View Full Version : Discussion of BTS Version


TAfirehawk
Jun 22, 2007, 07:59 PM
Please post any and all discussions about the BTS Version from the ViSa Modpack Team.

We will NOT simply be 'patching' ViSa v3 for BTS, but making a modpack from scratch using the BTS as the starting point.

Please feel free to say all of your likes and dislikes so we have an idea what you want or don't want in the BTS Version (name TBD).

TAfirehawk
Jun 22, 2007, 08:00 PM
Reserved for Future.

blipadouzi
Jun 22, 2007, 11:39 PM
For those that aren't sure what will be included in BTS, or that want to look at one central location to see all the new and updated stuff...click here (http://en.wikipedia.org/wiki/Civilization_IV:_Beyond_the_Sword) to see the Wikipedia page for BTS

TAfirehawk
Jun 23, 2007, 07:09 AM
BTS is documented and talked about quite heavily on CivFanatics.....

Galadrion
Jun 23, 2007, 06:07 PM
Yeah, from the look of it, there's going to need to be a considerable retooling of ViSa for BTS. It appears that a significant number of their changes share names with things in ViSa, but with drastically different effects/categories/whatever.

I'm guessing that this means there's going to be a significant amount of time involved, huh?

TAfirehawk
Jun 23, 2007, 06:27 PM
Yeah, from the look of it, there's going to need to be a considerable retooling of ViSa for BTS. It appears that a significant number of their changes share names with things in ViSa, but with drastically different effects/categories/whatever.

I'm guessing that this means there's going to be a significant amount of time involved, huh?

Significant doesn't begin to explain it......

We probably spent 1,000+ man hours on ViSa v3....and might need more for the BTS version.

We will probably look at the CCCP to jump start things, but we really went through and reworked so much code in v3 to make 50+ modcomps work together....

Nitro_2985
Jun 23, 2007, 07:29 PM
Quantitative resources, like they're planning in this mod here (http://forums.civfanatics.com/showthread.php?t=222884) would be really cool if it could be added upon completion on their end.

I'd really like to be able to do stuff like sell electricity or create it at the cost of using up some coal, uranium or whatever.

Having a strategic stockpile of oil or selling it to other nations in exact amounts would be amazing. It would make it really important to gather not just one instance of a resource, but many, to meet the needs of your entire civ and to enable you to trade any excess off to other ones.

TAfirehawk
Jun 23, 2007, 09:15 PM
Quantitative resources, like they're planning in this mod here (http://forums.civfanatics.com/showthread.php?t=222884) would be really cool if it could be added upon completion on their end.

I'd really like to be able to do stuff like sell electricity or create it at the cost of using up some coal, uranium or whatever.

Having a strategic stockpile of oil or selling it to other nations in exact amounts would be amazing. It would make it really important to gather not just one instance of a resource, but many, to meet the needs of your entire civ and to enable you to trade any excess off to other ones.

Isn't that basically what they have in the Genetic Era to a lesser degree? Which we left out on purpose actually. The basic idea of ViSa was more Civ, not a new game.

We have a growing ViSa Team, so just my opinion is by no means the final word....so keep posting all your thoughts :D

Nitro_2985
Jun 23, 2007, 09:34 PM
Not really. Genetic Era has resource depletion, but no real stockpiling.

The mod they're planning wouldn't result in you needing to find new sources of coal or whatever as your existing supplies run out, it just does a better job of motivating people to obtain more of a single sort of resource.

It also means that folks who start out in an area with only one sort of resource, but most of that resource in the world have a leg up and can really compete with civs which start with a variety. In the modern era, for instance, with that mod, a civ which is located on the Arabian Peninsula with all it's oil would be a major powerhouse in the modern era with it's need for that resource.

Other civs would need to come to them to get their oil, or go to war to take it, because no longer would that single resource plot serve all of their needs.

Sinapus
Jun 29, 2007, 10:32 AM
See what's in the Next War and combine what you can from it with the Genetic Era.

Oh and find more variants for the Bolos, er, I mean the Dreadnoughts.

;)

Galadrion
Jun 29, 2007, 04:04 PM
Okay, presumably ViSa 4.0 is going to include at least three new leaders, to cover the three combinations not available in BTS. (I'm not saying there won't be more than that - there are some duplicate combinations under ViSa 3.x, after all.)

If this wasn't already on the agenda, I'd suggest adding it. It seems to be a fairly logical development, and compared to the rest of what you'll be doing it'd be relatively easy to implement. Heck, the article even lists out the three combinations specifically not available! Nice of them, eh?

Likewise, many of the technologies available under ViSa should make the transition. Most of them have reasonable justification for inclusion, and I don't see too many overlaps with BTS techs... though a closer look is probably warranted.

One area I would suggest gets a closer look is the available units - it feels like there are too many air units, without all that much to distinguish them. If a wide variety of jet fighters and other aircraft is desired, I'd suggest making most of them nationality-specific unique units, similar in concept to the ethnically-diverse units of the early game.

Buildings... I'd suggest keeping plans for these fairly loose until BTS is actually available for pla.. er, experimentation. Yeah, experimentation is what I meant... But my point is, we could use some more solid information before a lot of plans get laid. We already know that there are going to be some new basic building types, and some unique building based off of some of the new buildings. Let's get some solid info on how they all interact before getting too deep in planning.

In any case, I'm looking forward to this, both BTS and ViSa 4.0. It's probably fairly obvious...

agoodfella
Jul 02, 2007, 12:58 AM
More resources.

I cannot believe that BTS isn't going to incorporate a single new resource (IIRC).

vodobas
Jul 02, 2007, 10:27 AM
After reading endless amounts of BTS information, I'm still confused about how aircombat will work. Fighters get 100% aircraft interception, and keep intercepting. Will airplanes actually fight now? I really hated seeing my MIGs and such get intercepted and shot down by Biplanes. In my head, it will go like this.

Enemy city has plane on intercept.
Player has his own plane attack units in city.
Enemy plane intercepts, the two fight using their Combat values (like normal units)
Enemy plane wins, destroying player plane (or it withdraws)
Player attacks again with another plane
Enemy plane intercepts again, the two fight
Enemy plane, damaged from previous fight, is destroyed by Player plane
Enemy city, now without plane on patrol is hit by player bombers.

Anybody know if this is the case?

rockinroger
Jul 02, 2007, 03:00 PM
@vodobas, i do know we bumped the intercept rate down for biplanes for 3.20. It was very annoying to see a biplane shoot down my stealth bombers. As for BTS, I havent a clue yet.

TAfirehawk
Jul 02, 2007, 07:48 PM
Unlike some other modders here, we don't have a copy of BTS yet.... :(

My thought process as Team Manager is like this.....we add about 25%-50% of ViSa v3 to our new BTS mod and release it. This gives us and you players more time to play for balance. Then we bring most of the rest of ViSa v3 into the BTS mod over the next couple months.

We will be writing our new BTS mod from scratch using BTS code, not ViSa code to start with...hoping it cleans a number of things up that most players don't even see actually.

The bad part of this will be how long it takes us....we have brought more people into the fold here (nearly double the number of people), but nearly all of them are very busy in RL.

For those people that don't "have to have BTS on Day 1" and would rather stick with ViSa v3.....well you can probably wait a couple months to buy BTS...

Sinapus
Jul 05, 2007, 10:38 PM
Hmm... one thing that might make things easier for the EDU mods is the "different art scheme for same unit" section. Should make the UnitInfos.xml file a bit smaller, depending on where the settings for which Civ has which art for a particular unit is.

TAfirehawk
Jul 22, 2007, 06:55 AM
Our plans have changed....

We are working towards developing a World of Civilization mod that brings the CCCP and all other major Civ4 mods into one giant mod. Right now we are still gathering interest from the current Civ4 modders and will share more details as we go along.

blipadouzi
Jul 22, 2007, 08:20 AM
Sounds awesome...I looks forward to seeing the results.

TAfirehawk
Jul 22, 2007, 09:15 AM
Things are in the very early stages, but some info is available here: http://worldofciv4.proboards57.com/index.cgi

TAfirehawk
Jul 22, 2007, 06:20 PM
Main discussion at CFC is here.....

http://forums.civfanatics.com/showthread.php?t=232737

Raider62
Jul 24, 2007, 05:48 PM
Any word on the OSS error being fixed?

TAfirehawk
Jul 24, 2007, 06:35 PM
Any word on the OSS error being fixed?

What OOS in BtS? You should report that in the BtS thread, not here.

And if you mean ViSa, well that is for Warlords, not BtS.....

TAfirehawk
Jul 26, 2007, 08:16 PM
Things are picking up for the WoC....

http://worldofciv4.proboards57.com/index.cgi

http://www.chatzy.com/489035458440

helpless_writer
Jul 26, 2007, 11:13 PM
1. Have it like AOE where you actually see merchants and such send items by trade i.e through units

2. Have Civilization change Leader heads through ages

3. Natural prejudice or dislike between civs or or people

4. Change Governor so its somewhat more like Civ3 where you can have them build certain type of military units

5. Expand Goverment; have the advisors change accordingly. If your heridtary then parliment as your advisors they will advise for you to go to war, each one will give why (each meaning mitlitary, foreign affairs and resource managment advisor). If Democracy then have it that a lot of major presidents are in with a few modern political leaders (each president represnts new congress which can veto and all that which of course should be configurable)

6. Surges in money during State religion's holiday time or if no state religion whichever is most dominate you get more money out of

7. Add months to game

8. Allow animals to keep spawning and replace for and ivory with actual animals which if killed maybe a sorta you know colony or something starts which makes commerence and production and sends it to its nearest city and it makes its own workers which act as hunters or proachers to keep getting the item... and since i believe global warming is in the game why not add extinction? Also for fur have different types cat, dog and the rest and new tech is demestication (excuse my spelling) where you can make zoos and preserves and pets which increase happiness.

9. Protest: an unhappy city can eventually lead to unhappy civ protesters like immigrants can travel trying to gain support and if you kill them off well then you are look bad upon

10. To add on to 9 other Civs can send missionaries or representives to ask for war aide to overthrow their government and elect a new leader and you can have it where you can be, deny them, they become a captulation, vassal or you just aide them and boost relations if they win or else furious if you stop warring against of for the rebels or original owners.

11. If your people are calling for revolution basically a military general is born in the most unhappy city and with his death the revolt ends and you reclaim your land and they start their own civ

12. Civ specific Great Wonder; 1 great wonder exclusive per civ which can be set to random or history specific

13. Regimes and hate crimes...; Now this is maybe to controversial but i think maybe it should be added with all the different civs maybe regimes of cults should be made and added to the right hand side but not considered specialist... but this is purely idea i don't know how well it would go over in actually production thats why i'm letting you see

think i posted it before... lol but no one cared

keldath
Jul 27, 2007, 02:39 AM
wow helpless_writer ,

indeed your a writer, you some really cool and realty ideas, i would love to have them in,

but some are propably difficult to create i belive, ill have your offers in mind for our suggestion table. thanks.

helpless_writer
Jul 27, 2007, 03:16 AM
wow helpless_writer ,

indeed your a writer, you some really cool and realty ideas, i would love to have them in,

but some are propably difficult to create i belive, ill have your offers in mind for our suggestion table. thanks.

truth is when i first came here i sent it to the lopez... but he never replied... but now i know he is very busy... i kinda wish i had skills in c+ and the others but at the moment i'm a idiot... if i had the skill i would probably at least attempt to do it... but since i don't minas well try to at least get the thought out there

keldath
Jul 27, 2007, 04:00 AM
hehe...
im sure your no idiot.....most of us people dont know c++....

visa c++ was written almost by one tallented person ...
i wish i could have done some c++ too....

well as i said, ill get your suggestions to our programmers when we get to the
working stage, around september or less. :)

rockinroger
Jul 27, 2007, 02:53 PM
hehe...
im sure your no idiot.....most of us people dont know c++....

visa c++ was written almost by one tallented person ...
i wish i could have done some c++ too....

well as i said, ill get your suggestions to our programmers when we get to the
working stage, around september or less. :)

HE has risen, Keldath is Alive.:cool: :cool: :cool: :cool:

helpless_writer
Jul 28, 2007, 04:38 PM
Rewrote to sound better

Technology: Fossil Dating
Reveals: Fossils & Ancient Civilization
Can Build: Archealogical site (National Wonder)

Archaelogical sites provide little culture and little science but...

A new random event will occur.

In the game there will be 5 ancient remains. These remains can only be found in the city where the Archealogical site wonder is made. They all will randomly appear. The civilization with the oldest remains gets a boost in culture and a random event.

With the discovery of the world's oldest ancestor the world wishes to see it what should we do?

Allow scientist and archealogist to have access (increase in science output & culture but may lead to sabotage from rival civs)
Let the people in to see our latest discovery (hightens commerence in city but causes an unhealthy populas)
Stop all access to site and ban access to fossil (creates some happiness for local citizens since they won't have to deal with tourist or scientisst messing with their livelihood)

Another idea for a random event;

Sir our civilization's schools need more focus on something what should we have them focus on?
Create a history book telling of our civilization (increase in great people across your nation)
Support sports (increase in experience points warriors have and increased chance of great general)
Support the arts (increase culture in cities and greater chances for great artist)

3rd idea

Open borders should be more than warriors and scouts having access to eachother it should also go for tourism.

With open borders you get a bit of a boost in commerence. You commernce will increase more with world wonders (sorta like they did with civ 3). Only downside is with open borders spies are a bit more capable of coming into your civ.

Not having open borders later in the game may piss off some civs for they believe you don't trust them.

Bastian-Bux
Aug 03, 2007, 05:34 AM
What about dynamic ressources? The basic coding is done already in my modlet, and MrGenie should know how to "easily" integrate it.

Though its a rather "huge change" to the Civ 4 doctrin of static, conquerable ressources, so maybe it doesn't fit into the ViSa design line.

OrionVeteran
Aug 04, 2007, 01:56 AM
TAfirehawk,

Choice is the best way to customize and organize all new modifications not found in the stock version of BTS. I want to be able to individually select any new mod to play in a new game. So I propose the organization of all new mods right from the start by doing the following:

Provide specific beginning game checkbox options for any or all category items: new races, wonders, buildings, units, resources, etc. For each specific category, organize checkbox options to select all, none or custom to make selections individually.

For Example: Under the category of “New Units,” create options for:

All: Selects all new units and makes them available in the game.

None: Deselects/Removes all new units so that none of the new units would be available in the game.

Custom: Each new unit can be individually selected by a checkbox to add or remove a specified new unit to the game.

As applicable, all the new items, found in the awesome VISA mod, should have a checkbox option in BTS.

Periodic updates to the overall mod pack will include newly developed checkbox items to select and choose from. Such a rich capability of checkbox options will allow anyone to customize the game to select any modification they desire to add or leave out of the game. These checkbox options will make this mod pack the best Civ has ever seen and the demand for this mod pack, as opposed to all the other mod packs out there, will increase dramatically. Let’s make this mod pack the new standard that everyone wants. :)

Very Respectfully,

Orion Veteran :cool:

Squarg
Aug 04, 2007, 12:24 PM
I would love it if you guys added some new traits. Sure There are a bazzilion leaders but many are just repeats.
Example trait:

Sneaky
+100% EP in all cities
Double Speed of Jail, Security Burrow, and inelegance agancy

TAfirehawk
Aug 04, 2007, 12:55 PM
What about dynamic ressources? The basic coding is done already in my modlet, and MrGenie should know how to "easily" integrate it.

Though its a rather "huge change" to the Civ 4 doctrin of static, conquerable ressources, so maybe it doesn't fit into the ViSa design line.

ViSa is no more...well after v3.25 which comes out very soon. ViSa will be part of the WoC but not in its current form.


TAfirehawk,

Choice is the best way to customize and organize all new modifications not found in the stock version of BTS. I want to be able to individually select any new mod to play in a new game. So I propose the organization of all new mods right from the start by doing the following:

Provide specific beginning game checkbox options for any or all category items: new races, wonders, buildings, units, resources, etc. For each specific category, organize checkbox options to select all, none or custom to make selections individually.

For Example: Under the category of “New Units,” create options for:

All: Selects all new units and makes them available in the game.

None: Deselects/Removes all new units so that none of the new units would be available in the game.

Custom: Each new unit can be individually selected by a checkbox to add or remove a specified new unit to the game.

As applicable, all the new items, found in the awesome VISA mod, should have a checkbox option in BTS.

Periodic updates to the overall mod pack will include newly developed checkbox items to select and choose from. Such a rich capability of checkbox options will allow anyone to customize the game to select any modification they desire to add or leave out of the game. These checkbox options will make this mod pack the best Civ has ever seen and the demand for this mod pack, as opposed to all the other mod packs out there, will increase dramatically. Let’s make this mod pack the new standard that everyone wants. :)

Very Respectfully,

Orion Veteran :cool:

I won't bother detailing a response here, read the WoC info....


I would love it if you guys added some new traits. Sure There are a bazzilion leaders but many are just repeats.
Example trait:

Sneaky
+100% EP in all cities
Double Speed of Jail, Security Burrow, and inelegance agancy

The WoC has new traits in it....not sure about Sneaky tho :lol:

OrionVeteran
Aug 04, 2007, 05:52 PM
Deleted because post was duplicated.

OrionVeteran
Aug 04, 2007, 05:59 PM
I won't bother detailing a response here, read the WoC info....

I read the WOC info and reviewed your vision for future development. You spoke of:


- Pull down menus to select modules
- Radio buttons for enable/disable functionality
- Boxes for setting values

My proposal is to organize all major categories and all items/sub-items under each category with the enable/disable checkboxes or radio buttons. If WOC is going to look and work anything at all like the modding-interface from civ3, as you said, then I would be all for it.

Please let me know how I can help. :D

Sincerely,

Orion Veteran :cool:

ruffriders23
Aug 05, 2007, 07:38 AM
Can we get a Barbarian or Pirate civ in WOC?

TAfirehawk
Aug 05, 2007, 08:22 AM
Can we get a Barbarian or Pirate civ in WOC?

Don't ask here.....

agoodfella
Aug 07, 2007, 12:53 PM
Hey guys, I'm really looking forward to the ViSa Modpack for BTS. I think there is absolutely huge room for improvement over the vanilla BTS (as evidenced by the many gripes about Espionage and Corporations -- although those were excellent ideas to build from).

I have started a thread in the general BTS forum which seems to have received some good responses (about Espionage and incorporating penalties for Civs that get their spies caught in your territory -- as of yet there is no penalty and I also introduced the idea of converting that spy into a Double Agent).

The larger discussion is here:

http://forums.civfanatics.com/showthread.php?t=236459

I hope that some of those ideas might get considered for the ViSa mod.

Thanks

ruffriders23
Aug 11, 2007, 11:28 AM
Don't ask here.....

Put in the suggestion thread.

Any time frame for the BTS release?

TAfirehawk
Aug 11, 2007, 10:16 PM
Put in the suggestion thread.

Any time frame for the BTS release?

No the point is the requests for WoC need to be on the WoC Forum.

We should have a beta release of the WoC in the next 4 weeks or so I figure....

buck beach
Sep 12, 2007, 11:54 AM
No the point is the requests for WoC need to be on the WoC Forum.

We should have a beta release of the WoC in the next 4 weeks or so I figure....


Not sure how to get to the WofC Forum. When I try the link at the bottom of your post, I go to a Firaxis site that doesn't have a link.

My request is that the extended game you have available in VISA (more turns to allow for more options in play style), be put in a Mod soon as possible because with that I could be very patient in waiting out your complete Mod. You guys do a great job Mod!!!

TAfirehawk
Sep 12, 2007, 06:52 PM
Not sure how to get to the WofC Forum. When I try the link at the bottom of your post, I go to a Firaxis site that doesn't have a link.

My request is that the extended game you have available in VISA (more turns to allow for more options in play style), be put in a Mod soon as possible because with that I could be very patient in waiting out your complete Mod. You guys do a great job Mod!!!

Not sure what you are clicking on.....the link works just fine.

http://www.worldofcivilization.com/

number1hammer
Sep 12, 2007, 07:01 PM
Once again thanks for your guys responses. i appreciate them. as far as the above poster telling about the go to option. that totally defeats the purpose of what i am trying to accomplish. let me try to explain myself a little better.

*I think it is imperitive that you have a rally point

*I think it is imperitive that you have a city automation that actually works


now what i mean is we need a city automation button where we can click the little button, just like the city automation button that is on the city screen now. but instead of the city building whatever it wants to. the city should continualy build what you have selected. for example if i have moder armor selected and click the city automation button it will automatically keep producing modern armor until it is changed by the user. i think this is a must have and shouldnt be to hard to implement. but i dont know for sure it could be.

rally points-i have played a couple of games where you coudl set a rally point. it was quite simple really. you just go to the city screen have a "set rally point" button. you click the button and then an arrow appears on the screen. and you move the arrow to the tile you want to the troops to automatically go to after production and select that tile. you should have a rally point option for every city built or taken. now with those 2 combined, it will save massive amounts of time and it would definately help out slower computers.

* also i was thinking couldnt there be a way to have one screen that listed all of your cities and allowed you to control all of your cities from that one screen? like for example it would list top to bottom(biggest size city to smallest size city) and i could just scroll through the screen changing city production and city tiles used etc. etc.

* how about global control over the specialists in your cities. how about a screen we could go to and make every city the ability to produce a specialist appear in that screen and you could click for example the scientist button. now once clicked all of your cities would change one specialist or one tile used to a scientist if that city had the scientist specialist option. the same thing for engineers, the same for priest the same for the wealth option the same for the research option, etc. etc.


*basically what i am saying is we need more global control of our cities and our units. there is just too much time spent on cycling through cities in my opinion and any civ fanatic would agree im sure.


i would like to hear your guys thoughts and suggestions.


once again i love your mod and you guys do a tremendous job. that is why i am here trying to make suggestions to make it even better.

and also, could we get a fix for the oos error.


thanks in advance,
hammer

number1hammer
Sep 12, 2007, 08:05 PM
i was also thinking of a specialist: how about a farmer that would obviously produce food and commerce

dimon157
Sep 28, 2007, 03:05 AM
Please, include Main Screen Mod (http://forums.civfanatics.com/showthread.php?t=235834&page=2) (posts #26, #27)

rockinroger
Sep 28, 2007, 06:08 AM
That looks promising, any chance you can make it modular?

TAfirehawk
Sep 28, 2007, 05:53 PM
That looks promising, any chance you can make it modular?

No, its python, not XML.

Bastian-Bux
Sep 29, 2007, 03:56 AM
*I think it is imperitive that you have a rally point

Already in the game since vanilla 1.00. As I never use that feature, I ask you to look up the key combination from the manual.

*I think it is imperitive that you have a city automation that actually works

Also already in since 1.00. Hold ALT, then select the item you want to build continuously. Voila. The * marks items that are queued to continuous build.

Actually the automation works rather well as is. Only thing missing is a way to move an item up or down in the queue. Away from that you can:

- set an item at the start of the queue
- set an item at the end of the queue
- continuously build an item
- disrupt a continuous build queue for a different item, and continue after that
- save several complete build queues and copy it to another city

Everything described in the manual. ;)

agoodfella
Oct 10, 2007, 07:37 PM
Quick Q folks,

Is the latest VISA mod / patch (v3.25) compatible with BTS's latest patch (v3.13)?

TAfirehawk
Oct 10, 2007, 07:50 PM
See my PM reply....but I doubt it if the latest patch changes Warlords....I haven't loaded up Warlords for a long time now that we have moved on to BtS.

TAfirehawk
Oct 10, 2007, 07:54 PM
Well it loads up ok....played 2 turns ok....past that, dunno :)

agoodfella
Oct 18, 2007, 12:07 AM
Has anyone else played a full game of Visa on BTS?

thanks

TAfirehawk
Oct 18, 2007, 06:24 PM
Has anyone else played a full game of Visa on BTS?

thanks

I sure hope not, since it won't work :lol: :lol: :lol:

ruffriders23
Oct 19, 2007, 05:04 PM
What is the latest word on the Visa Mod Pack for BTS? I have been in the hospital for a while and can't seem to find anything about if a version exists or not. I appreciate any help.

TAfirehawk
Oct 19, 2007, 05:24 PM
What is the latest word on the Visa Mod Pack for BTS? I have been in the hospital for a while and can't seem to find anything about if a version exists or not. I appreciate any help.

No such thing....

ViSa as you know it is done, but most if not all of it will be in BtS via the WoC project.

http://forums.civfanatics.com/showthread.php?t=247968