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TAfirehawk
Oct 07, 2006, 11:01 AM
http://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


ViSa has its own Project & Mod Development Forum (http://forums.civfanatics.com/forumdisplay.php?f=230) now!!!

Please direct all posts to that forum, thank you.

TAfirehawk
Oct 07, 2006, 11:02 AM
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/new_page_2.htm) for Full v2.00 for Warlords v2.0.8.0 - Extract RAR and run Automatic Installer
RAR Download (http://www.civ.tafirehawk.com/new_page_1.htm) 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***


MISC LINKS FROM OTHER PLAYERS

Simple Cold War Scenario (http://forums.civfanatics.com/showthread.php?p=4837459) by Mrdie
Earth Map 100x56 (http://forums.civfanatics.com/showpost.php?p=4742800&postcount=160) by strategyonly
Fair Start Add-on (http://forums.civfanatics.com/showthread.php?t=196461) by Fujisan


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

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
Look at code for Barb Great Generals
* Sid's Tips for units, buildings, tech
* Military Bases Mod (http://forums.civfanatics.com/showthread.php?t=154418) by TheLopez
Fix PLE Unit display reset on city view exit


Player Request List
Mercenaries Mod fixed
My Multiplayer Military Mod (http://forums.civfanatics.com/showthread.php?t=186654)
MAD System fixed - may switch to version by TheLopez instead of Dale
* 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=180994)
* Blake's new AI (http://forums.civfanatics.com/showthread.php?t=191685) by Blake
Variable Wonder Cost formula
* Limited Era Modpack (http://forums.civfanatics.com/showthread.php?t=169293) by Jeckel
Aero Engineer unit to create Airfields like in Civ3
Domestic Advisor Screen fixed
* Tweak Musket Manufacture
* Tweak TNT Factory
* Isaac Newton typo
* Phoenician Sub typo
* Jungle Rocket Launcher typo
* Kashir Archer oversized
* Endeavourer typo
Great Statesman and Great Doctor Splash screen pink
* KGB Wonder missing BIK
Tiger Tank crash on build
* Balance Ship of the Line
Animated Leaders: Charlemagne (by C.Roland), Vitorrio (By C.Roland), Adolf Hitler v2.0 (by Hadrean, Kodzi & Elhoim) Hirohito (by WYZ sub10) & Saddam (by Iloveplayciv)
True Prophets Mod (http://forums.civfanatics.com/showthread.php?t=155941) by Kidinnu
abbamouse Realistic Religions mod (http://forums.civfanatics.com/showthread.php?t=141585) by abbamouse
SD Religion (http://forums.civfanatics.com/showthread.php?t=146128) by Stone-D

Items with a * are anticipated to be in next patch.

TAfirehawk
Oct 07, 2006, 11:03 AM
Reserved for future

ibcoltscrew
Oct 07, 2006, 11:45 AM
Looks good, downloading now !

ibcoltscrew
Oct 07, 2006, 11:48 AM
Download speed a 10k/sec ... is this possible to get another server... something for high speed plz.

Lachlan
Oct 07, 2006, 12:01 PM
What about a world map for the VISA 1.20 ?

A standard, a large and an huge ones ?

With 32 Civ ? :crazyeye:

Axil
Oct 07, 2006, 01:00 PM
Slowly playing through a game using the normal map generator now I've abandoned smartmap visa and quite enjoying myself though I did make sure Atilla wasn't in my game (find the static picture instead of animated head a tota switch off). Love the fact that part of Gir's mod is now part of the mod and find myself triggering golden ages just to get unique units :). Also see warlord military academy is adding a little extra which is great :).though a minor issue (doesn't affect game at all) is that then you get the axemen/swordsmen bonus on the first academy it's reporting them as our old friends the Special Forces and Marines (remember how much problems that caused the first time lol) though you do get the correct units

Arlborn
Oct 07, 2006, 01:05 PM
So folks, is that the last-almost-ctd-free-version? Great job men, great job! When do you sleep?? :)
Last days I'm too focused in Sevo mod, but for mods like your guys, I always have time :P
Downloading! But its slow lol

TAfirehawk
Oct 07, 2006, 01:43 PM
OK, should be able to get the full v1.20 on my website/alternative link here and from the main website. Let me know if that speeds things up.

Also, using a free download manager like Download Accelerator Plus (search Google) helps alot.

TAfirehawk
Oct 07, 2006, 01:46 PM
What about a world map for the VISA 1.20 ?

A standard, a large and an huge ones ?

With 32 Civ ? :crazyeye:

Maps are not up on the To Do list yet....we have a TON of mod components to add to ViSa yet, in fact every single mod out there is at least on the maybe list :)


Slowly playing through a game using the normal map generator now I've abandoned smartmap visa and quite enjoying myself though I did make sure Atilla wasn't in my game (find the static picture instead of animated head a tota switch off). Love the fact that part of Gir's mod is now part of the mod and find myself triggering golden ages just to get unique units :). Also see warlord military academy is adding a little extra which is great :).though a minor issue (doesn't affect game at all) is that then you get the axemen/swordsmen bonus on the first academy it's reporting them as our old friends the Special Forces and Marines (remember how much problems that caused the first time lol) though you do get the correct units

I recommend downloading the full v1.20 and starting fresh...I haven't gotten 'great' starting locations with SmartMap but it doesn't crash either...

And yes I wiped out my VISA directory completely to be 'clean' ;)


So folks, is that the last-almost-ctd-free-version? Great job men, great job! When do you sleep?? :)
Last days I'm too focused in Sevo mod, but for mods like your guys, I always have time :P
Downloading! But its slow lol

Yes this should be CTD free and most bugs (except text) are fixed :)

J-ROD
Oct 07, 2006, 01:47 PM
Do I need to DL 1.20 and patches or just 1.20 (b/c 1.20 contains all the patches)? Also, is the pakbuild included in 1.20?

TAfirehawk
Oct 07, 2006, 02:29 PM
Do I need to DL 1.20 and patches or just 1.20 (b/c 1.20 contains all the patches)? Also, is the pakbuild included in 1.20?

v1.20 includes the whole thing, patches, pakbuild...all the latest and greatest in one install file but must be used on a 'clean' install of ViSa.

rockinroger
Oct 07, 2006, 02:39 PM
current game of visa 1.2, playing as the huns. i love the deer riders, they look great. sorry to see griffons and werewolfs go. those are the little things that add flavor, imho. playing visa smartmap, huge. no problems so far. good job team!!!!!!!!

rockinroger
Oct 07, 2006, 02:42 PM
possible mod addition would be "my mp military mod by officer reene." tons of cool, good military stuff. I dont remember how do we get the great person mod activated again?

TAfirehawk
Oct 07, 2006, 02:59 PM
current game of visa 1.2, playing as the huns. i love the deer riders, they look great. sorry to see griffons and werewolfs go. those are the little things that add flavor, imho. playing visa smartmap, huge. no problems so far. good job team!!!!!!!!

We decided to keep the units a bit more realistic so those two are gone for now.


possible mod addition would be "my mp military mod by officer reene." tons of cool, good military stuff. I dont remember how do we get the great person mod activated again?

Great Person art is not working...we will have a patch out in the next few minutes to enable them AND keep them in the pakbuild. mrgenie is an AMAZING programmer and I will hint that we will release next week something no other modder has been able to do, but has wanted to do :mischief:

Axil
Oct 07, 2006, 03:31 PM
Actually I'm using a Clean pak build plus the pak patched build and the non pak build just for testing purposes. so far Smart map visa is flaky on all of them, and pakbuild patched is doing something strange and crashing the graphics driver (more likely crappy ATI driver though) however I have great persons working (i do have the art directory folder though ). to get GP mod just install the great persons art folder.

BTW any work being done on getting Gir's perk system into the mod?

TAfirehawk
Oct 07, 2006, 03:32 PM
PATCH 0.20b RELEASED

This patch is save game compatible and includes Patch 0.20a as well. GreatPerson art should now be working from the PakBuild file as well...no other changes.

TAfirehawk
Oct 07, 2006, 03:35 PM
Actually I'm using a Clean pak build plus the pak patched build and the non pak build just for testing purposes. so far Smart map visa is flaky on all of them, and pakbuild patched is doing something strange and crashing the graphics driver (more likely crappy ATI driver though) however I have great persons working (i do have the art directory folder though ). to get GP mod just install the great persons art folder.

BTW any work being done on getting Gir's perk system into the mod?

I haven't looked at GIR's perk system....keldath might know more about putting that in than I do.

Well Version 1.20 along with Patch 0.20b are different than either of those setups you are using so give it a try.

BTW, I can max out my cable modem at over 300KB/sec with a download manager from the Alternate Website :)

keldath
Oct 07, 2006, 04:19 PM
my first post!!!!

first time i see this thread! looks lovley!

my little 2uu for sevo....my god look what became of it!!!!!

a stand alone huge mod!!!!!

what started from adding two nations for a small multiplayer - grown to be a huge modpak :)

about the huns,
need to be fixed some stuff there - not complete,
bout gir stuff, also - ill see about the perks,

and maps for visa, well i for one would love if someone can make a world map for it :)

rockinroger
Oct 07, 2006, 04:43 PM
got a update, visa 1.2 patched to b. playing as huns, huge map, visa smart map. the patch is save compatable. the plotlist enhancement and great person mod are working fine. looks great plays great so far. yes this mod has grown just a little bit,lol

Alondin
Oct 07, 2006, 05:02 PM
On the Bug Report website, I posted patches to fix all those annoying
spelling errors; uploaded xml files for buildings and units are there
for Keldath, TAFirehawk, MrGenie or anyone else who wants to plug them in.

On the downside, instead of movies I get a splashy colorful screen of
nonsense. I am 99% certain I am doing something wrong, I just don't know
what. Downloaded 1.20 fine, cleared the cache, installed into a clean VISA
directory (except for a text file of my own...)....

Anyone have any thoughts about what really simple and dumb thing I am doing wrong?

Alondin the Confused (but I spell good!) ;)

TAfirehawk
Oct 07, 2006, 05:24 PM
On the Bug Report website, I posted patches to fix all those annoying
spelling errors; uploaded xml files for buildings and units are there
for Keldath, TAFirehawk, MrGenie or anyone else who wants to plug them in.

On the downside, instead of movies I get a splashy colorful screen of
nonsense. I am 99% certain I am doing something wrong, I just don't know
what. Downloaded 1.20 fine, cleared the cache, installed into a clean VISA
directory (except for a text file of my own...)....

Anyone have any thoughts about what really simple and dumb thing I am doing wrong?

Alondin the Confused (but I spell good!) ;)

Well you have me stumped....nobody else has reported any problems and a clean install of v1.20 and patch 0.20b along with clearing the cache most certainly should work....unless there is some video card driver issue.

Alondin
Oct 07, 2006, 05:33 PM
Just downloaded and installed .20b, then used the Worldbuilder to cheat
my way quickly to Stonehenge, Great Walls, Oracle... I get the music
but the movie screens are covered with colorful, non moving confetti.

I had similar problems with the Pakbuild stuff, no movies at all.

Maybe it's time to upgrade my video drivers.

Alondin

TAfirehawk
Oct 07, 2006, 05:39 PM
Just downloaded and installed .20b, then used the Worldbuilder to cheat
my way quickly to Stonehenge, Great Walls, Oracle... I get the music
but the movie screens are covered with colorful, non moving confetti.

I had similar problems with the Pakbuild stuff, no movies at all.

Maybe it's time to upgrade my video drivers.

Alondin

Or downgrade your drivers....never know with that ATI stuff, but NVidia is perfect :)

tahnkout
Oct 07, 2006, 05:40 PM
I got an error message while loading the mod.

"Initialize Renderer failed. Check DirectX Installation. Latest Graphics Drivers and Graphics Settings Parameters:

width: 1024
height: 768
flags: 0xc
hwnd: 0x1600ac (the second time it was 0xe00c0)
adaptrid: 0
deviceid: 0 (the second time it was 1)

Error: "

WHAT DOES THAT MEAN? Any ideas?

tahnkout
Oct 07, 2006, 05:46 PM
I downloaded 1.20, should I also download 0.20b patch? (just to make sure), is this the reason of crashing?

Alondin
Oct 07, 2006, 05:48 PM
I downloaded the latest NVIDIA graphics driver,
and presto! I have movies!
Alondin

civ4ludo
Oct 07, 2006, 05:51 PM
Where is patch 0.20b?

Can't keep up with all you're doing! Great mod!

I've dwnl'd the new Visa 1.20, but now I can't find patch 0.20b in the listed sites. (0.20a is there)


Re: patch 0.20a it says onsite:
quote
Advise: Copy your XML and PYTHON directory (in your "..\Mods\Visa\Assets" folder) to a save spot, then delete them from your "..\Mods\Visa\Assets" folder, after which you apply this patch INSIDE your "..\Mods\Visa" folder
unquote

What's the point of saving to a safe spot? Does it mean it has to be reapplied?

I will come back to you with some indication of apparent problems, after the new install -- however, I'll keep a copy of the current VISA mod setup because at least it's working. (Oh, and that includes using the smartmap). My setup is without the pakbuild.

strategyonly
Oct 07, 2006, 06:45 PM
Put you on my MOD list # 24.

TAfirehawk
Oct 07, 2006, 08:16 PM
I downloaded 1.20, should I also download 0.20b patch? (just to make sure), is this the reason of crashing?

I can't imagine 0.20b making a difference because it is a DirectX and/or Video Driver issue.

Take Alondin's advice/solution...get the latest drivers and Windows Updates.

Let me know how you make out.


Where is patch 0.20b?

Can't keep up with all you're doing! Great mod!

I've dwnl'd the new Visa 1.20, but now I can't find patch 0.20b in the listed sites. (0.20a is there)


Re: patch 0.20a it says onsite:
quote
Advise: Copy your XML and PYTHON directory (in your "..\Mods\Visa\Assets" folder) to a save spot, then delete them from your "..\Mods\Visa\Assets" folder, after which you apply this patch INSIDE your "..\Mods\Visa" folder
unquote

What's the point of saving to a safe spot? Does it mean it has to be reapplied?

I will come back to you with some indication of apparent problems, after the new install -- however, I'll keep a copy of the current VISA mod setup because at least it's working. (Oh, and that includes using the smartmap). My setup is without the pakbuild.

Sorry about that...but it is cleaned up now.

I put the Patch 0.20b on my website but didn't update mrgenie's website until later.


Put you on my MOD list # 24.

Thanks strategyonly...and we want to be NUMBER ONE!!!! :lol:

HerrBazooka
Oct 08, 2006, 12:43 AM
I cant activate Mercenaries Mod in Visa 1.2. It was in Visa 1, but not here.Help.

(Keldath, avoda tova meod. Kol hakavod.:))

Axil
Oct 08, 2006, 01:15 AM
the Mercs mod was taken out because most found it overpowered - hopefully it will return when the balancing is sorted out

Sisonpyh
Oct 08, 2006, 02:25 AM
I downloaded the full version and when I try to extract using winzip, I get an invalid archive error.

edit: Nevermind, I just used 7-z. The download showed it as a winzip file for whatever reason.

Arlborn
Oct 08, 2006, 02:31 AM
my first post!!!!

first time i see this thread! looks lovley!

my little 2uu for sevo....my god look what became of it!!!!!

a stand alone huge mod!!!!!

what started from adding two nations for a small multiplayer - grown to be a huge modpak :)

about the huns,
need to be fixed some stuff there - not complete,
bout gir stuff, also - ill see about the perks,

and maps for visa, well i for one would love if someone can make a world map for it :)

Congratulations man, you are an awesome modder :goodjob:

:)

keldath
Oct 08, 2006, 03:15 AM
hey guys, thanks for the replys,

tahnkout,

your problemis 99% im sure is that you need to install directx c,
and also wouldnt hurt to install new drivers for the card you have.

herrbazooka,
the mercs was indeed overpowered, and also caused some bugs, we will add it in the future.

(תודה רבה איש, שמח שאתה נהנה)

sisonpyh,

try to dl from the main site, also make sure you have 7-z installed.


arlborn,
thank you man,
just for you to know, me and the guys really appriciate all your help,
also'S axil, alondin, and rockinroger.

your a part of this mod!

Axil
Oct 08, 2006, 04:11 AM
Was the tech leak taken out in the newest release as I can't seem to find the reporting button though it was easy to find in the previous version.

tahnkout
Oct 08, 2006, 04:50 AM
Well, I downloaded DirectX (I had 9.0c but whatever) 9.0c and my latest ATI driver. Then I tried to play the mod, it was loading it, then I saw the main menu of the VISA mod where the ship is but NO selection buttons!!! I waited but there was nothing. Then I only pressed enter enter enter etc and (assuming) pressed the start game blah blah blah, so there I was standing as Inca in the game but there was no interface either!!! No unit information, no city information. When I pressed "b" for the settler (built city) the game should take me to the city infoscreen but instead the game crashed. WHAT IS WRONG WITH MY COMPUTER??? Any ideas?

By the way I have Radeon 9600

Axil
Oct 08, 2006, 05:46 AM
First bug - When you spawn a bonus unit (e.g. Shylon on gets Guilds tech first) you get a GP splash screen - On the old version with GP in the arts directory you got a generic great person splash screen - now on the new pak build it's just a pink missing texture screen :(

BTW I once again can't log into the issue tracker under my own account :(

strategyonly
Oct 08, 2006, 06:26 AM
Tried to d/l said the file was invalid?

TAfirehawk
Oct 08, 2006, 06:32 AM
Was the tech leak taken out in the newest release as I can't seem to find the reporting button though it was easy to find in the previous version.

We have totally reprogrammed the tech leak into our mod. The button won't show until a tech leak occurs and then it is next to the Unit Statistics button.


Well, I downloaded DirectX (I had 9.0c but whatever) 9.0c and my latest ATI driver. Then I tried to play the mod, it was loading it, then I saw the main menu of the VISA mod where the ship is but NO selection buttons!!! I waited but there was nothing. Then I only pressed enter enter enter etc and (assuming) pressed the start game blah blah blah, so there I was standing as Inca in the game but there was no interface either!!! No unit information, no city information. When I pressed "b" for the settler (built city) the game should take me to the city infoscreen but instead the game crashed. WHAT IS WRONG WITH MY COMPUTER??? Any ideas?

By the way I have Radeon 9600

This has happened to me a few times on my laptop with ATI...I just exit and load it up again and it is fine.


First bug - When you spawn a bonus unit (e.g. Shylon on gets Guilds tech first) you get a GP splash screen - On the old version with GP in the arts directory you got a generic great person splash screen - now on the new pak build it's just a pink missing texture screen :(

BTW I once again can't log into the issue tracker under my own account :(

We changed the routine for GP (obviously affecting bonus units too) so any GP without art came up pink so it would be reported as a bug :) We will look into changes for the bonus units but what you are seeing is intentional for now so we can fix the minor details.

And the Issue Tracker is being moved to a new server by the web host and only an old copy is available...hopefully all this web host changing junk is done in a day or two.


Tried to d/l said the file was invalid?

Which file on which server?

Axil
Oct 08, 2006, 06:40 AM
nice one - I was pretty early in my game when I noticed the lack of the button so wouldn't be leaking yet.

calou
Oct 08, 2006, 07:29 AM
Hi visa team, your job is really really fantastic. I wouldn't have played Civ 4 so long if you hadn't done your mod.

One thing i have noticed since the last release. Before this one I used to install Cultural Influences Mod over the installation of Visa mod and that worked fine for me. But with this last version it seems not to work anymore.

Could it be possible that you add this little to your Visa ?

Thanks

Calou

TAfirehawk
Oct 08, 2006, 07:35 AM
Hi visa team, your job is really really fantastic. I wouldn't have played Civ 4 so long if you hadn't done your mod.

One thing i have noticed since the last release. Before this one I used to install Cultural Influences Mod over the installation of Visa mod and that worked fine for me. But with this last version it seems not to work anymore.

Could it be possible that you add this little to your Visa ?

Thanks

Calou

Good timing...we are discussing that and many other TheLopez mods right now and hope to see some out Friday.

Many, many things are coming but mrgenie is re-writing alot of code to make sure so many mods work together smoothly and efficiently.

Alondin
Oct 08, 2006, 10:06 AM
Mod is running very smoothly now for me.
Since I can't post bug reports, here are a couple very minor things.

Sid's tips for the Arcane Longbowman is the TEST47 Queen of Aquilonia thing..

Since we now have a Scythian civilization you should probably remove Scythian from the list of Barbarian cities.... ;)

Alondin, Master of the Obvious

PS Hopefully you can get those spelling error fixes I posted on bug report into the next release.
Let me know if your server ate them or something.

Alondin

Alondin
Oct 08, 2006, 11:00 AM
Is there documentation somewhere on those new cute little buttons
running along the bottom? Some of them I figured out, some I didn't...

Alondin

zulu9812
Oct 08, 2006, 11:07 AM
This release has a lot of artwork problems with the units.

TAfirehawk
Oct 08, 2006, 11:16 AM
Is there documentation somewhere on those new cute little buttons
running along the bottom? Some of them I figured out, some I didn't...

Alondin

Will add the info on this to the first post...grab it from original Plot List Enhancement Thread or Sevo.


This release has a lot of artwork problems with the units.

Anything more specific because nobody else has reported anything with Units yet.

zulu9812
Oct 08, 2006, 11:37 AM
red sploges - which usually means a problem with the kfm animations - and pink bits - which usually mean texture issues - with (at least) Settler, Scout, Legionary. Sound issues with Scouts and Mounted units

mrgenie
Oct 08, 2006, 11:46 AM
Zulu, please post a screenshot, your claim is so rare, i have no idea what you're talking about...a screenshot might help finding the problem you are reporting here...

strategyonly
Oct 08, 2006, 12:01 PM
You have something wrong with that Fast version of the download, will not work at all.

zulu9812
Oct 08, 2006, 12:29 PM
Zulu, please post a screenshot, your claim is so rare, i have no idea what you're talking about...a screenshot might help finding the problem you are reporting here...

http://img116.imageshack.us/img116/4849/visauniterror1yc7.th.png (http://img116.imageshack.us/my.php?image=visauniterror1yc7.png)

There are lots more screenshots where that came from. Such errors occur with most of the units in this mod.

zulu9812
Oct 08, 2006, 12:31 PM
a different kind of graphical error

http://img123.imageshack.us/img123/1817/visauniterror3wx3.th.png (http://img123.imageshack.us/my.php?image=visauniterror3wx3.png)

Axil
Oct 08, 2006, 01:45 PM
That looks like it's installed wrongly rather than missing textures. I've played right though to 2050 and seen no missing texture so far and I've defitely used the swordsmen. Did you install from scratch or install over the old version as it definitely seems to work better on a clean install.

BTW how does the MAD part of the mod work I had 3 ICBMs locked on my main enemy cathage and when war was declared they don't seem to have launched and i have no manual way of launching as far as I can see :(

darkedone02
Oct 08, 2006, 02:49 PM
this is nice, new movies and units, upgrades, and other things which make this game much more fun, this is a good mod. Keep up the good work.

zulu9812
Oct 08, 2006, 03:05 PM
That looks like it's installed wrongly rather than missing textures. I've played right though to 2050 and seen no missing texture so far and I've defitely used the swordsmen. Did you install from scratch or install over the old version as it definitely seems to work better on a clean install.

I deleted the previous Visa mod folder and cleaned out the cache before installing this version.

TAfirehawk
Oct 08, 2006, 03:18 PM
You have something wrong with that Fast version of the download, will not work at all.

I just downloaded it again off my site and using WinRAR extracted it with no problem.

I had to change the *.7z extension to *.zip to get it to work with my web hosts IIS so you can change it back to *.7z....but I didn't need to with WinRAR (used WinRAR as 7zip wasn't installed on second computer I used for test).

Anybody else have any issues with the install files?


a different kind of graphical error

http://img123.imageshack.us/img123/1817/visauniterror3wx3.th.png (http://img123.imageshack.us/my.php?image=visauniterror3wx3.png)

Wow, that is weird because I have done two clean installs and am currently looking at the PolyRiders with perfect graphics :(

The rest of the game seems fine so something is amiss in the graphics settings in Civ or Windows.


That looks like it's installed wrongly rather than missing textures. I've played right though to 2050 and seen no missing texture so far and I've defitely used the swordsmen. Did you install from scratch or install over the old version as it definitely seems to work better on a clean install.

BTW how does the MAD part of the mod work I had 3 ICBMs locked on my main enemy cathage and when war was declared they don't seem to have launched and i have no manual way of launching as far as I can see :(

I haven't gotten the MAD to work either...and just haven't gotten it up on the priority list :)


this is nice, new movies and units, upgrades, and other things which make this game much more fun, this is a good mod. Keep up the good work.

Glad you like it...this is all possible with the testing, reports, and suggestions from all the players.

HerrBazooka
Oct 08, 2006, 03:38 PM
Kinda nubish question but what tiny icons mean? The ones with the flag and what seems like a formations?

TAfirehawk
Oct 08, 2006, 03:43 PM
Kinda nubish question but what tiny icons mean? The ones with the flag and what seems like a formations?

Not a n00b question at all....I didn't know them all myself until I just updated the 2nd post in this thread with the info from 12monkeys. So check out the info I just updated for the details :)

HerrBazooka
Oct 08, 2006, 04:03 PM
Not a n00b question at all....I didn't know them all myself until I just updated the 2nd post in this thread with the info from 12monkeys. So check out the info I just updated for the details :)
:scan: Gotcha. Thanks mate.:thumbsup:

TAfirehawk
Oct 08, 2006, 09:31 PM
http://img116.imageshack.us/img116/4849/visauniterror1yc7.th.png (http://img116.imageshack.us/my.php?image=visauniterror1yc7.png)

There are lots more screenshots where that came from. Such errors occur with most of the units in this mod.

While I am not getting problems with the units you have shown, I did just see the Deer Rider displaying the person in pink...so something is wrong but not consistent from player to player.

rockinroger
Oct 08, 2006, 10:06 PM
So the deer rider is not suppose to be pink? I also have a pink deer rider?

Axil
Oct 09, 2006, 12:08 AM
haven't seen the pink deer rider but then again i don't use Atilla in my games as I can't stand the static picture instead of a leaderhead. Rest of the unit seem to be fine though. I am however still getting the odd memory allocatio crash which appears to be totally random.

Ar least it's not just my own lack of understanding that's failing to get the MAD to work. Also is it just me or do nukes absolutely suck in Civ4 - they don't seem to damage the city at all just the units inside it - it would be far better if they reduced the city population (ala original civ) plus each of the buildings had to save vs destruction). That would make the nuclear option much more of a last option as using one to soften up a target city would be less viable.

zulu9812
Oct 09, 2006, 03:53 AM
While I am not getting problems with the units you have shown, I did just see the Deer Rider displaying the person in pink...so something is wrong but not consistent from player to player.


As it turns out, loading Warlords without any mods first, and then loading the mod, meant that all graphics displayed as they should. It's almost certainly an issue between PakBuild and Windows XP x64. But, like I said, no more problems for now.

strategyonly
Oct 09, 2006, 04:34 AM
Was playing the MOD and looked at the tech tree, alot of nice new stuff, but i noticed that some units you acheived had a lower attack then some that you receive just before?? And some at the same time?? MY opionion would be to have the lower ones first then the higher ones , otherwise the lower ones are quite useless, again just my opionion. Some of the new buttons could use better pics, couldn't tell what some of them were? Liked some of the new flags.
Will play more and inform more later ok, hope this helps?

Axil
Oct 09, 2006, 05:24 AM
the loading for the graphics varying makes senswe as I have no problems but then have always loaded Civ warlords first and then loaded the mod.

With the units strengths I can remeber getting the infantry strength 20 and then having the option of upgrading them to SAM infantry strength 18 - even the bonus seem to be worse on teh sam infantry as if I remember ( at work atm) they only have a bonus vs heli's and aircrat whereas normal infantry has a city defense and attack bonus plus a gunpowder one.

TAfirehawk
Oct 09, 2006, 06:44 AM
As it turns out, loading Warlords without any mods first, and then loading the mod, meant that all graphics displayed as they should. It's almost certainly an issue between PakBuild and Windows XP x64. But, like I said, no more problems for now.

Strange because I haven't loaded Warlords without a Mod for about a month now :)

I will try this for the pink Deer Rider...


Was playing the MOD and looked at the tech tree, alot of nice new stuff, but i noticed that some units you acheived had a lower attack then some that you receive just before?? And some at the same time?? MY opionion would be to have the lower ones first then the higher ones , otherwise the lower ones are quite useless, again just my opionion. Some of the new buttons could use better pics, couldn't tell what some of them were? Liked some of the new flags.
Will play more and inform more later ok, hope this helps?

ViSa is a constant work in progress and we need all the feedback we can get...since we don't get to actually PLAY the mod much :)

Arlborn
Oct 09, 2006, 07:11 AM
Just did some worldbuilder work to test out some nukes to see the MAD system, and I couldent make it work in any way..Just wanted to try :P Im gonna play yet this mod, prob tomorrow(Im almost finished in my first Prince game ever(in sevo mod, that is why I still didnt play yours last version, and also cuz no time :P) and it seems like Im wining, OW xD) :P

TAfirehawk
Oct 09, 2006, 07:38 AM
Just did some worldbuilder work to test out some nukes to see the MAD system, and I couldent make it work in any way..Just wanted to try :P Im gonna play yet this mod, prob tomorrow(Im almost finished in my first Prince game ever(in sevo mod, that is why I still didnt play yours last version, and also cuz no time :P) and it seems like Im wining, OW xD) :P

We are discussing the MAD system and we MIGHT see something this Friday...but we have some other cool things to release too :)

talesoftheknife
Oct 09, 2006, 08:47 AM
Hey guys,

I came across a very similar thing in MaxRiga mod. Some of the units just showed up as large red circles. Following the posts it seemed to point to others' video cards. I don't think thats the case with me cause I have a ATI Radeon 9550 256MB card. Also I haven't come across the graphics errors in any other mod until I tried this one. Correlation or coincidence?

civ4ludo
Oct 09, 2006, 08:57 AM
CTD's - "bad memory allocation" on saving

I've installed VISA clean, with 0.2b patch. No smartmap.
It goes fine till 900AD or so, then it starts CTD'ing me every four-five turns (autosave is on, plus I do some extra saving during the turn).
It always happens at the time of saving.
Is there a possibility of unpaking the pakd files? I know that in the previous VISA incarnation, I had a similar problem, which was solved when -- as suggested -- I reverted to the unpakd files.
Thx,
Luciano

mrgenie
Oct 09, 2006, 09:33 AM
CTD's - "bad memory allocation" on saving

I've installed VISA clean, with 0.2b patch. No smartmap.
It goes fine till 900AD or so, then it starts CTD'ing me every four-five turns (autosave is on, plus I do some extra saving during the turn).
It always happens at the time of saving.
Is there a possibility of unpaking the pakd files? I know that in the previous VISA incarnation, I had a similar problem, which was solved when -- as suggested -- I reverted to the unpakd files.
Thx,
Luciano

could you please upload a savegame? anyway, this is not sounding like a FPK related issue, more about some memory issues which your comp seems to have with FPK files..which is strange since many games these days use FPK files...

TAfirehawk
Oct 09, 2006, 09:33 AM
Hey guys,

I came across a very similar thing in MaxRiga mod. Some of the units just showed up as large red circles. Following the posts it seemed to point to others' video cards. I don't think thats the case with me cause I have a ATI Radeon 9550 256MB card. Also I haven't come across the graphics errors in any other mod until I tried this one. Correlation or coincidence?

The pink guys we find on every install will get fixed in upcoming patches....other issues isolated to individual systems are not so easy for us to fix :)

civ4ludo
Oct 09, 2006, 09:54 AM
could you please upload a savegame? anyway, this is not sounding like a FPK related issue, more about some memory issues which your comp seems to have with FPK files..which is strange since many games these days use FPK files...


Where should I upload it? Here, as an attachment to my post?

FYI: I have a p4 2.8GH with 1gig memory and 2 120Gig H/Ds, video is ATI Radeon 9200 with 256Meg. I used to have problems with the original pre-patched Civ4, until someone explained how to handle those FPK files -- which I think was fixed with subsequent patches from Firaxis.
So, yes, it appears as an FPK-related issue on my hand -- but they may work fine with different setups.

Lu

Actually, I checked and the system here only takes smaller than 500kb files, my savegame is now over 800kb.

tahnkout
Oct 09, 2006, 12:29 PM
I think that my problem (see page 2) about the "unseeable" selection button are also related with my ATİ Radeon 9600 card. Unfortunately I could not play a single VISA mod game... (I am crying now)

rockinroger
Oct 09, 2006, 03:28 PM
I to have been suffering from the bad memory allocation crash. i have 2gb of ram on my computer. i also use FreeRam XP Pro 1.52 to free up my Ram. one thing I have noticed is that the crash happens when i am at war. For the most part I have taken to playing in windowed mode. When i noticed my free memory go from the usual of 1200-1400 down to 400-500, that is when the crash occurs. So if i run free memory before ending my turn it doesnt crash. This happens with both Visa and KelGir mods. So a possible work around until the problem is fixed, is to free up some memory. It generally works ok for me after that. Hope this helps. By the way love the new Huns civ!!!!!

TAfirehawk
Oct 09, 2006, 04:23 PM
I to have been suffering from the bad memory allocation crash. i have 2gb of ram on my computer. i also use FreeRam XP Pro 1.52 to free up my Ram. one thing I have noticed is that the crash happens when i am at war. For the most part I have taken to playing in windowed mode. When i noticed my free memory go from the usual of 1200-1400 down to 400-500, that is when the crash occurs. So if i run free memory before ending my turn it doesnt crash. This happens with both Visa and KelGir mods. So a possible work around until the problem is fixed, is to free up some memory. It generally works ok for me after that. Hope this helps. By the way love the new Huns civ!!!!!


There is obviously a memory leak and it is strange both the Vanilla and Warlords have the problem as they really don't share that much code. Or maybe the Firaxis patch later this month will address this too.

TAfirehawk
Oct 09, 2006, 04:24 PM
I have added links to other mods we are using on the first page....so check back periodically for updates there :)

TAfirehawk
Oct 09, 2006, 06:20 PM
CTD's - "bad memory allocation" on saving

I've installed VISA clean, with 0.2b patch. No smartmap.
It goes fine till 900AD or so, then it starts CTD'ing me every four-five turns (autosave is on, plus I do some extra saving during the turn).
It always happens at the time of saving.
Is there a possibility of unpaking the pakd files? I know that in the previous VISA incarnation, I had a similar problem, which was solved when -- as suggested -- I reverted to the unpakd files.
Thx,
Luciano

Well I am to turn 422 from 412...auto-save is every 2 turns and I have manually saved 3 times....no problems.

Bad Memory Allocation is usually a hardware or Windows memory handling issue....not sure it is related to Civ really.

And I have 1GB RAM, of which 640MB is used by Civ.

Alondin
Oct 09, 2006, 08:09 PM
regarding BAD MEMORY ALLOCATION -

See this thread in Warlord Bugs


http://forums.civfanatics.com/showthread.php?t=188257

for a possible problem / solution, unrelated to ViSa

Alondin, Master of the Obvious

TAfirehawk
Oct 09, 2006, 08:17 PM
Nice find Alondin....you get a COOKIE :woohoo: :cheers:

Axil
Oct 10, 2006, 12:58 AM
Afraid that fix doesn't work for everyone as I have
2 gig mem
I do have a page file - 20 Gb on a fast raid 0
and still occasionally get the error though it's rare so maybe it will help help people who get that error a lot.

calou
Oct 10, 2006, 01:13 AM
I had no problem so far except one little big problem, but I don't know if it's an Visa mod issue or if i'm totally dull (because i don't play vanilla for so long).

I had Uranium in my borders and I build a mine to use it, but I never could because the ressource never appear in the city screen. Thus i couldn't build units that required Uranium, which is pretty hard when you are fighting a civ which can. :lol:

ChickenSalad
Oct 10, 2006, 03:43 AM
Hey guys, is there a way to change the minimum city distance back from 3 to 2 squares? If so, could you please tell me how? I'm really not too fond of that feature. Makes one waste a lot of map space especially when playing on archipelago style maps.

keldath
Oct 10, 2006, 03:56 AM
hey chicken -

theres a way:
in the altglobaldefines.xml - main xml folder,

edit the file -
search for city distance - and you can change it.


we will see all the reported issues - but if you can give a save game it would help

TAfirehawk
Oct 10, 2006, 06:58 AM
Afraid that fix doesn't work for everyone as I have
2 gig mem
I do have a page file - 20 Gb on a fast raid 0
and still occasionally get the error though it's rare so maybe it will help help people who get that error a lot.

Well we don't like ANY errors, especially any CTD's...but I couldn't repeat civ4ludo's memory problem either with his savegame.

Everybody needs to keep us posted on these things because it is happening to more than one player.

Fabrysse
Oct 10, 2006, 08:41 AM
I downloaded the MOD (on the rapid server, the other doesn't know IDs of files...), but I suppose the file is corrupted : I can't extract the files from the zip file. :(

Axil
Oct 10, 2006, 10:06 AM
Fabrysse - rename the file and remove the .zip - the file is actually a self extracting 7zip format file and should be an .exe. TAfirehawk had to put on the zip extension in able to upload it to his server.

TAfirehawk
Oct 10, 2006, 10:15 AM
Axil,

Not sure about the RapidShare Server...but that is correct for my website file of the VANILLA, not ViSa. I did make the ViSa files .zip instead of .7z but that shouldn't matter...at least WinRAR didn't care.



Fabrysse,

I would suggest downloading from my website TAfirehawk.com :)

zulu9812
Oct 10, 2006, 11:36 AM
I am also getting a memory allocation failure, with 2GB of hardware RAM

TAfirehawk
Oct 10, 2006, 12:06 PM
I am also getting a memory allocation failure, with 2GB of hardware RAM

This is obviously becoming too common for my comfort...can everybody please post savegames before crash to this thread or email to me at adam@tafirehawk.com thanks.

Axil
Oct 10, 2006, 01:40 PM
TAfirehawk it seems to be totally random as I can just reload my game post crash and it behaves perfectly normal - BTW any plans in the near future to have a look at the smartmap visa code - just had another funny game where researching railroad was a bit pointless as there was no coal available anywhere on the map plus only 3 uranium 1 totally unusable 2 aluminium and a grand total of 2 oil both at the northpole so i wasn't able to build tanks etc until I finally reached them after I had already got fusion ( never got the aluminium as both were miles away).

maxbjr
Oct 10, 2006, 02:25 PM
I've had no problems and I'm running a 3 to 4 year old HP 514N 1.9GB Process, 765MB RAM, and a GeForce 7500 128MB video card. With PakBuild it loads in about 2-3 mins. I'm playing a large map with 18 CIVs (well 13 Civs now :) ), and the game actually runs faster then the unmodded warlords did. Great job!!! I'm up to 1785 on ver 1.20b and the only thing I've seen wrong is the Shylon is pink when not in use & Fort Knox wonder screen comes up blue

TAfirehawk
Oct 10, 2006, 02:59 PM
TAfirehawk it seems to be totally random as I can just reload my game post crash and it behaves perfectly normal - BTW any plans in the near future to have a look at the smartmap visa code - just had another funny game where researching railroad was a bit pointless as there was no coal available anywhere on the map plus only 3 uranium 1 totally unusable 2 aluminium and a grand total of 2 oil both at the northpole so i wasn't able to build tanks etc until I finally reached them after I had already got fusion ( never got the aluminium as both were miles away).

Actually I am getting beat up without resources NOT using the SmartMap :(

Personally I don't care for SmartMap as mrgenie works on that....we are REAL busy adding content this week and next so I doubt we get to it, but maybe.


I've had no problems and I'm running a 3 to 4 year old HP 514N 1.9GB Process, 765MB RAM, and a GeForce 7500 128MB video card. With PakBuild it loads in about 2-3 mins. I'm playing a large map with 18 CIVs (well 13 Civs now :) ), and the game actually runs faster then the unmodded warlords did. Great job!!! I'm up to 1785 on ver 1.20b and the only thing I've seen wrong is the Shylon is pink when not in use & Fort Knox wonder screen comes up blue

Glad it is going well...and we still have a few Wonders missing, I hadn't got that on the list so thanks for the report :)

Donkey Puncher
Oct 10, 2006, 03:01 PM
I get a weird noise in the later part of the game when a great person build a wonder what could be causing that

TAfirehawk
Oct 10, 2006, 03:04 PM
I get a weird noise in the later part of the game when a great person build a wonder what could be causing that

I just started getting that in my current game...wow is it annoying.

We will try to get that fixed for this week's patch.

Donkey Puncher
Oct 10, 2006, 03:06 PM
cool awsome mod by the way

TAfirehawk
Oct 10, 2006, 09:52 PM
Updated front page with some Coming Features :)

darkedone02
Oct 10, 2006, 10:02 PM
There he is! He is the the one who stoled the paraworlds main theme song and put it in this mod! Get him *security rushed at the creater*

mice
Oct 10, 2006, 11:05 PM
So I get a winzip file that has no data in it when downloading from your site TAfirehawk.. Which site do i download from please

tahnkout
Oct 10, 2006, 11:47 PM
TAfirehawk, please make sure that this mod will be able to be played with ATI cards too, will you PLEEEEEEAAAAZZZZ!!!!

seady
Oct 11, 2006, 01:32 AM
I just started getting that in my current game...wow is it annoying.

We will try to get that fixed for this week's patch.

If that's the loud noise, that rings a bell. I recall there was another thread on it but can't recall where. It was a bug in the code. I notified Take2 tech support but they wrote back to say they don't support modding. Generally, tech support departments are a bunch of fobbing useless gits, not that i would know from personal experience.

For Appollo's sake, you support civ4, there's a bug in civ4, so you need to take action instead of fobbing! :mad:

I seem to recall it's something like the maxsound being greater than the minsound.

Arlborn
Oct 11, 2006, 02:30 AM
If that's the loud noise, that rings a bell. I recall there was another thread on it but can't recall where. It was a bug in the code. I notified Take2 tech support but they wrote back to say they don't support modding. Generally, tech support departments are a bunch of fobbing useless gits, not that i would know from personal experience.

For Appollo's sake, you support civ4, there's a bug in civ4, so you need to take action instead of fobbing! :mad:

I seem to recall it's something like the maxsound being greater than the minsound.


|I guess its the minsound beeing greater than the maxsound!!! It happend also sometimes with the sam infantary if I recall, or a late unit! There is a thread somewuere in support teaching how to fix it!! Mine(at least of the Sam infantary) is fixed! It is somewhere in the XMLs files!

Axil
Oct 11, 2006, 05:35 AM
If I remeber correctly I posted a link to the solution of the sound problem in Keldath's additions thread. It should be on one of the later pages after the start of the development of the warlords version. It's actually a scripting error in the audio3d xml instruction if i remember correctly and was in the release version of warlords.

Tahn I play on an ATI card myself X1900XT and have had little to no problems - I'm using the latest catalyst beta 6.10 beta if that helps. I suspect the problems more with ATI drivers than the mod itself as I remember that vanilla Civ had problems with ATI cards initially also.

TAfirehawk
Oct 11, 2006, 06:27 AM
So I get a winzip file that has no data in it when downloading from your site TAfirehawk.. Which site do i download from please

Well I actually downloaded ViSa from my website and used it to install on two computers...so not sure why you have a problem.

I will test it again.

EDIT - tested both full 1.20 and patch 1.20b, both unzipped fine with WinRAR and I know 7Zip will work because that is what I used to zip them up. WinZIP might have a problem as the file extension should be .7z but my web host is having trouble with all but .zip files....so I renamed files so they could be downloaded.


TAfirehawk, please make sure that this mod will be able to be played with ATI cards too, will you PLEEEEEEAAAAZZZZ!!!!

I play on my laptop with ATI Mobility Radeon 9000 and it is fine. Once or twice I got a main menu that was blank, but I simply exited and restarted Civ and it was fine. The issue is with the video card drivers, not the ViSa Modpack.

ChickenSalad
Oct 11, 2006, 06:40 AM
hey chicken -

theres a way:
in the altglobaldefines.xml - main xml folder,

edit the file -
search for city distance - and you can change it.


Thanks mate! :)

TAfirehawk
Oct 11, 2006, 06:52 AM
Thanks mate! :)

We are looking at putting this in the INI file for each player to personalize :)

No need for players to manually edit XML.....

TAfirehawk
Oct 11, 2006, 06:55 AM
If I remeber correctly I posted a link to the solution of the sound problem in Keldath's additions thread. It should be on one of the later pages after the start of the development of the warlords version. It's actually a scripting error in the audio3d xml instruction if i remember correctly and was in the release version of warlords.

That is corrected (just checked v1.20b code) so the YAWN is not the problem....feels like a needle in a hay stack now :(

TAfirehawk
Oct 11, 2006, 06:57 AM
REQUEST

Is anybody having the Memory CTD on smaller maps? Reports I have seen so far seem to be just with huge maps.

vitalie
Oct 11, 2006, 07:29 AM
|I guess its the minsound beeing greater than the maxsound!!! It happend also sometimes with the sam infantary if I recall, or a late unit! There is a thread somewuere in support teaching how to fix it!! Mine(at least of the Sam infantary) is fixed! It is somewhere in the XMLs files!

This definitely must be a Warlords issue, not the mod's. This sound (apparently when a PC Civ's new SAM infantry unit was shown in my screen) scared the living $%^t :aargh: out of me and my wife yesterday (in an unmodded Warlords game) - the sound was much loder than the other sounds.

Vit

Alondin
Oct 11, 2006, 08:14 AM
Here is the fix for the loud staticy noise problem, stolen shamelessly from the bugs section of civfanatics.

heres how to fix it.


There's a typo (?) in Audio3dscripts.xml, in Firaxis Games\Sid Meier's Civilization 4\Warlords\Assets\XML\Audio-folder. Search for "yawn". It should be the third yawn down


Notice how iMinvolume in "AS3D_UN_YAWN_VOX_LOW" is actually larger than iMaxvolume. Replace 75 with 50 or something, and the noise goes away. Apparently the yawning of the SAM's was causing this to happen.

All credit of this should be given to Tattila the Hun as he/she found this on apolytons site. I did this for myself and works perfectly now

If this patch isn't in ViSa (I haven't checked, I'm at work) I'm sure someone
will stick it in the next release (nudges TAFirehawk). I remember patching the
original Warlords with this and it fixed the problem fine.

Alondin

TAfirehawk
Oct 11, 2006, 08:34 AM
Thanks Alondin....that is already in ViSa....still hunting for sound bug....

I just got the loud noise/sound bug exiting city screen....it seems random and thus hard to track down....

maxbjr
Oct 11, 2006, 09:21 AM
Here's an update on what I've found so far...
I'm up to 1874 now in the Visa 1.20b game. I get the pink deer riders like everyone else. But an odd thing now occurs, when I build Calvery or riflemen, not only do I get the unique unit for the Ukrane, but once in awhile I get unique units from other civs, like Mounties, Austrian Cav and riflemen, etc.

TAfirehawk
Oct 11, 2006, 09:38 AM
Here's an update on what I've found so far...
I'm up to 1874 now in the Visa 1.20b game. I get the pink deer riders like everyone else. But an odd thing now occurs, when I build Calvery or riflemen, not only do I get the unique unit for the Ukrane, but once in awhile I get unique units from other civs, like Mounties, Austrian Cav and riflemen, etc.

Does this happen while you are in a Golden Age? If so that is intentional :)

Axil
Oct 11, 2006, 09:48 AM
Maxbjr - If that happened while you're in a golden age it's intentional and is part of Gir's mod wihich is partly incorporated. Hi reason was by giving you unique units you came to identify with them more.

Zapata78
Oct 11, 2006, 11:33 AM
I just noticed the coming soon section and am impressed. I have been hoping for you to add great doctors and great statesmen. Keep up the good work, this is definitely the best warlords mod out there.

TAfirehawk
Oct 11, 2006, 11:43 AM
I just noticed the coming soon section and am impressed. I have been hoping for you to add great doctors and great statesmen. Keep up the good work, this is definitely the best warlords mod out there.

Thanks :)

And that list is just scratching the surface of what is on our very long list of mods to include :eek:

Alondin
Oct 11, 2006, 12:16 PM
"I'm up to 1874 now in the Visa 1.20b game. I get the pink deer riders like everyone else. But an odd thing now occurs, when I build Calvery or riflemen, not only do I get the unique unit for the Ukrane, but once in awhile I get unique units from other civs, like Mounties, Austrian Cav and riflemen, etc."

In addition to the Golden Age, certain buildings will cause the spawn of UU units from other civ's, I think City Guard is one. But you get a message explaining that. Perhaps a message 'Your cavalry was replace by a Mounty due to your Golden Age' would remove the confusion.

I still would like to see the Allegiance mod have some way to exclude critters.
It just seems too unreal when my first contact with a civ is by way of a panther that I 'captured', we negotiate and agree to peace... In my last game a peace treay was hammered out by my panther with a panda bear from the Aztec civ... You can exclude some military units from the mod, I haven't figured out how to exclude critters, though.

Alondin the Picky

TAfirehawk
Oct 11, 2006, 12:16 PM
BUG UPDATE

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. This appears to be a texture/Firaxis issue, not any particular mod.

Section added on first page for bugs/patch notes too :)

TAfirehawk
Oct 11, 2006, 12:27 PM
On the Bug Report website, I posted patches to fix all those annoying
spelling errors; uploaded xml files for buildings and units are there
for Keldath, TAFirehawk, MrGenie or anyone else who wants to plug them in.

On the downside, instead of movies I get a splashy colorful screen of
nonsense. I am 99% certain I am doing something wrong, I just don't know
what. Downloaded 1.20 fine, cleared the cache, installed into a clean VISA
directory (except for a text file of my own...)....

Anyone have any thoughts about what really simple and dumb thing I am doing wrong?

Alondin the Confused (but I spell good!) ;)

Can you send those to me at adam@tafirehawk.com since the SQL server and web host ate the last week's worth of bug reports :mad:

mice
Oct 11, 2006, 02:27 PM
EDIT - tested both full 1.20 and patch 1.20b, both unzipped fine with WinRAR and I know 7Zip will work because that is what I used to zip them up. WinZIP might have a problem as the file extension should be .7z but my web host is having trouble with all but .zip files....so I renamed files so they could be downloaded.





got it ! Thank you for that.

zulu9812
Oct 11, 2006, 02:46 PM
BUG UPDATE

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. This appears to be a texture/Firaxis issue, not any particular mod.

Section added on first page for bugs/patch notes too :)

That's interesting, since this is the first mod that I have experienced this error.

Incidentally, the error is occuring when the game is being saved. I think this because the autosave before a crash is all screwy and can#t be loaded; additionally, I just tried to manually save my game and I got the memory allocation error.

TAfirehawk
Oct 11, 2006, 02:54 PM
That's interesting, since this is the first mod that I have experienced this error.

Incidentally, the error is occuring when the game is being saved. I think this because the autosave before a crash is all screwy and can#t be loaded; additionally, I just tried to manually save my game and I got the memory allocation error.

It is talked about in vanilla Civ and at least three other mod threads.

So far the work-around of turning the textures and effects down/off works but haven't tested it enough to be certain....and not a single report on a smaller map, ie smaller file/memory size.

Alondin
Oct 11, 2006, 05:27 PM
To TAFirehawk


Spelling fixes emailed to you from my yahoo account.

Alondin Octagorn

Xanikk999
Oct 11, 2006, 05:29 PM
Not a big deal but there is no music in diplomacy for several of the leaders.

This includes the ukranian leader and ho chi min of vietnam.

Xanikk999
Oct 11, 2006, 05:38 PM
Oh and those same leaders i noted above are furious with me and everyone else from the start without any negative or positive modifiers which is strange. :confused:

seady
Oct 11, 2006, 10:17 PM
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. This appears to be a texture/Firaxis issue, not any particular mod.

Section added on first page for bugs/patch notes too :)

I got one on a large map last night. Tried to screenshot but it closed on me. I have .5 gig ram and try to make sure nothing else is running. My bet is that the memory management in warlords/civ is leaking, as the game had been up for quite a while at the time.

seady
Oct 11, 2006, 10:22 PM
any idea on when issue tracker will be up again? currently no new issues can be created due to the dropdown not allowing a product selection.

seady
Oct 11, 2006, 10:24 PM
p.s. this modlet (http://forums.civfanatics.com/showthread.php?t=188831) on secret technologies looks wild!

TAfirehawk
Oct 11, 2006, 10:27 PM
p.s. this modlet (http://forums.civfanatics.com/showthread.php?t=188831) on secret technologies looks wild!

We do have some tech that only comes from buildings....I haven't gotten far enough to see how they work but noticed them in some XML. Windfarm and something else...might not be quite what this is talking about.

TAfirehawk
Oct 11, 2006, 10:28 PM
any idea on when issue tracker will be up again? currently no new issues can be created due to the dropdown not allowing a product selection.

Web host is still flaky....was working earlier today.

I am keeping track of things here and on Issue Tracker :)

maxbjr
Oct 11, 2006, 10:32 PM
Yes TAfirehawk, I did get those special units during a golden age, thanks for clearing that up for me :)

Axil
Oct 11, 2006, 11:47 PM
I'm sure the secret technologies modlet is very similar to a feature that keldath/gir/sevo had in the vanilla civ sevo/gir/5UU mod as I can remember having to build the lockheed corporation national wonder to build F117 and Rayeon Corp to build advanced SAM units which you could only built in the city with that particular Corp. he also had the same with A10 thunderbolts and even had the bronze cannon buildable only in the city with the art of artillery. If Manhattan was changed to a national wonder and only gave the country buildinbg it the nuke that would be great.

seady
Oct 12, 2006, 12:49 AM
I'm still not getting an option to choose a "product" and so i can't create an issue?

I noticed the commodity exchange wasn't showing up once corporation was aquired. I think this was fixed in an earlier patch.

On another note, does anyone know if there's a chance that civ will have dual processor support? I emailled take two support but all they had to say is that they don't support modding, which was weird, because i never mentioned it. I suspect they just have some sort of automated reply going on. I was thinking of upgrading to one of the dual processor chips but there's not much point if civ4 won't support it.

seady
Oct 12, 2006, 12:52 AM
<BuildingClass>BUILDINGCLASS_STOCK_EXCHANGE</BuildingClass>
<Type>BUILDING_STOCK_EXCHANGE</Type>
...
<iCost>-1</iCost>

calou
Oct 12, 2006, 12:55 AM
Hi Visa men

Maybe i'm wrong, but i thought that it was possible to obtain in game some information about the tech leak. I can't find any but i'm not even sure anymore that this mod exists in your.

Thank

Calou

seady
Oct 12, 2006, 01:27 AM
I noticed that the UU for one of the civs (can't recall which now arrrgh) was a modified castle. Since castles go obsolete, that's a pain. :)

Also, what about having artillery upgrade to howitzers or is that already in the works?

I always disable tech leak so i am not sure but i would think that if leak's occurring there would be something about it in the messages revealed by the button in the upper left hand corner.

Alondin
Oct 12, 2006, 04:18 AM
Calou,
The tech leak is in version .20;
however, it doesn't start leaking in the first era, don't remember
when it does start, but when it does the tech leak info button
will appear in the top left corner.

Alondin

TAfirehawk
Oct 12, 2006, 09:45 AM
<BuildingClass>BUILDINGCLASS_STOCK_EXCHANGE</BuildingClass>
<Type>BUILDING_STOCK_EXCHANGE</Type>
...
<iCost>-1</iCost>

That was fixed before 1.20 came out....let me double check though :)

EDIT
Good catch seady...somewhere we missed the merge of that fix....because I pushed out v1.10c for that very issue.

TAfirehawk
Oct 12, 2006, 10:10 AM
Also, what about having artillery upgrade to howitzers or is that already in the works?

Will be in v1.30 tomorrow :)

TAfirehawk
Oct 12, 2006, 10:14 AM
I'm sure the secret technologies modlet is very similar to a feature that keldath/gir/sevo had in the vanilla civ sevo/gir/5UU mod as I can remember having to build the lockheed corporation national wonder to build F117 and Rayeon Corp to build advanced SAM units which you could only built in the city with that particular Corp. he also had the same with A10 thunderbolts and even had the bronze cannon buildable only in the city with the art of artillery. If Manhattan was changed to a national wonder and only gave the country buildinbg it the nuke that would be great.

We have bronze cannon tied to TNT Factory now....so some of the goodies you speak of are around but setup different....keldath can probably elaborate more :)

TAfirehawk
Oct 12, 2006, 12:05 PM
Alondin, seady

Your login should work now on the Issue Tracker...SQL server change lost posts and new users.



Everybody else needs to register again, sorry for this.

Axil
Oct 12, 2006, 12:11 PM
Only problem with having the bronze cannon tied to TNT factory is one of timing as now I can build bronze cannon str 14 before cannon str 12 maybe bronze cannon should be STR 10 as otherwise normal cannons don't tend to get built unless it's a quick build without TNT factory to support (at least in my games).

seady
Oct 12, 2006, 12:27 PM
Grasshopper cannon
From Wikipedia, the free encyclopedia

The grasshopper cannon is a weapon designed by the British in the 1700s as a light gun to be carried around with infantry.

Its barrel was made of bronze instead of iron. Bronze is less brittle than cast iron, and so the barrel could be made thinner and lighter than that of an iron gun. Further, if a bronze gun developed a defect it would rupture; an iron gun with a flaw would shatter, at great cost to its own crew. It fired a three pound ball (or 3 pounds of canister shot) and so it is generally referred to as a three-pounder Grasshopper.


THE CHARACTERISTICS OF CANNON (http://www.cr.nps.gov/history/online_books/source/is3/is3c1.htm)(continued)
In the 1700's cast-iron guns became the principal artillery afloat and ashore, yet cast bronze was superior in withstanding the stresses of firing. Because of its toughness, less metal was needed in a bronze gun than in a cast-iron one, so in spite of the fact that bronze is about 20 percent heavier than iron, the bronze piece was usually the lighter of the two. For "position" guns in permanent fortifications where weight was no disadvantage, iron reigned supreme until the advent of steel guns. But non-rusting bronze was always preferable aboard ship or in seacoast forts.

Müller strongly advocated bronze for ship guns. "Notwithstanding all the precautions that can be taken to make iron guns of a sufficient strength," he said, "yet accidents will sometimes happen, either by the mismanagement of the sailors, or by frosty weather, which renders iron very brittle." A bronze 24-pounder cost £156, compared with £75 for the iron piece, but the initial saving was offset when the gun wore out. The iron gun was then good for nothing except scrap at a farthing per pound, while the bronze cannon could be recast "as often as you please."

Perhaps as an alternative, the earlier cannons could be bronze cannons, and the ones built with the factories could be steel cannons instead? Requiring more metallurgical technology?

seady
Oct 12, 2006, 12:35 PM
btw has anyone got any decent maps for this mod? I'd love to play a balanced earthlike map standard size in preference that someone else had created so i didn't know where everything was? The trouble i find with smartmap is it seems to make trading unlikely.. it's more fun when one area has loads of rubber and no oil, for example.

seady
Oct 12, 2006, 12:44 PM
Alondin, seady

Your login should work now on the Issue Tracker...SQL server change lost posts and new users.


Still no luck. When i go through the process of trying to create an issue, the only group i have access to is 'demo'. This seems to have no products to choose from in the dropdown.

Axil
Oct 12, 2006, 12:48 PM
That's weird as in my last couple of games I've ehad to trade or conquer just to get the resources to progress. have a look at the varying resource options in smartmap setup as there probably is an option to do that.
Seady's cannon option sound good also I still suggest reducing the bronze cannon str compared to the steel one after all is bronze was better would be still making artillery out of bronze :)

TAfirehawk
Oct 12, 2006, 12:56 PM
Still no luck. When i go through the process of trying to create an issue, the only group i have access to is 'demo'. This seems to have no products to choose from in the dropdown.

I added you to the Civ4 Group...hmmm....let me double check :)


Try again now seady....

Axil
Oct 12, 2006, 01:14 PM
TAfirehawk

Can you kill the account for username Axil please I've entered the wrong e-mail account on creating so can't get the password

Thanks
Axil

Xanikk999
Oct 12, 2006, 01:44 PM
Not a big deal but there is no music in diplomacy for several of the leaders.

This includes the ukranian leader and ho chi min of vietnam.

Did anyone take note of this? Its kinda annoying a glaring oversight.

TAfirehawk
Oct 12, 2006, 01:49 PM
Did anyone take note of this? Its kinda annoying a glaring oversight.

I put it on the list of Player Requests on the first page...I didn't notice because I turn off all music :)

Xanikk999
Oct 12, 2006, 01:51 PM
I put it on the list of Player Requests on the first page...I didn't notice because I turn off all music :)

Thanks! :cool:

One more thing.. With aggressive AI on some of the leaders are furious with me from the start without any negative or postive modifiers!

Is this intended?

TAfirehawk
Oct 12, 2006, 01:52 PM
TAfirehawk

Can you kill the account for username Axil please I've entered the wrong e-mail account on creating so can't get the password

Thanks
Axil

Done, Axil is gone ;)


Thanks! :cool:

One more thing.. With aggressive AI on some of the leaders are furious with me from the start without any negative or postive modifiers!

Is this intended?

I will double check with keldath but we haven't changed any traits...and this was also added to the Player Request list :)

Axil
Oct 12, 2006, 01:53 PM
Any joy sorting out deleting the Axil account on the issue tracker ?

TAfirehawk
Oct 12, 2006, 01:55 PM
Any joy sorting out deleting the Axil account on the issue tracker ?

Actually there is no option in the PHP to delete a user...so I renamed it :cool:

Axil
Oct 12, 2006, 02:02 PM
Thanks -:)

TAfirehawk
Oct 12, 2006, 02:10 PM
Thanks -:)

Group and permissions changed, you should have access now...same for seady and Alondin.

tahnkout
Oct 13, 2006, 01:37 AM
I was able to play. The mod is great. Thanx guys

seady
Oct 13, 2006, 01:39 AM
should UU buildings go obsolete?

vicentiko
Oct 13, 2006, 03:52 AM
this mod rocks! i love the wonders that give units!
CooooL

mrgenie
Oct 13, 2006, 04:18 AM
bonus on the first academy it's reporting them as our old friends the Special Forces and Marines (remember how much problems that caused the first time lol) though you do get the correct units


could you please inform this to TAFirehawk in an explicit mail, or using the issue tracker on the main website..we all get an automatic email then in our inbox about it....im not doing xml's and i forgot to tell firehawk and sagi to change the xml to the appropriate units :)

now you mention this axil, thanks btw, it reminds me i still have to tweak the routine to automatical upgrade these units to the latest tech you have...just in case you build your first academy later on in the game :) so, dont bug report this..it'll be added in a future release :)

TAfirehawk
Oct 13, 2006, 06:13 AM
should UU buildings go obsolete?

Personally if it makes sense in a game balance context or within the upgrade building mod scheme.....then yes even though it is UU.

TAfirehawk
Oct 13, 2006, 07:32 AM
PATCH UPDATE - Not Save Game Compatible

Version 1.30 patch is available for download now....ENJOY :D

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

TAfirehawk
Oct 13, 2006, 08:29 AM
Also added a City Distance @ 2 Patch (ZIP attached to first post in thread) for those wanting that variable changed from ViSa's setting of 3.

Eventually we may try to add this as a variable in the VISA.INI but for now this is the best solution we have for the players so they don't have to edit the XML themselves.

civ4ludo
Oct 13, 2006, 08:29 AM
CTD's problem apparently solved

I have followed the advice in the first page -- "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." -- for the second part, and I have been going on regularly without any problem of the game stopping (turn 450+)

Now dwnld 1.30 and will get back if there is anything to report.

One thing I'm missing, and I'd like to see included in the "Plant forest" ability that workers acquire with Paper.

You rock!

TAfirehawk
Oct 13, 2006, 08:32 AM
CTD's problem apparently solved

I have followed the advice in the first page -- "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." -- for the second part, and I have been going on regularly without any problem of the game stopping (turn 450+)

Now dwnld 1.30 and will get back if there is anything to report.

Glad to hear it and remember patches with number increments are not save game compatible.

AlexTheTall
Oct 13, 2006, 11:51 AM
I downloaded the full version and when I try to extract using winzip, I get an invalid archive error.

edit: Nevermind, I just used 7-z. The download showed it as a winzip file for whatever reason.
Wait i download it and i get the same error then u.... But what's 7-z?

TAfirehawk
Oct 13, 2006, 11:59 AM
Wait i download it and i get the same error then u.... But what's 7-z?

Download 7Zip or WinRAR....WinZip doesn't like the file.

Patch is in ZIP format instead of 7Z and upload to my server takes 3-6 hours so don't want to change it :)

Axil
Oct 13, 2006, 01:18 PM
Noticed the hippodrome has now been moved to animal husbandry !!! . To me that makes absolutely no sense whatsoever as you can now build the hippo and get the bonus chariots before you can actually build normal chariots. It would make far more sense to put it back to War Art and would actually give a reson to actually research the tech. I so one go the other tech route to monarchy as it's more advantageous which leaves war art as a total dead loss tech to even bother with ( why bother research to build chariots when there's much better units not that far ahead tech wise)

also good to see the Sphinx increased in cost as It's a serious advantage when used right

TAfirehawk
Oct 13, 2006, 02:34 PM
Noticed the hippodrome has now been moved to animal husbandry !!! . To me that makes absolutely no sense whatsoever as you can now build the hippo and get the bonus chariots before you can actually build normal chariots. It would make far more sense to put it back to War Art and would actually give a reson to actually research the tech. I so one go the other tech route to monarchy as it's more advantageous which leaves war art as a total dead loss tech to even bother with ( why bother research to build chariots when there's much better units not that far ahead tech wise)

also good to see the Sphinx increased in cost as It's a serious advantage when used right

I didn't move the Hippodrome.....but I am looking at further early era tweaks like Stonehenge/Pyramids/Sphinx so will add Hippodrome to the list :)

War Art has almost no use if you have Horse resource....so maybe it should go there...also looking at making Monarchy require War Art instead of just an OR pre-req.

seady
Oct 13, 2006, 10:48 PM
Personally if it makes sense in a game balance context or within the upgrade building mod scheme.....then yes even though it is UU.

The theodesian walls go obsolete (with gunpowder) but ordinary walls don't. Conan's barracks (fantastic building IMO) on the other hand are there forever. I am not sure how practical it would be to try to balance UU buildings (there are so many!)

Perhaps all walls should go obsolete? After all, no-one builds them around modern cities, even if the neighbours do have spears and bows. Barracks could be improvable as well; i think i saw a modlet with early barracks as 1 xp, medieval barracks 2, modern 3 and future as 4.

If people like this idea i'll chuck itin the suggestions box.

Axil
Oct 13, 2006, 11:26 PM
I agree Theodesian walls should be either like normal wall and still give a bonus vs non gunpowder or maybe they should also give a cultural bonus like the castles.But they should in both cases be able to be built as a matter of national pride :). I'm playing Byzantium atm and I've built the walls in a few cities not so much for the defense bonus but for the way they look as I know they are essentially useless in later game.

seady
Oct 14, 2006, 01:31 AM
Since 1.3 I can't change civics. Anyone else had problems? I checked and it seems consistent regardless of civ. I just create a duel map, and force the tech forward to feudalism to test.

Axil
Oct 14, 2006, 03:13 AM
no problem changing civics for me - normal change and the sphinx change are working fine in my game - just won cultural victory in 1900AD

seady
Oct 14, 2006, 03:22 AM
Looks like i must have compiled a different version of the sdk ... have downloaded another one and am compiling.

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

seady
Oct 14, 2006, 03:44 AM
Nope, same issue. Maybe the SDK on the patch site is not the one used in the final build?

seady
Oct 14, 2006, 04:13 AM
If i revert to the dll i downloaded rather than compiling itself from the available sdk, it works fine. I reckon the SDK on the site isn't current.

TAfirehawk
Oct 14, 2006, 06:02 AM
If i revert to the dll i downloaded rather than compiling itself from the available sdk, it works fine. I reckon the SDK on the site isn't current.

We did update the DLL right before releasing the patch to fix the civic problem....but not the source code download.

We are already well into v1.40 but I will see if mrgenie has the final v1.30 to release or not.

TAfirehawk
Oct 14, 2006, 06:04 AM
The theodesian walls go obsolete (with gunpowder) but ordinary walls don't. Conan's barracks (fantastic building IMO) on the other hand are there forever. I am not sure how practical it would be to try to balance UU buildings (there are so many!)

Perhaps all walls should go obsolete? After all, no-one builds them around modern cities, even if the neighbours do have spears and bows. Barracks could be improvable as well; i think i saw a modlet with early barracks as 1 xp, medieval barracks 2, modern 3 and future as 4.

If people like this idea i'll chuck itin the suggestions box.

I agree Theodesian walls should be either like normal wall and still give a bonus vs non gunpowder or maybe they should also give a cultural bonus like the castles.But they should in both cases be able to be built as a matter of national pride :). I'm playing Byzantium atm and I've built the walls in a few cities not so much for the defense bonus but for the way they look as I know they are essentially useless in later game.

Sounds like good ideas to me...some things like these unique buildings I don't get to see in my games so this info is GREAT :)

Axil
Oct 14, 2006, 07:02 AM
Anyone seen a great doctor yet? as I've just completed a game and didn't see one created at all

tahnkout
Oct 14, 2006, 07:11 AM
In my opinion I didnt like Feudalism to be after Theology. this make no sense to me because Feudalism (not perhaps its name but its method) was used before Christianism. I think that its first place (after writing and monarchy) was better... just an opinion...

Should I use smartmap for this mod? I used it in several plays and it worked fine... just to be sure...

Well, about the Huns... for me it is great to have two Turk based "civilizations" in the game: Huns and Ottomans. But I'd rather would combine them together as Turks because it is the main civilization. I am a Turk :), and perhaps add a third leader as Ataturk (Pro/Org)... can anyone make this happen actually?

I realize that no leader has the ability of Ind/Imp. Who WOULD have it? any guesses? (Perhaps nowadays USA Bush or Kennedy??? or England) It would be great to add Ind/Imp leader...

I think that Flavian Amphitheater should give soldiers ethnically. Because when another civilization builts this wonder, than it makes no sense to give it four "Roman" based soldiers. Ain't I right?

TAfirehawk
Oct 14, 2006, 07:49 AM
In my opinion I didnt like Feudalism to be after Theology. this make no sense to me because Feudalism (not perhaps its name but its method) was used before Christianism. I think that its first place (after writing and monarchy) was better... just an opinion...

Should I use smartmap for this mod? I used it in several plays and it worked fine... just to be sure...

I see your point and even though the Tech Advisor displays it after Feudalism, the cost and pre-req's allow it to be discovered earlier. This is part of what I didn't like about the vanilla tech tree....we tried to group tech's in columns of similar cost and era. We can make the adjustment of Feudalism.

On SmartMap, see the first page for the notes on using it.

TAfirehawk
Oct 14, 2006, 07:53 AM
Anyone seen a great doctor yet? as I've just completed a game and didn't see one created at all

I got the Statesman but not Doctor yet.

Axil
Oct 14, 2006, 08:01 AM
Feudalism before theology - if you regard feudalism as being typically dark-middle ages then christianity was around about a 1000 years before that after all don't forget the roman empire was still in one piece at the beginning of christianity.
Having Feudalism before Christianity make very little sense if worrld history is trying to be roughly emulated.
But then again why not have calender before the wheel if your of Incan descent ;). or have Sun worship or Druidism as a religion.

EDIT have been having a thought about early techs - The earliest knowledge was passed on by mouth through stories and legends it would be nice if there was a tech to reflect this. I believe something very similar was done in Call to Power and even had it's own wonder (like the Epic of Gilgamesh)

Axil
Oct 14, 2006, 12:16 PM
Just hit a major bug with Civics - I have built the Pyramids and hence can choose any of the government civics. However I can do so without going into anarchy either though It was not me that built the Sphinx :(

Axil
Oct 14, 2006, 12:50 PM
Can Sevo's mastery victory mod be considered including as an option as being able to build to completeness and not have to aim for a particular victory would be fun
http://forums.civfanatics.com/showthread.php?t=189388

TAfirehawk
Oct 14, 2006, 12:50 PM
Just hit a major bug with Civics - I have built the Pyramids and hence can choose any of the government civics. However I can do so without going into anarchy either though It was not me that built the Sphinx :(

:) I got Sphinx before Pyramids......

Will have to check it out in new game.


Can Sevo's mastery victory mod be considered including as an option as being able to build to completeness and not have to aim for a particular victory would be fun
http://forums.civfanatics.com/showthread.php?t=189388

Excellent idea!!!

Axil
Oct 14, 2006, 01:03 PM
I got Sphinx before Pyramids......

That's why I never notice it before either I usually go for sphinx if I can

seady
Oct 14, 2006, 01:12 PM
I haven't seen great doctor or statesman yet?

I'm glad to hear it was an issue with the SDK; thought i must be going :crazyeye:

Axil
Oct 14, 2006, 01:17 PM
I've got a statesman so that's working but I don't thinl the great doctors or the cultural mod is as far as I can tell

TAfirehawk
Oct 14, 2006, 01:38 PM
I've got a statesman so that's working but I don't thinl the great doctors or the cultural mod is as far as I can tell

Cultural Mod is working just fine....we just turned off the slow cultural border growth in the INI to start....but you can change it all up if you want :)

I will look at files to see how Doctor is gotten....


EDIT
Per the Great Doctor thread:

- The following buildings now provide points towards generating a great
doctor:
- Red Cross (1)
- Military Hospital (1)

- The following buildings now allow the citizens to be specialized as
doctor:
- Red Cross (3)
- Hospital (2)
- University (2)

- The following buildings now provide free doctor:
- Red Cross (2)

- Military Hospital:
- Heals units 15% extra each turn
- Required to train combat medics
- Can only be built by great doctors

- Field Hospital:
- By default increases unit healing by 15%
- Can only be built by Great Doctors

TAfirehawk
Oct 14, 2006, 01:54 PM
And per the Great Statesman thread:

- The following buildings now provide points towards generating a great
statesman:
- Forbidden Palace (2)
- Versailles (2)
- Kremlin (2)
- United Nations (2)
- Taj Mahal(2)

- The following buildings now allow the citizens to be specialized as
statesmen:
- Forbidden Palace (2)
- Versailles (2)
- Courthouse (1)
- Castle (2)

- The following buildings now provide free statesmen:
- United Nations (2)

TAfirehawk
Oct 14, 2006, 01:54 PM
I am up for suggestions for additional buildings to produce Great Doctor points and maybe Great Statesman.

Axil
Oct 14, 2006, 02:25 PM
well the first and most obvious one for statesman is the original palace and I would also give pyramids as well due to what their benefit is. As for Doctor the Hanging Gardens would be my prime candidate due to the +2 health and +1 population

Thuthur
Oct 14, 2006, 02:56 PM
I think there is a bug!
http://img273.imageshack.us/img273/1297/bughd1.jpg
What can I do please?

Sorry for my bad english I am french! :p

TAfirehawk
Oct 14, 2006, 02:58 PM
MAJOR THREAD UPDATE

I added all the settings from the VISA.INI file here so everybody can see all the settings they can adjust to suit their individual game play style.

TAfirehawk
Oct 14, 2006, 03:03 PM
I think there is a bug!
http://img273.imageshack.us/img273/1297/bughd1.jpg
What can I do please?

Sorry for my bad english I am french! :p


I have had that (and some others) using an ATI video card, which with vanilla Civ has caused problems too. All I did was restart Civ and the menu poped up.

Clearing the cache as listed on the first post might help too.....might :)

Thuthur
Oct 14, 2006, 03:48 PM
Thanks for your quick answer! I did it but i have always the same problem! There is no policy also in game :cry: !

TAfirehawk
Oct 14, 2006, 04:17 PM
Thanks for your quick answer! I did it but i have always the same problem! There is no policy also in game :cry: !

You need to upgrade or downgrade you video drivers...or change the graphics settings without the mod loaded.

Lastly, try loading just Warlords without the mod and load ViSa within Warlords instead of the INI.....or if that is how you do it, then edit the INI :)

Axil
Oct 14, 2006, 05:05 PM
I get that everytime I reload a game after the first time - no menus , no buttons - also use an ATI card and it happens pretty much with every driver I've tried on high end settings. Best thing to do is start a fresh load of warlords then load up the mod - do not alter the ini to load up the mod instead of vanilla warlords - that has worked every time for me , though it sucks having to restart Warloads just to reload a gamesave.

TAfirehawk
Oct 14, 2006, 05:30 PM
I get that everytime I reload a game after the first time - no menus , no buttons - also use an ATI card and it happens pretty much with every driver I've tried on high end settings. Best thing to do is start a fresh load of warlords then load up the mod - do not alter the ini to load up the mod instead of vanilla warlords - that has worked every time for me , though it sucks having to restart Warloads just to reload a gamesave.

Any other mods do this? We haven't touched anything that should affect the main menu so this is very strange to say something in ViSa is causing it.

mrgenie
Oct 14, 2006, 05:41 PM
I have a ATI card and never had problems with the main menu..so that can't be the reason ATI 9800 pro 128Megs.

Axil, could i ask you to do some debugging for me on this issue with the menu? to check if it's an visa or warlords issue...

mrgenie
Oct 14, 2006, 05:47 PM
et thuthur, je voudrais un petit aide de vous aussie.
dans le _Civ4Config.ini , rendre capable:

LoggingEnabled = 1
OverwriteLogs = 1
DisableCaching = 1
DisableFileCaching = 1
HidePythonExceptions = 0

envoyer me suivant des dossiers:
app.log
initmgr.log
PythonDbg.log
PythonErr2.log
PythonErr.log
xml.log

à mrgenie@gmx.de

et, si vous obtenez un écran d'erreur, m'envoyez un screenshot

Alondin
Oct 14, 2006, 06:05 PM
I had the no buttons - no menus problem, one time only.
I have an Nvidia card... I restarted the game, hasn't happened since.

Alondin

Snerk
Oct 14, 2006, 06:22 PM
Is the latest patch compatible with savegames from the previous patch?

TAfirehawk
Oct 14, 2006, 09:52 PM
Is the latest patch compatible with savegames from the previous patch?

Answer in the first post:
Download Area

ViSa Main Website (http://keldath.family-veldman.com/) All bug reports here, but downloads can be slow.
Alternative Website (http://www.tafirehawk.com/Civ/) Fast downloads.
Optional City Distance @ 2 Patch is attached to this post at the bottom. This ZIP must be applied after every update to change the City Distance from 3 to 2.


If you haven't installed v1.20 as a full and clean install, it is STRONGLY recommended that you delete the entire \Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\VISA directory and install a fresh, full version of ViSa v1.20 and then the patch after that point. Version 1.20 Full includes an updated and revised setup for PakBuild.

A 'letter' increment in the Patch Build indicates a save game compatible update, whereas a 'number' increment usually means the update is not save game compatible.

ViSa Installation

Full Version
This mod is contained in self-extracting archive as well as a 7zip format. Please run the EXE or extract the 7Z to the \Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods directory.
To have the mod load automatically at game startup, edit the CIVILIZATION.INI file in your \My Documents\My Games\Warlords directory. Change the "Mods=0" to "Mods=Mods\VISA".
You may need to clear the cache by deleting everything in the C:\Documents and Settings\{YOUR USERNAME}\Application Data\My Games\Warlords\cache before starting the game (highly recommended).


Patch Update
This patch is contained in self-extracting archive as well as a 7zip format. Please run the EXE or extract the 7Z 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).

Snerk
Oct 14, 2006, 10:12 PM
Answer in the first post:

Ah i see, thanks!

edit: I upgraded to 1.3 before checking for compatibility. And now my savegame doesnt work.
Is there any way i can go back to the 1.2b build to finish my game?

rockinroger
Oct 14, 2006, 11:19 PM
@ sweetpete, do you still have the 1.2b download? If so delete your visa mod, then reinstall with the 1.2b patch.

Snerk
Oct 14, 2006, 11:47 PM
@ sweetpete, do you still have the 1.2b download? If so delete your visa mod, then reinstall with the 1.2b patch.

No i dont have it, and i couldnt find it in any of the download areas of the VISA modpack either.
I dont suppose anybody who still have it could upload it and let me download it? Pretty please?:D

Senty
Oct 15, 2006, 01:44 AM
propably stupid and way too late to post this but i was busy lately. I didnt have problems with the same menu that one previous poster had instead me and my mate have had issue when all buttons and command s to do with units are disappeared. once i got them back pressing ctrl+t (to get grid on map) all other times i have had to restart game. WE both have altered the ini to start VISA mod directly. I have ati 9800 pro, not sure about my mates. This is the only mod that has caused this. We have played lots of normal warlords,amra modv2 and some composite mod. Sometimes when i quit game to game menu and there press exit game it totally hangs the computer and only pressing power helps (i dont have reboot button) this also happens both to me and my mate. We are installing the latest patch and Ireport back if i have these incidents still (with screenies)

Thanks for great mod patch 0.2, cant criticise 0.3 yet ;)

seady
Oct 15, 2006, 03:27 AM
Caching issue perhaps? I got rid of my cache and use the shortcut "D:\Firaxis Games\Sid Meier's Civilization 4\Warlords\Civ4Warlords.exe" mod=\visa and i've never seen that problem.

tahnkout
Oct 15, 2006, 05:16 AM
With me it happened all the time (as you can see in the previous pages, I was the first - no button no menu) I have ATI 9600 Pro. I simply installed the latest driver AND (for some reason, I don't know) the Catalyst Control Center. The catalyst control center wanted me to download framework 2.0 "for proper working", but I do not have a genuine windows key (who has??? it is too expensive) so I cancelled installing framework (I still have 1.1). But since that, I never had any "no button no menu" problem and believe that it was only a driver problem since I did not installed a working catalyst center.

Hope it helped...

Axil
Oct 15, 2006, 05:18 AM
The problem Senty describes is exactly the same as the one I have - I've looked through all the logs and there is absolutely nothing in them to indicate any errors. All i can think of is somehow Civ loses track of what it loads. I think there's some sort of limit on what components it can cope with on a reload. I can only think it's something on how ATI graphics memory routines work in cirect X 9.0 as from every ones post it seems to happen to people with ATI graphics hardware. Luckily for me my PC boots up within 2 minutes so i don't fine it 2 bothersome - I have a very similar problem that occurs in ES: Oblivion as well so I'm pretty sure it's ATI graphic mem allocation (my obliv runs normally at about 600-700 texture memory so it's far more of a pain)

I can say however it's definitely not a caching issue and the mod doesn't seem to give the same problem on my secondary PC which is kitted with a 6800GT

I'm almost crtain now it's an ATI driver issue rather than a Civ issue (ATI good technology , absolutely Sh*t drivers)

I do have a genuine windows key - though i an a win2000 user (much better O/S :) )

REDY
Oct 15, 2006, 06:21 AM
What I made wrong? Sorry if it was just described, I rather ask now.
http://img241.imageshack.us/img241/9319/visaproblemsr2.jpg

TAfirehawk
Oct 15, 2006, 06:25 AM
No i dont have it, and i couldnt find it in any of the download areas of the VISA modpack either.
I dont suppose anybody who still have it could upload it and let me download it? Pretty please?:D

Let me get the file back up on my website....and let me check the main site too and give you a link.

EDIT
My web host is givng me fits again....just play with v1.20 full as the GP art and Plot List buttons are the only change in v1.20b


What I made wrong? Sorry if it was just described, I rather ask now.
http://img241.imageshack.us/img241/9319/visaproblemsr2.jpg

That looks like an install problem, please follow the instructions in the first post exactly and see if it helps.

I run two installs, one on a 3 year old laptop running ATI Mobility 9000 and 512MB RAM with graphics all disabled or on LOW...other machine has 1GB RAM with Nvidia FX 5900 Ultra with every graphic setting enabled or on HIGH. So I test both ends of the spectrum on each patch...but I always delete the entire VISA folder and install fresh and it works fine every time.

TAfirehawk
Oct 15, 2006, 06:41 AM
The problem Senty describes is exactly the same as the one I have - I've looked through all the logs and there is absolutely nothing in them to indicate any errors. All i can think of is somehow Civ loses track of what it loads. I think there's some sort of limit on what components it can cope with on a reload. I can only think it's something on how ATI graphics memory routines work in cirect X 9.0 as from every ones post it seems to happen to people with ATI graphics hardware. Luckily for me my PC boots up within 2 minutes so i don't fine it 2 bothersome - I have a very similar problem that occurs in ES: Oblivion as well so I'm pretty sure it's ATI graphic mem allocation (my obliv runs normally at about 600-700 texture memory so it's far more of a pain)

I can say however it's definitely not a caching issue and the mod doesn't seem to give the same problem on my secondary PC which is kitted with a 6800GT

I'm almost crtain now it's an ATI driver issue rather than a Civ issue (ATI good technology , absolutely Sh*t drivers)

I do have a genuine windows key - though i an a win2000 user (much better O/S :) )

I agree but also strange no other mod is having the problem....but no other mod is as big as ViSa either :)

Axil
Oct 15, 2006, 06:42 AM
REDY have you compiled the mod from the SDK as i believe the SDK is still the wrong version (see post 174) (TAfirehawk please correct me if you've updated)

I expect it's the amount of extra units in the mod ( and hence extra textures) that's doing it I have a nasty feeling the rubbish Catalyst drivers are trying to load all the textures into memory at once.

TAfirehawk
Oct 15, 2006, 06:47 AM
REDY have you compiled the mod from the SDK as i believe the SDK is still the wrong version (see post 174) (TAfirehawk please correct me if you've updated)

You are correct, the rapid changes we made in v1.30 and moved into v1.40 resulted in a less than correct SDK source code. Everything is fine in v1.40 but that isn't for the public yet :)

The pink graphics are from a FPK or ART directory issue more than SDK though.

The missing buttons in-game is from compiling the SDK yourself instead of using our DLL as that was the last minute fix right before v1.30 patch was released.

REDY
Oct 15, 2006, 08:16 AM
I dont know, I downloaded newest version(about 250Mb) and patch(about 10Mb) from official site (BTW about 5 hours:D) all files i give to Visa folder and Visa folder I copied to Warlords/Mods.

TAfirehawk
Oct 15, 2006, 08:37 AM
Another thought on the Cannon vs Bronze Cannon subject....

How about taking the strength down from 14 to 10 but increase the movement from 1 to 2?

dosterpf
Oct 15, 2006, 08:45 AM
TAfirehawk

I was just guessing from your name, but any chance you're a big Total Annihilation fan?

Just came across this mod today. Been fooling around with the Amra mod but was getting a little mad with it since many bugs hadn't been addressed. Looks like you did some great work. Thanks!

TAfirehawk
Oct 15, 2006, 09:40 AM
TAfirehawk

I was just guessing from your name, but any chance you're a big Total Annihilation fan?

Just came across this mod today. Been fooling around with the Amra mod but was getting a little mad with it since many bugs hadn't been addressed. Looks like you did some great work. Thanks!

Nope, never played it....

TAfirehawk (http://www.tafirehawk.com/firehawk.htm)

Axil
Oct 15, 2006, 10:27 AM
REDY check your installation - you make have one subdirectory too many - it should be warlords/mods/Visa and then inside that the assets folder and visa.ini - there should not be a second visa folder.

mrgenie
Oct 15, 2006, 01:15 PM
I've been reading on this post now all the comments,

About ATI, their Drivers SUCK LIKE ****! I have 1 comp with Nvidia, and 1 with ATI, the Nvidia works on all games flawless, the ATI, well, Solidworks, Sims2, GTA San andreas, Civ4, Coreldraw.....errors on all these programs with my ATI! 9800 Radeon pro 128..

to cope with these issues, DO NOT!!!!!!!!!!! install the catalyst drivers:"THEY TOTALLY **** UP!!!! instead, just select the drivers from the "settings, control panel, system, hardware" here selectt your driver, and use the update option...installing the regular ATI driver setup ****s up everything on my computer, and also on that of 2 of my friends...maybe it works for some of you guys, but me including with 2 of my friends, ATI catalyst just ****s up nearly every experience on the computer...

now the ViSa mod issues....

pink buttons...this is not SDK nor Python related. civ automatically checks for files, in your arts directory or FPK files, for files defined in the xml's...a pink button means the xml points to a dir, or in the FPK file, but your computer cannot find this file there...if you have these pink buttons, it means wether they dont exist(then EVERYONE must have them pink) or you installed your mod wrong, used the patch in the wrong dir(Note:"i always extract a patch to a temp dir and copy thigns myself, so i always can check they are copied properly)...so if most people have no pink button, but some have, just check where you applied your patches! :)

about this screenmenu not appearing, i got some log files from the frenchman, so im gonna check on them now, mabe i'll find something...but, to be honest, i have 2 computers running civ, both ATI and Nvidia, i do reboot and restart ALOT, since im coding alot i do alot of restarts to test things, but I never had this issue on either computer...so i doubt that could be an ATI issue, however, like i said, CATALYST ARE NOT INSTALLED on my computer....

I could also imagine, it has something todo with graphics settings? im not sure if the NIF file we're using is properly setup, i know 4files which the nif actually requests are missing, but im programming python SDK, not graphics, so i never checked on that, my guess is, if this NIF file which is beeing loaded on game start, would cause this, try to switch off anti aliasing, some detailed options in the graphic settings....or, copy the standard warlords main screen files to the appropriate directory within the mod....that's where i would start if i had this issue with the main screen....but since i dont have it, i cannot Debug what is causing this....sorry...i need more feedback from you guys, especially feedback like:

graphic resolution,
detail settings
AA settings
resulotion settings
3D settings
driver versions
windows graphic driver settings, did you enable Open GL,
did you use special true colour settings,
and bla bla...
feedback is needed to track down an issue i cannot reproduce..

I hope this wakes someone up, to take the time to do a complete DEBUG INFO
test and send me a VERY LARGE mail with all the related info to the mainscreen...
but seriously, try to copy the standard warlords main screen files into the mods main screen dir...and see if this fixes the issue...since im retty sure the missing files requested by the nif, and the particular settings in your graphics settings are the cause of this...not 100% sure, but, would be my first guess

Senty
Oct 15, 2006, 01:54 PM
graph resolution is 1280x1024
no AA
details are high
5-13_xp-2k_dd_ccc_wdm_enu_29124 i belive that is waht i use for catalyst drivers and i have catalyst center also.
nothing special is not set on in catalyst center or civ
I cant either reproduce it happens very randomly and is really fixed with restarting the game. Havent noticed the problem with 0.3 yet, althought we loaded the game only twice today

on another topic anyone else things the civic from tech monarchy is bit overpowered against computers? (i am mere monarch player now)

TAfirehawk
Oct 15, 2006, 02:00 PM
on another topic anyone else things the civic from tech monarchy is bit overpowered against computers? (i am mere monarch player now)

Hereditary Rule is just fine, the AI uses it so why would it be overpowered when everybody gets the same thing?

Axil
Oct 15, 2006, 02:11 PM
I.m using the catalyst 6.10 beta atm - I've tried pretty much every Version 6catalyst and they all do the randomn crash. I haven't tried not loading the CCC. I expect it's actually that what's causing it's as it's always been a little flaky. Unfortunately not using the CCC is not really an option atm as it's the only way of forcing AA + HDR in Oblivion.

BTW please disregard the bug I posted about being able to change civic with no anarchy and not having the sphinx - just checked my game asnd realised i was playing with spiritual trait and didn't realise lol

EDIT is there any progress on adding the unique leader and civilization music back in as I for one find it's adds a hell of a lot of atmosphere - also while it's be adding it seems that some of the leaders atm that have got music seem to have the wrong ones as I've definitely heard the french theme in my game atm and I don't have France in game

seady
Oct 15, 2006, 04:20 PM
I don't think monarchy is overpowered; if anything the last one in that set would be. Monarchy is good when you have smaller civs and combined with beuro and organised religion, it makes a wonderful wonder maker!

tahnkout
Oct 15, 2006, 04:57 PM
I have 9600 ATI Pro, I HAD an old catayst control center and the VISA mod gave me a "driver failure". Then I installed the latest driver AND catalyst control center. Result: The game went on loading but "no button + no menu" falure. I reinstalled the latest driver BUT uninstalled the catalyst control center. AND HERE IT IS, Vısa mod playable...

zulu9812
Oct 15, 2006, 05:11 PM
I just got the memory allocation failure on a large map

Snerk
Oct 15, 2006, 06:05 PM
My web host is givng me fits again....just play with v1.20 full as the GP art and Plot List buttons are the only change in v1.20b


Alright, will do:king:



I've got an radeon x300 and I've been using catalyst 6.1 - 6,9 mobillity drivers with CCC installed.
And i've had no problems with civ4 and this mod or any other game for that matter.

TAfirehawk
Oct 15, 2006, 07:07 PM
I just got the memory allocation failure on a large map

Yeah....

That is a known bug and documented (I don't play larger than Standard)....not sure how we can help you on that unless you want to help us debug it.

As stated before, the memory allocation error was reported in vanilla Civ....all the way back in 2005 actually.

zulu9812
Oct 15, 2006, 07:50 PM
Yeah....

That is a known bug and documented (I don't play larger than Standard)....not sure how we can help you on that unless you want to help us debug it.

As stated before, the memory allocation error was reported in vanilla Civ....all the way back in 2005 actually.

I really do find it hard to believe that Firaxis would release a game that would only allow play on map sizes Standard or smaller. Such a catastrophic bug would surely have been fixed. And I have only ever encountered this error with this mod. Are you really sure that its nothing to do with the mod?

amazinggameguru
Oct 15, 2006, 09:06 PM
I think that the error has something to do with the recent version of this mod because I never had the error message before and am getting it now. Not saying that it can't be in vanilla but it looks like something has aggravated it

TAfirehawk
Oct 15, 2006, 09:34 PM
I am sorry you don't believe the reports in other mods threads and vanilla Civ....can't help you there.

We have clearly reached a point in ViSa that the size is causing some texture and/or memory issues.

As stated for the last time, adjust your settings or play smaller games as per the instructions on the first post.

We are not encountering this in our own games, which quite frankly don't get that big because we are making changes so fast that we start new games about every other day.

Something in ViSa is revealing this problem but when turning down two graphic settings fixes the crashing save games, well it is clearly not specifically ViSa code.

Of course we welcome any assistance you folks can give us because we don't want to see a crash in our mod for ANY REASON for even one single person...but just saying a game crashed without info doesn't help us debug anything.

zulu9812
Oct 15, 2006, 09:58 PM
what info do you need?

grbljanin
Oct 16, 2006, 12:52 AM
I am always having bad memory allocation problem. In my experience it is not related just to ViSa. I having same problem in Amras mod and in unmodded games. I am playing on huge mapsand using smartmap (these are my personal preferences). I did like TAfirehawk sad: turn of every effect and set to low detail. But this has not solved my problem. Is there some settings in INi file related to this problem? Can somebody help me with this, but not to suggest me to play on small maps?

civ4ludo
Oct 16, 2006, 01:14 AM
CTDs - not just ViSa

I have had another CTD playing huge lowres with 0.30 patch. Stopped it in despair.
Now in a game playing large lowres, and it's not CTD'ing me (so far, finger crossed...)
This graphics-related CTD also occurred to me with sevomod and vanilla civ4 at some point in the past.
And the problem with ATI cards was an initial huge problem with civ4. I remember when it was impossible to fire civ4 up at all!

However, there is something with ViSa that brings the CTD's up faster and more consistently.
For inst., I have not had problems with regular WL games, nor with plain Amra mod -- playing huge with highres.
Yet, it may not be something due to ViSa but just to the fact that it demands more of the computer, in a way.

Re: the criticism of Firaxis for the way they don't address the issue. I wonder: maybe they did -- which is why WL is better behaved than vanilla civ4?

mrgenie
Oct 16, 2006, 02:19 AM
Civ4Ludo, i assume you mean the Mem Alloc Error with your "CTD" since noone is reporting CTD anymore actually, but we talk about this memory alloc problem! as far as i can go over posts of people, also in other mods, im pretty sure it's something with how civ4 handles the memory.
-The slower your comp, the faster you get it,
-the larger the map, the faster you get it
-the larger the modpack, the faster you get it

there is no DEBUG error, nor is there a python error, which leaves no other option then to say:"civ causes some memory error at some point"
in warlords you get this later as in civ4 vanilla, which leaves me the conclusion:"civ knows of the problem, but they not have found a real solution to adress this, i assume in warlords they just repogrammed some mem handling, make sure unused memory is released sooner, or there are some memory allocatings in 8bit where floating values are beeing handled(causing mem alloc error) I guess they just dont know how to solve it(like with the ATI initial civ4 error, where i had to tell them to use the old 4.xx drivers and not the 2005 drivers for ATI, they, at firaxis, are obviously not the best support giving company....anyway, the file alloc...just play smaller maps...or turn off options which use more memory...or put in some extra ram....it doesnt solve the problem(because firaxis is bad at solving problems obviously) but it gives you some more room...

i read one report where a fellow said, he turned 3Gigs of ram in his comp and got the mem alloc error not every minute anymore but every 5hours instead...
he didnt play our mod!

I adress and blame the whole issue therefore to firaxis incapabilty to support eh community, they programmed a damn good platform for modding this game, they really did very good on that, but as for the memory handling, they programmed it kinda troublesome, as for the support and bugfixing, they are the worst i ever saw...ok, not true, beginning of everquest was so buggy, and the nerving they did was really frustrating, but besides that, i never saw a company so poor on support! they really get 10minusses there!

as for the menu startup thing...i wasn't able to reproduce this on my computer, i took out 1gig of ram, put in an old ATI card, and boom, got the menu error myself...again memory issue? mod too big? dunno..hard to tell...it's definatly a driver/hardware/memory issue..and i guess our size of mod is going to the extreme, to push to the limits of how firaxis programmed civ4...i doubt it's really a hardware error, i mean, most game where your hardware is too slow, they just playback slow on your comp as well....with civ, obviously it not only slows down game experience, but gives you real errors as a gift...


because of all the reports leading me to only 1 conclusion:"firaxis did a bad job on handling large mods, large memory consumption" so, if you find having troubles, lower your settings, play a not so big map, or dont play the mod at all, if you have this like some report, also with vanilla civ or warlords, dont play the game at all, and reclaim your money back from firaxis, and tell them they suck on memory handling and driver compatibility as well as compatibility with ATI...

mrgenie
Oct 16, 2006, 02:30 AM
EDIT is there any progress on adding the unique leader and civilization music back in as I for one find it's adds a hell of a lot of atmosphere

I've got a list of around 80missing music files, not counted the mismatched sounds...I hope someone fixes this too :) ATM im too busy with fixing python/sdk stuff..so can't do it, firehawk is busy fixing all kinds of xml stuff, keldath is pretty busy with his exams...so, ehm, no, i dont think this week someone will fix it...I hope keldath or firehawk or roger(i think he's busy alot learning howto do arts,movies, pics, rendering, ect) or someone will take up the lead to fix these sounds, it's really easy to fix, just alot of work :(

it's a huge modpack we're working on, and alot of things are on the list todo/tofix/toadd/totweak etc etc..and atm firehawk and me are the only ones really having time to do issues...and the soundthing..i assume this will take at least 2days to fix everything...but you're more then invited to fix them youself and send us the fixed 2dsound xml including the mp3's, we'll add it to our next patch then :)

seady
Oct 16, 2006, 03:51 AM
...

because of all the reports leading me to only 1 conclusion:"firaxis did a bad job on handling large mods, large memory consumption" so, if you find having troubles, lower your settings, play a not so big map, or dont play the mod at all, if you have this like some report, also with vanilla civ or warlords, dont play the game at all, and reclaim your money back from firaxis, and tell them they suck on memory handling and driver compatibility as well as compatibility with ATI...

But the problem is how do we deliver feedback? If i email Take 2 support, all they do is reply back with a message saying that they don't support modding? There doesn't seem to be any way to actually talk to firaxis; Take 2 just filters out all information.

tahnkout
Oct 16, 2006, 04:08 AM
So from your explanation mrgenie, the following appears (to sum up):

ATI Card + Civ 4 = Potential problem
ATI Card + Warlords = Some problems (play with caution, save game periodically)
ATI Card + Amra V2 = More problems (play with max large map and turn off some effects)
ATI Card + VISA = Many problems (play with standard map and turn off most effects)

In all four possibilities, adjust your computer's free memory to max.

Arlborn
Oct 16, 2006, 04:13 AM
If its a memory problem, wouldent restart the mod/computer each 2 hours or so(besides haveing a nice computer) and before any crash helps?

I gotta confess that I played only 1 game with the last patch in normal speed and small map just to check the new version out..Well today I will try to play other game with bigger map..

Ah and I have Nvidia Geforce, so maybe I wont get problems at all?

mrgenie
Oct 16, 2006, 06:08 AM
Tahnkout, well, i don't explain it really, i just put this as my personal conclusion here :) You missed 1thing though, I don't only blame ATI! i looked it more on the system as a whole, but just people having ATI cards report on all threads maybe 10times more problems then people playing Nvidia based cards.....

generally, i'd say, best shot is, if everyone starts complaining at firaxis, write them 100mails, because it's not just our mod, it's not just warlords, it's not just civ4, everything that i have read, it's a common known issue, which is beeing reported throughout the threads, but obviously, firaxis doesn't take the time to read threads....I bet if everyone starts complaining about this, errors on big maps, errors with large mods, etc, i bet they will go and search for the issue causing this!!! I do NOT wanna blame ATI, although my own experience with them is just so stressing, i never going to buy anything anymore from these idiots! Bought once this card to test it, and i literally have problems with all games, stripes, blocks, colour issues, etc ect..NEVER ATI for me! :) but that's a personal thing :)

mrgenie
Oct 16, 2006, 06:39 AM
But the problem is how do we deliver feedback? If i email Take 2 support, all they do is reply back with a message saying that they don't support modding? There doesn't seem to be any way to actually talk to firaxis; Take 2 just filters out all information.

yeah, i know...they dont give support at all...when i bought civ4 last year november, i had this ATI issue, game could start, but stopped at some point in the game.I wrote them an email, telling them:"i have latest winXP SP2, all latest patches, all graphical details turned to minimum, latest drivers installed, etc etc" gave them a really detailed information about my system, appended to the email DirectX info, system info, all debug messages, i did alot of work collection every nformation for them to check out what was causing this issue!

their answer:"Please install the latest drivers for your hardware"

tahnkout
Oct 16, 2006, 06:45 AM
I understand your concern, but I am going one step further and blame it both to ATI and Civ4 crews! I had an ordinary computer once (1.6 ghz, 256 mb ram, GEFORCE 64 mb) and everything was ok. Then I changed it to a once "good" computer (2.4 Ghz, 512 mb ram, Radeon 9600). And everytime my Civ 4 crashes once in a while... So I did not miss your point, I now that GeForce cards can also have these kind of troubles BUT MORE LESS likely than ATI cards... :)

Axil
Oct 16, 2006, 06:49 AM
The issue with the ATI cards is certainly not anything to do with the firaxis code it's almost certainly to do with the ATI drivers code or more likely the rubbish coding the CCC uses (ATI really need to employ people who understand interfacing software and hardware). The only recourse that I can see if to post the problem repeatibly on the ATI customer report site and on all of the hardware website, especially those like driverheaven.net and tweaks 'r' us where some of the modded drivers are uploaded and maintained. perhaps if ATI's imcompetent programmers can't help some of the seemingly more skilled driver modders will be able to.

seady
Oct 16, 2006, 07:30 AM
The trouble with 'tech support' is that it isn't. Having dealt with the industry for 9 years from inside and out, i can tell you that anyone doing tech support is removed. The controls for quality are set by completely non technical people, who have no idea if the answer given by their staff is false (and i suspect wouldn't care if they did). The only thing they care about is meeting KPIs, and that can mean just churning out as many letters as possible or whatever, but it never means actually solving people's problems.

The thing is that they would be totally different if they only got paid for fixing problems... like a plumber or what have you.

As a consumer, all we can do is try to work around them to contact the developers directly with tech problems we find as a community, and make our complaints about take 2 known (pref in writing, emails are easily deleted).

mrgenie
Oct 16, 2006, 07:33 AM
Here's an issue someone might wanna try:
http://forums.civfanatics.com/showthread.php?t=188257

so if i'm correct...the source code in the exe causes an buffer overflow when the size of a savegame hits some size...unfortunatly, firaxis is not about to release this source, nor are they on the verge of fixing this issue..so..play smaller maps...or bug a bigger comp :(

TAfirehawk
Oct 16, 2006, 09:04 AM
One thing I'm missing, and I'd like to see included in the "Plant forest" ability that workers acquire with Paper.

Which mod has this....is it Sevomod? I like it too but don't remember which mod has it :)

Axil
Oct 16, 2006, 09:50 AM
plant forest sounds like Sevo - it's in sevo-gir-5uu