[MOD][WARLORDS] ViSa Modpack

civ4ludo said:
mem alloc fail - update with 1.40

I might as well tell you how it's going.
Map is standard, graphics have been so lowered that the next step is to play B/W...
Furthermore, after upgrading the video drivers (however, ATI Raden 9200 is now obsolete, and the newest drivers aren't updated for it!), I have followed a piece of advice from the apolyton forum, that is, to try and play "in a window" instead of full screen -- or viceversa, they said to just invert what you were doing and see if it improved. This has a little problem of its own, that is the window does not scroll and to see another piece of the screen I got to tap on the side -- slightly annoying and occasionally more when I tap on an unit and it wants to know what I want from it...
So far, I am in the year 1000 AD something (turn should be around 500) and things seem to work ok. Filesize around 750kb.
To give a little more info on this general "maf" problem, I tried a vanilla civ game with sevomod+gir+keldath+(the latest version) and I got a maf with a file not bigger than 600kb.
In the past I did win some sevomod+5uu game with a file bigger than 1200 Kb, so size isn't everything... (obviously no maf there).
I also got a "maf" with a Warlord+Amramod game, but with a biggish file (around 1 MB).

so to conclude, there is a MAF with warlords or amra's mod...

so 2 options:" warlords is the error"
"original amra" has an error on this..

hmm, can you send me your amra FAM savegame?
I need to know, if this is a warlords issue or not...if it's warlords, i cannot do much, but if this is an error which originates from amra...then im going to debunk the whole amra mod and stop every development on ViSa till i found it..
 
JosefStalinator said:
Here's what the error looks like;

errordmo7.png

did you manually changed your D3D settings from "application Preference" to "high quality" or something else...i'd say, if you have done so(or even if not) I'd try that...the D3D settings in your "ATI Display settings" you can access them through your ATI tray icon...
 
civ4ludo said:
Now, that my head has been duly covered with ashes, what this means is that for OIL there is a three steps process:

1.- Revealing of oil on the map: Scientific method
2.- Ability to build wells: Refining
3.- Ability to use the oil: Combustion

Correct?
Isn't this different from other resources that only use two?

Correct....and fixed in this coming patch as three steps is wrong. I put this and other items in the next patch marked with * on the first post :)
 
well my only original feedback is i feel (although i've loved it!!) battering rams are pretty powerful

ok when a battering ram attacked city walls in theory those behind the walls immediatley holding the doors back would get hurt but overall when i've attacked people out of citys they have been pretty effective and very when attacking citys....

i think this somehow could be a little lowered...

i review anything else soon
 
Love the Mod so far. Am playing a large map with 12 Civs with graphic detail set to high and everything is working fine. Am in the year 995 AD, and really like the diversity in units. A lot more decision making when it comes to which unit to build. The different Wonders makes the game much more enjoyable to play not to mention the variety in resources.

Computer is an AMD 64 3200+ with 1 GB of RAM and an NVIDIA GeForce 6600GT graphics card.
 
Dragon39,

Glad you like it...keep us posted on your thoughts and report save game file size if you see a memory allocation error.
 
Just finished a game on noble level and can confirm that Great Doctors are definitely appearing now and I could build combat medics after using him. can't rember seeing too many txt errors in game now I think one or two of the UUs have the zenobia text still. Main things that I noticed now is the tech tree descriptors for the later techs tend to be wrong alot for example the text enables space elevator is not with robotics and of course the diplomancy music which is missing for some civs and totally wrong for others I think I can remember the Scots using the rome music (maybe have been another civ but was definitely not Roman)
 
Axil said:
Just finished a game on noble level and can confirm that Great Doctors are definitely appearing now and I could build combat medics after using him. can't rember seeing too many txt errors in game now I think one or two of the UUs have the zenobia text still. Main things that I noticed now is the tech tree descriptors for the later techs tend to be wrong alot for example the text enables space elevator is not with robotics and of course the diplomancy music which is missing for some civs and totally wrong for others I think I can remember the Scots using the rome music (maybe have been another civ but was definitely not Roman)

The UU text hasn't been touched yet, but a number of building Sid's Tips were fixed.

The text on techs is...well....ummm....a horrible mess, but it will get cleaned up when the Genetic Era is added since that will require changes too.

Fix for missing diplo music is in next patch...but it is real easy to fix if you want to do that beforehand. The VISA\ASSETS\XML\AUDIO folder has 3 files, each start with CIV4, just delete CIV4 from the filename and the diplo music works :)
 
Axil,

Don't get too worried about the changes in the patch like Stables...we still have XML control over all of these things :)

With WinMerge it won't be too hard (if no schema changes) to port ViSa over to this patch and retain ALL ViSa tweaks...but it will take quite a few days :)
 
Any chance of also still allowing the barbarians to build wonders as that's been one of my favorite and memorable things so far :) as all even barbarians can become civilised - just look at the Scots ( j/k I'm of celtic descent also)
 
mrgenie said:
did you manually changed your D3D settings from "application Preference" to "high quality" or something else...i'd say, if you have done so(or even if not) I'd try that...the D3D settings in your "ATI Display settings" you can access them through your ATI tray icon...

Arg, i turned off that tray icon ages ago, any idea how to refind the program?

All I can get is the smartgart settings, which say nothing about D3D or any thing like that.

EDIT: Aha, I found this, if it helps you:

atiar1.png


Which things should I change?
 
barbarians can become civilised

Jdog's Revolution mod does this, and more, and maybe should be added. It really spices up the game with rebellion and revolutions and Barbarian Civs.
 
Drtad said:
Jdog's Revolution mod does this, and more, and maybe should be added. It really spices up the game with rebellion and revolutions and Barbarian Civs.

Agreed- the revolution mod is incredibly well made and really improves the game as a whole.
 
Is the tech leak trading popup getting annoying for anyone else? It was nice the first time, but it pops up every time I load up and start a new turn (I play a few turns every night during the week). Can it be fixing to just do it once per game?

BTW, THANK YOU for speeding up the initial load times!!!
 
Drtad said:
Jdog's Revolution mod does this, and more, and maybe should be added. It really spices up the game with rebellion and revolutions and Barbarian Civs.

We have that mod on the list :)

I suggest everybody look at the first post frequently....
 
johnjohn said:
Is the tech leak trading popup getting annoying for anyone else? It was nice the first time, but it pops up every time I load up and start a new turn (I play a few turns every night during the week). Can it be fixing to just do it once per game?

BTW, THANK YOU for speeding up the initial load times!!!

That is by design to come up once per session....but I will ask mrgenie to code in an option to turn it off completely.
 
question for you guys, I don't know if this is by design or not. You cannot bombard from one cultural area to another if you are not at war with the the civ whose area you are trying to bombard. This means that if another civs teritory touches your city and you are not at war with them, a nation that is at war with you can stand in this area and is safe from any bombardment attacks.
 
Niust has made a map for amra's mod that might be good for this as well (i am not sure of the differences in resources).

I find his english a little hard to understand (my eyes aren't helping, bit blurry today) but from what i gather there are two versions, one with all civs playable and another with fixed (historical) locations (but might not have the new resources??)
 
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