View Full Version : ViSa v3.10 Bug Thread


TAfirehawk
May 20, 2007, 07:11 AM
Please post all in-game bugs/issues/problems (not installation issues) here.

TAfirehawk
May 20, 2007, 07:12 AM
Reserved for Future.

TAfirehawk
May 20, 2007, 07:12 AM
Reserved...

xirtaminu
May 20, 2007, 02:34 PM
Hi, I am new to ViSa and I wanna say how impressed I am with what you guys have done with the mod. Anyway my problem is that the bombard icon has disappeared and I can't bombard cities (the B hotkey also doesn't work). It is making it very difficult for me to capture AI cities especially as the AI is still capable of bombarding me :-( . Am I missing something simple here, I know that you have modified the bombard system but I just don't seem to be able to bombard at all.

Xirtaminu

toft
May 20, 2007, 02:42 PM
This probably isnt a bug, just an annoying issue with the AI. After the AI has ended a succesful war against another civilization, and it has captured a great deal of cities - it goes bankrupt. It cant support any units and hence it leaves all its cities undefended.

It happened in my very first game playing this mod. I was playing on a 160x100 map on emperor. When I noticed the empty cities, I tried to go in World Builder to see what was going on. Both civilizations were bankrupt, but was still trying to build units to defend their cities... pointless as they couldnt support them - a never-ending ring... :crazyeye:

TAfirehawk
May 20, 2007, 05:56 PM
Hi, I am new to ViSa and I wanna say how impressed I am with what you guys have done with the mod. Anyway my problem is that the bombard icon has disappeared and I can't bombard cities (the B hotkey also doesn't work). It is making it very difficult for me to capture AI cities especially as the AI is still capable of bombarding me :-( . Am I missing something simple here, I know that you have modified the bombard system but I just don't seem to be able to bombard at all.

Xirtaminu

Sounds like the Ranged Bombard feature in the Custom Game screen is off, but the AI should NOT be using it either.....interesting....


This probably isnt a bug, just an annoying issue with the AI. After the AI has ended a succesful war against another civilization, and it has captured a great deal of cities - it goes bankrupt. It cant support any units and hence it leaves all its cities undefended.

It happened in my very first game playing this mod. I was playing on a 160x100 map on emperor. When I noticed the empty cities, I tried to go in World Builder to see what was going on. Both civilizations were bankrupt, but was still trying to build units to defend their cities... pointless as they couldnt support them - a never-ending ring... :crazyeye:

Sounds like mis-management in the AI, which is part of the BetterAI mod. That is so huge that it is nearly impossible for us to revamp it in any way :(

toft
May 20, 2007, 06:27 PM
Sounds like mis-management in the AI, which is part of the BetterAI mod. That is so huge that it is nearly impossible for us to revamp it in any way :(

Is it fairly easy to switch back to the "warlords"-AI without any impact on other features in the mod?

rockinroger
May 20, 2007, 07:02 PM
Is it fairly easy to switch back to the "warlords"-AI without any impact on other features in the mod?

Hi Toft thats weird i do alot of warring and cause a lot of wars but never seen that except for early ancient and medivial eras, what era were you in when this happened?

Fujisan
May 20, 2007, 08:13 PM
Is it fairly easy to switch back to the "warlords"-AI without any impact on other features in the mod?

I was about to ask the same question ;)
There is a lot of good points in the Better AI, but still tons of stupidity and bugs, that is the worst. AI will never play like a human, unless in a very far future :rolleyes: The old AI has at least one good thing - it hasn't bugs.

So, is it possible to switch back to the "warlords"-AI without any impact on other features in the mod? Or make this optional?

Forsaken
May 20, 2007, 10:06 PM
heres a wierd bug I thank.It's just wierd spontaniuos capture of a worker out in open water with none of my unit's close by.http://img2.freeimagehosting.net/uploads/th.d281ffe87e.jpg (http://img2.freeimagehosting.net/image.php?d281ffe87e.jpg)

Uncle Anton
May 21, 2007, 02:55 AM
Bug related to here....

http://forums.civfanatics.com/showpost.php?p=5456307&postcount=378

I'm not sure if any of my autosavs still have the phenomenon going on. I felt...well... a bit guilty (I'm a pretty crap player so I generally end up having to use pretty much every unit I build at the front at some stage), so I used WB to delete the units and rebuilt them at the correct level (ie 17/18 pts instead of the 48 pts or so most of the units had achieved)... I'll hunt through my autosaves and if there's one there I'll post it. :)

toft
May 21, 2007, 03:11 AM
Hi Toft thats weird i do alot of warring and cause a lot of wars but never seen that except for early ancient and medivial eras, what era were you in when this happened?

I was playing in the ancient era on grand(2000) settings. I posted a similar thread in the "BetterAI" forum, I would just like to know how to disable this particular mod from the rest without breaking other features in visa.

dingo75
May 21, 2007, 04:09 AM
I loves visas mod:goodjob: :goodjob:

I have a major problem. I cant win. :confused: I have 6 legendary cities, :confused: my diplomancy score should let me win. :confused: I lauched my space ship :confused: and i own 85% of the map and 90% of the worlds population and i still cant win. :confused: can someone help me?

is there a new update for this? i am using visa 3.10.

sovarn
May 21, 2007, 04:31 AM
Check the victory screen.

I think you checked the mastery victory option which overides all other options. means you have to play to the end. but well done on your achievements.

vodobas
May 21, 2007, 12:16 PM
I'm not sure if these bugs are fixed in 3.10 yet, I haven't installed the patch until I'm done with my current games (the save games aren't compatible, right?)

1) A number of times I have attacked a sea city with a land unit and regardless of the odds, the attacker always wins. Also, in addition to always winning, the attack successfully conquers the city regardless of how many units are in the city.
For example, I was attacking a sea city that had 10 calvary units and an artillery unit in it. I was attacking with an apache, who cannot capture the city. The apache successfully attacked once, and defeated the artillery piece, which I managed to capture (I changed the .ini so any unit can capture any unit). As a result, I was left with an artillery piece sitting on an ocean square. The next turn, I could actually attack with this ocean floating artillery piece. It was at half strength, and its odds were <0.1 percent. Despite these amazing odds, the artillery piece was successful in defeating a cavarly unit, and it captured the entire city. 9 other cavalry units were decimated without a fight.

2) Helicopter units that can travel over ocean (Chinooks, light apache, apache) cannot fly on squares with enemy tunnels on them. building tunnels around your entire sea city would make it invulnerable to helicopter attack, unless you bring naval vessels in to pillage tunnels (you can't bombard tunnels at range)

3) I have trouble recreating this bug, but attacking an enemy city with a single modern armor, I decided to burn the city. Afterwards, the single unit used to take the city wound up far away, right outside the enemy civ's cultural borders.

4) Terraformers cannot terraform a peak, despite being able to stand on one. However, if you use the "terraform adjacent water into land" you can sometimes choose a tile that is a peak, and it will become a plains. Unsure if you want to allow peak removal or not, but as it stands it is not consistent and rather cumbersone.

5) If you select multiple cities, the total cost for production hurrying in the mouseover tip does not change even though clicking the button will pay for hurrying in all cities at the correct cost.

6) I was playing a Mastery Victory game and I managed to eliminate all enemy civilizations. It was the year 1896. The game did not end in victory, it expected me to play, alone, for another 204 years. Also, I believe since there is also now no other 'closest competitor' when you click the victory conditions button the screen is completely empty, it does not even give you your current mastery score breakdown. Perhaps you should win a Mastery Victory when all enemies are defeated.

7) Diplomatic victory does not factor into Mastery Victory. For such a difficult task, it should add to the Mastery score.

noid
May 21, 2007, 04:16 PM
I'm not sure if these bugs are fixed in 3.10 yet, I haven't installed the patch until I'm done with my current games (the save games aren't compatible, right?)

1) A number of times I have attacked a sea city with a land unit and regardless of the odds, the attacker always wins. Also, in addition to always winning, the attack successfully conquers the city regardless of how many units are in the city.
For example, I was attacking a sea city that had 10 calvary units and an artillery unit in it. I was attacking with an apache, who cannot capture the city. The apache successfully attacked once, and defeated the artillery piece, which I managed to capture (I changed the .ini so any unit can capture any unit). As a result, I was left with an artillery piece sitting on an ocean square. The next turn, I could actually attack with this ocean floating artillery piece. It was at half strength, and its odds were <0.1 percent. Despite these amazing odds, the artillery piece was successful in defeating a cavarly unit, and it captured the entire city. 9 other cavalry units were decimated without a fight.

2) Helicopter units that can travel over ocean (Chinooks, light apache, apache) cannot fly on squares with enemy tunnels on them. building tunnels around your entire sea city would make it invulnerable to helicopter attack, unless you bring naval vessels in to pillage tunnels (you can't bombard tunnels at range)

3) I have trouble recreating this bug, but attacking an enemy city with a single modern armor, I decided to burn the city. Afterwards, the single unit used to take the city wound up far away, right outside the enemy civ's cultural borders.

4) Terraformers cannot terraform a peak, despite being able to stand on one. However, if you use the "terraform adjacent water into land" you can sometimes choose a tile that is a peak, and it will become a plains. Unsure if you want to allow peak removal or not, but as it stands it is not consistent and rather cumbersone.

5) If you select multiple cities, the total cost for production hurrying in the mouseover tip does not change even though clicking the button will pay for hurrying in all cities at the correct cost.

6) I was playing a Mastery Victory game and I managed to eliminate all enemy civilizations. It was the year 1896. The game did not end in victory, it expected me to play, alone, for another 204 years. Also, I believe since there is also now no other 'closest competitor' when you click the victory conditions button the screen is completely empty, it does not even give you your current mastery score breakdown. Perhaps you should win a Mastery Victory when all enemies are defeated.

7) Diplomatic victory does not factor into Mastery Victory. For such a difficult task, it should add to the Mastery score.


nice bug report :]

santoo
May 21, 2007, 05:41 PM
The game did not end in victory, it expected me to play, alone, for another 204 years.

has happened to me as well - but that's as planned afaik.


Perhaps you should win a Mastery Victory when all enemies are defeated.

you have my vote :-)

a new bug in 3.10: medical promotions seem to be independet of earlier same-type promotions (eg.: healing 2 available, even if you don't have healing 1, see pic)

not technically a bug, but the eco terrorist has neither relevant visapedia nor mouseover info for "chemical attack"

TAfirehawk
May 21, 2007, 05:58 PM
I was about to ask the same question ;)
There is a lot of good points in the Better AI, but still tons of stupidity and bugs, that is the worst. AI will never play like a human, unless in a very far future :rolleyes: The old AI has at least one good thing - it hasn't bugs.

So, is it possible to switch back to the "warlords"-AI without any impact on other features in the mod? Or make this optional?

We actually totally re-wrote ViSa to incorporate the BetterAI mod from the ground up, so there is no easy or quick way to turn it off, sorry.


I loves visas mod:goodjob: :goodjob:

I have a major problem. I cant win. :confused: I have 6 legendary cities, :confused: my diplomancy score should let me win. :confused: I lauched my space ship :confused: and i own 85% of the map and 90% of the worlds population and i still cant win. :confused: can someone help me?

is there a new update for this? i am using visa 3.10.
Check the victory screen.

I think you checked the mastery victory option which overides all other options. means you have to play to the end. but well done on your achievements.

I agree with sovarn here....Mastery Victory is selected.

I wanted to tweak Sevo's Mastery Victory conditions (didn't think about what happens when all other civs are dead however) based on feedback in his thread....but that didn't get done (neither did reworking the Civics) for v3.10

I'm not sure if these bugs are fixed in 3.10 yet, I haven't installed the patch until I'm done with my current games (the save games aren't compatible, right?)

All excellent finds.....they need to be added to the Bug Report site if not already :D

vodobas
May 22, 2007, 08:44 AM
All excellent finds.....they need to be added to the Bug Report site if not already :D

Added to the BRS

toft
May 22, 2007, 09:07 AM
We actually totally re-wrote ViSa to incorporate the BetterAI mod from the ground up, so there is no easy or quick way to turn it off, sorry.

It seems that the BetterAI mod is "complete" :rolleyes: - in other words dead. I think its sad for this, otherwise, great mod :(

TAfirehawk
May 22, 2007, 05:44 PM
It seems that the BetterAI mod is "complete" :rolleyes: - in other words dead. I think its sad for this, otherwise, great mod :(

Or they are just working with Firaxis on BTS.... :eek:

Mamamia
May 22, 2007, 07:09 PM
The documentation for the 'Tallest Building' national wonder specifies that only two are allowed. But after building two of those tallest buildings, you still get the option to build more.

Also, the 'DCM Ranged Bombardment' should really be checked by default in the custom screen. Otherwise, bombardment units cannot bombard anything at all!

And what happens when 'DCM Missiles' in not checked? You cannot build missiles? Just curious.

Oh, by the way, this is a truly outstanding mod. :)

Mamamia.

rockinroger
May 22, 2007, 08:06 PM
The documentation for the 'Tallest Building' national wonder specifies that only two are allowed. But after building two of those tallest buildings, you still get the option to build more.

Also, the 'DCM Ranged Bombardment' should really be checked by default in the custom screen. Otherwise, bombardment units cannot bombard anything at all!

And what happens when 'DCM Missiles' in not checked? You cannot build missiles? Just curious.

Oh, by the way, this is a truly outstanding mod. :)

Mamamia.

Dont quote me on this but i believe that the worlds tallest building can only be built 2 times in a particular city. I think that Mr. Genie then limited it to a certain amount per civ. I do not know the amount of times a civ can build it though.

bobmoult
May 22, 2007, 09:39 PM
Hi

I'm having a problem building ICBMs. When I play ViSa v3.10, my cities can not produce ICBMs. I have all of the prerequisites (Fission, Nuclear Power, and Uranium). The ICBM tile is greyed out, where as Tactical Warheads are buildable.

If anyone can shed some light on this problem, I would be very grateful!

chipper_30
May 23, 2007, 03:37 AM
Hi

I'm having a problem building ICBMs. When I play ViSa v3.10, my cities can not produce ICBMs. I have all of the prerequisites (Fission, Nuclear Power, and Uranium). The ICBM tile is greyed out, where as Tactical Warheads are buildable.

If anyone can shed some light on this problem, I would be very grateful!

Manhattan Project built? Non-Nuclear Pact passed by UN?

Fujisan
May 23, 2007, 05:26 AM
Would someone confirm the following bugs? May be just something wrong with my installation.

1) Combat log (Ctrl+TAB, third tab) is always empty.

2) No "a religion found" movies. Wonder movies etc. are ok.

I checked all ini setting. Everything should be ok...

vodobas
May 23, 2007, 09:50 AM
Hi

I'm having a problem building ICBMs. When I play ViSa v3.10, my cities can not produce ICBMs. I have all of the prerequisites (Fission, Nuclear Power, and Uranium). The ICBM tile is greyed out, where as Tactical Warheads are buildable.

If anyone can shed some light on this problem, I would be very grateful!

As chipper_30 said, make sure you built the Manhattan Project somewhere. Otherwise, you can use a spy to start a secret ICBM project.

TAfirehawk
May 23, 2007, 05:24 PM
Would someone confirm the following bugs? May be just something wrong with my installation.

1) Combat log (Ctrl+TAB, third tab) is always empty.

2) No "a religion found" movies. Wonder movies etc. are ok.

I checked all ini setting. Everything should be ok...

Well before we released the v3.10 patch both of those worked.....but now they don't :confused:

I will have to wait until mrgenie gets done with school stuff and we will see what we can do....along with the other items on the Bug Report site.

santoo
May 24, 2007, 04:04 PM
this is probably not new in 3.1 and might in fact not be just a visa bug, but an issue of warlords itself: UUs and the standard units they replace don't cost the same amount to upgrade:
eg: upgrade from knight to cavalry: 256 gold.

same (256) for these UUs
paladin, conquisidator, sipahi, companion cavalry, royal scyth

however: 337 gold for:
deer rider, tagmata, winged husar

and: 172 gold for:
speer horsemen, winged lancer, mali cavalry

all these UUs replace the same unit - so I guess they should cost the same amount to update? guess the same would be true for lots of other UUs

TAfirehawk
May 24, 2007, 05:44 PM
MAF UPDATE!!!

To help reduce the MAF in WinXP, change the priority from Programs to System Cache in the Advanced settings.

I am not 100% on this, but at least my last two test games only had 1 MAF and after reload they finished....whereas before I got tons of MAF's and couldn't finish games. My tests were on Huge maps, 1250 turns, 24 civs.

And if you don't know where/what that setting is, then you probably shouldn't be trying to change it!!!!

Fujisan
May 24, 2007, 08:37 PM
this is probably not new in 3.1 and might in fact not be just a visa bug, but an issue of warlords itself: UUs and the standard units they replace don't cost the same amount to upgrade:
eg: upgrade from knight to cavalry: 256 gold.

same (256) for these UUs
paladin, conquisidator, sipahi, companion cavalry, royal scyth

however: 337 gold for:
deer rider, tagmata, winged husar

and: 172 gold for:
speer horsemen, winged lancer, mali cavalry

all these UUs replace the same unit - so I guess they should cost the same amount to update? guess the same would be true for lots of other UUs

The costs (in hammers) of all these units are different. Naturally, the upgrade cost is different too. Because calculation formula looks like this:
upgr_cost = (unit2_cost - unit1_cost) * base_cost + min_cost

MusX
May 26, 2007, 05:50 AM
visa 3.1 installer can't install files to mounted drive via FreeOTFE (http://www.freeotfe.org)
couldn't you just rared the mod folder?

Fujisan
May 26, 2007, 09:43 AM
Holy City dissappeared!

:cry: :confused: :crazyeye:

At some moment I noticed that in my Confucian Holy City the "Holly City mark" dissappeared (and Mastery Victory score dropped significantly). The religion, the Temple, and money from the Temple seem to be ok. It seems that the same thing happened with the Taosian Holy city out of my borders.

Can somebody explain how this possible? I supposed that this was the result of somebody's inquisition, but I tested this - even 20 my Inquisitors could not remove religion from the Holy City. There should be something else.

Mooseman
May 26, 2007, 10:41 AM
I'm hitting the MAF wall again. Here is a copy of my latest game.

Winterheat
May 26, 2007, 12:03 PM
Holy City dissappeared!

:cry: :confused: :crazyeye:

At some moment I noticed that in my Confucian Holy City the "Holly City mark" dissappeared (and Mastery Victory score dropped significantly). The religion, the Temple, and money from the Temple seem to be ok. It seems that the same thing happened with the Taosian Holy city out of my borders.

Can somebody explain how this possible? I supposed that this was the result of somebody's inquisition, but I tested this - even 20 my Inquisitors could not remove religion from the Holy City. There should be something else.
I noticed that too. In my current game the holy citys of judaism, islam and buddhism dissapeared.

santoo
May 26, 2007, 02:10 PM
The costs (in hammers) of all these units are different. Naturally, the upgrade cost is different too. Because calculation formula looks like this:
upgr_cost = (unit2_cost - unit1_cost) * base_cost + min_cost
aah - now, why didn't I think of that?! thanks, you are right of course :-)

@Holy City: I can confirm this. for me it's definitely not an inquisitor-issue & seems to happen at random (me & AI lost 5 HCs in my 1st game, in my 2nd only 1 HC so far. as I mentioned already, this also means loss of line of sight of "infected" cities)

rockinroger
May 26, 2007, 04:07 PM
Holy City dissappeared!

:cry: :confused: :crazyeye:

At some moment I noticed that in my Confucian Holy City the "Holly City mark" dissappeared (and Mastery Victory score dropped significantly). The religion, the Temple, and money from the Temple seem to be ok. It seems that the same thing happened with the Taosian Holy city out of my borders.

Can somebody explain how this possible? I supposed that this was the result of somebody's inquisition, but I tested this - even 20 my Inquisitors could not remove religion from the Holy City. There should be something else.

@Fujisan, am I correct in assuming that this is ViSa3.1 where this is happening? I havent not seen this, yet. Have you posted this to the bug tracker, also the corresponding save, and NCsaver. Id like to see whats up with this. It would be great if you had both a save b4 the Holy city disappears and also right after.

rockinroger
May 26, 2007, 04:11 PM
I'm hitting the MAF wall again. Here is a copy of my latest game.

@Mooseman, TAfirehawk has something in the works on the MAF that seems to be helping. Also when posting a save game we need both saves. The regular civ4 save and the Nev NCsave. Look at post 30 for TaA's suggestion on the MAF. Im testing this right now. Playing a huge map all morning since 6 am and just got my first MAF. Im about to reload and see if it gets through.

TAfirehawk
May 27, 2007, 07:57 AM
MAF UPDATE!!!

To help reduce the MAF in WinXP, change the priority from Programs to System Cache in the Advanced settings.

I am not 100% on this, but at least my last two test games only had 1 MAF and after reload they finished....whereas before I got tons of MAF's and couldn't finish games. My tests were on Huge maps, 1250 turns, 24 civs.

And if you don't know where/what that setting is, then you probably shouldn't be trying to change it!!!!

System Properties (http://support.microsoft.com/kb/895932)

I found the KB Article on MS's site that gives the details on this setting....YMMV :D

Fujisan
May 27, 2007, 10:19 PM
@Fujisan, am I correct in assuming that this is ViSa3.1 where this is happening? I havent not seen this, yet. Have you posted this to the bug tracker, also the corresponding save, and NCsaver. Id like to see whats up with this. It would be great if you had both a save b4 the Holy city disappears and also right after.
I saw this bug was already reported to the bug tracker.

thianeth
May 28, 2007, 02:15 PM
My son, roomate and I have installed the Visa 3.10 mod into our civ game. After playing it for a while we decided to make a hot seat game.

This is the process we have undertaken and it is repeatable.

I make a map in a single player game, using Fractal, Rocky, and Huge. I then use the world editor to make the map a little more interesting, adding in some island chains and other terrain to make the game more fun.

After we do this, I save the map, and start it in hotseat.

Once the new game begins, all newly created cities are instantly given the jewish religion, and it continues to instantly spread to all cities.

We are playing a game now to see what happens when someone researches Monotheism.

vodobas
May 29, 2007, 08:26 AM
System Properties (http://support.microsoft.com/kb/895932)

I found the KB Article on MS's site that gives the details on this setting....YMMV :D

I would just like to report a whole hell of a lot more crashes of Civ when I made this change. No MAF errors (which I haven't run into, yet my curret game hasn't progressed long enough to reach that point I believe) but just your standard "Civ 4 has encountered an error and must close" windows-style crash box. It seems to happen when loading games. Going to mess around some more to see if it seems the switching to system cache caused these problems.

santoo
May 29, 2007, 02:12 PM
UU issue: Hwatcha (Korean UU) replaces catapult, but should replace cannon (requires steel - like cannon, strength of 13 similar to 12 of cannon)

TAfirehawk
May 31, 2007, 05:06 PM
Here is some more info on possibly reducing the MAF.....I haven't tried this yet but will shortly....

http://forums.civfanatics.com/showthread.php?t=224178

johnjohn
May 31, 2007, 06:50 PM
Anyone reported the explorer fort building bug? Has ability to build forts now (only scouts could do in 3.0) but takes insanely long (12000+ turns?). Error is easy fix in units XML file with <ibuild> not 0 but change to 100. Fix works on game exit then reload game after fix in file. Let me know if you need more specifics.

rychenroller
Jun 01, 2007, 12:41 AM
Howdy Visa guys, firstly congrats on the mods...they have given me months of entertainment. Secondly, my bug report is concerning multiplayer, my friend and I have been playing civ for years in all its forms, when we started to try and play Visa 3.1, we keep running into "out of sync" messages. This seems to happen, only after we load the second save or third save, and only after a certain point in the game. We play huge maps, grand time, our games take several weeks at least so they consist of many saves. Funny thing is...we get the "out of sync" message flashing in red across the screen, but the game is still playable. We are able to end turns, pass data easily. We both have good PC's so the game runs easily. Is this problem related to the double save work around indicated earlier in the thread. FWIW I dont think ive ever had Visa crash to desktop on me...so not sure what the problem there is. Any help would appreciated, if theres a known work around or whatever....Cheers.

noid
Jun 01, 2007, 04:49 AM
Howdy Visa guys, firstly congrats on the mods...they have given me months of entertainment. Secondly, my bug report is concerning multiplayer, my friend and I have been playing civ for years in all its forms, when we started to try and play Visa 3.1, we keep running into "out of sync" messages. This seems to happen, only after we load the second save or third save, and only after a certain point in the game. We play huge maps, grand time, our games take several weeks at least so they consist of many saves. Funny thing is...we get the "out of sync" message flashing in red across the screen, but the game is still playable. We are able to end turns, pass data easily. We both have good PC's so the game runs easily. Is this problem related to the double save work around indicated earlier in the thread. FWIW I dont think ive ever had Visa crash to desktop on me...so not sure what the problem there is. Any help would appreciated, if theres a known work around or whatever....Cheers.

don't waste yr time playing games that are oos, i tried that a while ago, then i turned out that the game is messed up big time, i saw only half of my friends cities, and the game was different on both machines..

Sinapus
Jun 01, 2007, 11:41 AM
After we do this, I save the map, and start it in hotseat.

Once the new game begins, all newly created cities are instantly given the jewish religion, and it continues to instantly spread to all cities.

We are playing a game now to see what happens when someone researches Monotheism.

I had a similar issue. I checked my custom map's WBS file and the Settler units all had some "ScriptData" entries with a lot of information. I deleted the scriptdata info, started a new game with that WBS file and it stopped happening.

Tarius Caesar
Jun 03, 2007, 02:13 PM
Hi! Thanks again for a great mod. NP with running it except the MAF's, and this one; Although i have a camp and route from it, i get no access to my ivory resources. Kind of bothersome after starting in the midle of elephant land 2 times in a row.

Keep up the good work!

rychenroller
Jun 03, 2007, 04:00 PM
Hi! Thanks again for a great mod. NP with running it except the MAF's, and this one; Although i have a camp and route from it, i get no access to my ivory resources. Kind of bothersome after starting in the midle of elephant land 2 times in a row.

Keep up the good work!

You get the Ellies once you have researched animal husbandry as well it seems

TAfirehawk
Jun 03, 2007, 04:11 PM
Hi! Thanks again for a great mod. NP with running it except the MAF's, and this one; Although i have a camp and route from it, i get no access to my ivory resources. Kind of bothersome after starting in the midle of elephant land 2 times in a row.

Keep up the good work!

You see resources before you can use them for units in some cases or even see them before building an improvement to gain benefit of the resource.

Elephants need Mathematics to build, its all in the Tech Tree and ViSapedia.....and mouse-over text.

TAfirehawk
Jun 03, 2007, 04:12 PM
You get the Ellies once you have researched animal husbandry as well it seems

No, please see my post above....you get some at Animal Husbandry.

All anybody has to do is look ingame, all the info is there and 99% of it is correct (only late game stuff is still off a bit yet).

rychenroller
Jun 03, 2007, 06:20 PM
No, please see my post above....you get some at Animal Husbandry.

All anybody has to do is look ingame, all the info is there and 99% of it is correct (only late game stuff is still off a bit yet).


Nm I thought he was talking about the happiness for Ivory. You can build a camp on it, but not get the happiness bonus til animal husbandry

TAfirehawk
Jun 03, 2007, 08:17 PM
Nm I thought he was talking about the happiness for Ivory. You can build a camp on it, but not get the happiness bonus til animal husbandry

Ah yes....that part is tricky too. We should really make it so the camp can't be built until the bonus or elephant can be taken advantage of....but that is quite low on the priority list :D

rychenroller
Jun 03, 2007, 11:05 PM
Ah yes....that part is tricky too. We should really make it so the camp can't be built until the bonus or elephant can be taken advantage of....but that is quite low on the priority list :D

I dunno, it kinda makes sense. Primitives can make a camp there, harvest the ellies for food and maybe their hides. A little bit later when they learn how to breed em, they try to find uses for the excess ivory. I love the fact in the visa mod that you have to research techs to unlock nearly all the resources and their benefits. I think thats a strong point, instead of doing some sort of oracle rush.

walkerjonny
Jun 04, 2007, 07:00 PM
As I understand the German Empire has a special own building instead of the Factory - the Manufacturing Plant.
As I have seen the Manufacturing Plant is more expensive and makes two people unhealthy instead of one.
But what are the advantages against the normal Factory?
As I have seen both have the same productivity specs (I think, the 5%+ for power described in the Visapedia for the Manufacturing Plant should be 50%+ instead like the specs for the Factory)
But if the Manufacturing Plant is more expensive it would be fair for gameplay that the production should be increased a bit more - maybe 30% base production increase instead of 25% for the Factory.
Also I have noticed that I'm not able to build some units with the Manufacturing Plant, which might possibly be a fault.
I'm not able to build a battleship for sure (what makes no sense because the German Empire was known of its large battleship fleets), and as I think to remember (but I'm not sure for 100%) I'm also not able to built a Jaggernaut.
That should be changed with the next patch, please.

By the way - GREAT job you're doing there! I'm really enjoying your mod pack.

TAfirehawk
Jun 04, 2007, 09:16 PM
Manufacturing Plant is a normal building.....unless you are talking about something else because that is buildable by everybody and increased production on top of a Factory's output.

Sorry I don't test UU or UB stuff because I play the same leader in all my own games.....AutoAI testing is random but I don't watch those in great detail :)

walkerjonny
Jun 05, 2007, 02:42 AM
Sorry, that was a fault of mine. It is the Assembly Plant not the Manufacturing Plant which replaces the standard Factory for the German Empire. It was a bit late as I placed my post there.
The costs for both are equal, but the Assembly Plant allows 4 engineers.

Anyway, the missed units are still a problem for me. because that issue persists. As I mentionend before I can't build a battleship and a Jaggernaut either. Might be possible that they are not linked to the Assembly Plant of the German Empire.

I have also a question about how to use a Migrant. I moved the Migrant to another city of my Empire but I was not able to use something like "Join the city"

About that testing: And this is why I'm helping you testing by placing my post there. ;-)

redleaderone
Jun 05, 2007, 03:17 AM
1. Have definately got the "no bombard" bug, though air units are able to do so, which makes for different strategies!

2. Migrants don't seem to work. I have tested by putting 8 in a new urban (4) city. No pop gain when deleted. No button either. Also maybe give option to add hammers or pop in future????

3. Helo's over water can only be attacked by aircraft in bomb mode. Other helo's cannot attack them, nor can adjacent land troops. Seems weird as a bullet not fussy about swimming!

4. Terraforming destroys improvement which seems weird, but the real kicker was that an auto build worker came and built an improvement which stopped the terraforming. Very annoying. Prob need something to stop each type working in same tile.

5. Rapid transport vehicles say carry all infantry, but don't carry bazookas or partisans or commandos (not tried SAM). Maybe need to redefine units?

6. Not a bug really. Aluminium was in only one area and AI absolutely refused to trade it. This makes nearly ALL later stuff unattainable which is silly as Russians make clunkier versions of modern equipment. Aluminium is not the tech driver, indeed they use titanium for some things which is better. Suggest would be better to make all modern stuff double hammers and "half cost with aluminium". This may even be workable with earlier troops (the egytians had crocodile hide armour which was prob as good as copper for their axemen).

WhimpyCiv
Jun 05, 2007, 11:00 AM
6) I was playing a Mastery Victory game and I managed to eliminate all enemy civilizations. It was the year 1896. The game did not end in victory, it expected me to play, alone, for another 204 years. Also, I believe since there is also now no other 'closest competitor' when you click the victory conditions button the screen is completely empty, it does not even give you your current mastery score breakdown. Perhaps you should win a Mastery Victory when all enemies are defeated.

Similarly, I was playing Master Victory and all opposing civilizations had capitulated. I was now the leader of the world, but still having to play in order to win. Since vassal states can't declare war on each other nobody can really expand or lose ground very much. Kind of boring at this point, just eliminate my armed forces and go for culture and tech ...!

WhimpyCiv
Jun 05, 2007, 11:05 AM
2. Migrants don't seem to work. I have tested by putting 8 in a new urban (4) city. No pop gain when deleted. No button either. Also maybe give option to add hammers or pop in future????


I'm not from AOL, but I have to say: Me too!

I've tried disbanding in the target city, I've tried waiting around in the target city for a few turns and the disbanding, nothing seems to work. No additional options ever show up and the instructions in the Migrant Civopedia description don't give any other way to do it.

Any suggestions?

-- WC

Darth Gromit
Jun 05, 2007, 12:07 PM
I just started playing the ViSa mod and I have to say, Kudos for such an amazing reworking of an already stellar game. I love it, in particular, love that there are so many more options of ways to do things in the game.

I do have a couple of issues, though, and don't know if they are just part of how things work that I don't understand.

1) I cannot change religion (state religion). I can found new religions, but cannot switch to them. I have no option to do switching on the religion page, and no list of cities/effects.

2) My religion instantly spreads to new cities I create. Is this because of the Theocracy civic? Or is it a feature, or maybe a bug? I've noticed this is also happening to neighbors with new cities they create.

3) Like others, I have no bombardment command, either hotkey or gui button. Is there something I can do to fix this?

Anyway, just wanted to share that...

rockinroger
Jun 05, 2007, 02:24 PM
Hey all, migrants does not work correctly yet. It does subtract population from the city building it. It does not as of yet add the population to other city.

ranged bombardment make sure you have it checked in your options. This does work.

Darth Gromit
Jun 05, 2007, 02:43 PM
ahhh, i see... that's optional now. Ok, so I probably just didn't set that up.

Any ideas on not being able to change state religions?

rockinroger
Jun 05, 2007, 05:31 PM
ahhh, i see... that's optional now. Ok, so I probably just didn't set that up.

Any ideas on not being able to change state religions?

Probably related to your religion civic choice are you under a Theocracy?

Darth Gromit
Jun 06, 2007, 09:19 AM
I thought you could change state religions under Theocracy. I can't remember trying this before adopting that civic. I'll give that a shot.

TAfirehawk
Jun 06, 2007, 07:21 PM
Sorry, that was a fault of mine. It is the Assembly Plant not the Manufacturing Plant which replaces the standard Factory for the German Empire. It was a bit late as I placed my post there.
The costs for both are equal, but the Assembly Plant allows 4 engineers.

Anyway, the missed units are still a problem for me. because that issue persists. As I mentionend before I can't build a battleship and a Jaggernaut either. Might be possible that they are not linked to the Assembly Plant of the German Empire.

I have also a question about how to use a Migrant. I moved the Migrant to another city of my Empire but I was not able to use something like "Join the city"

About that testing: And this is why I'm helping you testing by placing my post there. ;-)

We will have to check the UB of Germany then.

The Battleship requires a specific tech to build....don't remember off the top of my head but like everything else, it is listed in the ViSapedia.

I have had the Migrant working before v3.10 was released.....it wasn't subtracting but would add once disbanded. Now it is working the opposite way :lol: :crazyeye:


1. Have definately got the "no bombard" bug, though air units are able to do so, which makes for different strategies!

2. Migrants don't seem to work. I have tested by putting 8 in a new urban (4) city. No pop gain when deleted. No button either. Also maybe give option to add hammers or pop in future????

3. Helo's over water can only be attacked by aircraft in bomb mode. Other helo's cannot attack them, nor can adjacent land troops. Seems weird as a bullet not fussy about swimming!

4. Terraforming destroys improvement which seems weird, but the real kicker was that an auto build worker came and built an improvement which stopped the terraforming. Very annoying. Prob need something to stop each type working in same tile.

5. Rapid transport vehicles say carry all infantry, but don't carry bazookas or partisans or commandos (not tried SAM). Maybe need to redefine units?

6. Not a bug really. Aluminium was in only one area and AI absolutely refused to trade it. This makes nearly ALL later stuff unattainable which is silly as Russians make clunkier versions of modern equipment. Aluminium is not the tech driver, indeed they use titanium for some things which is better. Suggest would be better to make all modern stuff double hammers and "half cost with aluminium". This may even be workable with earlier troops (the egytians had crocodile hide armour which was prob as good as copper for their axemen).

1. simply turn it on via the Custom Game options like other Firaxis options....
2. see my notes at top of this post
3. yeah that is weird and reported here, not sure if it is on the Bug Report site list.....we only work off of that list :)
4. not much to do here because that is UnitAI work, which we have much more pressing issues.....don't automate workers or watch or fix it after
5. units still need tweaking....but I am sure you can find at least one unit to do everything you need :D
6. resources were reduced to increase the difficulty a bit....not sure this is balanced yet though


Similarly, I was playing Master Victory and all opposing civilizations had capitulated. I was now the leader of the world, but still having to play in order to win. Since vassal states can't declare war on each other nobody can really expand or lose ground very much. Kind of boring at this point, just eliminate my armed forces and go for culture and tech ...!

Use the AutoAI....that is what I just did to finish the last 42 turns of my game.


I just started playing the ViSa mod and I have to say, Kudos for such an amazing reworking of an already stellar game. I love it, in particular, love that there are so many more options of ways to do things in the game.

I do have a couple of issues, though, and don't know if they are just part of how things work that I don't understand.

1) I cannot change religion (state religion). I can found new religions, but cannot switch to them. I have no option to do switching on the religion page, and no list of cities/effects.

2) My religion instantly spreads to new cities I create. Is this because of the Theocracy civic? Or is it a feature, or maybe a bug? I've noticed this is also happening to neighbors with new cities they create.

3) Like others, I have no bombardment command, either hotkey or gui button. Is there something I can do to fix this?

Anyway, just wanted to share that...

1. not sure why, but changing works in my game
2. that is the religion spread feature, a settler will take a random religion from the building city with it
3. again, see top of this post

vodobas
Jun 07, 2007, 09:27 AM
I have no problems with terraformers and workers working on the same tile at the same time. It is very helpful since the terraformers destroy improvements. Basically I can start terraforming to grassland (10 turns) and at the same time start building a watermill (11 turns) and the grassland will finish 1 turn before the watermill. Do you mean that if there is a tile with no improvement, and you start to terraform (X turns) and while it is working you build an improvement (X-1 turns), the finishing of the improvement will cancel the terraform?

Of course, I'd prefer if improvements weren't destroyed but I guess it has to happen incase you wind up with a tile type that can't support the improvement. Like a hill with a mine being changed to plain. But, as it stands, I can never terraform a tile with a cottage/hamlet/village/town because I don't want to wait the time it takes to grow back to a town from nothing.

Knightfall68
Jun 07, 2007, 10:12 AM
Greetings.

I was playing this morning and in between turns a Civ declared war on me, marched three Calvary into my territory, plundered/destroyed a windmill, then the message came up that I made peace with them and the Calvary were gone. All before it was my turn.

Alondin
Jun 07, 2007, 11:57 AM
Greetings.

I was playing this morning and in between turns a Civ declared war on me, marched three Calvary into my territory, plundered/destroyed a windmill, then the message came up that I made peace with them and the Calvary were gone. All before it was my turn.

I had that happen to me in playtesting. I also had them invade my territory, capture a pair of workers, and then declare peace to retreat, and most annoying, when I had a massive force at their capital they declared peace and threw me out. I think it is the Great Statesman that do this, the mod allows any civ to force peace for a turn. I've been wrong before, though.

Alondin

Raider62
Jun 07, 2007, 12:37 PM
Howdy Visa guys, firstly congrats on the mods...they have given me months of entertainment. Secondly, my bug report is concerning multiplayer, my friend and I have been playing civ for years in all its forms, when we started to try and play Visa 3.1, we keep running into "out of sync" messages. This seems to happen, only after we load the second save or third save, and only after a certain point in the game. We play huge maps, grand time, our games take several weeks at least so they consist of many saves. Funny thing is...we get the "out of sync" message flashing in red across the screen, but the game is still playable. We are able to end turns, pass data easily. We both have good PC's so the game runs easily. Is this problem related to the double save work around indicated earlier in the thread. FWIW I dont think ive ever had Visa crash to desktop on me...so not sure what the problem there is. Any help would appreciated, if theres a known work around or whatever....Cheers.


Me and a few buddies play MP as well. We also have various problems, OSS, Memory Allocation, etc. For OSS we do the following. 1st, ask everyone what they did last, we have found that doing certain things will cause OSS. Examples include moving a biplane, a settler building a city, etc. If everytime you move a certain biplane it goes OSS, go back to a prior save and just delete the offending unit. That has worked for us several times and allowed OSS games to keep going. It seems specific to individual peices and not to the entire game.

If that doesn't work, you can try older saves. Sometimes if you go back a save or two you can find one that works. Also make sure you have all graphics turned down to low and the mem saver on. Usually we have to restart our MP games every 4 hours or so but they run smoothly except for that OSS error. We did get 1 game that we couldnt get around but for the most part we have been able to play all our MP games to the end. Hope that helps...

redleaderone
Jun 07, 2007, 02:10 PM
Terraforming, yes I had worker come and build a little quicker, which stopped the terraforming.

I can understsand losing improvement if changing tile on, but it also happens when raising terrain in adjacent tile

Thanks for other comments, all useful

Darth Gromit
Jun 07, 2007, 02:49 PM
1. not sure why, but changing works in my game
2. that is the religion spread feature, a settler will take a random religion from the building city with it
3. again, see top of this post

Hey, TA! Thanks for responding. The religion spread feature is kind of cool, and more realistic, imho. And it makes sense I've never noticed it was random in this game, because I'm playing a Theocracy and have used inquisitors to remove vestiges of old religions.

I've done a little more testing with the religion problem and discovered the following:
1) Only certain civs seem to disallow religion changing on the F7 screen. The Scots are one of them, but the Russians are not. Maybe it's the ViSa added ones? Or maybe just luck that I picked the scots.
2) You can change religions the same way you would fix not having checked DCM bombardment. As in, if you go to worldbuilder, save and then use wordpad, you can edit player 0's state religion, save the file again, and then start it as a custom scenario.

So anyway, wanted to share that.

walkerjonny
Jun 07, 2007, 04:19 PM
First - thank you for the former informations.
About the Migrants: That means, now they subtract but are not adding population after disbanding? Sounds like you are a bit confused about that, huh?1? :crazyeye: :confused: :hammer2:

One other thing:
It seems that the Terraformers are not able to lower elevation on mountains. Is that as planned by default?
Because that makes no sense. It's at least as easy to lower mountains (peaks) as to create peaks. You know, all you need is some dynamite and a specialist who knows how to use it. And the rubble you are producing with that - you can use it to terraform some water tiles into plains! :D :thumbsup:

TAfirehawk
Jun 07, 2007, 06:04 PM
I am not confused on the Migrant not working.....it just flip-flopped from a pre v3.10 build to release....dunno why :lol:

walkerjonny
Jun 07, 2007, 06:25 PM
Just about my question regarding lowering elevation on mountains:
Is it as planned that the Terraformers are not able to lower elevation on mountains?

rockinroger
Jun 07, 2007, 09:19 PM
Just about my question regarding lowering elevation on mountains:
Is it as planned that the Terraformers are not able to lower elevation on mountains?

as of right now terraformers cannot lower mountains. Is this something alot of people would like?

walkerjonny
Jun 08, 2007, 05:06 AM
Could be useful if you have a city near a lot of mountains.
At the moment you cannot pass through mountains normally or use them for mining. But often you find silver, gold, copper and many other stuff ecpecially within mountains in the real world.
Maybe workers or terraformers should be able to build mines on mountains and some roads. But mountains shoud be still impossible to pass through for other units exept those ones which are designed for it.
For example: In Germany we have special military units called "Gebirgsjäger" (Mountain hunter) which are nearly as powerfull as Marines there.
But i leave that up to you.

Zorn
Jun 08, 2007, 05:47 AM
3) I have trouble recreating this bug, but attacking an enemy city with a single modern armor, I decided to burn the city. Afterwards, the single unit used to take the city wound up far away, right outside the enemy civ's cultural borders.

I can explain what happend.
Unlike normal civ, noncombatants like settlers and workers are not automatically destroyed when the last defender is defeated, but have to be killed individually.
However, you can still occupy a tile with enemy workers/settlers on it when you defeat the last defender.
What happens is that now both your unit and a settler/worker of your enemy occupy the same tile. The game "fixes" that in the next interturn by teleporting your unit outside enemy territory.

vodobas
Jun 08, 2007, 11:41 AM
as of right now terraformers cannot lower mountains. Is this something alot of people would like?

Sure, why not!

As of now, you can get rid of some peaks. It doesn't seem to work all the time, but if you use the "Terraform adjacent water into plains" and then when it asks you for the direction choose the direction where the peak is. Sometimes this makes the peak into a plain.

vodobas
Jun 08, 2007, 11:48 AM
I can explain what happend.
Unlike normal civ, noncombatants like settlers and workers are not automatically destroyed when the last defender is defeated, but have to be killed individually.
However, you can still occupy a tile with enemy workers/settlers on it when you defeat the last defender.
What happens is that now both your unit and a settler/worker of your enemy occupy the same tile. The game "fixes" that in the next interturn by teleporting your unit outside enemy territory.

I don't know if this follows. I have conquered a city with workers in it and this has never happened. Generally, you automatically capture or kill the workers if there is only 1 military unit left with X workers and you attack with only one unit (and not X + 1 units).

Alondin
Jun 09, 2007, 08:35 AM
"I don't know if this follows. I have conquered a city with workers in it and this has never happened. Generally, you automatically capture or kill the workers if there is only 1 military unit left with X workers and you attack with only one unit (and not X + 1 units)."

For some reason on Version 3.1, workers now need to be individually captured. So, if you attack a city defended by 1 warrior and there are 5 workers in it, you need to attack with 6 units to capture it (assuming you defeat the warrior on the first try). I think this is a bug that is being worked on, but haven't checked the bug site.

Alondin, Slayer of Workers

TAfirehawk
Jun 09, 2007, 08:50 AM
"I don't know if this follows. I have conquered a city with workers in it and this has never happened. Generally, you automatically capture or kill the workers if there is only 1 military unit left with X workers and you attack with only one unit (and not X + 1 units)."

For some reason on Version 3.1, workers now need to be individually captured. So, if you attack a city defended by 1 warrior and there are 5 workers in it, you need to attack with 6 units to capture it (assuming you defeat the warrior on the first try). I think this is a bug that is being worked on, but haven't checked the bug site.

Alondin, Slayer of Workers

My last two games on the latest pre-v3.20 code on the SVN doesn't have this problem....not that I think it is much of a problem to begin with....

And I never saw this happen in the first place either.

TAfirehawk
Jun 09, 2007, 08:52 AM
Many thanks to all the people that have registered on the Bug Report site (http://visa.family-veldman.com/mantis/login_page.php). It really makes things easier/faster for the Team if everybody uses/reviews that site.....THANKS!!!!

Glonojad
Jun 09, 2007, 10:20 AM
Greetings,

First of all, thanks a lot for a very great Mod! Actually, it's almost too great, since time seems to run away quite quickly with it... ;)

Anyway, I wanted to again discuss the Bombardment (no)Bug. Yes, I have read the responses about checking the box. What I do not understand however is:
a) if the Ranged Bombardment box is unchecked, shouldn't the game be played with Vanilla Bombardment? This seems to be logical - if one unselected the mod feature, he could expect to get the standard Vanilla version instead,
b) if the game can't (or at least shouldn't) be played without Ranged Bombardment (because there's no bombardment at all then), than why include the box at all? Or at least - why make it un-checked by default... ;)
c) if, by chance, someone accidentally didn't select the box ;), is there a way to enable any bombardment while the game is already running?

Best regards, thanks again for the mod and for an answer,
Greg

TAfirehawk
Jun 09, 2007, 11:04 AM
Greetings,

First of all, thanks a lot for a very great Mod! Actually, it's almost too great, since time seems to run away quite quickly with it... ;)

Anyway, I wanted to again discuss the Bombardment (no)Bug. Yes, I have read the responses about checking the box. What I do not understand however is:
a) if the Ranged Bombardment box is unchecked, shouldn't the game be played with Vanilla Bombardment? This seems to be logical - if one unselected the mod feature, he could expect to get the standard Vanilla version instead,
b) if the game can't (or at least shouldn't) be played without Ranged Bombardment (because there's no bombardment at all then), than why include the box at all? Or at least - why make it un-checked by default... ;)
c) if, by chance, someone accidentally didn't select the box ;), is there a way to enable any bombardment while the game is already running?

Best regards, thanks again for the mod and for an answer,
Greg

A) there is no bombardment in plain Warlords, just collateral damage.
B) we adopted the Firaxis principal of turning off all game options by default...but that is just the first time because it remembers your settings after one game loads
C) you can hack the file via WB and a text editor....I believe the directions might be around here or at least they are in the v2.1 thread I know.

Glonojad
Jun 09, 2007, 01:42 PM
A) there is no bombardment in plain Warlords, just collateral damage.
Oh? What about bringing siege engines to the enemy cities and pressing the "B" key to reduce the defence bonus due to the culture of the city? ;)

TAfirehawk
Jun 09, 2007, 03:51 PM
Oh? What about bringing siege engines to the enemy cities and pressing the "B" key to reduce the defence bonus due to the culture of the city? ;)

Like I said, plain Warlords does not have REAL ranged bombardment.....reducing defenses only is a joke by Firaxis........

Glonojad
Jun 09, 2007, 04:06 PM
Joke or not, ViSa mod disables it whether "Ranged Bombardment" is on or off. Like it was stated elsewhere, you can't play a game without it. You just CAN'T reduce city defenses!

It is as if You said "firaxis'es settlers are lame. Let's throw them away and make OPTIONAL engineers instead"...

I hope You'll get the idea now...

TAfirehawk
Jun 09, 2007, 08:09 PM
Joke or not, ViSa mod disables it whether "Ranged Bombardment" is on or off. Like it was stated elsewhere, you can't play a game without it. You just CAN'T reduce city defenses!

It is as if You said "firaxis'es settlers are lame. Let's throw them away and make OPTIONAL engineers instead"...

I hope You'll get the idea now...

And I take it you have reported this on the Bug Report site so it can be fixed.....

chipper_30
Jun 10, 2007, 04:58 AM
c) if, by chance, someone accidentally didn't select the box ;), is there a way to enable any bombardment while the game is already running?


http://forums.civfanatics.com/showpost.php?p=4939039&postcount=2

WhimpyCiv
Jun 10, 2007, 04:02 PM
This kinda feels like a bug but I'm not sure...

I'm playing the latest Visa, Warlord difficulty. I've got one other civ on my continent, the French. I have a couple of techs lead on them (and everybody else). I go to attack them to take a few cities for some resources, and in the middle of the fight I realize that they have Infantry! (I'm attacking with Riflemen and Cavalry.) I take a few cities and end the war, then check the Tech Trade screen. I'm researching Assembly Line at the moment, and it doesn't look like anybody else has it. Where did these Infantry come from? I thought maybe they got them gifted from a different civ but NOBODY has the requisite tech. Can somebody build Infantry before researching Assembly Line? If not, how did the French get the soldiers?

loseth
Jun 11, 2007, 03:56 AM
Not sure to what extent these are ViSa-specific bugs, but playing 3.1:

1. The Shylon graphic seems to be the knight shape with no colouring (the whole thing's black).

2. As others have reported, holy cities disappearing.

3. On Terra Map, several civs start in the new world, rather than all civs starting on the old world.

4. I am paying for eight units outside my borders, when in fact all units are inside my borders. Could this be because I gifted several units to a vassal? Could I still be paying for them?

5. AI fails to press an overwhelming advantage (Nubia had about 15 powerful units within two turns march of enemy Sumeria's last, virtually undefended city. What did Nubia do? Nothing. After 20 turns or so, I just took the city myself).

That's it. Great mod, though, and I'm still enjoying it lots.

Ajes
Jun 11, 2007, 11:05 AM
I found 2 errors.

1) there where no great person image when Sir Magid Yacoub was born http://twr.the-reincarnation.com/metis/visabug1.jpg

2) When i load a game the crop yield graph in the info screen shows nothing at all.

http://twr.the-reincarnation.com/metis/visabug2.jpg


Thanks for the mod :goodjob:

rockinroger
Jun 11, 2007, 03:35 PM
I found 2 errors.

1) there where no great person image when Sir Magid Yacoub was born http://twr.the-reincarnation.com/metis/visabug1.jpg

2) When i load a game the crop yield graph in the info screen shows nothing at all.

http://twr.the-reincarnation.com/metis/visabug2.jpg


Thanks for the mod :goodjob:

first error is a known bug with the made up names. it happens occasionally.
the 2nd bug has this happened more than once? what domestic adviser are you using?

santoo
Jun 11, 2007, 05:15 PM
i can confirm the 2nd bug (no crops graph showing). using standard domestic advisor; all graph-data gets lost when reloading - subsequent crop-yields show up fine however (until you reload again)
http://img353.imageshack.us/img353/4382/graph1qi4.jpg
might be a problem with savegame format?

i ran into another bug concerning graphs: http://img508.imageshack.us/img508/5051/graph2gy0.jpg
the culture graph for most (AI) civs goes completely off the scales at one point or another. these sudden increases do *not* represent events like building lots of wonders at the same time, culture bombs from great artist or any such thing. the yellow line represents my own culture and appears accurate enough - however, I've dominated the game culturewise from the start (being creative & builing most wonders), so there's no way any AI might have gotten such spectacular results :D

TAfirehawk
Jun 11, 2007, 05:36 PM
Not sure to what extent these are ViSa-specific bugs, but playing 3.1:

1. The Shylon graphic seems to be the knight shape with no colouring (the whole thing's black).

2. As others have reported, holy cities disappearing.

3. On Terra Map, several civs start in the new world, rather than all civs starting on the old world.

4. I am paying for eight units outside my borders, when in fact all units are inside my borders. Could this be because I gifted several units to a vassal? Could I still be paying for them?

5. AI fails to press an overwhelming advantage (Nubia had about 15 powerful units within two turns march of enemy Sumeria's last, virtually undefended city. What did Nubia do? Nothing. After 20 turns or so, I just took the city myself).

That's it. Great mod, though, and I'm still enjoying it lots.

1. The Shylon was changed to a dark graphic, it isn't just all black....and it is intended.
2. Use WB to fix this, just takes a few seconds.
3. Map bug...way down on priority list.
4. No clue, but not a ViSa thing.
5. That is a BetterAI thing.


I found 2 errors.

1) there where no great person image when Sir Magid Yacoub was born http://twr.the-reincarnation.com/metis/visabug1.jpg

2) When i load a game the crop yield graph in the info screen shows nothing at all.

http://twr.the-reincarnation.com/metis/visabug2.jpg


Thanks for the mod :goodjob:

2. I believe that is the original Firaxis Patch v2.08 bug....or could be something different.

TAfirehawk
Jun 11, 2007, 05:37 PM
It is our goal to fix every single bug in ViSa and in fact we have fixed numerous Firaxis bugs along the way (not to mention hundreds in the modcomps we have added), but we can't get them all.

Time and severity are the factors, but please keep reporting everything you find!!!!

walkerjonny
Jun 12, 2007, 03:06 PM
Just about the Assembly Plant bug (German Empire).
I'm sure now that I am also not able to build a Predator, too.
(like the Battleship)

rockinroger
Jun 13, 2007, 09:30 PM
Just about the Assembly Plant bug (German Empire).
I'm sure now that I am also not able to build a Predator, too.
(like the Battleship)

Can you explain a little more about the Assembly plant for Germany? Are you saying that when you play as the Germans you cannot build the UB for the Germans? IE Assembly Plant?

walkerjonny
Jun 14, 2007, 06:59 AM
First: Sorry, I mixed up the Predator (Missile) with the Jaggernaut (Advanced Howitzer). My Fault.

On Page 4 of this thread I have placed some posts about the Assembly Plant. The Assembly Plant is a unique building of the German Empire which replaces the Factory. It allows to turn 4 citizens into Engineer instead of 2 citizens (Factory).
Of course I'm able to build the Assembly Plant.
But unfortunately I'm not able to build either a Battleship or a Jaggernaut. Both Units require the Factory to be availabe for building them. Maybe they have not been mapped to the Assembly Plant so far.
For your understanding: I'm researching Future Technologies now. That means that I really should be able to build those units now.
I'm suggesting to verify that the Factory and the Assembly Plant are required for the same units/buildings.

rockinroger
Jun 14, 2007, 02:21 PM
@walkerjohhny, thanks now i understand the problem. Its a XML thing should be easy enough to take care off.

rockinroger
Jun 14, 2007, 03:17 PM
@walkerjohnny. I have a fix for the battleship and the assembly plant, but the jauggernaut is a malinese unit. Did you have a problem with that unit?

vodobas
Jun 14, 2007, 03:57 PM
I think the problem might be the text for a Factory says it is needed to build a Battleship or Jaggernaut, regardless of what civ you are playing.

rockinroger
Jun 14, 2007, 05:06 PM
@Vodobas, it is correct that you need a factory and barracks or lighthouse to build a battleship. It can also not be built until the tech Nato.

TAfirehawk
Jun 14, 2007, 07:43 PM
rockinroger and I found the problem....and it is a MAJOR problem.

All Civs with Unique Buildings that the 'regular' building is required to make a unit....none of them will work. We also found the Zulu barracks doesn't allow Modern Infantry besides the previously reported German factory doesn't allow a Battleship.

I logged it on the Bug Report site....which now has 62 issues for v3.20....

rockinroger
Jun 14, 2007, 08:08 PM
oh man what a struggle to find and fix this issue. Jeez

vodobas
Jun 15, 2007, 10:39 AM
@Vodobas, it is correct that you need a factory and barracks or lighthouse to build a battleship. It can also not be built until the tech Nato.

I think we have a misuderstanding here I understand the prerequisites for the Battleship, I was trying to determine why the original poster mentioned the Jaggernaut. I was saying that the hover text for a factory mentions the Jaggernaut, even if you aren't the right civ (Mali, I think?).

I think there are a number of other buildings that the hover text mentions units your civ cannot build. Totally minor issues. :)

vodobas
Jun 15, 2007, 10:49 AM
rockinroger and I found the problem....and it is a MAJOR problem.

All Civs with Unique Buildings that the 'regular' building is required to make a unit....none of them will work. We also found the Zulu barracks doesn't allow Modern Infantry besides the previously reported German factory doesn't allow a Battleship.

I logged it on the Bug Report site....which now has 62 issues for v3.20....

Is this units only, or buildings as well? i.e., can you build the Hanging Gardens (requires Aqueduct) if you are the Ottomans (Hammam replaces Aqueduct)

rockinroger
Jun 15, 2007, 02:24 PM
@vodobas
hum good question one that needs to be checked out.

walkerjonny
Jun 15, 2007, 02:32 PM
@rockinroger: Argh! :aargh: I should read the Visapedia more carefully in the future! You're right, the Jaggernaut is a unique malinese unit. :wallbash: :hammer2:
The standard unit is the Tank Destroyer, which also requires a Factory. :lol:
Because I'm playing the German Empire at the moment I should have been able to build a Tank Destroyer but I'm not.
Seems, that this bug is more worse than thought at the beginning, heh? :huh:

One other thing: I have just overlóoked the list of buildings/units which are available to build in a city. I have seen that the Methane Plant is listed there. But the Methane Plant requires a Biodome, which in fact is not listed to be build. I have checked Visapedia. There are no requirements listed for the Biodome. That seems to be a bit strange. Neither the Methane Plan or the Biodome are descibed to be unique units for an empire. In fact of this I'm not able to build a Biodome and a Methane Plant at the moment.

rockinroger
Jun 15, 2007, 02:35 PM
@ walkerjonny: are you still playing as the germans? Yeah its worse than that, seems like any unit that requires a factory cannot be built with a UB for factory like the German Assembly Plant. Which makes me nervous for other UB. Good thing is we have a fix for it for the battleship. Bad news is i might have to go through each unit that requires a factory to enable them. Fun Fun.

rockinroger
Jun 15, 2007, 02:55 PM
Is this units only, or buildings as well? i.e., can you build the Hanging Gardens (requires Aqueduct) if you are the Ottomans (Hammam replaces Aqueduct)

well i just tested playing as the Ottomans that after building the UB hammam. You can then go ahead and build the hanging gardens. So that is working. Woot!

walkerjonny
Jun 15, 2007, 04:12 PM
@rockinroger: Yes, I'm still playing as the Germans. And if TAfirehawk is right about the unique buildings problem it doesn't just affect the Germans. Sounds like lots of work. :mad: :badcomp:

I think I have read about this some posts before. I conquered the world, voted myself for UN-victory, but there is no winning message. The game just continues from round to round. Just wanted to let you know about that.
Yes, I acticated both victories at the beginning of the game.

TAfirehawk
Jun 15, 2007, 04:58 PM
@rockinroger: Yes, I'm still playing as the Germans. And if TAfirehawk is right about the unique buildings problem it doesn't just affect the Germans. Sounds like lots of work. :mad: :badcomp:

I think I have read about this some posts before. I conquered the world, voted myself for UN-victory, but there is no winning message. The game just continues from round to round. Just wanted to let you know about that.
Yes, I acticated both victories at the beginning of the game.

Yes I am right.....and it isn't alot of work, just a pain to track it all down since reports before this were sketchy.

And buildings are fine, it is only units because Firaxis never thought of doing this.....

Mastery Victory as we have said before, is end of turn victory condition, so completing some other condition early has no effect.....gotta play to the end...use AutoAI if you need.

TAfirehawk
Jun 15, 2007, 05:54 PM
MAF FIXED!!!!!!!!!!

Per the Dev chat, the MAF is fixed in BTS and they are looking at any further problems it causes.

I believe mrgenie found at least 4 things in the EXE causing the MAF so hopefully they got them all.

We won't be putting BTS into ViSa v3, but making a new v4....or maybe even a new mod with a new name, but in the same theme as ViSa.

WhimpyCiv
Jun 16, 2007, 12:31 AM
Whoa, what is this?

I was playing the Arabian civ and a TIGER got inside my boundaries and wiped me out. I thought animals couldn't come inside civ boundaries??? Or has that been changed?

rockinroger
Jun 16, 2007, 07:08 AM
Whoa, what is this?

I was playing the Arabian civ and a TIGER got inside my boundaries and wiped me out. I thought animals couldn't come inside civ boundaries??? Or has that been changed?

Yes animals can come inside borders now.

TAfirehawk
Jun 16, 2007, 09:15 AM
Yes animals can come inside borders now.

I believe they have to be drawn in if they see a unit....I could be wrong as I have never seen an animal come inside my cultural border.

One thing, make sure it is a Barbarian Animal and not from another civ because the Allegiance Mod allows capture of animals too.

Squarg
Jun 16, 2007, 10:31 PM
Hi. I have to say this is a great mod but Ive run into a problem: whenever I do ANYTHING a window pops up and says "select a leader to improve relations with" with an OK box. Its playable but very annoying. Please help me.

rockinroger
Jun 17, 2007, 08:05 AM
Hi. I have to say this is a great mod but Ive run into a problem: whenever I do ANYTHING a window pops up and says "select a leader to improve relations with" with an OK box. Its playable but very annoying. Please help me.

Are you playing MP by chance?

Squarg
Jun 17, 2007, 08:34 AM
No Im not playing MP. It was working fine until yesterday and Im dazed and confused. If someone could tell me how to take screenshots i will show you.

WhimpyCiv
Jun 17, 2007, 08:37 AM
I believe they have to be drawn in if they see a unit....I could be wrong as I have never seen an animal come inside my cultural border.

One thing, make sure it is a Barbarian Animal and not from another civ because the Allegiance Mod allows capture of animals too.

Yes, it was a Barbarian tiger. Came into my borders, slaughtered my only worker and then 'conquered' my first city. Historically I imagine this could be realistic, but as a player it kinda sucks! :-)

I'll be more careful with working tiles on the edges of my cultural bounds.l

rockinroger
Jun 17, 2007, 11:27 AM
No Im not playing MP. It was working fine until yesterday and Im dazed and confused. If someone could tell me how to take screenshots i will show you.

Hum thats weird have you changed any files in ViSa. Or perhaps hit repair/reinstall and see if that fixes the issue. The only time i saw that was during Multiplayer testing. Let me know.

Squarg
Jun 17, 2007, 03:24 PM
no changing files im going to reinstall it now

Also I've noticed that there are no custom resorces on great plains maps.

WhimpyCiv
Jun 17, 2007, 08:14 PM
OK, this is definitely a bug.

I have a unit (Infantry) who is increasing in experience at the rate of about 1 point per round. It is just sitting in a city, without a Drill Sergeant or Army Base or anything like that. It is the only unit in the city that this is happening to, although there are quite a few other units in the city. He just passed 82 experience points.

I'm playing the Armenian civ, small map, warlord difficulty (?maybe? the one just below Noble), custom continents. I have a save game if needed.

Squarg
Jun 17, 2007, 09:18 PM
I figured out what was wrong. It would only happen when I had Blue Marble installed. That might be something to look into.

rockinroger
Jun 17, 2007, 09:35 PM
I figured out what was wrong. It would only happen when I had Blue Marble installed. That might be something to look into.

Hum i have used Blue Marble exclusively, for about a year and never had that issue. I have even started games with out it and then saved. Then put Blue Marble back in and used the save from non Blue marble. Anyways glad its working at least.

simkodavid
Jun 18, 2007, 03:50 AM
I've loaded Smartmap (latest version) and besides the CTD caused by every third load which I normally get from VISA 3.1 without Smartmap, around 300BC (marathon) I get MAF on each and every game load from within the game, the first game load on startup is OK.

Good Sauce
Jun 18, 2007, 06:23 PM
Sorry if this has been reported already. The Dutch UB is unbuildable, it's in the visapedia but when playing as dutch i can't build it.

TAfirehawk
Jun 18, 2007, 08:08 PM
Sorry if this has been reported already. The Dutch UB is unbuildable, it's in the visapedia but when playing as dutch i can't build it.

I have no idea what building you mean....we don't have a UB for the Netherlands.

TAfirehawk
Jun 18, 2007, 08:09 PM
OK, this is definitely a bug.

I have a unit (Infantry) who is increasing in experience at the rate of about 1 point per round. It is just sitting in a city, without a Drill Sergeant or Army Base or anything like that. It is the only unit in the city that this is happening to, although there are quite a few other units in the city. He just passed 82 experience points.

I'm playing the Armenian civ, small map, warlord difficulty (?maybe? the one just below Noble), custom continents. I have a save game if needed.

I am sure it is a random hiccup....they happen in mods over 800MB :lol:


I've loaded Smartmap (latest version) and besides the CTD caused by every third load which I normally get from VISA 3.1 without Smartmap, around 300BC (marathon) I get MAF on each and every game load from within the game, the first game load on startup is OK.

We don't even have all the Firaxis maps working....let alone some other modder maps....sorry.

rockinroger
Jun 18, 2007, 08:19 PM
Sorry if this has been reported already. The Dutch UB is unbuildable, it's in the visapedia but when playing as dutch i can't build it.

Yeah the dutch shipping port is not linked to the dutch civ. it seems.

TAfirehawk
Jun 18, 2007, 08:25 PM
Good catch rockinroger.....this is why big mod development takes a TEAM :D

WhimpyCiv
Jun 19, 2007, 09:50 AM
I am sure it is a random hiccup....they happen in mods over 800MB :lol:

Well, it is happening to a few other units of mine as well. They seem to be, as far as I can remember, units that I have trained to 17 previously. However, the training "flag" or whatever it is never got turned off. I know that at least one of them is not in the city where it was originally trained. I made one of them a great general (Fidel Castro) and now Fidel has over 200 XP and several rows of medals.

-- WC

Tarius Caesar
Jun 19, 2007, 01:25 PM
think i read about this somewhere b4, but.... how was this again.
I checked every victory condition except space race in "custom game" screen, but still after over 50% land, and population, and in addition having every surviving nation as a vassal... the game does not end!!! Then of course, not using the "custom game" option gives me a game with no using siege units for bombardment.

rockinroger
Jun 19, 2007, 02:35 PM
Well, it is happening to a few other units of mine as well. They seem to be, as far as I can remember, units that I have trained to 17 previously. However, the training "flag" or whatever it is never got turned off. I know that at least one of them is not in the city where it was originally trained. I made one of them a great general (Fidel Castro) and now Fidel has over 200 XP and several rows of medals.

-- WC

That is weird Ive personally never had that happen. Do you by chance still have the save for that game so we can look at it. Also have you modified any of the code. One person that this happens to might be random. 2 or more then perhaps we need to investigate. Thanks.

TAfirehawk
Jun 19, 2007, 05:07 PM
think i read about this somewhere b4, but.... how was this again.
I checked every victory condition except space race in "custom game" screen, but still after over 50% land, and population, and in addition having every surviving nation as a vassal... the game does not end!!! Then of course, not using the "custom game" option gives me a game with no using siege units for bombardment.

Its called Mastery Victory by Sevo.....

Tarius Caesar
Jun 19, 2007, 08:48 PM
ok. so what do I need to do to win this game?

Tarius Caesar
Jun 19, 2007, 09:03 PM
Got it. The victor will be decided at the end of the time frame. Dmn! Kind of boring as i am in 854 AD. Well, guess i'll have to start all over again, to mangage
finally finishing a game

rockinroger
Jun 19, 2007, 10:35 PM
Got it. The victor will be decided at the end of the time frame. Dmn! Kind of boring as i am in 854 AD. Well, guess i'll have to start all over again, to mangage
finally finishing a game

what difficulty level are you playing?

WhimpyCiv
Jun 20, 2007, 11:17 AM
That is weird Ive personally never had that happen. Do you by chance still have the save for that game so we can look at it. Also have you modified any of the code. One person that this happens to might be random. 2 or more then perhaps we need to investigate. Thanks.

Still have the save game, here it is. The unit is the Infantry with 84/101 XP located in the town of Anasazi, just outside the Chinese borders on the southern continent, northwest corner. (I'm playing the Armenian civ, I only have three cities there so it shouldn't be hard to find.) I've since noticed that it is occassionally reproducible by creating a unit in a city where there is an Army Base and a Drill Sergeant, training the unit to 17 XP, then fortifying it there. Sometimes it keeps going up in XP.

I'm certainly not smart enough to modify any of the code. I didn't choose anything too unusual on the custom games screen. I tweaked a setting or two in the .ini file as well, but I think it was only the ones for how much tech you got from a conquered city and how much culture the conquered city kept.

Other bugs (features?) I noticed during this game:

1) Urban Planner. The Armenian civ has a Shoogah, not a Market. The Urban Planner shows the button and info for Market, whether the city has a Shoogah or not, but won't create *either* a Market or a Shoogah regardless of whether the city already has one.

2) Plane XP. Planes sometimes get XP from surviving interception. I noticed this with planes that get multiple attacks, though it might be happening elsewhen and I haven't noticed it. I assumed planes got XP only from killing things.

3) Terraformers. If you have two (or more?) terraformers working together to raise elevation from flat to hill, only one of the terraformers will stop once the hill has been created. The other will continue until you have a mountain. (Which may not be, and in my case certainly wasn't, what you want!)

jaylo101
Jun 20, 2007, 02:20 PM
I've just installed visa 3.10 to a clean warlords 2.08, no other mods installed, cache disabled and cleared but when i click on the visapedia from the main menu nothing happens. Also when a created game loads there is'nt a ui? I'm using vista ultimate. Anybody else had this problem?

TAfirehawk
Jun 20, 2007, 05:05 PM
Got it. The victor will be decided at the end of the time frame. Dmn! Kind of boring as i am in 854 AD. Well, guess i'll have to start all over again, to mangage
finally finishing a game

Well at some point you should be able to determine yourself who has won....and it gives the Mastery Score throughout....

If you get bored and MUST go to 2100AD, just use the AutoAI.

TAfirehawk
Jun 20, 2007, 05:07 PM
I've just installed visa 3.10 to a clean warlords 2.08, no other mods installed, cache disabled and cleared but when i click on the visapedia from the main menu nothing happens. Also when a created game loads there is'nt a ui? I'm using vista ultimate. Anybody else had this problem?

Are you using English?

jaylo101
Jun 20, 2007, 06:38 PM
Are you using English?

Yes i'm using English, this is the python error log.


load_module CvEventInterface
load_module CvUtil
load_module traceback
load_module CvViSaEventManager
load_module CvConfigParser
load_module ConfigParser
load_module CvPath
load_module _winreg
load_module CvModName
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 7, in ?
File "<string>", line 52, in load_module
File "CvViSaEventManager", line 23, in ?
File "<string>", line 52, in load_module
File "CvConfigParser", line 26, in ?
File "<string>", line 52, in load_module
File "CvPath", line 124, in ?
File "CvPath", line 97, in _getUserDir
File "CvPath", line 88, in __getRegValue
WindowsError: [Errno 2] The system cannot find the file specified
load_module CvAppInterface

rockinroger
Jun 20, 2007, 06:54 PM
@jaylo101 did you get the full 3.1 installer or did you download the 3.1 patch?

TAfirehawk
Jun 20, 2007, 06:54 PM
Yes i'm using English, this is the python error log.


load_module CvEventInterface
load_module CvUtil
load_module traceback
load_module CvViSaEventManager
load_module CvConfigParser
load_module ConfigParser
load_module CvPath
load_module _winreg
load_module CvModName
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 7, in ?
File "<string>", line 52, in load_module
File "CvViSaEventManager", line 23, in ?
File "<string>", line 52, in load_module
File "CvConfigParser", line 26, in ?
File "<string>", line 52, in load_module
File "CvPath", line 124, in ?
File "CvPath", line 97, in _getUserDir
File "CvPath", line 88, in __getRegValue
WindowsError: [Errno 2] The system cannot find the file specified
load_module CvAppInterface

Your install is bad somehow....not sure where though.

jaylo101
Jun 20, 2007, 07:12 PM
@jaylo101 did you get the full 3.1 installer or did you download the 3.1 patch?

The full 3.1 installer. I've just this moment found out something interesting, when user account control in vista is switched on, my FfH 2 mod doesn't work properly, switched off it works fine. Does'nt help this problem though.

jaylo101
Jun 20, 2007, 07:14 PM
Your install is bad somehow....not sure where though.

Iv'e also tried Amra's latest modpack in Warlords with the same results!

rockinroger
Jun 20, 2007, 07:37 PM
oh you have vista, crap cant help you much there.
i know that mr.genie and kaiser both have Vista maybe they could help out.

jaylo101
Jun 20, 2007, 07:45 PM
oh you have vista, crap cant help you much there.
i know that mr.genie and kaiser both have Vista maybe they could help out.

Do you think its maybe a Vista problem then as it effects Amra's mod as well? Used to play Visa 2.10 on XP just fine.

rockinroger
Jun 21, 2007, 12:01 AM
its certainly possible i know that kaiser had several issues with it on Vista. I will ask him nest time i hear from him. Right now he is moving/retiring so rl has him cramped. Mr genie has vista, but again rl (school) is keeping him busy also. I know we have players using Vista and ViSa. So it works but i dont know the details of the issues on it. Have you tried reinstalling Visa yet?

supaguruzebidy
Jun 21, 2007, 03:46 AM
Ok heres a few bugs I have found. Zulus cant build barracks because of their unique building (ikhanda) so therefore miss out on the barracks upgrades and the units they unlock. Also when you build a building that unlocks inquisitors it unlocks inquisitors in all cities regardless if you can only build missionaries. Also it replaces missionaries with inquisitors meaning that you can no longer spread your religion just remove others, very frustrating. Also I get pink screens when some wonders and great people are created. As well you cannot sell city improvements yet the AI seems to be able to. Also as a foot note can you please lower the cost of upgrading units as it is far to high. Other than the above mentioned errors it all seems to be a good mod.

jaylo101
Jun 21, 2007, 12:36 PM
its certainly possible i know that kaiser had several issues with it on Vista. I will ask him nest time i hear from him. Right now he is moving/retiring so rl has him cramped. Mr genie has vista, but again rl (school) is keeping him busy also. I know we have players using Vista and ViSa. So it works but i dont know the details of the issues on it. Have you tried reinstalling Visa yet?

Since i have two decent sized hard drives i installed XP onto the second and created a dual boot OS. I installed all my Civ 4 stuff on the XP drive and everything works fine, so it must be a Vista issue.

vodobas
Jun 21, 2007, 02:18 PM
Well at some point you should be able to determine yourself who has won....and it gives the Mastery Score throughout....

If you get bored and MUST go to 2100AD, just use the AutoAI.

Actually, if you eliminate all of the opponents (complete destruction, not vassalage) the Mastery Score screen breaks.

rockinroger
Jun 21, 2007, 02:31 PM
Since i have two decent sized hard drives i installed XP onto the second and created a dual boot OS. I installed all my Civ 4 stuff on the XP drive and everything works fine, so it must be a Vista issue.

Well im glad you got it working, but i know it does work for alot of people on Vista, Problem is i dont have vista yet,( i let others be the guinea pig for microsoft). Check the forums for vista help. It does work with Vista though.

TAfirehawk
Jun 21, 2007, 04:54 PM
Actually, if you eliminate all of the opponents (complete destruction, not vassalage) the Mastery Score screen breaks.

Yeah I know....Sevo wasn't really done with it when he left so it isn't perfect...


Since i have two decent sized hard drives i installed XP onto the second and created a dual boot OS. I installed all my Civ 4 stuff on the XP drive and everything works fine, so it must be a Vista issue.

It certainly is a permission/Vista issue....


Ok heres a few bugs I have found. Zulus cant build barracks because of their unique building (ikhanda) so therefore miss out on the barracks upgrades and the units they unlock. Also when you build a building that unlocks inquisitors it unlocks inquisitors in all cities regardless if you can only build missionaries. Also it replaces missionaries with inquisitors meaning that you can no longer spread your religion just remove others, very frustrating. Also I get pink screens when some wonders and great people are created. As well you cannot sell city improvements yet the AI seems to be able to. Also as a foot note can you please lower the cost of upgrading units as it is far to high. Other than the above mentioned errors it all seems to be a good mod.

We are working on fixing all the UB's and unit requirements for v3.20

Most of the rest there is fixed or not a ViSa issue.

Poldi
Jun 22, 2007, 11:27 AM
hello there,
i think i found a new (undiscussed) bug - when you play as "german" you are not able to build a battleship because you can't build a factory - the germans have a so called assembly plant instead of a factory (and it behaves like a factory) BUT there is no way to build a battleship.
greetings
poldi

ps: incredible mod :-)

vodobas
Jun 22, 2007, 12:58 PM
hello there,
i think i found a new (undiscussed) bug - when you play as "german" you are not able to build a battleship because you can't build a factory - the germans have a so called assembly plant instead of a factory (and it behaves like a factory) BUT there is no way to build a battleship.
greetings
poldi

ps: incredible mod :-)

Actually, it is discussed on page 5 and 6 of this thread. And, as TAFirehawk states:


We are working on fixing all the UB's and unit requirements for v3.20

rockinroger
Jun 22, 2007, 02:43 PM
hello there,
i think i found a new (undiscussed) bug - when you play as "german" you are not able to build a battleship because you can't build a factory - the germans have a so called assembly plant instead of a factory (and it behaves like a factory) BUT there is no way to build a battleship.
greetings
poldi

ps: incredible mod :-)

Actually we have this one fixed for ver 3.20

Lord_Zath
Jun 25, 2007, 07:21 PM
I'm also getting out of sync messages when playing multiplayer games... kinda frustrating... I think it may also relate to buildings. Any ideas? Turn graphics down to low I saw was one. What about smaller maps/less computers?

TAfirehawk
Jun 25, 2007, 08:05 PM
I'm also getting out of sync messages when playing multiplayer games... kinda frustrating... I think it may also relate to buildings. Any ideas? Turn graphics down to low I saw was one. What about smaller maps/less computers?

Post this in the MP thread....

Some people play MP fine and others not.....don't know why.

V. Soma
Jun 26, 2007, 02:25 AM
Post this in the MP thread....

Some people play MP fine and others not.....don't know why.

ah, let me answer here and give a piece of advice:

when playing MP, before loading in a game as a host, make sure everybody participating makes a total re-load of civ Visa from ground up... maybe that helps

Lord_Zath
Jun 26, 2007, 12:39 PM
Total reload of Civ Visa? I just installed it - the direct 3.10 full exe install. Do you mean reinstall?

I did exit out of the game and reload once and that did indeed help. Though another time, it didn't.

And MP thread? I only saw this one... link?

V. Soma
Jun 28, 2007, 04:58 AM
Total reload of Civ Visa? I just installed it - the direct 3.10 full exe install. Do you mean reinstall?

I did exit out of the game and reload once and that did indeed help. Though another time, it didn't.

And MP thread? I only saw this one... link?

simple exit to desktop and reload - all participants

Lord_Zath
Jun 28, 2007, 07:46 PM
yes, we tried that. As I said, it worked one time but there was another time in late game when it didn't work.

blipadouzi
Jun 29, 2007, 07:55 PM
Some small things I noticed while playing with 3.10...I apologise if any of these have already been reported.

1) To build a Methane Plant you first need to build a Biodome...unfortunately there is no way to build a Biodome as there is no technology associated with it. Hence it can never be discovered.

2) The Civic choices in the UN...I had Free Religion appear twice. And I don't mean I pass the resolution and it came back...I mean it was listed twice at the same time.

3) This is not really a bug, but it's not really a suggestion either just something to report...there is currently nothing assigned to the Genetic Era in the [Not Just Another Game Clock Mod] section of the ini file.

Otherwise it's looks great.

Kasdar
Jun 29, 2007, 09:29 PM
I dont know if it is a bug or not but I dont think ships should get access to the Attack Promotion since its disadvantages are what balances it and since a ship cannot be on land tiles the defence modifiers dont apply there. So basically ships get a free 15% bonus to attack, with no disadvantage.



NVM I am blind...

rockinroger
Jun 30, 2007, 04:08 AM
Some small things I noticed while playing with 3.10...I apologise if any of these have already been reported.

1) To build a Methane Plant you first need to build a Biodome...unfortunately there is no way to build a Biodome as there is no technology associated with it. Hence it can never be discovered.

2) The Civic choices in the UN...I had Free Religion appear twice. And I don't mean I pass the resolution and it came back...I mean it was listed twice at the same time.

3) This is not really a bug, but it's not really a suggestion either just something to report...there is currently nothing assigned to the Genetic Era in the [Not Just Another Game Clock Mod] section of the ini file.

Otherwise it's looks great.

1: Hum I will have to check that one.

2: I had saw this but didnt remember it thanks for catching it.

3: Will have to look at this also

rockinroger
Jun 30, 2007, 04:11 AM
I dont know if it is a bug or not but I dont think ships should get access to the Attack Promotion since its disadvantages are what balances it and since a ship cannot be on land tiles the defence modifiers dont apply there. So basically ships get a free 15% bonus to attack, with no disadvantage.



NVM I am blind...

No problem, one thing Ta and I saw and like is the Navy mod by Generalmatt, much better promotions for ships its well thought out. I hope we can merge this for version 4.

TAfirehawk
Jun 30, 2007, 09:11 PM
As rockinroger said, we will certainly be looking at the Navy Mod....it all depends what BTS looks like and how many weeks it takes us to get up to speed with it.

blipadouzi
Jul 01, 2007, 06:56 AM
Sir Magdi Yacoub has a pink screen.

santoo
Jul 01, 2007, 01:56 PM
not a bug, but a balance issue: great doctors (esp. in long games)

i LOVE being able to get GD from combat & i really like their ability to "train" units with medic promotions - but their abiliies are seriously overpowered in grand (2000 turns) games.

example:
you get 1 GD - add it to your stack of doom. practically every turn one of the stack's units will get a free med. promotion. as soon as you go to war, you have high probabillities of getting a new GD (from attacking with the med-promoted units - add the new GD to the stack of doom and your units will be promoted twice as fast (or add the GD to another stack of doom). more med-promoted units = even more GDs during wartime. I was able to amass 12 GDs this way - the last 8 of which i got during less than 30 turns (= only 3 percent of gametime at grand speed! and as this gets faster all the time, the next 8 will arive even quicker.)

TAfirehawk
Jul 01, 2007, 05:07 PM
not a bug, but a balance issue: great doctors (esp. in long games)

i LOVE being able to get GD from combat & i really like their ability to "train" units with medic promotions - but their abiliies are seriously overpowered in grand (2000 turns) games.

example:
you get 1 GD - add it to your stack of doom. practically every turn one of the stack's units will get a free med. promotion. as soon as you go to war, you have high probabillities of getting a new GD (from attacking with the med-promoted units - add the new GD to the stack of doom and your units will be promoted twice as fast (or add the GD to anot