View Full Version : ViSa Suggestions/Requests
TAfirehawk Jan 02, 2007, 08:24 PM Please post all of your suggestions and requests here.
ViSa Modpack Team List
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)
Replaced by Unit Mod (http://forums.civfanatics.com/showthread.php?t=180592) by TheLopez
Look at code for Barb Great Generals
Player Request List
My Multiplayer Military Mod (http://forums.civfanatics.com/showthread.php?t=186654)
MAD System fixed - may switch to version by TheLopez instead of Dale
Secret Tech Mod (http://forums.civfanatics.com/showthread.php?t=188831)
Revolution Mod (http://forums.civfanatics.com/showthread.php?t=171127)
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
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
Stack Aid Mod from Total Realism Mod
Missile transport on Battleship and/or Cruiser
Great Engineer Machine Shop/Motor Pool
Ice Breaker - modern sea unit to terraform ice to water
Reveal map from Satellites every 5 turns instead of once when tech is discovered
Visapedia update: Under Game Concepts; Victory
Visapedia update: Under Great People; Statesman and Doctors
Pirates Mod (http://forums.civfanatics.com/showthread.php?t=173859) by TheLopez
Fix tactical nukes being made without Manhattan Project
Trade Routes Mod (http://forums.civfanatics.com/showthread.php?t=163657) by Chinese_American
Rework Civics (http://forums.civfanatics.com/showpost.php?p=4979370&postcount=43) by 1shmael
Items with a * are anticipated to be in V3.1
TAfirehawk Jan 02, 2007, 08:37 PM Items in V3.0
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
* Update to New Air Forces Mod to v0.2w
* Update Specialist Stacker Mod to v0.8.1w - part of Great Statesman and Great Doctor Mods
* 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
* Unit Balancing
* SmartMap update/fix
* Furious attitude of some leaders with no negative points
* Manhattan Project to national wonder
* Plant Forest worker ability - included in G Era
* Mastery Victory - included in G Era
* Armenia Civ (http://forums.civfanatics.com/showthread.php?t=180994)
* Blake's new AI (http://forums.civfanatics.com/showthread.php?t=191685) by Blake
* 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
*MAF FIX!!!!!!!
* Diplomatic Victory Movie (http://forums.civfanatics.com/showthread.php?t=144347) by Rufus T. Firefly
Items with a * are anticipated to be in V3.0
TAfirehawk Jan 02, 2007, 08:43 PM Reserved for future.
AlexTheTall Jan 02, 2007, 10:17 PM About the genetic era, i like the ideas to have an another part of the humain history, but being able to construct city in the water seem a bit to much for me... Will it will be possible to make the option of contructing city in the water on off in a custom game?
bigbill2006 Jan 03, 2007, 03:16 AM i tried out TotalRealism and to be honist it sucked. not in the same league as visa. and the thing they do where barbarians spawn out your citys was totaly anoying. the only thing i would like see in VISA is a few modern units for the brits.
like challangerII and tornado.
Spearthrower Jan 03, 2007, 04:10 AM A very strong element of Total Realism, in my opinion, was the stack aid mod. Different troops within the same stack would offer additional bonuses to the rest of the stack. This emulates a real army supporting each other as opposed to a bunch of individual units just happening to be in the same area. Not sure how difficult something like this is to add - it does entail more promotions for one - but it added even more depth to stack formation and to warfare in general.
Psyringe Jan 03, 2007, 07:56 AM Regarding the option to play with 24 civs: You said that it's supposed to be implemented in the course of the GE merge, but thought about turning it off because of the MAF issue.
I suggest leaving it in, as nobody's forcing players to use that many civs. If we do, we do so at our own risk, like when we're trying to play on huge maps. And you're not deactivating huge maps either, are you? :)
While it's important to inform players of the MAF problem, I think it should be up to the players which risks they want to take, and what they want to turn off. For example, if a player likes ViSa, and wants to play on a huge map with 24 civs, and can do so without MAFs if he deactivates some of the memory-intensive additions (e.g. unit statistics), then why shouldn't he be able to do so?
Spearthrower Jan 03, 2007, 10:28 AM I agree - my pc can handle anything this game can throw at it! Give me 24 civs on a huge map please! :D
As long as it's easy to do and it's entirely optional - possibly even with a warning in the readme, then I would be very happy to have this option.
Tboy Jan 03, 2007, 11:07 AM Suggestion for a mod: the Revolution mod by jdog5000. It'd make a great mod even better.
amazinggameguru Jan 03, 2007, 11:36 AM Suggestion for a mod: the Revolution mod by jdog5000. It'd make a great mod even better.
you mean the one that is already listed? ;)
rockinroger Jan 03, 2007, 04:05 PM @Psyringe and Spearthrower. I also play huge maps. i usually run high graphics until about the modern era and then save game change to low graphics, exit the game. Then i reload the save game on the low end graphics and keep rockin. I have had some save games as large as 1.3 k.b. So id also like to see 24 civs also.
TAfirehawk Jan 03, 2007, 05:14 PM I agree - my pc can handle anything this game can throw at it! Give me 24 civs on a huge map please! :D
As long as it's easy to do and it's entirely optional - possibly even with a warning in the readme, then I would be very happy to have this option.
The MAF has nothing to do with your system specs....just bad coding in the Civ EXE.
Regarding the option to play with 24 civs: You said that it's supposed to be implemented in the course of the GE merge, but thought about turning it off because of the MAF issue.
I suggest leaving it in, as nobody's forcing players to use that many civs. If we do, we do so at our own risk, like when we're trying to play on huge maps. And you're not deactivating huge maps either, are you? :)
While it's important to inform players of the MAF problem, I think it should be up to the players which risks they want to take, and what they want to turn off. For example, if a player likes ViSa, and wants to play on a huge map with 24 civs, and can do so without MAFs if he deactivates some of the memory-intensive additions (e.g. unit statistics), then why shouldn't he be able to do so?
Good point....
The bad part is hearing all the complaining about their ViSa game crashing....we already lived through more whine than there is cheese in Wisconsin to go with it :crazyeye:
About the genetic era, i like the ideas to have an another part of the humain history, but being able to construct city in the water seem a bit to much for me... Will it will be possible to make the option of contructing city in the water on off in a custom game?
Doubtful....mrgenie is the coding guru on the team and he is quite busy so we will have to be patient on the extra bells and whistles.
If you read the G Era stuff, they have limited the sea cities alot now so we may not need to tweak it....but I will say nobody on the Team wanted a map full of sea cities either :)
george585 Jan 03, 2007, 05:22 PM Perhaps it's not the best place to add these feature requests, but thus far VISA is my favorite mod pack, so I would really love to see the following added at some point:
1. CIV 4 in general seems to be lacking specialist units. When I played CTP2 I remember dealing with many specialist units like lawyers, corporate brances, etc. Yes there are spies and missionaries, but it does not seem enough, so, these are my propositions:
a) Migrant - transfers population from city a to city b. If city a builds it, then it gets population -1, and the city in which migrant is disbanded gets population +1.
b) Revolutionary - cause a revolt in enemy city
c) Terrorist - unhappiness, damage units, something else?
d) Government Opposition Agent (perhaps a better anme needed) - cause unhappiness in enemy city x unhappoy faces for y turns
e) Infector - infects the city, so that health drops by x for y turns, also perhaps population should be reduced - may be something like 1 pop in 2 turns for 6 turns to simulate pandemic
f) Slaver - if attached to an army can inslave defeated foe, and turn it into a slave citizen in of the victor's cities. Many different implementations are possible. I like tyhe military one, but civil ones are also possible where you would attempt to perform an inslaving act in an enemy city. Salves wou;ld be freed should you adopt any other civiv other than slavery.
g) Urban planner - settler on steroids - initial city size =3.
h) Spy - should be able to steal techs; should be able to see what buildings are built in the city
i) Assasin - stealth unit that can without decalartion of war kill great people, missionaries, other assasins. Of course if he's caught, relatyions will be worsened. Success depnds on skills, as well as size of acompanying garrison
j) Saboteur - can destroy buildings in an enemy city. ith respect to wonders - it's up to a debate whether destroyed wondrs can be rebuilt. The cost of such a mission depends on city size and building's cost of production, the success rate deends on garrison and skills of saboteur
Of corse some of these should have chances for success, and possibly promotions, that will improve their chances. ANd of course such missions shoiuld cost money.
I really miss such specialized units!
2. Diseases via trade routes. And in general diseas should be implemented. Perhaps some should be linked to reaseching a particular tech or achieving certyain size of an empire or behavong in certain way like having too many units in the jungle, or whatever.
3. I think it is not realistic at least till modern times that just by being next to enemy city you see all units stationed there. I think this infor should be hidden, unless city is successfully infiltrated with spy. Only when you dsicover flight and can train adfvanced air units should you be able to see the entire garrison.
george585 Jan 03, 2007, 05:37 PM Actually the migrant unit that I mentioned can be complenmented by Migration mod (http://forums.civfanatics.com/showthread.php?t=173972)
Psyringe Jan 03, 2007, 05:47 PM Good point....
The bad part is hearing all the complaining about their ViSa game crashing....we already lived through more whine than there is cheese in Wisconsin to go with it :crazyeye:
I can imagine that ... especially because I know that not every user can be bothered to read any documentation.
Could you put a warning on the "Custom Game" screen? Something like:
"WARNING: Currently, Civ4 has a savegame corruption bug that can lead to unrecoverable errors with large savegames. We strongly suggest to use no map size larger than 'large', and not more than 18 civilizations, until Firaxis can fix the problem. Exceed these values at your own risk."
I think right under the victory conditions is enough space for such a warning.
TAfirehawk Jan 03, 2007, 05:50 PM Perhaps it's not the best place to add these feature requests, but thus far VISA is my favorite mod pack, so I would really love to see the following added at some point:
1. CIV 4 in general seems to be lacking specialist units. When I played CTP2 I remember dealing with many specialist units like lawyers, corporate brances, etc. Yes there are spies and missionaries, but it does not seem enough, so, these are my propositions:
a) Migrant - transfers population from city a to city b. If city a builds it, then it gets population -1, and the city in which migrant is disbanded gets population +1.
b) Revolutionary - cause a revolt in enemy city
c) Terrorist - unhappiness, damage units, something else?
d) Government Opposition Agent (perhaps a better anme needed) - cause unhappiness in enemy city x unhappoy faces for y turns
e) Infector - infects the city, so that health drops by x for y turns, also perhaps population should be reduced - may be something like 1 pop in 2 turns for 6 turns to simulate pandemic
f) Slaver - if attached to an army can inslave defeated foe, and turn it into a slave citizen in of the victor's cities. Many different implementations are possible. I like tyhe military one, but civil ones are also possible where you would attempt to perform an inslaving act in an enemy city. Salves wou;ld be freed should you adopt any other civiv other than slavery.
g) Urban planner - settler on steroids - initial city size =3.
h) Spy - should be able to steal techs; should be able to see what buildings are built in the city
i) Assasin - stealth unit that can without decalartion of war kill great people, missionaries, other assasins. Of course if he's caught, relatyions will be worsened. Success depnds on skills, as well as size of acompanying garrison
j) Saboteur - can destroy buildings in an enemy city. ith respect to wonders - it's up to a debate whether destroyed wondrs can be rebuilt. The cost of such a mission depends on city size and building's cost of production, the success rate deends on garrison and skills of saboteur
Of corse some of these should have chances for success, and possibly promotions, that will improve their chances. ANd of course such missions shoiuld cost money.
I really miss such specialized units!
2. Diseases via trade routes. And in general diseas should be implemented. Perhaps some should be linked to reaseching a particular tech or achieving certyain size of an empire or behavong in certain way like having too many units in the jungle, or whatever.
3. I think it is not realistic at least till modern times that just by being next to enemy city you see all units stationed there. I think this infor should be hidden, unless city is successfully infiltrated with spy. Only when you dsicover flight and can train adfvanced air units should you be able to see the entire garrison.
If you look at the G Era Mod, then you will find a number of these units for which we have already merged in v3.0 (still not to beta testing yet tho).
In general we don't create much NEW, just merge everybody's work into ViSa :scan:
I can imagine that ... especially because I know that not every user can be bothered to read any documentation.
Could you put a warning on the "Custom Game" screen? Something like:
"WARNING: Currently, Civ4 has a savegame corruption bug that can lead to unrecoverable errors with large savegames. We strongly suggest to use no map size larger than 'large', and not more than 18 civilizations, until Firaxis can fix the problem. Exceed these values at your own risk."
I think right under the victory conditions is enough space for such a warning.
That is a very good idea....I can edit the XML enough to get that I think.
TAfirehawk Jan 03, 2007, 05:52 PM Actually the migrant unit that I mentioned can be complenmented by Migration mod (http://forums.civfanatics.com/showthread.php?t=173972)
I have looked at this in the past, but with the G Era it is not needed.
Spearthrower Jan 03, 2007, 08:16 PM The MAF has nothing to do with your system specs....just bad coding in the Civ EXE.
In more than a year of playing this game - 95% of the time on huge maps with maxed (or more than maxed) numbers of civs, I've never had a crash! Seems like it must be a bit more than just bad coding to me! :)
Bastian-Bux Jan 04, 2007, 03:04 AM MAF has one reason (bad coding) and three contributors: size of the savegame, low system specs and too long intervals between complete game restarts.
The reason behind this seems to be that some kind of weird RAM memory leak is also involved, additionally to the memory allocation coding f*** up.
So yes, it is possible to decrease the likeliness of a MAF by a) getting a better system and more importantly b) restarting the game (or even the computer, you have to try yourself) often.
Though when it comes down to it, any saving process that exceeds 1 or 2 MB is prone to MAF.
Take a look at Genghis Kais giant earth map thread, and you'll see this tendency: even those that play only for short times (thus avoiding most of the memory leak problems) get a MAF nearly guaranteed at save game size 2 MB plus.
Map size drives up save game size (huge map can easily reach between 0.5 and 1 MB). As do additional civs. And the ViSa mod does so as well.
I don't know how technically possible this is, but maybe the ViSa team could try to "log" some of the additional info (unit stats frex) instead of saving it in the save game? Might be a way to keep sav games small (or might lead to even faster MAF due to the logging process).
Maybe we could also in a team effort try to find the "MAF limits". Like making a list, say: giant map with 24 civs reaches MAF around 1000 AD using the giant map mod, so when does it do so with ViSa? Huge map with 24 civs MAFs at year ???
So after collecting several MAF reports the suggested warning could be more accurate like stating a maximally suggested number of civs per map size. And yes, I know that this means less civs on larger maps. ^^
Tboy Jan 04, 2007, 05:03 AM you mean the one that is already listed? ;)
Ah... I see it now. That's good to know. :)
Alondin Jan 04, 2007, 09:14 AM I have one request, and I have no idea if it is hard or easy, but Somewhere on the city data that shows on the map, I would like to know whether or not that city has an airport. One of the earlier Civ versions had a tiny airplane next to cities with airports, but I really hate in Civ IV having to open each city looking for the airports, and the 'solution' of orbiting a plane over each city with an airport can waste a lot of planes...
Thanks! Alondin
vodobas Jan 04, 2007, 02:43 PM Technically, using the new domestic advisor you can put a field in that puts a little icon on the advisor if there is an airport built there.
vodobas Jan 04, 2007, 04:10 PM As per the topic of the thread, here are some of my suggestions :) Grain of salt, and the like.
Missiles
Shouldn't a battleship or cruiser have the ability to transport cruise missles and such as well? I also think a unit which can carry cruise missles on land prior to the Hydra would be good...perhaps something that can only carry one, akin to a SCUD or PATRIOT missile system.
Upgrade Advisor
Would it be possible to have some sort of upgrade advisor (nothing much is doing on the Financial Advisor screen anyway) or some sort of interface where one can pay the cost to upgrade a unit, instead of using the military advisor to find old units or locating them by eye on the map. Might be helpful *shrug*
Statesmen/Doctors
I would love more buildings that allow the assignment of these specialists, maybe even civics that allow unlimited assignment, like Heritage or Apprenticeship.
Industrial/Modern Era version of Roman Roads
But with railroads? Transcontinental Railroad, perhaps? I guess it might be too powerful given how large your empire might be when the wonder becomes available and that's a lot of railroading work to get for free.
Great Engineer Machine Shop/Motor Pool
Akin to a field hospital, but maybe heals seige weapons, armored units, and helicopters units faster, but not infantry style units...maybe even nerf Field Hospitals to only heal infantry/horse units
TAfirehawk Jan 04, 2007, 05:17 PM MAF has one reason (bad coding) and three contributors: size of the savegame, low system specs and too long intervals between complete game restarts.
The reason behind this seems to be that some kind of weird RAM memory leak is also involved, additionally to the memory allocation coding f*** up.
So yes, it is possible to decrease the likeliness of a MAF by a) getting a better system and more importantly b) restarting the game (or even the computer, you have to try yourself) often.
Though when it comes down to it, any saving process that exceeds 1 or 2 MB is prone to MAF.
Take a look at Genghis Kais giant earth map thread, and you'll see this tendency: even those that play only for short times (thus avoiding most of the memory leak problems) get a MAF nearly guaranteed at save game size 2 MB plus.
Map size drives up save game size (huge map can easily reach between 0.5 and 1 MB). As do additional civs. And the ViSa mod does so as well.
I don't know how technically possible this is, but maybe the ViSa team could try to "log" some of the additional info (unit stats frex) instead of saving it in the save game? Might be a way to keep sav games small (or might lead to even faster MAF due to the logging process).
Maybe we could also in a team effort try to find the "MAF limits". Like making a list, say: giant map with 24 civs reaches MAF around 1000 AD using the giant map mod, so when does it do so with ViSa? Huge map with 24 civs MAFs at year ???
So after collecting several MAF reports the suggested warning could be more accurate like stating a maximally suggested number of civs per map size. And yes, I know that this means less civs on larger maps. ^^
mrgenie did a VERY extensive debug of this with numerous Windows tools and virtually can point to Firaxis exactly what to fix....but they are very unresponsive :mad:
I have one request, and I have no idea if it is hard or easy, but Somewhere on the city data that shows on the map, I would like to know whether or not that city has an airport. One of the earlier Civ versions had a tiny airplane next to cities with airports, but I really hate in Civ IV having to open each city looking for the airports, and the 'solution' of orbiting a plane over each city with an airport can waste a lot of planes...
Thanks! Alondin
Not sure how to do it exactly, but some art needs added in the CityL file....although an indicator in the city name panel like when a city is making the most money would be best, but no clue on doing that :lol:
As per the topic of the thread, here are some of my suggestions :) Grain of salt, and the like.
Missiles
Shouldn't a battleship or cruiser have the ability to transport cruise missles and such as well? I also think a unit which can carry cruise missles on land prior to the Hydra would be good...perhaps something that can only carry one, akin to a SCUD or PATRIOT missile system.
Upgrade Advisor
Would it be possible to have some sort of upgrade advisor (nothing much is doing on the Financial Advisor screen anyway) or some sort of interface where one can pay the cost to upgrade a unit, instead of using the military advisor to find old units or locating them by eye on the map. Might be helpful *shrug*
Statesmen/Doctors
I would love more buildings that allow the assignment of these specialists, maybe even civics that allow unlimited assignment, like Heritage or Apprenticeship.
Industrial/Modern Era version of Roman Roads
But with railroads? Transcontinental Railroad, perhaps? I guess it might be too powerful given how large your empire might be when the wonder becomes available and that's a lot of railroading work to get for free.
Great Engineer Machine Shop/Motor Pool
Akin to a field hospital, but maybe heals seige weapons, armored units, and helicopters units faster, but not infantry style units...maybe even nerf Field Hospitals to only heal infantry/horse units
All good ideas....too little time :cool:
War_Lord Jan 04, 2007, 10:08 PM This is an awesome mod, and the upcoming additions will make it even greater :) I do have one suggestion... would it be possible to incorporate the Winamp GUI (http://forums.civfanatics.com/showthread.php?t=183340) into the next version?
rockinroger Jan 04, 2007, 10:32 PM It would be nice to see added but as yet its not warlords 2.08 compatible is it?
we can add it to the list thou.
seady Jan 05, 2007, 10:21 AM It would be nice to have a modern era sea unit which can break ice (terraform ice to water only).
War_Lord Jan 05, 2007, 12:55 PM It would be nice to see added but as yet its not warlords 2.08 compatible is it?
we can add it to the list thou.
Ahh, didn't realize that. Darn :P
rockinroger Jan 05, 2007, 04:10 PM @Seady i agree with you totally. Thats been an annoyance of mine for awhile. I usually cheat and go into the world builder and clear the ice out. HEHE. I think some mods out there have this in maybe T.R.?
torin23 Jan 05, 2007, 04:13 PM I usually make the world toroidal. Then the ice doesn't get laid down...
blipadouzi Jan 05, 2007, 07:52 PM I usually make the world toroidal. Then the ice doesn't get laid down...
Unfortunately, some map types don't allow for toroidal types... :cry:
blipadouzi Jan 06, 2007, 08:13 PM A couple of suggestions...
1) Someone made a video clip for the Diplomatic Victory...would be nice to see it added:
View thread here (http://forums.civfanatics.com/showthread.php?t=144347)
2) Many people have toyed with a Pre-Ancient Era age (Stone Age)...but none of them are Warlords compatible, and none of them are that impressive. Maybe you guys could come up with something. Would make the game much more realistic.
3) New unit: Great Settler; more of a grouping of units together, 1 settler, 1 worker, 1 archer & 1 Great Artist...but rather than being able to build it, you would be grated it for having built or accomplished something.
4) Tech improvement: Satellites; reveals the entire map to the Civ...but this is somewhat irrealistic because it only does this once when the technology is discovered, and does not reveal the location of rival Civs. In reality, Satelittes remain in orbit and are constantly taking images and updating information. So in game play, maybe the minimap can be refreshed every 5 turns or so.
5) New Improvement: Mountain Tunnels; I am thinking specifically of tunnels that span the Rocky Mountains to allow trains to pass through them. This would make the Impassable Mountains, passable.
6) New Improvement: TGV train; In Europe, there is a train that uses magnetic propulsion rather than electricity or steam. This train can get up to 300kph. It's only disadvantage is that it must remain on a contant and perfect straight track. In Civ terms, you could improve on railroads allow 1/20th movement rather than 1/10. The only condition is if the unit using the railroad needs to turn in another direction, the turn cost is 1 movement point.
7) New Air unit: SR-71 Blackbird; A plane that would have an extremely high range (something like 20 or 30) however, the only mission it could perform would be recon.
8a) Although an Air Unit has a large range for missions...it is strange that it would only have 1 movement point. It just doesn't seem right that an Explorer or several other ground units could move faster than an Air Unit. Therefore, I recommend that movements points of an Air Unit = their Range.
or
8b) An alternative to the above idea is to keep their movement to 1 point, but introduce a new technology "Air Refueling"...which would then switch Air Units' movements points to the value of their range.
9) New Wonder: The Salvation Army; This Wonder would remove 3 starvation and 3 sick (unhealthy) from every City of the Civ that builds it.
10a) Panama Canal (New Wonder): Allows Naval Units to travel across land using rivers
or
10b) Canals (New Improvement): Workers could modify river tiles to allow naval Units to move through them...the catch is that if there is a bridge built, the Naval Units cannot pass until the Draw Bridge technology is researched.
11) Animal Units: That with an early technology, we have the ability to train animal units and use them in battle.
12) New Promotion: Cargohold; Allows units with Cargo space (Transport, Carrier...) +1 to Cargo space.
13) Suburbs: Currently we can build a Cottage which grows to a Hamlet which grows to a Village then a Town. I am suggesting that a town be able to improve into a Suburb.
14) New Tradeable Item: Civ Introductions; Let's say I am playing as the Americans, and I have met the Incans and the Vikings...but neither of them have met each other. I would like a way to be able to introduce them to each other, and get a "finders fee" in the trade, either gold or technology.
That's it for now.
keldath Jan 08, 2007, 03:01 PM very nice suggestions!
blipadouzi,
thanks you ill use your advices!
blipadouzi Jan 10, 2007, 07:29 PM In the very first post in this thread there is a list of items requested for addition to ViSa...I assume that the Player's Request List are items that have been approved by the ViSa team and will eventually be added.
I have 2 requests to this respect either by updating the excisting list or by posting a new one down here...
1) What with all the new suggestions, update the list to include the new ones that are now being considered for addition eventually.
2) What with v3.0 in the works, update the "Items with a * are anticipated to be in next patch." items, as with any upgrade, plans are made, but changes to those plans should be expected...so anything that is no longer being added to v3.0 or was not planned but is now being added should be updated to reflect their new status.
Thanks.
TAfirehawk Jan 10, 2007, 08:12 PM In the very first post in this thread there is a list of items requested for addition to ViSa...I assume that the Player's Request List are items that have been approved by the ViSa team and will eventually be added.
I have 2 requests to this respect either by updating the excisting list or by posting a new one down here...
1) What with all the new suggestions, update the list to include the new ones that are now being considered for addition eventually.
2) What with v3.0 in the works, update the "Items with a * are anticipated to be in next patch." items, as with any upgrade, plans are made, but changes to those plans should be expected...so anything that is no longer being added to v3.0 or was not planned but is now being added should be updated to reflect their new status.
Thanks.
That assumption is wrong....I list nearly all player requests, even ones I know won't ever make it in....
#1...will happen when I get time, but right now the focus is getting the V3.0 out and THEN suggestions after people play that. In the single thread for ViSa I kept the list very updated because all posts were in one thread, but now it is real easy to see requests without putting them all in one post, hence not a priority.
At this point, everything marked is still planned for V3.0
blipadouzi Jan 11, 2007, 04:02 AM That assumption is wrong....I list nearly all player requests, even ones I know won't ever make it in....
#1...will happen when I get time, but right now the focus is getting the V3.0 out and THEN suggestions after people play that. In the single thread for ViSa I kept the list very updated because all posts were in one thread, but now it is real easy to see requests without putting them all in one post, hence not a priority.
At this point, everything marked is still planned for V3.0
I figured as much...but I had to try :D thanks.
As for suggestions, I have a few more:
1) Visapedia update: Under Game Concepts; Victory...update the article to include the Religious Victory and the soon to be added Total Victory.
2) Visapedia update: Under Great People; update the Great People text to include the Great Doctor & Great Statesman.
3) As far as I know the Great Engineer & the Great Merchant are the only Great People that do not have special building associated with them. Could either new buildings be created to added to them, or existing buildings (like the Commodity Exchange for the Great Merchant) be used to associate with them.
4) Is there some way of making it so that you use the leftover production hammers? Let me explain. If my city produced say 100 hammers per turn, but it only takes 50 hammers to build a building, then in theory, I have 50 hammers left over...technically, I should be able to alot those to another building/unit. But as far as I know, the left over just get thrown away.
5) Same question as #4 only related to Tech research.
torin23 Jan 11, 2007, 05:58 AM 4) Is there some way of making it so that you use the leftover production hammers? Let me explain. If my city produced say 100 hammers per turn, but it only takes 50 hammers to build a building, then in theory, I have 50 hammers left over...technically, I should be able to alot those to another building/unit. But as far as I know, the left over just get thrown away.
If you have left over hammers, it contributes to whatever you're building next, up to the same number of hammers as what you just built.
So, for your example, you would still have 50 hammers left over to contribute to something else. If the next thing that you built was 150 hammers, it would be built in 1 turn. On the other hand, if you produced 110 hammers a turn, 10 of those hammers would be wasted. Also, if you just continue building things that are 50 hammers/turn, you will still have wastage.
Axil Jan 11, 2007, 12:45 PM Thinking about a building for the great merchant how about a franchise (a la Civ CTP style) which would act like an extra bank +50% coinage in that particular city. The great engineer I'm not so sure about as it already has the complete construction which when used for wonders gives a great advantage.
Also with regards the satellites and revealing the map - I think it's should reveal all the civ's and cities as well and be updated per turn. Also if I remeber atm we have the comstar satellite unit which is a great idea for acting as a spy satellite but if i remember right is indestructible. Maybe one of the advanced techs should reveal the satellites to the civ and introduce an anti-satellite unit which can remove the satellite. This would not be considered an act of war , after all the satellite shouldn't really be there anyway but would maybe a diplomacy shift with the civ that owned the satellite
blipadouzi Jan 11, 2007, 04:34 PM If you have left over hammers, it contributes to whatever you're building next, up to the same number of hammers as what you just built.
So, for your example, you would still have 50 hammers left over to contribute to something else. If the next thing that you built was 150 hammers, it would be built in 1 turn. On the other hand, if you produced 110 hammers a turn, 10 of those hammers would be wasted. Also, if you just continue building things that are 50 hammers/turn, you will still have wastage.
Yes I know...but for the sake of this discussion, let's sake all building cost 50 hammers...if I am producing 200 hammers per turn, then in theory, I should be able to build 4 buildings in 1 turn...
The first 4 having a build time of (0) and the last one a build time of (1).
TAfirehawk Jan 11, 2007, 08:19 PM Yes I know...but for the sake of this discussion, let's sake all building cost 50 hammers...if I am producing 200 hammers per turn, then in theory, I should be able to build 4 buildings in 1 turn...
The first 4 having a build time of (0) and the last one a build time of (1).
No, not in ViSa....ask Firaxis.
White Elk Jan 12, 2007, 04:59 AM Unit Request for a Wasp or Tarawa class Amphibious Assault Carrier.
http://i22.photobucket.com/albums/b318/WhiteElk/USSWasp.jpg
http://i22.photobucket.com/albums/b318/WhiteElk/USSWaspLaunch.jpg
The Wasp-class are the largest amphibious ships in the world. WASP class ships are the first to be specifically designed to accomidate the AV-8B Harrier jump jet and the LCAC hovercraft, along with the full range of Navy and Marine helicopters, conventional landing craft and amphibious assault vehicles to support a Marine Expeditionary Unit (MEU) of 2,000 Marines. The ships also carry some of the most sophisticated communications, command and control capabilities afloat, alongwith state of the art electronic systems and defensive weaponry.
These ships conduct prompt, sustained combat operations at sea as the centerpiece of the Navy's amphibious strategy of "Forward... From the Sea." They provide the means to deliver, command and support all elements of a Marine Landing Force in an assault by air and amphibious craft.
globalsecurity.org (http://www.globalsecurity.org/military/systems/ship/lhd-1.htm)
The LHDs also have expanded medical facilities that are surpassed only by those on Navy hospital ships. These consist of six medical operating rooms, four dental operating rooms, medical laboratories, and hospital facilities capable of caring for up to 600 patients. This level of capability is vital for effectively treating combat casualties during hostilities and for supporting disaster relief and other non-combat efforts.
In the future, every LHD will carry all the elements of the Navy and Marine Corps tactical mobility triad - the MV-22 Osprey tilt-rotor aircraft, the Advanced Amphibious Assault Vehicle, and the LCAC. These craft are critical to the conduct of over-the-horizon assault and other aspects of expeditionary maneuver warfare. Additionally, the ships of the Wasp class will also be able to deploy the Marine Corps' STOVL version of the Joint Strike Fighter (JSF), which will begin replacing the Harrier later this decade. Consequently, the Wasp-class ships will continue to play a key role in U.S. sea-based expeditionary operations for years to come.
exwar.com (http://www.exwar.org/Htm/8000PopE9.htm)
More pictures and Ship Characteristics of the USS WASP LDH 1 . navysite.de (http://www.navysite.de/ships/lhd1.htm)
GoSkins Jan 12, 2007, 10:02 AM I have some minor suggestions, although I have only played with Israel. I have to say first, I love this mod and thank you to the entire team who put forth the time and effort for all of our benefit.
A huge earth map with 24 civs would be AWESOME - if you do nothing else, do this!!!
The 'Stealth Bomber' (B2) should come after the F-117 and have more strength and longer range. The F-117 in reality was Gen1 stealth and is not very good.
Not sure about other UUs but, the Israeli ones are imaginary. The Satil is a old broken down boat used as a scuba-diving site for tourists and the Koronas (aircraft) simply does not exist....maybe replace Koronas with Kfir or the jet fighter with a Lavi, but I suggest not giving Israel an air UU. The Satil is fine.
Star Defense satellites getting shot down by biplanes is fake. Actually, The star defense sats should not be able to be shot down at all...I would suggest making them unable to be intercepted but much less powerful
On the topic of sats, Earth observing sats orbit in about an hour and a half. Most are in polar orbit and with the earth's spin can cover a large amount of area. Increase the range of sats accross the board by A LOT.
AEGIS should be able to intercept missiles (30% chance or so), including tomahawks, as in reality.
Not really VISA specific, but I would like to see international outcry (lowering of relations) for razing an enemy city if you do it after a certain year.
Again well done and thank you. When can we expect a new VISA version release?
1shmael Jan 12, 2007, 11:21 PM There are two problems with the Civics in ViSa I wish to address. The first problem is inherited from Civilization, though some of ViSa's innovations further compound these difficulties.
Civics in Civilization fail to represent divergent options within a catagory. This is their primary problem. For instance, how exactly is "Free Speech"
incompatable with "Vassalage?" Again, how is a "Free Market" incompatable with "Decentralization?" And couldn't a "Pagan" Religion be "Organized"? Or is it not possible for a "Theocracy" to be "Pacifist"?
ViSa has introduced some new Civics and these, for the most part, just compound the problem without adding much to the game. However, in the case of Healthcare and Education, in my judgment, ViSa further confuses the entire concept of Civics (I'll get to those later).
The second problem with the Civics in ViSa and Civilization is that they generally imply "progress." Later Civics are almost always better. At games end, no one is still using "Hereditary Rule." But look around the world today....there are many Kings. Where are they in the game?
To correct the first problem, I renamed the exisitng, standard Civics. To correct the second problem, I made changes to how the Civics work. For the most part -- they still work as they did originally however, so I won't get into exactly how I've changed the Civics. Not in this post. This post is concerned exclusively with rationalizing the Civis such that they come to represent true alterantes in the areas of Government, Law, Labor, etc.
Unfortunately, however, I felt the new ViSa civics and civic catagories added little to the game and so these were dropped in favour of some (IMO) better alternatives. Here are my results:
GOVERNMENT:
Tribal (Despotism) -
Monarchical (Hereditary Rule)
Republican (Representation)
Democratic (Democracy)
Athoritarian (Police State)
Absolutist (Replaces Seperate Powers -- Ruler is "Emperor")
LAW:
Customary Law (Barbarism) - derived from customs, elders act as judges
Doctrinal Law (Vassalage) - derived from religious or ideological beliefs
Civil Law (Buerocracy) - laws reflect the immediate will of the state
Martial Law (Manafest Destiny) - laws are derived from military authority
Common Law (Nationalism) - laws are derived from tradition of precident
Constitutional Law (Free Speech) - laws are restrained by constitutions
LABOR:
Clans (Tribalism) - groups, bonded to each other in different areas, in specialized roles
Slaves (Slavery) - individuals, taken in war, bonded to the citizenry
Serfs (Serfdom) - individuals, bonded to the land, serve a local state rep.
Castes (Caste System) - individuals, bonded to their rank and occupation
Unions (replaces Bid for Contract) - groups, bonded to each other and an enterprise
Freemen - individuals, free to do the work they choose.
ECONOMY:
Traditional (Decentralization) - small-scale, unorganized production
Mercantile (Mercantalism) - State protected, organized industry
Liberal (Free Market) - Unregulated pricing and production without tariffs
Centralized (State Property) - Centrally-planned, state-organized production
Fixed (replaces Industrialism) - free production but 'fair' pricing and 'just' wages set by the state
Restricted (Environmentalism) - Production is curtailed bythe state when not in the common interest
RELIGION:
Pantheism (Paganism) - alien belief systems are easily integrated
Monotheism (Organized Religion) - civilizational beliefs are exclusively true
Sectariansim (Theocracy) - alien belief systems must be eradicated
Ecumenicalism (Pacifism) - alien beliefs are sometimes true in part
Universalism (Free Religion) - all belief systems are more or less true in part
Secularism (Secularism) - no belief system is relivant to the state
The last two civic catagories, created by ViSa, confuse the notion of "Civics" with "Government Policy." Civics are broad characterizations of a civilization's cultural character over time, but these last two catagories are more like laws which might alternatively be passed by Republican or Democratic administrations.
To solve this problem, I've scrapped the last catagory, Health, and replaced it with the one Civic catagory that ought never to have been left out of the game. I'll get to that in a moment. First, I'll demonstrate how I tried to make Education reflect broader, civilizational concepts.
EDUCATION:
Hereditary Heritage (Heritage) - Children learn directly from their parents at home
Pedagogical Tutoring (replaces Ignorance) - Select teachers are available to families and advanced students may attend academies
Commercial Apprenticeship (Apprenticeship) - Enterprise invests in the education of its current and future leaders and labor force
Clerical Training - Religious leaders educate the community
Institutional Schooling - Industrial-scale mass education
Distributed Learning - Teachers are all but eliminated as students learn at home from multi-media and from each other.
(All options are privately or publicly funded, dependng on economic civic choices)
The final Civic is one of the most essential: Civil Participation. This determines the portion of society entitled to participate in civic life -- decision making, in whole or in part, having impact on the state. For ewxample, it is possible to have a deomcratic government in which only property owners can vote, or a Monarchical state in which only those of a particular Faith may count themselves as citizens.
To include this civic, I've eliminated the Health catagory.
CIVIL PARTICIPATION:
Military Role - Citizenship is limited to the warrior class
Blood Line - Citizenship is limited to those of a particular geneology
Property Ownership - Only property owners count as citizens
Doctrinal Confession - Only adherants to the state religion may participate in civic life
Language and Ethnicity - The civilization as nation-state
Geographical Settlement - Anyone living permanently within national boundaries is a full citizen
Sneerk Jan 14, 2007, 07:56 AM Request to include: TheLopez's Pirates mod
Link: http://forums.civfanatics.com/showthread.php?t=173859
JohnYoga Jan 14, 2007, 10:45 AM 1shmael,
Keep fleshing out what you're wanting to say with the civics...interesting over here.
John
rockinroger Jan 14, 2007, 03:30 PM @1shmael: very interesting points, keep it coming.
1shmael Jan 14, 2007, 07:46 PM Request to include: TheLopez's Pirates mod
Link: http://forums.civfanatics.com/showthread.php?t=173859
I have pirates pirates everywhere! (They're a constant irritant!) All I did was fiddle with the XML. It's very easy.
Why do you people always do everything the hard way?
pay-t Jan 15, 2007, 10:45 AM I would like to make another request if possible:lol:
I would just love to see the sniper mod (made by TheLopez) in ViSa :)
The link is here: http://forums.civfanatics.com/showthread.php?p=4003932
Thanks anyhow:goodjob:
GoSkins Jan 16, 2007, 10:01 AM A couple more things that came up...I'm sure more will later...I'll keep posting them as I think of them.
1. For the Ottomans, the capital should be Ankara, not Istanbul
2. The Hoplite came before the Phalanx, so just change the name of Phalanx to Hoplite and Hoplite to Phalanx
glacier Jan 16, 2007, 10:31 AM Great mod, I can't go back to playing vanilla Civ, it's just too boring. An airbase is really needed in my opinion. This would be built by workers and have to be within your cultural borders. The base's function would be to heal air units and provide a forward base of operations for your airforce.
My playing style involves building a large airforce, this would also help me keep my air units organized.
Dustin
Sovietof17 Jan 18, 2007, 03:36 PM Requesting Eusebius World Religious, specifically MOAR religions and diseases, please
vodobas Jan 18, 2007, 05:29 PM More silly suggestions from me:
I really dislike when you get Scientific Method and you can no longer build missionaries. To me, it seems that this does make sense just to get rid of the research bonus from monasteries. However, without organized religion, no more missionaries can be made. To correct this, I would suggest a "Seminary" building. This allows you to build missionaries, but provides no further benefit...maybe +1 culture?
I really dislike Gov. Controlled Health Care's unhappiness penalty...it basically makes it impossible to use any other medical civic it seems, and GCHC arrives so early...with Paper I think? Consider reducing the penalty and/or moving the tech back to Civil Service or something?
Perhaps a new naval unit between Ironclad (str. 12) and Destroyer (str. 30), I'm thinking maybe a str 20 ship, a Dreadnought or Pre-Dreadnought, a steel covered steam powered ship loaded with large guns. WWI era ships. Perhaps available with Assembly Line, Str 20, Bombard Ability, weakness to subs?
http://en.wikipedia.org/wiki/Pre-dreadnought
Can it be changed so you cannot build tac nukes without Manhattan Project?
How about a new Great Person: The Great Worker ... points generated perhaps by every improvement construction, road construction, and resource improvement construction, instead of the normal GPP method (or perhaps the normal way, except citizens generate the Great Worker GPPs) the Great Person will be one of the many labor/trade/craft union organizers or leaders: Jimmy Hoffa, Crystal Lee Sutton, Samuel Gompers, Eugene Debs, Francis Dillon, William Green. The Great Worker would have the following abilities: if s/he is in the same plot as a worker, the worker will build 50% faster. the worker can be consumed to build a Union Hall in a city after Guilds, which would provide a hammer % bonus and happiness bonus (based on % of pop) but cost some gold per turn. The worker can join a city as a Great Worker, which adds hammers, happiness, but cost gold. Finally, the Great Worker can cause a "strike" in a foreign city...which could basically be the same ability of the Statesman.
Balerion Jan 19, 2007, 06:27 AM I'd like to support Vobodas proposals with regards of Govern. Controlled Health Care's (too soon and so much penalty) and the need for a new naval unit before Destroyer (it'd be interesting if without bombing capabilities so to bomb cities you still need to use weaker Ironclads).
I'd like even to remember bilipadouzi suggestion (from post32) I find really interesting , innovative but also balanced: Satellites improvement and magnetic propulsion railroads.
I know TAf already said too little time but they could still be considered as ideas for future developments. (Obviously these are the suggestions I like more; I didn't mean to say the other ones do not deserve attention).
Bal.
Morfydd Jan 19, 2007, 04:55 PM a private maps section to stick all the various visa maps currently available in so that selection of them is easier
TAfirehawk Jan 19, 2007, 07:29 PM Requesting Eusebius World Religious, specifically MOAR religions and diseases, please
No, sorry. ViSa is focused on adding to, not drastically changing Civ.
Diseases and AI Autoplay are possibilities but 18 religions is not.
TAfirehawk Jan 19, 2007, 07:30 PM I really dislike Gov. Controlled Health Care's unhappiness penalty...it basically makes it impossible to use any other medical civic it seems, and GCHC arrives so early...with Paper I think? Consider reducing the penalty and/or moving the tech back to Civil Service or something?
I hated that too....it is gone totally in V3.0
TAfirehawk Jan 19, 2007, 07:31 PM a private maps section to stick all the various visa maps currently available in so that selection of them is easier
What 'all various maps'?
skylined Jan 20, 2007, 08:24 AM Suggestion for a mod: the Revolution mod by jdog5000. It'd make a great mod even better.
+1
(totally agreed)
miccal2000 Jan 22, 2007, 06:45 PM A few minor tweaks:
Bronze cannon should come before Musketmen. Cannon were in use a good century before the first "handgonnes" had been developed. Maybe create an arquebusier unit that can go before musketmen and bronze cannons?
Also, the Ironclad unit (as well as Areonautics and the ability to have planes) should be moved forward a bit...Having Steel before industralization clashes a bit.
Great Mod, and I love it. Can't wait for 3.0!
TAfirehawk Jan 22, 2007, 07:48 PM A few minor tweaks:
Bronze cannon should come before Musketmen. Cannon were in use a good century before the first "handgonnes" had been developed. Maybe create an arquebusier unit that can go before musketmen and bronze cannons?
Also, the Ironclad unit (as well as Areonautics and the ability to have planes) should be moved forward a bit...Having Steel before industralization clashes a bit.
Great Mod, and I love it. Can't wait for 3.0!
Industrialism and Assembly Line are a bit out of place, but with so many Modern techs it is tough...I know, I am moving and adding all over the place and trying to make sense of it.
But Steel should come before Industrialism....
Morfydd Jan 26, 2007, 06:57 AM What 'all various maps'?
Cold War
http://forums.civfanatics.com/showthread.php?p=4837459
Ring Of Fire
http://forums.civfanatics.com/showthread.php?t=196485
Old World
http://forums.civfanatics.com/showthread.php?t=196657
Earth
http://forums.civfanatics.com/showpost.php?p=4742800&postcount=160
Jeruselum
http://forums.civfanatics.com/showthread.php?t=198157
Another Earth
http://forums.civfanatics.com/showthread.php?t=195492
I Think theres are a couple others floating about out there but they elude me atm
rockinroger Jan 26, 2007, 04:59 PM Huh i dont think we realized there was so many maps for ViSa. thanks for the info. If any others out there then post them here also.
TAfirehawk Jan 26, 2007, 06:32 PM Wow, I didn't know we had other maps either....people need to report them to us so I can link them...thanks Morfydd.
Morfydd Jan 26, 2007, 07:08 PM I am thinking another thread in this forum might be a good place to collect them..and as i find more ill post a link to them
thats the reason i was suggesting a private maps section seems lots of people like to play this mod ;o)
miccal2000 Jan 27, 2007, 02:43 AM Industrialism and Assembly Line are a bit out of place, but with so many Modern techs it is tough...I know, I am moving and adding all over the place and trying to make sense of it.
But Steel should come before Industrialism....
No worries, I understand that building the perfect tech tree is like making a jigsaw puzzle with 8 trillion pieces.
But can aeronautics be pushed forward a bit? I find it funny to be able to build airplanes before developing combustion. Unless they are steam powered...
Oh, and will there be a separate dll for those of us that wish to play with more than 18 civs on a huge map? I have utterly no idea how to play around with those files. Thanks.
george585 Jan 27, 2007, 09:32 AM It would be nice to incorporate More Trade Routes Mod (http://forums.civfanatics.com/showthread.php?t=163657)
TAfirehawk Jan 27, 2007, 11:44 AM No worries, I understand that building the perfect tech tree is like making a jigsaw puzzle with 8 trillion pieces.
But can aeronautics be pushed forward a bit? I find it funny to be able to build airplanes before developing combustion. Unless they are steam powered...
Oh, and will there be a separate dll for those of us that wish to play with more than 18 civs on a huge map? I have utterly no idea how to play around with those files. Thanks.
You will be shocked to see the number of changes I have made to the Tech Tree in v3...fixed even some Firaxis stuff.
ViSa v3 will allow 24 civs....sorry but that is as soon as you get it.
BTW, we have added nearly 60 techs from what plain Warlords has!!!!!!!!
TAfirehawk Jan 27, 2007, 11:45 AM It would be nice to incorporate More Trade Routes Mod (http://forums.civfanatics.com/showthread.php?t=163657)
I really like that idea....as long as we don't deviate from 'Civ' too far...
We are incorporating some of his work already...
TAfirehawk Jan 27, 2007, 01:40 PM I would like to make another request if possible:lol:
I would just love to see the sniper mod (made by TheLopez) in ViSa :)
The link is here: http://forums.civfanatics.com/showthread.php?p=4003932
Thanks anyhow:goodjob:
It is not for Warlords...unless there is another link I am not seeing.
A couple more things that came up...I'm sure more will later...I'll keep posting them as I think of them.
1. For the Ottomans, the capital should be Ankara, not Istanbul
2. The Hoplite came before the Phalanx, so just change the name of Phalanx to Hoplite and Hoplite to Phalanx
#1 - wrong, that is the Republic of Turkey formed in 1923, not the Ottomans...Istanbul is correct.
ruffriders23 Jan 27, 2007, 02:57 PM The Ruffy would like to see a Barbarian/Pirate Civ added. Something so you can play as the black flagged outlaws. Have a leader be like Jesse James or something... that would be nice.
I don't mean a western theme, rather something where you are the barbarians/pirates.
pay-t Jan 28, 2007, 02:10 AM It is not for Warlords...unless there is another link I am not seeing.
#1 - wrong, that is the Republic of Turkey formed in 1923, not the Ottomans...Istanbul is correct.
I'm sorry for the non warlords like request then:D
rene87 Jan 29, 2007, 06:35 AM if procurable pleace ad all Mod Component from TheLopez,
when it isn't poible than pelase ad the full MAD Nukes Mod (http://forums.civfanatics.com/showthread.php?t=168858) from TheLopez, whit the Strategic Air Command.
rene87
TAfirehawk Jan 29, 2007, 06:19 PM if procurable pleace ad all Mod Component from TheLopez,
when it isn't poible than pelase ad the full MAD Nukes Mod (http://forums.civfanatics.com/showthread.php?t=168858) from TheLopez, whit the Strategic Air Command.
rene87
Yeah that is a general thing we have been doing over time....adding everything we like from TheLopez, which is alot :D
blipadouzi Jan 29, 2007, 08:03 PM Yeah that is a general thing we have been doing over time....adding everything we like from TheLopez, which is alot :D
You keep it up, and you'll have to make him an honorary ViSa team member ;)
blipadouzi Jan 30, 2007, 05:42 AM A new Leader personality trait:
Diplomatic
-Civ Leader would automatically begin with a Pleased relationship with all other Civs rather than Cautious.
-No penalties for breaking treaties.
-Never able to receive other Civs as Vassals...but may become a Vassal to other Civs (this is to give a negative point to the trait to balance it out)
rene87 Jan 30, 2007, 08:51 AM Yeah that is a general thing we have been doing over time....adding everything we like from TheLopez, which is alot :D
this was a Dream of my, so i can understood if it was impossible, but maybe for Version 4 ore 5 ?
Zalcron Feb 01, 2007, 01:34 PM Sorry i hav e no idea where to post this, but can someonme please tell me how to use some of the optional flags, i.e USSR one for Russia rather than the white blue and red one?
Stigger32 Feb 03, 2007, 01:59 AM Would it be possible to put an option for the Player to Limit Tech's in the Advanced Game Option Menu?
So if I wanted to; I could limit the Tech Tree to the start of the Industrial Era, or wherever I choose?
It is very frustating to be continually forced to fight large scale wars at the Modern Era!
Zalcron Feb 03, 2007, 08:07 AM Sorry i hav e no idea where to post this, but can someonme please tell me how to use some of the optional flags, i.e USSR one for Russia rather than the white blue and red one?
Please guys? anyone??
TAfirehawk Feb 03, 2007, 08:16 AM Would it be possible to put an option for the Player to Limit Tech's in the Advanced Game Option Menu?
So if I wanted to; I could limit the Tech Tree to the start of the Industrial Era, or wherever I choose?
It is very frustating to be continually forced to fight large scale wars at the Modern Era!
We are trying to incorporate the Limited Era Mod....please look at our list as it is already on it....
Please guys? anyone??
That will require you to make custom changes, which is not within the scope here but other forums at CivFanatics.
Kaiser Franz Feb 03, 2007, 06:36 PM Is it possible to disable the "Global Warming" ? -- I am at the year 1997 - have built no coal fired power plants - have no nuclear plants - everything is strictly "Hydro" or "Solar" yet at the end of every turn I hear this "ominous sound" and have little red notations in the upper left corner telling me about Global Warming near three or four of my cities -- EVERY TURN :( -- I have done everything I can to avoid this - omited the Freeways - used the lowest immisions power sources - yet this condition continues to plague me just as if I had coal plants -- how do I turn it off - it's Pi**ing me off :)
Zalcron Feb 04, 2007, 02:27 AM check this out m8, i know what u mean i h8 global warming so i turned it off, so now i can burn what i want etc
Ok, after searching for a while I found the file and line that needs to be changed to disable global warming. The file is:
Globaldefines.xml
and under a default install it should be loacted in the following directory:
...\Firaxis Games\Sid Meier's Civilization 4\Assets\XML
The value that you need to change is 20. The larger the value the more likely Global Warming occurs, the lower the less likely. Set to zero for no Global Warming, even if you cover the planet in nuclear fallout.
<DefineName>GLOBAL_WARMING_PROB</DefineName>
<iDefineIntVal>20</iDefineIntVal>
dont forget this applies to the files in vanilla ,not the mod, but dont worry the mod will feed off these lines and it will work.b
Zalcron Feb 04, 2007, 02:29 AM check this out m8, i know what u mean i h8 global warming so i turned it off, so now i can burn what i want etc
Ok, after searching for a while I found the file and line that needs to be changed to disable global warming. The file is:
Globaldefines.xml
and under a default install it should be loacted in the following directory:
...\Firaxis Games\Sid Meier's Civilization 4\Assets\XML
The value that you need to change is 20. The larger the value the more likely Global Warming occurs, the lower the less likely. Set to zero for no Global Warming, even if you cover the planet in nuclear fallout.
<DefineName>GLOBAL_WARMING_PROB</DefineName>
<iDefineIntVal>20</iDefineIntVal>
dont forget this applies to the files in vanilla ,not the mod, but dont worry the mod will feed off these lines and it will work.:)
TAfirehawk Feb 04, 2007, 07:14 AM check this out m8, i know what u mean i h8 global warming so i turned it off, so now i can burn what i want etc
Ok, after searching for a while I found the file and line that needs to be changed to disable global warming. The file is:
Globaldefines.xml
and under a default install it should be loacted in the following directory:
...\Firaxis Games\Sid Meier's Civilization 4\Assets\XML
The value that you need to change is 20. The larger the value the more likely Global Warming occurs, the lower the less likely. Set to zero for no Global Warming, even if you cover the planet in nuclear fallout.
<DefineName>GLOBAL_WARMING_PROB</DefineName>
<iDefineIntVal>20</iDefineIntVal>
dont forget this applies to the files in vanilla ,not the mod, but dont worry the mod will feed off these lines and it will work.:)
That is correct, but I never change vanilla Civ or plain Warlords files....just put those lines in the ViSa xml file.
Zalcron Feb 04, 2007, 12:19 PM is there really not a simple way to change flags? for some reason there is no teamcolor folders in this mod, yet it uses different flags so it must have them stasherd away somewhere, does anyone know where?
Uncle Anton Feb 04, 2007, 08:31 PM Hi guys. First of all, great work on the mod! Very impressive... :)
Was wondering if I could suggest some tweaks to the Aussie Civ... I realise what's in there is more than likely based on "working titles" until some feedback could be put out there... I guess you guys can consider this that feedback. :)
1) "Queen's Aussie Brigadiers" - A better unit title would be "AIF Infantry" or "ANZAC Infantry"... both titles are very specific to the World Wars I know, but I believe that's the era that the Infantry units are meant to represent, so it makes sense.... Also, I think you may have mixed the skin up between the French Infantry unit and the Aussie one. French should be the blue one, Aussie the Brit one... I've mentioned this is the Bug thread as well :)
2) "Aussie Gunner" - Australia's always really been alongside the UK and/or US when it comes to the Air Force. Maybe you should just have the Spitfire as a UU for England and also for Australia?
3) "Reef Barrier Submarine" - LOL :D Loved the Great Barrier Reef reference here. If you really wanted to include an Aussie UU as a Sub, I'd maybe renamed it "Oberon Submarine" or "Collins Submarine"... something like that.
Personally I'd suggest you actually replace the Sub UU with "SASR"... make it a carbon copy of the US Navy SEAL in terms of game attributes, but there's an alternate skin you could use from Charcoal's Australian Civ (http://forums.civfanatics.com/showthread.php?t=146845) to differentiate it graphically.
Anyway, just a thought.
JohnYoga Feb 05, 2007, 12:07 AM ViSa Modpack Team List
Items with a * are anticipated to be in V3.0[/INDENT]
I mentioned these two before, but don't see it mentioned:
1. Please fix the City Radius button: Either on or off, we still get a three tile radius minimum. Please allow it when it is not radio buttoned on to have it 2 tile minimum.
2. Bottom right buttons often don't show up. These are the tile, red ping, etc., mini-icons. I shouldn't have to do keyboard tricks, or bounce out of the game and back in for them to show up.
BTW, I only play MP with this mod and all other Civ versions, if that means anything to help hunt down issue.
Regards and Thanks. My Dad and I are looking forward to playing your V3!
John
TAfirehawk Feb 05, 2007, 07:06 PM I mentioned these two before, but don't see it mentioned:
1. Please fix the City Radius button: Either on or off, we still get a three tile radius minimum. Please allow it when it is not radio buttoned on to have it 2 tile minimum.
2. Bottom right buttons often don't show up. These are the tile, red ping, etc., mini-icons. I shouldn't have to do keyboard tricks, or bounce out of the game and back in for them to show up.
BTW, I only play MP with this mod and all other Civ versions, if that means anything to help hunt down issue.
Regards and Thanks. My Dad and I are looking forward to playing your V3!
John
#1 those are bugs, not requests/suggestions....
#2 the buttons show up just fine for me, although I don't play MP....
#3 the 2 or 3 city radius option works just fine, I just tested it....although again, not in MP
JohnYoga Feb 05, 2007, 07:13 PM I would like to suggest that those features I'd mentioned be in the Visa mod for MP use.
Thank you,
John:p
TAfirehawk Feb 05, 2007, 07:35 PM I would like to suggest that those features I'd mentioned be in the Visa mod for MP use.
Thank you,
John:p
We address all bugs we can....and again, those are not features....and they work fine for everybody else so we can't reproduce your problem....
Dale Feb 07, 2007, 04:24 AM Hi guys. First of all, great work on the mod! Very impressive... :)
Was wondering if I could suggest some tweaks to the Aussie Civ... I realise what's in there is more than likely based on "working titles" until some feedback could be put out there... I guess you guys can consider this that feedback. :)
1) "Queen's Aussie Brigadiers" - A better unit title would be "AIF Infantry" or "ANZAC Infantry"... both titles are very specific to the World Wars I know, but I believe that's the era that the Infantry units are meant to represent, so it makes sense.... Also, I think you may have mixed the skin up between the French Infantry unit and the Aussie one. French should be the blue one, Aussie the Brit one... I've mentioned this is the Bug thread as well :)
Actually, their official qualification is "Royal Australian Rifles".
2) "Aussie Gunner" - Australia's always really been alongside the UK and/or US when it comes to the Air Force. Maybe you should just have the Spitfire as a UU for England and also for Australia?
Absolutely no way. After WW2 the CAC (Commonwealth Aircraft Company) was a world leader in air design. I know, my grandfather was a senior designer. At CAC he worked on DC-10's, Tornado, FA-18, Bell helicopters, MACHE jets, and the list goes on.
If you want an Aussie war plane, try the Mosquito.
3) "Reef Barrier Submarine" - LOL :D Loved the Great Barrier Reef reference here. If you really wanted to include an Aussie UU as a Sub, I'd maybe renamed it "Oberon Submarine" or "Collins Submarine"... something like that.
ROFLMAO. Collins Submarine - Randomly un-usable and must return to port for repairs. :D
The Aussie UU should actually be the Light Horse Regiment. Cavalry++ which upgrades to tank.
Personally I'd suggest you actually replace the Sub UU with "SASR"... make it a carbon copy of the US Navy SEAL in terms of game attributes, but there's an alternate skin you could use from Charcoal's Australian Civ (http://forums.civfanatics.com/showthread.php?t=146845) to differentiate it graphically.
Anyway, just a thought.
SAS should be better than the seal. SAS are more in line with Brit Commandos than seals. SAS/Commando = seal+marine.
Kaiser Franz Feb 07, 2007, 10:24 AM @ Zalcron -- Thanks for the advice - I installed that line in the Visa XML and it works great --
Now if I could just get rid of the memory allocation error I could finish my game -- I've started saving after every turn just to try to be safe - file size is 1497 more or less and the memory error appears about every other save -- I may be enjoying this though -when I'm not frustrated - I get to fight the same battles over and over again - and it helps to know where the enemy is comming from and what beach they are about to hit - but it does sort of feel like cheating.
Zalcron Feb 07, 2007, 12:58 PM glad i could help :) i dont know why they even have global warming in it still , talk about no fun.....
Kaiser Franz Feb 07, 2007, 06:58 PM How difficult would it be to get some sort of dialog that lets the human player ask an AI player if they want help in a war against another AI ?
For some reason unknown to me, the Permanent Alliance option is no longer present in my game and neither is the Defensive Pact - I'm at year 2026 right now -- ( with Memory Allocation Issues every other turn ) and good old Hammurabi with his four vassals seems to have ganged up on Asoka who has no vassals to help -- so I'd like to offer assistance just "cause" I like to fight - but I don't want to start a war - I'd like to be invited in :) -- Any idea what might have happened to the Permanent Alliance thing ?
TAfirehawk Feb 07, 2007, 07:54 PM How difficult would it be to get some sort of dialog that lets the human player ask an AI player if they want help in a war against another AI ?
For some reason unknown to me, the Permanent Alliance option is no longer present in my game and neither is the Defensive Pact - I'm at year 2026 right now -- ( with Memory Allocation Issues every other turn ) and good old Hammurabi with his four vassals seems to have ganged up on Asoka who has no vassals to help -- so I'd like to offer assistance just "cause" I like to fight - but I don't want to start a war - I'd like to be invited in :) -- Any idea what might have happened to the Permanent Alliance thing ?
Permanent Alliance is an option now by Firaxis....just turn it on when you start a game.
Kaiser Franz Feb 08, 2007, 11:05 AM @ TAfirehawk -- I have "Permanent Alliance turned on and it was available at the onset of this game - albeit, it was "red" with every opponent and, therefore, not an option on the table.
Now, in the late game, it no longer appears - selectable or "red". I was just curious if this was a normal circumstance or if I have messed something up inadvertently.
chipper_30 Feb 09, 2007, 05:25 AM @ TAfirehawk -- I have "Permanent Alliance turned on and it was available at the onset of this game - albeit, it was "red" with every opponent and, therefore, not an option on the table.
Now, in the late game, it no longer appears - selectable or "red". I was just curious if this was a normal circumstance or if I have messed something up inadvertently.
Do you already have an alliance with someone? I believe you can have only one ally, though I changed that in my game because it didn't make much sense to me...
Zalcron Feb 09, 2007, 07:37 AM sorry to be a bore by going on about this but can anyone tell me or point me in the right direction if i want Russia to have the flag of the USSR? i ask because i have built a world map which i plan to upload at some point based on the cold war. Needless to say the Russian tricolour is not accurate. I have got a hammer and sickle soviet flag but cant make this mod use it.
What i need to know is where are the flags in this mod placed? so i can rename the flag etc to make this work Can anyone help, please?
Kaiser Franz Feb 09, 2007, 09:42 AM @ chipper 30 -Allow Permanent Alliances is turned on - I have no alliances - at the onset of the game and as soon as my tech advances allowed permanent alliances, I began looking for an ally -- in each instance the dialog was "red" and therefore unselectable. Resultantly, no alliances were ever established -- I did have one very short lived "Defensive Pact" but that went away when I got my sensitive feelings hurt because a nasty AI made some snide comment about my civilization and I was forced to go kick butt. My defensive pact buddy bailed out :) It's the "Let no challenge go unanswered" mentality that I love about this game :)
@Zalcron -- I also am looking for a "flag change" -- I'd like the Eagle added to the Red - White - Red of the Austrian Flag - I looked under the CivilizationInfo's XML but couldn't readily identify the flag dialog - must not be in that particular XML-- ask TAfirehawk - he probably knows how to do this.
Zalcron Feb 09, 2007, 01:27 PM [QUOTE=
@Zalcron -- I also am looking for a "flag change" -- I'd like the Eagle added to the Red - White - Red of the Austrian Flag - I looked under the CivilizationInfo's XML but couldn't readily identify the flag dialog - must not be in that particular XML-- ask TAfirehawk - he probably knows how to do this.[/QUOTE]
Any chance you can help me TAfirehawk?
Uncle Anton Feb 09, 2007, 08:08 PM Actually, their official qualification is "Royal Australian Rifles".
Absolutely no way. After WW2 the CAC (Commonwealth Aircraft Company) was a world leader in air design. I know, my grandfather was a senior designer. At CAC he worked on DC-10's, Tornado, FA-18, Bell helicopters, MACHE jets, and the list goes on.
If you want an Aussie war plane, try the Mosquito.
ROFLMAO. Collins Submarine - Randomly un-usable and must return to port for repairs. :D
The Aussie UU should actually be the Light Horse Regiment. Cavalry++ which upgrades to tank.
SAS should be better than the seal. SAS are more in line with Brit Commandos than seals. SAS/Commando = seal+marine.
Heh. K, I'm too much of a forum newb to multiquote, so I'll just do dot points again...
First of all.... Hi Dale! Mate, GREAT work with your mod hey.... ahem, yeah anyway... I think I'll just go over why I said what I said... for the ViSa team's benefit if no-one else's, just so there's some kinda qualification behind my remarks... :)
1) Actually, RAR stands for "Royal Australian Regiment", and has been a designation since 1948 when the title Royal was first approved and the Army was re-modeled. I suggested "AIF Infantry" quite simply because that denotes Australian Imperial Force, representative of Australian regular soldiers prior to 1948 (ie in both world wars)... since this mod has modern infantry if you were going to make a UU which replaced vanilla infantry the era should be indicative of 1901-1948, not post 1948. :)
So basically... "AIF Infantry" if the UU replaces Infantry, "RAR" if the UU is going to replace modern infantry. Since the UU the team has chosen is Infantry, then it should be "AIF Infantry".... ;)
2) Cool to hear about your grandfather. :) The work he would've been doing kinda ties in with what I was trying to say about an Aussie air unit, that being that like the majority of kit we've used throughout our military history, we've taken other people's equipment, and modded the hell out of it to make it better. :) But since the different UU's are just there for aesthetics, it makes more sense just to ensure the appearance is right. Good example is Australia's current equipment. Take a look at an RAAF 'Vark or Hornet. Even if their avionics, engines etc have had the malarkey modded out of them, they still look the same as the stock counterparts we bought off the yanks. This would've also been the same for the Mustangs, Meteors and other planes that the RAAF has used in the past.
The reason why I suggested the team just use the spitfire is that a) There's no model of a mosquito that I've seen on these forums that could be used, and b) it would be indicative and representative of Australian use of British equipment pre-Cold War, not to mention the fact that in both world wars (again indicative of the unit era), most Australian pilots would fly cross attached to RFC/RAF (depending WW1 or WW2). :)
3) @ Collins... Hehe. Yeah, yeah I know.... But other than the "Oberon" we don't have too many types of subs we've used other than the old AE class. :) Heh. I remember during my chocko days... at Kapooka, the obstacle course was designated "the Collins-class obs course" by our platoon staff, coz half of it didn't work... :D
Bottom line - "Oberon" or "Collins". :-P If someone has a diff suggestion, lemme know.
4) Yeah, there's been a bit of debate for SASR vs Mounted Infantry as UU. I wasn't in any way suggesting we swap SASR for the Mounted Infantry unit. I was actually suggesting that SASR is put in instead of the Sub unit. I'm a former Lighthorseman myself (Did 3 years with the 10th), so there's no way I'd suggest we get rid of this.... I'm too biased :D
I think the Mounted Infantry unit is named well though. Australia wasn't the only country to have "Light Horse" units, and initially for Boer War many of the levies which the first AIF Australian Light Horse regiments would take their origins from were termed 'Mounted Infantry'. I think they're well represented anyway. Mounted Infantry should stay as is IMHO :)
TAfirehawk Feb 09, 2007, 09:28 PM I am sure I can find it Zalcron, but between ViSa v3.0 being behind schedule and RL I just don't have the time for it and there are far better modders in other places on CivFanatics who can help you on this since I haven't done anything with the flags before.
Dale Feb 10, 2007, 05:54 AM 1) Actually, RAR stands for "Royal Australian Regiment", and has been a designation since 1948 when the title Royal was first approved and the Army was re-modeled. I suggested "AIF Infantry" quite simply because that denotes Australian Imperial Force, representative of Australian regular soldiers prior to 1948 (ie in both world wars)... since this mod has modern infantry if you were going to make a UU which replaced vanilla infantry the era should be indicative of 1901-1948, not post 1948. :)
Good point actually. I was just speaking in rough terms. :)
3) @ Collins... Hehe. Yeah, yeah I know.... But other than the "Oberon" we don't have too many types of subs we've used other than the old AE class. :) Heh. I remember during my chocko days... at Kapooka, the obstacle course was designated "the Collins-class obs course" by our platoon staff, coz half of it didn't work... :D
Bottom line - "Oberon" or "Collins". :-P If someone has a diff suggestion, lemme know.
I'd prefer to see an Oberon. Collins is just too embarrasing for us, especially since it was sold to the public by the gov't to be the be-all and end-all of subs.
4) Yeah, there's been a bit of debate for SASR vs Mounted Infantry as UU. I wasn't in any way suggesting we swap SASR for the Mounted Infantry unit. I was actually suggesting that SASR is put in instead of the Sub unit. I'm a former Lighthorseman myself (Did 3 years with the 10th), so there's no way I'd suggest we get rid of this.... I'm too biased :D
9-mile sniper here. :) 2/10 medium field reg't (artillery). Basically, I got to play with big ****in' guns. :D
rockinroger Feb 10, 2007, 07:17 AM is there really not a simple way to change flags? for some reason there is no teamcolor folders in this mod, yet it uses different flags so it must have them stasherd away somewhere, does anyone know where?
Hi Zalcron go here: http://forums.civfanatics.com/showthread.php?t=165969&page=22
Go to post 436 Whz_sub10 has posted the way to change flag colors.
Uncle Anton Feb 10, 2007, 06:34 PM Good point actually. I was just speaking in rough terms. :)
I'd prefer to see an Oberon. Collins is just too embarrasing for us, especially since it was sold to the public by the gov't to be the be-all and end-all of subs.
9-mile sniper here. :) 2/10 medium field reg't (artillery). Basically, I got to play with big ****in' guns. :D
Yeah, I'd tend toward Oberon myself too... Good call... :)
And at the risk of getting off-topic...
phwoar.... 155s....I only got to play with 50 cals... I feel so inadequate... :D
</gunenvy>
saltbush Feb 12, 2007, 05:44 AM I'd like to put in a request for the great person per city mod
http://forums.civfanatics.com/showthread.php?t=168283
you could prob make it an option in the ini file i guess
vodobas Feb 12, 2007, 03:54 PM I'd like to put in a request for the great person per city mod
http://forums.civfanatics.com/showthread.php?t=168283
you could prob make it an option in the ini file i guess
This mod sounds interesting, but with the plethora of new buildings that allow specialists and civics that allow unlimited specialists it seems like with ViSa this mod would be really unbalancing. You would generate hundreds of Great People I figure.
*shrug* Just my lil' opinion :)
saltbush Feb 12, 2007, 04:23 PM in mods i've seen that use this component they generally raise the GP points needed
TAfirehawk Feb 12, 2007, 06:27 PM This mod sounds interesting, but with the plethora of new buildings that allow specialists and civics that allow unlimited specialists it seems like with ViSa this mod would be really unbalancing. You would generate hundreds of Great People I figure.
*shrug* Just my lil' opinion :)
Yeah I am already having a very hard time with tech and money in late game with all the added stuff....I increased techs 50% and still get to Future Tech at 80% done....
voleur Feb 13, 2007, 07:41 AM I don't know if it was already asking but i'm looking for a world map for Visa (like strategyonly done ) but without limit of 18 players but increase to 24 :p
It will be possible ? :confused:
Zalcron Feb 13, 2007, 02:58 PM Hi Zalcron go here: http://forums.civfanatics.com/showthread.php?t=165969&page=22
Go to post 436 Whz_sub10 has posted the way to change flag colors.
thanks for the help but that only covers country colors. I dont understand how to sort this simple issue out!! there must be a location for this mod's flags that i can overwirte the russian flag graphic with? anyone please???
TAfirehawk Feb 13, 2007, 06:58 PM I don't know if it was already asking but i'm looking for a world map for Visa (like strategyonly done ) but without limit of 18 players but increase to 24 :p
It will be possible ? :confused:
24 Civs can only be enabled in the SDK, which it will be in v3 but not v2.1
As far as maps are concerned, there is a thread here just for that....
thanks for the help but that only covers country colors. I dont understand how to sort this simple issue out!! there must be a location for this mod's flags that i can overwirte the russian flag graphic with? anyone please???
As I said earlier, it is in the FPK file or Civ....you will have to learn modding of which there are plenty of tutorials and people to help in general threads, but we are NOT covering this in ViSa so please stop spamming the request.
Kaiser Franz Feb 13, 2007, 08:52 PM @ Zalcron - dont get too offended at TAfirehawks "spamming" comment - frankly, I didn't see a post where he references FPK files or Civ either - but I don't read every post - all I saw was:
Post # 102 "I am sure I can find it Zalcron, but between ViSa v3.0 being behind schedule and RL I just don't have the time for it and there are far better modders in other places on CivFanatics who can help you on this since I haven't done anything with the flags before."
The Visa team guys are overloaded right now with trying to get Version 3 up and out - Stress level is probably around 150% of optimum and tempers are short - give them a chance to finish the current pressing tasks and ask for help later - when blood preasure is back at an acceptable level and courtesy returns.
TAfirehawk Feb 13, 2007, 09:17 PM @ Zalcron - dont get too offended at TAfirehawks "spamming" comment - frankly, I didn't see a post where he references FPK files or Civ either - but I don't read every post - all I saw was:
Post # 102 "I am sure I can find it Zalcron, but between ViSa v3.0 being behind schedule and RL I just don't have the time for it and there are far better modders in other places on CivFanatics who can help you on this since I haven't done anything with the flags before."
The Visa team guys are overloaded right now with trying to get Version 3 up and out - Stress level is probably around 150% of optimum and tempers are short - give them a chance to finish the current pressing tasks and ask for help later - when blood preasure is back at an acceptable level and courtesy returns.
I am 99% sure I commented on this in some thread....by some poster....some day....or night.... where am I :crazyeye:
Don't worry, if I really want to get rid of a poster I just report the post to the Moderator....otherwise I ignore it...so even a response by me gets 'up' two levels :lol:
AureliusPK Feb 14, 2007, 10:08 AM It would be cool if you guys added more modern units!
Is it also possible to carry nukes on a submarine in this modpack?
I'm not quite sure as I haven't reached the modern era yet.
Zalcron Feb 14, 2007, 02:53 PM My apologies chaps, meant no offence,:blush:
keldath Feb 14, 2007, 04:01 PM AureliusPK hi,
im gonna make an addition of new models of units,
perhaps a 6th uniqe unit for each nation + new classes.
i might do it as an addition for the first path to v3...once it will go out :)
Zalcron,
pm me, ill try to help you.
Uncle Anton and dale, and the rest of the aussies out there...
though ive been to downunder two years ago :)
(loooooovvvvvvvvveeeeeddddddd fraiser island!)
i inveted all of the aussie uu names...hehe....
so, ill make the name ajusments as you wish :)
TAfirehawk Feb 14, 2007, 06:46 PM It would be cool if you guys added more modern units!
Is it also possible to carry nukes on a submarine in this modpack?
I'm not quite sure as I haven't reached the modern era yet.
You mean the 200+ units added is not enough....I get 50-60 units in my build options in the late game....geesh....
ViSa is already slow enough and over 850MB and really wants 2GB of RAM....lets not push our luck here.
Uncle Anton Feb 14, 2007, 07:09 PM You mean the 200+ units added is not enough....I get 50-60 units in my build options in the late game....geesh....
ViSa is already slow enough and over 850MB and really wants 2GB of RAM....lets not push our luck here.
Agreed. The variety of units and versatility of counters for each unit in the modern area is already pretty amazing compared to most mods let alone vanilla. I'm still playing through my first game bit by bit, and I'm almost dreading modern era because I'll have to take a good hard rethink in terms of the operational doctrine I use to deploy units around (ie how many units per stack? What type of units mixed with what ratio of other units in the stack? How does that effect my ability to transport those units? etc)
I think there's plenty of flexibility and variety in the modern era as is. :)
saltbush Feb 14, 2007, 09:26 PM I'd also like to cast a vote for no more units, esp no more UU's its not that you've done a bad job with the current UU's but they are getting less and less special (which is 1/2 the point of them), Sure its nice to have more than one but i'd prefer the number of UU's are kept at the current level (or even reduced),
I'd be interested to know if everyone else is mad keen on more UU's or not.
*edit*
Forgot to add, more UU's means more load times and slower games in general. (as well as bigger file size and tougher to edit/balance for the designers)
Kaiser Franz Feb 14, 2007, 11:10 PM HA -- I love UU's -- but I'd love them more if a poor stranded warior out in "no mans land" can't take out my Africa Corps troops with his blasted club:gripe:
:)
KhandaharKopper Feb 15, 2007, 04:32 PM Hello, sorry if this is a pain in the a** question but is their a way to enable your Merc mod at present as I only play single player. It is the only reason I play TR mod for the mercs, I much prefer your work as you were kind enough to include Canada. Cheers from somewhere in Afghanistan!
Andrew.:)
TAfirehawk Feb 15, 2007, 06:24 PM Hello, sorry if this is a pain in the a** question but is their a way to enable your Merc mod at present as I only play single player. It is the only reason I play TR mod for the mercs, I much prefer your work as you were kind enough to include Canada. Cheers from somewhere in Afghanistan!
Andrew.:)
No merc mod until it is totally redone....it is horribly unbalanced.
Kaiser Franz Feb 16, 2007, 06:45 PM Sorry -- I removed the post becasue it was in the wrong place -
blipadouzi Feb 19, 2007, 08:56 PM This request/suggestion most probably won't see ViSa until v4...if it gets added at all...
But what about the build it scenarios that Firaxis sends with Warlords? They are pretty much mods in themselves and have some pretty awesome techs, units, civics, buildings, wonders and much more in them.
All 8 of them come pre-installed (listed below), so it wouldn't be that hard to see if they are compatible or easily integrated. But some of the information included in them could add a nice flavour.
Things of interest
* Chinese Unification
Family Altar (building)
new civic category: Military
* Peloponnesian Wars
New Victory Condition: Capture Capitol City
* Alexander's Conquests
Over 30 New Technologies
* Rise of Rome
Victory Resources
* Vikings
Relics
Ransoming Cities
New Victory Condition: Economic Victory
* Genghis Khan
Civ specific techs that can only be traded or captured
New Victory Condition: Score Threshold
* Barbarians!
Can play as Barbarians (would be kewl with all of the Visa stuff)
* Omen
Many UU's for Britain & France
New Civ: Lenape
Divine Messengers
There is a ton more of stuff...but I only thought I'd mention the noteable things...but there are even some tech and units already in ViSa but from Firaxis. (ie...Statue of Zeus, Sun Tzu's Art of War) which might resolve some graphical issues.
Anyway, just a thought.
Winterheat Feb 20, 2007, 01:08 PM What I really liked in CTP2 was the feature that during the setup of a new game you could select units/wonders/buildings which then during the game could not be build. If something like this is implementable I'd really like to see it in some future version of ViSa.
Tboy Mar 02, 2007, 06:29 PM I've just had a brainwave for a few extra diplomacy options that could be added to give the mod the extra diplomatic aspect that civ4 so sorely needs.
-Nuclear non-proliferation: countries agree that they and/or the other civ will not build nuclear weapons (but keep their existing ones). A limited version of the UN resolution.
-Intelligence sharing agreements: countries agree that they and/or the other the civ will share all intelligence they have, i.e. maps and line of sight.
-Military restrictions: Nations agree that they and/or the other civ will not build certain kinds of units. If part of peace treaty, must last for at least 10 turns and then can only be broken by the other (i.e. superior) civ without war. This could lead to situations like the Post-WWI disarming of Germany.
More ideas later, if they come.
helpless_writer Mar 08, 2007, 01:50 PM If possibly could you put in the Immagration Mod by TheLopez of cause yo may need to do some tweaking to make it balance
Alondin Mar 08, 2007, 02:58 PM Dear Helpless,
I'm a beta tester, currently building migrant workers in a test game of
Version 3, so I'm pretty confident in saying...
IT'S IN VERSION 3!! :goodjob: :king: :D
Alondin, Master of the Obvious
masonl Mar 09, 2007, 01:05 PM Are the CSA and Republic of Texas civs by any chance included in 3.0?
rockinroger Mar 09, 2007, 03:35 PM @masonl as of this moment we have no plans of adding either of those civs.
TAfirehawk Mar 10, 2007, 07:00 AM Republic of Texas.....ROFLMAO.....
Uncle Anton Mar 14, 2007, 02:29 AM Are the CSA and Republic of Texas civs by any chance included in 3.0?
As much as Texas remains my favourite American state, and the confederacy adds flavour, I can more than understand dev's reluctance to include either.
Doing so would be akin to including say South Vietnam instead of just Vietnam. Or South Korea, instead of just Korea.
Both governments were shortlived, Texas willingly joined into an agreement which essentially saw it annexed (yes, I'm aware that the agreement provided that Texas wasn't an annexation and it could secede, but then it tried that didn't it?), and the Confederacy was never recognised by anyone as a sovereign state in the 4 and a bit years it was in existence.
Before the flaming starts, I'm not saying that the history of either the Confederacy or the Republic of Texas isn't worthy of note, nor that citizens of those places shouldn't be proud to be from there - far from it.
What I am saying is that if Firehawke decides not to put it in, I can more than understand. Some civs/countries just don't belong in some mods. Why do you think I don't care about Australia not being in a mod or not, for TR I argue specifically against it's inclusion, but in other mods like XX Century I'll argue for it's inclusion to the death? Some mods just aren't right for some "civs", and ultimately, it's up to the dev team to make that call
pay-t Mar 14, 2007, 02:36 AM As much as Texas remains my favourite American state, and the confederacy adds flavour, I can more than understand dev's reluctance to include either.
Doing so would be akin to including say South Vietnam instead of just Vietnam. Or South Korea, instead of just Korea.
Both governments were shortlived, Texas willingly joined into an agreement which essentially saw it annexed (yes, I'm aware that the agreement provided that Texas wasn't an annexation and it could secede, but then it tried that didn't it?), and the Confederacy was never recognised by anyone as a sovereign state in the 4 and a bit years it was in existence.
Before the flaming starts, I'm not saying that the history of either the Confederacy or the Republic of Texas isn't worthy of note, nor that citizens of those places shouldn't be proud to be from there - far from it.
What I am saying is that if Firehawke decides not to put it in, I can more than understand. Some civs/countries just don't belong in some mods. Why do you think I don't care about Australia not being in a mod or not, for TR I argue specifically against it's inclusion, but in other mods like XX Century I'll argue for it's inclusion to the death? Some mods just aren't right for some "civs", and ultimately, it's up to the dev team to make that call
Haleluja :D :agree:
masonl Mar 14, 2007, 09:23 AM @masonl as of this moment we have no plans of adding either of those civs.
OK. Just checking. Since Texas was a country before it became a state and the CSA was a legitimate nation (since there was no prohibition of secession in the constitution) for several years and there are Civs already here for both of them I figured they were as viable as Hyborea and they both have really cool flags.
Thanks for replying.
masonl Mar 14, 2007, 09:27 AM Republic of Texas.....ROFLMAO.....
OK. I don't get it. What was funny about that? There is a Republic of Texas Civ here on the forum and Texas was a nation before it became a state.
masonl Mar 14, 2007, 09:37 AM As much as Texas remains my favourite American state, and the confederacy adds flavour, I can more than understand dev's reluctance to include either.
Doing so would be akin to including say South Vietnam instead of just Vietnam. Or South Korea, instead of just Korea.
Both governments were shortlived, Texas willingly joined into an agreement which essentially saw it annexed (yes, I'm aware that the agreement provided that Texas wasn't an annexation and it could secede, but then it tried that didn't it?), and the Confederacy was never recognised by anyone as a sovereign state in the 4 and a bit years it was in existence.
Before the flaming starts, I'm not saying that the history of either the Confederacy or the Republic of Texas isn't worthy of note, nor that citizens of those places shouldn't be proud to be from there - far from it.
What I am saying is that if Firehawke decides not to put it in, I can more than understand. Some civs/countries just don't belong in some mods. Why do you think I don't care about Australia not being in a mod or not, for TR I argue specifically against it's inclusion, but in other mods like XX Century I'll argue for it's inclusion to the death? Some mods just aren't right for some "civs", and ultimately, it's up to the dev team to make that call
Well, PART (not all) of the historical refernces there are right but we won't go into it as it doesn't matter. The analogies to South Korea and South Viet Nam I don't really get.
The reason I even asked was because when I saw that Hyborea was included I realized that there was pretty much no rule as to what could or could not be considerd a Civ so I thought that both of those would add flavor. I saw that to be much more akin to adding the American Indian tribes.
Uncle Anton Mar 15, 2007, 03:59 AM Well, PART (not all) of the historical refernces there are right but we won't go into it as it doesn't matter. The analogies to South Korea and South Viet Nam I don't really get.
The reason I even asked was because when I saw that Hyborea was included I realized that there was pretty much no rule as to what could or could not be considerd a Civ so I thought that both of those would add flavor. I saw that to be much more akin to adding the American Indian tribes.
Well, actually now that you mention it, South Korea is a pretty terrible example :lol:
South Vietnam is probably a better one... I was basically just trying to refer to countries that didn't exist for terribly long - Goes to the question of how you include a Civ... do you include it as a cultural or ethnic group, or as a nation which has formed borders and called itself a particular name?
Arabia is a great example. Do you include Arabia as a Civ under Saladin? Or do you instead include Saudi Arabia, UAE, Qatar, Iraq, Kuwait et al? I guess the question would be, how does one best represent a faction which can be played within the game? Again, to use my own country as an example, in certain mods/scenarios it makes sense to have Australia, in some have the Australian land mass under the control of the English Civ, and in some cases, it makes sense for them to not be there at all. :)
I guess that was the point I was trying to make. Don't get me wrong, I'm all for flavour and things that are different... Conan of Hyboria anyone? :crazyeye: :)
Again, I think in those kinds of cases where it really is just about flavour it comes down to the dev team's preference. At the risk of being banned, I'd say harangue Firehawke til he caves :p :D
If you feel so inclined, PM me about the Texas stuff. I really do enjoy History, and I'm always keen to fill in gaps in my knowledge. Shiner Bock FTW!!! :b |