[MOD][WARLORDS] ViSa Modpack

Hi! I've stumbled on an issue right after loading the mod. Texts are comletely corrupted or even totally missing both in the main menu and in-game. That's with french version.

Side note: I admit that I have not read this whole thread to check if such things had already been posted :blush:
 
sorry, we develop english only...
although in our team the knowledge of English/Jewish/Dutch/French/German/russian is available, we don't do translations and stick with english only. you are welcome on translating everything yourself and we'll make sure to include your french txt, but right now, we only support english...PM firehawk to update this on the main thread page.

ADD

Seady, check your email
 
Axil said:
I'm had the SAM infantry sound bug but fixed it using the a change to the audio3D.xml - as posted previous in this thread. other than than I have encountered no other sound bug except the missing diplomancy music which tends to be the the most irriatating thing for me now , other than Atilla's static picture instead of LH

Well we had the XML in the ViSa directory fixed weeks ago....but still had the issue so I fixed the XML in the Warlords directory now too. Which one did you fix?


Nil_The_Frogg said:
Hi! I've stumbled on an issue right after loading the mod. Texts are comletely corrupted or even totally missing both in the main menu and in-game. That's with french version.

Side note: I admit that I have not read this whole thread to check if such things had already been posted :blush:

Sorry it isn't specified in the first post...but as with 99% of the mods out there, we don't fully support any language but English...and I will get that on the first post :)
 
seady said:
done. Would having modified the xml make any difference? As far as i can see this isn't an xml issue, but that's why i didn't post the saved game before?

Can you send me a list of changes you have made to the XML or the files themselves that you would like to share? mrgenie has made some new routines that make it quite easy to put variables in the VISA.INI file and things you are changing will likely be liked by other players...including me :D
 
Update to First Post


Please refer to the first post in this thread for a fix to the sound bug. This fix modifies the WARLORDS directory, not VISA...so you have been warned ;)

Also note we are now using the Downloads Feature on CivFanatics.
 
TAfirehawk said:
Sorry it isn't specified in the first post...but as with 99% of the mods out there, we don't fully support any language but English...and I will get that on the first post :)
Oh, I really do not mind to have the game in english... The only problem is that as it is I get neither french nor english. Will I have to overwrite my french civ files with english ones so that the mod may work? (didn't encouter this problem with other mods like FFH2, Sevo or Genetic area...) :confused:
 
mrgenie said:
sorry, we develop english only...
although in our team the knowledge of English/Jewish/Dutch/French/German/russian is available, we don't do translations and stick with english only. you are welcome on translating everything yourself and we'll make sure to include your french txt, but right now, we only support english...PM firehawk to update this on the main thread page.
Perhaps... If I like the mod and manage to sort out other things I'm working on. :rolleyes:
 
Nil_The_Frogg said:
Oh, I really do not mind to have the game in english... The only problem is that as it is I get neither french nor english. Will I have to overwrite my french civ files with english ones so that the mod may work? (didn't encouter this problem with other mods like FFH2, Sevo or Genetic area...) :confused:

As I am updating Sid's Tips, some tags only have ENGLISH for their text so I assume this is where the problem is....so some merge issues have come up and the fact we added 200 units and so many other mods makes the job finding each one difficult :) But we are working on it....

But no reason I see to not get the English....
 
Well we had the XML in the ViSa directory fixed weeks ago....but still had the issue so I fixed the XML in the Warlords directory now too. Which one did you fix?

I went and fixed both as the visa version appeared to be a direct copy of the warlords one when I originally looked at it on the version Amra version

Still haven't seen a great doctor can anyone confirm that they are appearing?
 
Axil said:
I went and fixed both as the visa version appeared to be a direct copy of the warlords one when I originally looked at it on the version Amra version

Still haven't seen a great doctor can anyone confirm that they are appearing?

That is fixed in v1.40, well the Great Doctor part :) Either TheLopez or I missed the Red Cross bonus, plus I have added other buildings to help create Great Doctors.

A separate download I posted for those not wishing to edit XML for the sound bug.
 
version 1.30 works great for me, i'm up to 1987 on a large map and 18 civs. only things i've noticed are that the special units you get for being the first to get a tech, (flak for flight, great scientist for fission, etc) show with a pink screen and a random name like frnnsd arllem trffhg. :p

One thing that is really annoying is a general civ problem itself, how is it that a WWI bi plane can intercept and shoot down a stealth bomber or a modern jet fighter. :rolleyes: I can accept a SAM unit or even a WWII fighter doing it, but not a bi plane. hopefully someone could fix this someday.
 
maxbjr said:
version 1.30 works great for me, i'm up to 1987 on a large map and 18 civs. only things i've noticed are that the special units you get for being the first to get a tech, (flak for flight, great scientist for fission, etc) show with a pink screen and a random name like frnnsd arllem trffhg. :p

One thing that is really annoying is a general civ problem itself, how is it that a WWI bi plane can intercept and shoot down a stealth bomber or a modern jet fighter. :rolleyes: I can accept a SAM unit or even a WWII fighter doing it, but not a bi plane. hopefully someone could fix this someday.

Pink screens should be fixed in v1.40 :)

Not sure how to address the bi-plane issue....
 
FYI

I put * next to items on the Request List that are coming out in the next patch ;)

Patch is being tested right now.....once it gets through the QA Department it should be up no later than Friday.
 
only way i can see of addressing the biplane issue is tweaking the chance to intercept and evade chances - make biplance for example 30% chance to intercept and a normal biplane -20 to evade www2 era bomber a +10 to evade and a stealth bomber +60 say - if the code calculcates the chance as intercept vs evade (need to check) - this should give biplane 50% chance of intercept biplane , 20% chance of intercept www2 bomber and -30% ( i.e. no chance) of intercepting a stealth
 
hey guys, been away for a while -

for all your units tweaking suggestions,
plz do write more,
i will fix everything you come up with - i got a large list from arlborn to unit tweaking, great job he did,
so the bi plane and this interseption - i can modify that, like axil suggested,

i think that in the patch/version for visa 2.00 - it will be included,
tafirehawk is running this show now...
 
keldath said:
hey guys, been away for a while -

for all your units tweaking suggestions,
plz do write more,
i will fix everything you come up with - i got a large list from arlborn to unit tweaking, great job he did,
so the bi plane and this interseption - i can modify that, like axil suggested,

i think that in the patch/version for visa 2.00 - it will be included,
tafirehawk is running this show now...

Well I may be organizing things, but I wouldn't say 'running this show now' :lol:
 
Axil said:
only way i can see of addressing the biplane issue is tweaking the chance to intercept and evade chances - make biplance for example 30% chance to intercept and a normal biplane -20 to evade www2 era bomber a +10 to evade and a stealth bomber +60 say - if the code calculcates the chance as intercept vs evade (need to check) - this should give biplane 50% chance of intercept biplane , 20% chance of intercept www2 bomber and -30% ( i.e. no chance) of intercepting a stealth

when warlords came out, since then i haven't played much, but what i could see, or at least it appeared to me like this, is the AI using a better combat strategy, though, combat statistics not showing up right. wether this is due to some calculating routine by firaxis or by the combat statistics mod(which actually worked fine in the old civ i think) but if it's the first, that woudl explain the wierd combat results biplane vs stealth...next few days im doing nothing on python/sdk because i finally wanna play myself something, and i wanna wait till after the patch firaxis is about to release..but if it still exists afterwards, post it as a bug on the issue tracker and i assure you i'll go through all the codings related for combats, see if i can manually give some special rules for obsolete units...because i think, once u unit is upgradable, it means it's gotton 1techround behind, and should have less then 5% chance of hittin...my personal beliefs on that part :)
 
Hi, I'm sorry to come back with the same issue, but I'd like to try this mod. :p

I've foraged in the XML files delivered with VISA and specifically in VISA_Game.XML. Not only my missing texts are present in this file, but they are multilingual! Exemple:

<TEXT>
<Tag>TXT_KEY_MAIN_MENU_SINGLE_PLAYER</Tag>
<English>Single Player</English>
<French>Solo</French>
<German>Einzelspieler</German>
<Italian>Giocatore singolo</Italian>
<Spanish>Un jugador</Spanish>
&#8722;
<Japanese>
[ICON_BULLET]Can Construct [COLOR_BUILDING_TEXT]%s1_BldgName[COLOR_REVERT]
</Japanese>
&#8722;
<Chinese>
[ICON_BULLET]Can Construct [COLOR_BUILDING_TEXT]%s1_BldgName[COLOR_REVERT]
</Chinese>
</TEXT>

Now, I don't understand why it doesn't appear in-game :confused: . I'll try to seek more info, but I thought that someone with a working knowledge in civ moding would be able to give hints for speeding the process up.
 
Nil_The_Frogg said:
Hi, I'm sorry to come back with the same issue, but I'd like to try this mod. :p

I've foraged in the XML files delivered with VISA and specifically in VISA_Game.XML. Not only my missing texts are present in this file, but they are multilingual! Exemple:



Now, I don't understand why it doesn't appear in-game :confused: . I'll try to seek more info, but I thought that someone with a working knowledge in civ moding would be able to give hints for speeding the process up.

Well if you are just having the main menu/button problem that others have had, then it has nothing to do with language.

Review the old posts...but it most likely is video drivers.
 
TAfirehawk said:
Well if you are just having the main menu/button problem that others have had, then it has nothing to do with language.

Review the old posts...but it most likely is video drivers.
If find this weird that a video driver failure would happen with only one mod, but everything is possible. Thanks for the tip, I'll check that. ;)
 
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