Discussion of BTS Version

TAfirehawk

WoC Team Manager
Joined
Aug 25, 2006
Messages
2,326
Location
Florida
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).
 
BTS is documented and talked about quite heavily on CivFanatics.....
 
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?
 
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....
 
Quantitative resources, like they're planning in this mod here 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.
 
Quantitative resources, like they're planning in this mod here 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
 
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.
 
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.

;)
 
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...
 
More resources.

I cannot believe that BTS isn't going to incorporate a single new resource (IIRC).
 
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?
 
@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.
 
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...
 
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.
 
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.
 
Back
Top Bottom