[MOD][WARLORDS] ViSa Modpack

Awesome mod. I thought the file size was very large, but it was totally worth the download. It looks very professional and polished.

The only downside to the mod is that some wonders are way too powerful - I think this needs to be addressed as it can ruin a game.

Keep up the good work :)
 
I really like the mod I just thought I'd mention though I think I found a minor bug. When playing with balanced resources, no marble seems to be generated. I'm not sure about standard rescources. Also when quitting a game to menu and starting a new one, the icons at the bottom of the screen go missing, as well as unit action icons. This means for instance, that I can't tell my settler to found their first city (except maybe by keyboard shortcut). Anyways I'm liking the mod good work guys!
 
TAfirehawk said:
How about Animal Husbandry?

Could be, but then it comes before construction :P Or just put like vanilla, in construction, or just put like now but change the tech necessary to use from monotheism to the one next of construction? Or(better) put animal husbandry as the tech that reveals the Ivory and construction as the one that allows us to use?
 
hi, been out of civ for a while, currently downloading this


clueless question, but after i've got v1.20, which patches do i get??

all 6? or just the 6th?
 
Arlborn said:
When I reloaded a game it woulden load and keep in the loading screen untill I did alt+tab and came back, but then got a python exception that didnt let me play cuz I closed 1 other appear with same text....In the end was writen "runtime error c++" or so..

could you please sned a screenshot! i can fix any python error, but just saying:"i saw a python error" doesnt help me much! :) i need the blue screen printed! :P
 
CarpeDiem said:
hi, been out of civ for a while, currently downloading this


clueless question, but after i've got v1.20, which patches do i get??

all 6? or just the 6th?

you should just check on the thread main page, or the main ViSa website, answers such questions pretty simple :)
 
PolyBomber said:
Also when quitting a game to menu and starting a new one, the icons at the bottom of the screen go missing, as well as unit action icons.

This issue is known and solvable, though will take more time as it's worth really. it's because alot of buttons are initialized on warlords starting, and some reinit happens when you go to the main menu....i could swap all the initial inits to this event also(but that is ALOT of work) I rather say, if you start a new game, restart warlords, loading times with the FPK are really short! :) shouldn't be that much a problem...unless more poeple start to complain about it, i leave it as it is in the hope people don't wanna restart their games by exiting to the main menu :)
 
mrgenie said:
could you please sned a screenshot! i can fix any python error, but just saying:"i saw a python error" doesnt help me much! :) i need the blue screen printed! :P

If I see it again I get a SS! |Forgot last time lol..
 
:( why not just post the answer instead of trying to get me to read....

i will have to go without patches
 
Great mod, fantastic work, and I am enjoying playing it. But I cannot build an aquaduct... my civ is Scotland, and I have the prereqs according to the civilopedia.... but aquaduct is not available, nor any of the other buildings that require it.
 
Hum..Im haveing problems with reload. First it gets almost frozen in the screen of loading and sometimes it loads, sometimes not. Then when it finishes, or I get python prbolems or my interface is without most of the bottons. Last time it happened, i could do somethings wityhotu the botton like move unit or bombard, and then when I finished all my units and clicked to next turn, the botton came back..Lucky or just had to wait or afdter the end of turn?

Is this bug known?
 
CarpeDiem said:
:( why not just post the answer instead of trying to get me to read....

i will have to go without patches

LOL, there is only one patch available for download. And we publish all the information in the first post on main website for a reason :)


wotan321 said:
Great mod, fantastic work, and I am enjoying playing it. But I cannot build an aquaduct... my civ is Scotland, and I have the prereqs according to the civilopedia.... but aquaduct is not available, nor any of the other buildings that require it.

So you have Improved Farming and Masonry? That is all it takes...I can build Aqueduct just fine.


Arlborn said:
Hum..Im haveing problems with reload. First it gets almost frozen in the screen of loading and sometimes it loads, sometimes not. Then when it finishes, or I get python prbolems or my interface is without most of the bottons. Last time it happened, i could do somethings wityhotu the botton like move unit or bombard, and then when I finished all my units and clicked to next turn, the botton came back..Lucky or just had to wait or afdter the end of turn?

Is this bug known?

Not sure what is causing that....we fixed this with the latest DLL in v1.30 I thought....
 
mrgenie said:
This issue is known and solvable, though will take more time as it's worth really. it's because alot of buttons are initialized on warlords starting, and some reinit happens when you go to the main menu....i could swap all the initial inits to this event also(but that is ALOT of work) I rather say, if you start a new game, restart warlords, loading times with the FPK are really short! :) shouldn't be that much a problem...unless more poeple start to complain about it, i leave it as it is in the hope people don't wanna restart their games by exiting to the main menu :)

Strange because I load up save games without restarting and have no problem.....odd....
 
phobos_mk1 said:
Awesome mod. I thought the file size was very large, but it was totally worth the download. It looks very professional and polished.

The only downside to the mod is that some wonders are way too powerful - I think this needs to be addressed as it can ruin a game.

Keep up the good work :)

We are tweaking things like cost and obsolete tech on wonders, do you have anything specific to recommend?


PolyBomber said:
I really like the mod I just thought I'd mention though I think I found a minor bug. When playing with balanced resources, no marble seems to be generated. I'm not sure about standard rescources. Also when quitting a game to menu and starting a new one, the icons at the bottom of the screen go missing, as well as unit action icons. This means for instance, that I can't tell my settler to found their first city (except maybe by keyboard shortcut). Anyways I'm liking the mod good work guys!

I just started 5 new games without reloading Warlords and no button problems....and marble seems to be a problem even with standard resources set. We will look into the marble issue but I have yet to see a button problem with a clean, fresh install of v1.30

EDIT
I looked at the setting for Marble and compared them to Stone and they are identical so I won't change anything. But I can confirm setting Balanced Resources often results in no Marble on the entire map :( Glad I don't play with that option ;)


Arlborn said:
Could be, but then it comes before construction :P Or just put like vanilla, in construction, or just put like now but change the tech necessary to use from monotheism to the one next of construction? Or(better) put animal husbandry as the tech that reveals the Ivory and construction as the one that allows us to use?

I will look at it that way....and I don't like such a large amount of resources being tradable at Calendar either....maybe more resources need tweaked :)
 
I think that maintenance costs should be 0 when a city has nothing produced yet. When I built a third city, my economy glances a "-1" and this prevents me to expand. Perhaps this "-1" should be activated in Classical Ages or Middle Ages when the civilizations start to built maintenances such as sewer system etc.
 
Perhaps War Art should contain Military Strategics and Tactics wonder or King's Saga or the like. And it should be transferred to a later time rather than after archery. After monarch if you'd ask me.
 
Another "bug" like point: I played Inca and automated the workers. Every worker started to built cottages and even over copper tiles!!! Is that a bug???
 
tahnkout said:
Another "bug" like point: I played Inca and automated the workers. Every worker started to built cottages and even over copper tiles!!! Is that a bug???
Financial...And automation sux in early game...
 
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