[MOD][WARLORDS] ViSa Modpack

Caleb_kreegan said:
Hi! Great mod ;)

Anyway.. i can't hear the music of the new leaders and nations i mean the diplomatic music... for example with Vittorio Emmanuele of Italy... and the others doesn't work neither... could anyone say me what i have to do please? thank u

It is on the bug list and we hope to look at it this weekend.


Axil said:
I think the diplomancy music fixing is on the work to do list. It probably by a long way now the part of the mod i wouild love to see fixed especially it seems the diplomancy music that is there appears to be assigned wrongly. I for one atmwould rather that fixed for the moment than new addons

As you should be able to see in the v1.40 patch notes, we are not adding much if anything....just fixing things before we add the Genetic Era Mod.
 
OK, I put Patch 0.40 back up for download...some issues remain but nothing that should cause anything more than a display bug or two :)

We will have a Patch 0.40a out today or tomorrow to fix some things....but we will release only a save game compatible patch.
 
I'd like it if you could post the SDK changes for 1.40 soon after the fixed patch since I'd like to be able to integrate the 3-square radius cities mod into it. I'd like to do this for at least my use. Would you folks be interested in the changes for integration into a future patch for VISA?

I'm currently employed quite well as a professional programmer, so I am quite proficient at coding if you're worried about that.

Thanks,
Torin
 
torin23 said:
I'd like it if you could post the SDK changes for 1.40 soon after the fixed patch since I'd like to be able to integrate the 3-square radius cities mod into it. I'd like to do this for at least my use. Would you folks be interested in the changes for integration into a future patch for VISA?

I'm currently employed quite well as a professional programmer, so I am quite proficient at coding if you're worried about that.

Thanks,
Torin

I like the idea of an option to go from 2 to 3 radius on cities...3 radius fits well with city distance at 3 and the fast cultural border growth, both of which I like to play at :)

mrgenie is our uber SDK/python person and I will discuss with him about releasing another SDK version.
 
Does the 0.4 available now have the fixes to the problems i was seeing before for example, no religion spread?

I noticed the dll appears to be identical according to it's md5?
 
civ4ludo said:
0.40 can be loaded on top of 0.30 - isn't it?

Now downloading 0.40. I assume it's ok to add it over.

Thks for all yr work!!

Sorry I missed this one earlier....

Yes it is fine to install 0.40 over your current installation...but if you can, as I always do, make a fresh install and clear the cache (or do this if any problems arise).


seady said:
Does the 0.4 available now have the fixes to the problems i was seeing before for example, no religion spread?

I noticed the dll appears to be identical according to it's md5?

None of your fixes yet seady....sorry, but those will be in 0.40a
 
"; Change this value to false if cultural borders should not grow slowly."

Does this mean change to false means they will grow slowly? I find that wording confusing.
 
I'm seeing religion spread on the original 0.4 patch though it may be alttle slower than it was before
 
Is that multiple religions tho, as the basic way is a city may gain 1 religion spontaneously, or up to 7 if the ini says 7. When i played it seemed to ignore the ini and just use 1
 
seady said:
"; Change this value to false if cultural borders should not grow slowly."

Does this mean change to false means they will grow slowly? I find that wording confusing.

That wording is from the original mod maker....

False means normal cultural growth...if you set it True you will see a big change immediately on a new game :)
 
Is the art museum still supposed to have the requisite of Liberalism? to be able to build. or does it need it to enable the abilities as i've just used a great artist to build one in my capitol and have yet to get the tech wan it's reporting it as an requirement
 
Axil said:
Is the art museum still supposed to have the requisite of Liberalism? to be able to build. or does it need it to enable the abilities as i've just used a great artist to build one in my capitol and have yet to get the tech wan it's reporting it as an requirement

Shoot, I forgot to get that and the Science Museum out of the techs....Great People build those just like the Academy.
 
To civludo:

Thanks for the l-s correction. But there is no (is there?) "Nat" characteristic for leaders. By Nat you surely mean Nationalist...

By me, religions spread normally, well, don't they?...

One other suggestion. Why not making a Jewelery for happiness increment for Gold, Silver, Gems? In my opinion these mean nothing without being processed (such as rings, bracelets etc.). You got the Tavern very good, but for the previous items, Market is a very "rough" identification...
 
Seady ,your right I'm only get 1 religion at a time but then again to my way of thinking thats way more realistic than cities gaining multiple religions at the same time. A more realistic religion option imho would be the option of a religous purge but I can already see that on the to add list.

I assume that market include all types of traders jeweller - tools markers etc - as for gold silver etc why was jewellry made out of those in the first place if not that people valued the glittering shinyness of those items and jewellry just came about to show them off.

EDIT I'm having quite a sense of history atm as I'm playing the vikings and using the thor's hammer amphib abilities to launch seaborn invasions and raids into the Ukraine and England on an small continents maps - I would like to sugeest if it's possible that the viking galley replacement be made to manage to go one ocean space out to reflect the viking sea travelling exploits
 
TAfirehawk said:
I like the idea of an option to go from 2 to 3 radius on cities...3 radius fits well with city distance at 3 and the fast cultural border growth, both of which I like to play at :)

mrgenie is our uber SDK/python person and I will discuss with him about releasing another SDK version.

Cool. Admittedly, I'm mostly a Unix person but I don't think my lack of knowledge of the win32 api will be a problem in this.

Oh, and here is the forum discusson on the 3-square radius cities mod if you're interested.
 
axil, I know that market carries all this what you said, I only want to limit the ability of making the people happy because of it and distribute it to a wider area of choices, so making the game difficultier to deal with the increasing unhappiness. Jewellery would make people a bit later happy from of gold etc. (Technologically jewellery would be in a later area than market). Maybe +%10 gold to the economy too (I think that tavern's gold surplus to the economy is overrated)...

Anyway, in my opinion it would be good to see a jewellery.
 
I can't wait to try this mod; however, I'm having some trouble getting there.

See, I've downloaded the mod about five to six times now, from every source available. Everytime I get it, it says the file is corrupt or not a valid archive.
I have Winzip, WinAce, and ZipGenius6 (I know I need ZipGenius and I have the most current version).
The Patches arrive fine, but I can't open the mod archive.

PLEASE please help me!!
I really want to play this great mod.

Thank you so much for any help and your time, and thank you for making this mod.
Preytor
 
Preytor said:
See, I've downloaded the mod about five to six times now, from every source available. Everytime I get it, it says the file is corrupt or not a valid archive.

I was confused at first as well. If you rename the .zip to .7z, it will work much better. :) You'll still need a 7zip reader but when you stop telling the zip utils that it's a zip, it works much better.

I suspect this happened because CivFanatics (ne TeleFragger) accepts .zip files but not .7z files.
 
The biggest gold surplus to the economy to me is definitely Fort Knox - I always tend to build it, spiral minaret and Marco's - and then I usually end up with a surplus of 100+ gold per turn even with 100% tax but wow the the hit you take when it goes obsolete quickly whittles down the reserve. I always tend to wait on corporation as it's benefits noway make up for those of fort knox.
 
TAfirehawk said:
We are tweaking things like cost and obsolete tech on wonders, do you have anything specific to recommend?

The biggest imbalance I've seen is Fort Knox. As soon as I build it, I get an extra 150-200 gold coming in. Perhaps it would be a better idea to add 1 gold per religious building (or whatever gives the gold bonus) instead of 2...
 
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