear plant :mwaha: Did you hear about that guy who froze to death (http://www.smh.com.au/articles/2006/12/08/1165081119464.html) because google maps misdirected him? Computers are eeeeevillll. :badcomp: TAfirehawkDec 08, 2006, 04:58 PMI believe mrgenie knows almost exactly where the MAF problem is....but Firaxis doesn't care and we don't have access to the EXE code. I had numerous PM's with two Firaxians here and they haven't done much if anything yet :( seadyDec 08, 2006, 07:37 PMWhen i contacted take 2 to ask about the MAFs, they said they weren't going to do anything about it because it only happens if you use a mod, and they said they never promised the mods would be able to work. Some people have suggested that they might fix it in Civ5 or Civ6, but I'm hoping if we can get enough names on this petition that they'll pay attention. Unmodded games don't interest me any more, and as far as i can see, the quality control issues with the memory bugs (remember the harkonnen fix?) and the maximum sound bug have made me wary of buying anything from this company again. It's interesting that console gamers don't get these issues yet the games they play must be pretty demanding. Oh well. I had one guy arguing with me, saying that games were never intended to have large mods, and all his saves were only a few kilobytes, so he didn't see why anyone else should complain. It reminded me so strongly of Bill Gates saying that no-one would ever need more than 640kB of RAM. Some people have small souls. TAfirehawkDec 09, 2006, 07:16 AMWhen i contacted take 2 to ask about the MAFs, they said they weren't going to do anything about it because it only happens if you use a mod, and they said they never promised the mods would be able to work. Some people have suggested that they might fix it in Civ5 or Civ6, but I'm hoping if we can get enough names on this petition that they'll pay attention. Unmodded games don't interest me any more, and as far as i can see, the quality control issues with the memory bugs (remember the harkonnen fix?) and the maximum sound bug have made me wary of buying anything from this company again. It's interesting that console gamers don't get these issues yet the games they play must be pretty demanding. Oh well. I had one guy arguing with me, saying that games were never intended to have large mods, and all his saves were only a few kilobytes, so he didn't see why anyone else should complain. It reminded me so strongly of Bill Gates saying that no-one would ever need more than 640kB of RAM. Some people have small souls. Funny thing is that people have reported it across at least 3-4 mods, plain warlords and vanilla civ.... I PM'd most of those people and not a single one responded so I had no non-mod saves to send them...and my system doesn't have MAF's even with ViSa so the plain warlords game I tried didn't crash. So with all the complaints and no evidence, I can't blame Firaxis....its more the players faults for not providing them with proof it is not mod related. seadyDec 09, 2006, 07:31 AMDoes any of the error logging include some sort of record of the type of error? It seems likely to me that they could include something basic that would point to firaxis or non firaxis code as the culprit. If a mod doesn't alter the SDK and the crash still occurs due to large saves, then i can't see how it couldn't be their fault. Can python cause memory alloc issues? What if i make a dummy mod with gigantic xml files (warrior1; warrior2 ... warrior(insert large number here)) , wouldn't that make for a large save game file? That's a point. What is it that pads out the saved game file? What is it that is saved? I am guessing it is compressed as my hex editor can't make out more than my name and the path. TAfirehawkDec 09, 2006, 07:37 AMDoes any of the error logging include some sort of record of the type of error? It seems likely to me that they could include something basic that would point to firaxis or non firaxis code as the culprit. If a mod doesn't alter the SDK and the crash still occurs due to large saves, then i can't see how it couldn't be their fault. Can python cause memory alloc issues? What if i make a dummy mod with gigantic xml files (warrior1; warrior2 ... warrior(insert large number here)) , wouldn't that make for a large save game file? That's a point. What is it that pads out the saved game file? What is it that is saved? I am guessing it is compressed as my hex editor can't make out more than my name and the path. As reported before, mrgenie found exactly what was going on...but Firaxis didn't care. He used various Windows programming tools to track down the error...not sure how close he got but plenty far enough he could have fixed it if we had the EXE code. Players of ViSa can rest assured we are constantly making OUR code better and tweaking Firaxis's code where mrgenie finds things. mrgenie has made some great speed improvements that while we don't have a test version of the G Era yet, I am hoping ViSa will be faster with his fixes even with the G Era in. Unfortunately everybody has either started school back up or work....we went from working on ViSa 12+ hours a day to 1 or less....so things are moving very slowly now that we all have major RL things. seadyDec 09, 2006, 09:00 AMWell, if it helps, i created my first texture file, and now just need a 3d program to work with; blender is being a pain and claiming i don't have python (i have 2.5 and it was compiled with 2.4 argh) (yes i followed the FAQ but altering environment variables hasn't helped). I don't understand winmerge but can come with ideas for new units, most of which are around the genetic era. In the meanwhile, lets get a petition going and firaxis will have to do something. I've got 14 responses; even negative ones help build up an overall picture so we can present a case and say "look, this is affecting 70% of users, fix this or we will boycott your next game" and if they really see how serious we are, they might consider doing what i suggested; Since it doesn't actually require to lift a finger beyond opening up the "save game" function for view, i can't think of a reason for them not to do it. ForsakenDec 09, 2006, 11:15 AMsmall bug i just discovered playing as stalin for some reason instead of a horseman unit a numidian cav unit was built for the russians wich is a UU for carthagians :) TAfirehawkDec 09, 2006, 12:14 PMsmall bug i just discovered playing as stalin for some reason instead of a horseman unit a numidian cav unit was built for the russians wich is a UU for carthagians :) I take it you were in a Golden Age....that is a feature from GIR I think. torin23Dec 09, 2006, 01:18 PMI take it you were in a Golden Age....that is a feature from GIR I think. Yes, it is. Would you accept a patch on VISA/Assets/Python/GIRMonument/Monument.py that made this an optional feature in the ViSa.ini file? I find it rather annoying. TAfirehawkDec 09, 2006, 02:07 PMYes, it is. Would you accept a patch on VISA/Assets/Python/GIRMonument/Monument.py that made this an optional feature in the ViSa.ini file? I find it rather annoying. Nope, if you want to change your own game of course that is fine...but we love this feature and have zero plans to remove it. In fact I thought about lengthening the Golden Age to get more special UU's :) Donkey PuncherDec 09, 2006, 03:37 PMDUDE THAT IS ONE OF THE FEATURES i LOVE ABOUT THIS MOD IS THE SPECIAL UNIQUE UNIT THING DURING G.A . ALSO POEPLE SAYING THAT THERE IS TOO MUCH STUFF IN THE MOD THEY ARE DEAD WRONG VARIETY IS THE SPICE OF LIFE., AND IT WILL BE SPICIER WHEN THE GENETIC AGE GETS ADDED . BY THE WAY WHATS THE STATUS OF THE G.E. UPDATE torin23Dec 09, 2006, 06:16 PMNope, if you want to change your own game of course that is fine...but we love this feature and have zero plans to remove it. In fact I thought about lengthening the Golden Age to get more special UU's :) I rather like the UU's. I've no problem with there being many, many of them. But when I tell a city to build a tank, I'd like a tank; when I ask to build a fighter, I want a fighter, etc. I know that most people like it and could leave it turned on in the ini file. It's just a few that might turn it off... OmnigurlDec 09, 2006, 09:53 PMI love this new modpack- but I can't use it when I play hotseat... any suggestions? Can I change it somehow? I read it can be played multiplayer, but I don't play online. Please help!:D TAfirehawkDec 10, 2006, 04:19 AMI love this new modpack- but I can't use it when I play hotseat... any suggestions? Can I change it somehow? I read it can be played multiplayer, but I don't play online. Please help!:D Soma plays MP all the time, maybe he has some ideas...nobody on the ViSa Team plays MP, sorry. I rather like the UU's. I've no problem with there being many, many of them. But when I tell a city to build a tank, I'd like a tank; when I ask to build a fighter, I want a fighter, etc. I know that most people like it and could leave it turned on in the ini file. It's just a few that might turn it off... mrgenie is working on a functional way to turn nearly every modcomp in ViSa on/off....we will have to wait and see how that comes out :) LachlanDec 10, 2006, 04:26 AMI have version 2.10 of Visa and i cant see Mastery Victory :( Zapata78Dec 10, 2006, 06:38 AMI know it will be awhile before you can even consider doing it, but any chance you could add True prophets modcomp to the list of things to do. it is located here (http://forums.civfanatics.com/showthread.php?t=155941) seadyDec 10, 2006, 06:56 AMis it possible to allow disabling of the dom Adv in the ini file? TAfirehawkDec 10, 2006, 07:22 AMis it possible to allow disabling of the dom Adv in the ini file? You could go back to v2.0 or even before that (or just go to plain Warlords files) for the Domestic Advisor python...I think it is just one file but if you download TheLopez modcomp you will see the files to replace to get it removed. I know it will be awhile before you can even consider doing it, but any chance you could add True prophets modcomp to the list of things to do. it is located here (http://forums.civfanatics.com/showthread.php?t=155941) I will add it to the list. I have version 2.10 of Visa and i cant see Mastery Victory :( Well of course not!!!!!!!!!!!!!! It is listed as being added in the next patch, which is v3.0 on the first post!!!!!!!!!!!!!!! :crazyeye: lord_graywolfeDec 10, 2006, 07:26 AMran into an odd error when i was playing. i clicked on the button to bring up the map grid and got a CTD and this message. TAfirehawkDec 10, 2006, 07:31 AMseady, Open your VISA\Assets\Python\EntryPoints\CvScreenInterface.p y and remove the two locations of CDA commented. Delete the VISA\Assets\Python\Screens\CvCustomizableDomesticA dvisor.py I haven't tested this, but it SHOULD work ;) TAfirehawkDec 10, 2006, 07:33 AMran into an odd error when i was playing. i clicked on the button to bring up the map grid and got a CTD and this message. Is it repeatable? LachlanDec 10, 2006, 07:42 AMI have a ctd and i will join my save The ctd came with the movie of the wonder of the city in the exact south of Oxford University's City ... TAfirehawkDec 10, 2006, 08:01 AMI have a ctd and i will join my save The ctd came with the movie of the wonder of the city in the exact south of Oxford University's City ... That description is rough, but I assume you are talking about Broadway being made in Antiochia. I just loaded it up and it didn't CTD for me...is it repeatable for you? TAfirehawkDec 10, 2006, 08:09 AMFor those wondering what is going on with v3.0, here is the README.TXT I have so far.... chipper_30Dec 10, 2006, 09:37 AMran into an odd error when i was playing. i clicked on the button to bring up the map grid and got a CTD and this message. I used to have this before, on Vanilla Civ4. When the game was far enough, any time I would turn on the map grid, this would happen. I'm now used to play without it... So this is not related to ViSa, and definitely only happens when the game is big enough (memory...) LachlanDec 10, 2006, 10:50 AMI have a P4 3.4 Ghz Hyperthreading and 2048 Mo of ram If i set off movies is it ok ? LachlanDec 10, 2006, 12:43 PMI have a P4 3.4 Ghz Hyperthreading and 2048 Mo of ram If i set off movies is it ok ? It's ok :goodjob: I desactivated movies but i can't see the great people screen ... :( TAfirehawkDec 10, 2006, 02:29 PMI have a P4 3.4 Ghz Hyperthreading and 2048 Mo of ram If i set off movies is it ok ? Well your save game is fine on my machine, 2.4GHz and 1GB RAM with Nvidia graphics. I sure don't see anything wrong with ViSa here. lord_graywolfeDec 10, 2006, 07:21 PMIs it repeatable? yes it is i tried several times and i get everytime i try to turn on the grid. it happens on any turn from 1st on. i tried some of the other buttons and featurs and found that it also happens anytime in the game that i try to enter worldbuilder. TAfirehawkDec 10, 2006, 07:57 PMyes it is i tried several times and i get everytime i try to turn on the grid. it happens on any turn from 1st on. i tried some of the other buttons and featurs and found that it also happens anytime in the game that i try to enter worldbuilder. Even though I can't imagine it has anything to do with ViSa, please upload the save game when this is happening. TAfirehawkDec 10, 2006, 08:09 PMI know it will be awhile before you can even consider doing it, but any chance you could add True prophets modcomp to the list of things to do. it is located here (http://forums.civfanatics.com/showthread.php?t=155941) Even though I added this to the list...unless I am overruled by every ViSa Team member, I sure don't see us adding this major Religion change to ViSa. lord_graywolfeDec 11, 2006, 05:36 AMEven though I can't imagine it has anything to do with ViSa, please upload the save game when this is happening. ok here it is. i have reloaded the mod since and it is working fine now so im not sure what was up. Ok i have a pretty good idea why i was having problems now. my system picked up a worm that has been removing and moving files on me so as soon as its gone this will stop popping up. :) civ4ludoDec 11, 2006, 07:20 AMFor those wondering what is going on with v3.0, here is the README.TXT I have so far.... Hi TAfirehawk, thanks. Do you have any idea, even if vague, about an ETA for v3.0? Ciao, ForsakenDec 11, 2006, 11:04 AMI take it you were in a Golden Age....that is a feature from GIR I think. Actully i wasn't in a golden age thats why i called it a small bug :lol: frist time i have seen it happen HitAnyKeyDec 11, 2006, 11:32 AMActully i wasn't in a golden age thats why i called it a small bug :lol: frist time i have seen it happen If I'm not mistaken, don't cities that have the City Guard building sometimes cause a unit being built to become a UU from another Civ? Did your city that created that unit have the City Guard in it? TAfirehawkDec 11, 2006, 05:58 PMHi TAfirehawk, thanks. Do you have any idea, even if vague, about an ETA for v3.0? Ciao, The end of the year looks doubtful at this point.... And I will be out of the country most of January and February on business....which may actually help get work done on ViSa if I had admin rights on the laptop :crazyeye: HexedDec 11, 2006, 06:09 PMI get an error message loading the mod when I try this is what it says Microsoft Visual C++ RunTime Error! Program:...mes/Sid Meier's Civilization 4\Warlords\Civ4Warlords.exe This application has requested the Runtime to terminate it in an unusaul way. Please contact the application's support team for more information. I didn't see anything about this in the trouble shotting. I really want to play this Mod. Anyone got any ideas?