[MOD][WARLORDS] ViSa Modpack

Or just make a whole copy of your Civ4 & Warlords directory with the ViSa mod in it. And play it from there.
And then you can patch the original Warlords game folder. It'll take up a hell of a lot of hard drive space as you would have two copies of the full install on your HD. But then you would at least be able to play both.
 
HitAnyKey said:
Or just make a whole copy of your Civ4 & Warlords directory with the ViSa mod in it. And play it from there.
And then you can patch the original Warlords game folder. It'll take up a hell of a lot of hard drive space as you would have two copies of the full install on your HD. But then you would at least be able to play both.

Odds are that won't work or has a high potential for problems by changing the path...and if you are only playing ViSa then why patch?

We should have ViSa v2.0 out within a week that is Warlords v2.08 compatible.
 
I'll wait until ViSa v2.0 to come out before I run the Warlords v2.08 patch. In my opinion, Visa1.5 is way better than Warlords 2.08 without ViSa would be :lol: . So far I've had no problems with ViSa 1.5 after two games.
 
maxbjr said:
I'll wait until ViSa v2.0 to come out before I run the Warlords v2.08 patch. In my opinion, Visa1.5 is way better than Warlords 2.08 without ViSa would be :lol: . So far I've had no problems with ViSa 1.5 after two games.

Glad to hear you have no serious problems with ViSa v1.5 :)

I am about halfway through merging the XML and mrgenie should hammer through the SDK/python in short order.....then we will test it and get it into everybody's hands soon.
 
TAfirehawk said:
Odds are that won't work or has a high potential for problems by changing the path...and if you are only playing ViSa then why patch?
Well, I'm in about a half dozen Warlords PTBS games, and about that many PBEM games. So patching will become a necessity within the next 24 hours.
So if anything, I'll end up having to do without ViSa until the 2.0 version.
 
some programmers note: Most of the Modders, actually i don't know anyone who doesn't, looks into the Windows Registry to search for your warlords installation directory. Firaxis does this too..the moment, you copy, rename, move your warlords directory without telling the registry about this, you'll hit a dead end, Mod components will act strange, or even stop working..not the whole mod, that'll load through the SDK looking for a relative path, but many components that search for the proper files through Registry keys(this is done because it is alot faster then searching every single file through the windows search routine) will get problems...

side off note to anyone: the times of DOS are over!!!!!!!!!!!!!! we live in the Windows era, wether it's mac, linux, MS, they all use windows standard today....they all register software, set keys, values, dirs and use this because it's alot faster...the times of renaming dirs, moving dirs, etc for installed programs are over, you should NOT do this!!!
 
I suppose you could always install to a different partition? Or even to a USB drive; the capacity of the newer ones is getting to that point. Yarrrrr! :crazyeye:
 
TAfirehawk said:
Never heard of anything like this unless you let the AI starve your city....which should be fixed in the Warlords Patch v2.08....but ViSa is not compatible with that yet.

I have experienced this problem too. (1.40 and 1.50)
It goes like this, apparently: you conquer a new city, it is in revolt and looses pop, that's normal; then, unless you check that it has the food button pressed for maximum food production, once the city goes out of revolt, it stays with the city tiles unworked, and it dies off bit by bit. With a large empire and an ongoing war (or two) when you are getting cities right, left and center, it's easier to forget to check -- and your newly conquered large cities quickly dwindle down to a tiny size.
I have actually not seen them dying, but this is because I got to see the problem before it was too late. Now I'm aware of it, and routinely set the cities to max food production as I conquer them.
 
seady said:
I suppose you could always install to a different partition? Or even to a USB drive; the capacity of the newer ones is getting to that point. Yarrrrr! :crazyeye:
No, it doesnt matter, you must change your regedit keys, and the python files to work properly then..if you don't know this, then you probably shouldn't try to run more then 1 warlords version..and just wait till visa gets updated...im half way through the SDK...then i'll check the pythons, and do some testing...
 
mrgenie said:
yeah, i know this issue...that's why it's still beta....i plan for the 1.60 to release a complete MODPACK installer, and a patched versions..

I plan both to add a regkey to the Firaxis Registry keys, with the name Visa, version, and it installs there the version, and will be checked ....so it informs you even of versions, and ask if you want to overwrite your version...

the thing im considering..is there maybe need for a "installer" in the windows "add remove programs"? i can make there a VISA entry also, so you can remove the mod from there also...im not sure if people want this..but if you consider removing warlords or even civ...normally you must manually clear all the programs/folders/files you have installed after it to this directory..i can make that all automatically go away by the installer...im planning to make it like this...also the regkey will help troubleshooting...making a little python routine to spawn a visadebug.txt with the infos of your computer...im planning to make that...so we can troubleshoot computers ALOT easier...people with the buttons are 100% having installation issues..and we can help them alot better then...so..it's all under development :) but post your IDEAS and SUGGESTIONS!!! they are highly welcome by me! :)


I think this is a great idea :goodjob: -- especially because many of us players are not too good at knowing (or finding out) the system specs, and if you set a way to do it properly and is automated, then it becomes easier to report/detect problems and so on.:cool:

A caveat :nuke:
You should make it very clear that your tool does not send automatically any info out of people's machines (as any trojan could do or as M$ "antipiracy" schemes concoct to do).
 
You should make it very clear that your tool does not send automatically any info out of people's machines (as any trojan could do or as M$ "antipiracy" schemes concoct to do).
this notification is done by program that access the inet, so in case the firewall sounds alarm, you know this is normal behaviour..the installer however doesn't go into the internet, so your firewall will have no work and no warning will popup because everything is done local :) so there is no need for that message...but yeah, we do try to avoid slipping any virus-malware-spyware into our files :) every file i release is checked by Norton, McAffee, Outpost...all my files are first going to Firehawk and Rockinroger..assuming they also have ANtivir and Antispyware software different from mine, it means everything is checked many times before we release anything :) generally you shoudln't worry about trojans or whatever :)

i could however make an option to automatical update the modpack...through inet, for that I'd need to include such a message...but, i won't enable this option because the visamodpack is not a stand alone program, and depends on your warlords version...so we keep that for the users manually todo :)
 
people, please hold the line a bit to make it all compatible, i did the SDk this morning in 2hours, rewrote some DALE's routines to make it warlords 2.08 compatible, then changed the python a little bit...game loads the mod now correctly and without errors, and playable, all options seem to work...but we will test this ourself first of course before we release a 2.08compatible patch....but so far, so good, all seems to work already :) SEEMS! im pretty sure there is always something :)

ADD
I just figured, it's halloween today here, so I'm stopping work now and go into town with wife and son :) so far codes are looking good..so i guess you all don't have to wait too long for this to be compatible with 2.08 :)
 
Just a observation: I got now twice memmory allocation error in SEVOMOD vanilla in the same game while RELOADING a save..Its funny cuz I never got before, and because its not Warlords and because its large map and not huge..How weird an? lol

And great job converting the SDK so fast mrgenie 0.o
 
I tend to test all my files with NOD 32 virus cheker so there's another AV system they get checked with.
 
civ4ludo said:
I have experienced this problem too. (1.40 and 1.50)
It goes like this, apparently: you conquer a new city, it is in revolt and looses pop, that's normal; then, unless you check that it has the food button pressed for maximum food production, once the city goes out of revolt, it stays with the city tiles unworked, and it dies off bit by bit. With a large empire and an ongoing war (or two) when you are getting cities right, left and center, it's easier to forget to check -- and your newly conquered large cities quickly dwindle down to a tiny size.
I have actually not seen them dying, but this is because I got to see the problem before it was too late. Now I'm aware of it, and routinely set the cities to max food production as I conquer them.

That sounds like the city advisor starving the city just like I described and what Firaxis has supposedly fixedd in v2.08....not a ViSa issue.
 
mrgenie said:
people, please hold the line a bit to make it all compatible, i did the SDk this morning in 2hours, rewrote some DALE's routines to make it warlords 2.08 compatible, then changed the python a little bit...game loads the mod now correctly and without errors, and playable, all options seem to work...but we will test this ourself first of course before we release a 2.08compatible patch....but so far, so good, all seems to work already :) SEEMS! im pretty sure there is always something :)

ADD
I just figured, it's halloween today here, so I'm stopping work now and go into town with wife and son :) so far codes are looking good..so i guess you all don't have to wait too long for this to be compatible with 2.08 :)

Well I am still working on the XML....there is alot of changes here too and WinMerge can't do most of the changes because the ViSa files are so different. But I should be done today and then we need 1-2 days at least to test....so it won't be too long for ViSa 2.0 to be released that is Warlords v2.08 compatible :)
 
V. Soma said:
Visa 2.0 for the weekend? :)

Unless something crazy happens we will release on the normal Friday timeframe for the weekend yes :)
 
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