[MOD][WARLORDS] ViSa Modpack

ViSa Version 2.00 = Warlords Patch v2.08 Compatibility UPDATE

For all you waiting for ViSa to work with the latest Firaxis patch....well we have the SDK and XML merged and have started testing!!!!

We still have some python details to address and then packaging this into an installer (we might release a full version instead of a patch to update the FPK files, but not sure yet as that really stresses our web site's speed).

Just wanted to keep all the ViSa players updated :D
 
TAfirehawk said:
ViSa Version 2.00 = Warlords Patch v2.08 Compatibility UPDATE

For all you waiting for ViSa to work with the latest Firaxis patch....well we have the SDK and XML merged and have started testing!!!!

We still have some python details to address and then packaging this into an installer (we might release a full version instead of a patch to update the FPK files, but not sure yet as that really stresses our web site's speed).

Just wanted to keep all the ViSa players updated :D

If we can vote about it make it a patch :)
 
And for those interested in what files changed in the Warlords Patch, Post in other thread has the file details....but this doesn't show the changes within each file :)

BTW, I am 30% done with first game in ViSa 2.00 and except for one minor text parsing issue, it runs just fine!!! And v2.00 will be a patch....the Genetic Era, which is next, will be a full install because of the major changes in the FPK files.
 
If you need someone to translate to mod in French (Canadian) i could do it whit the help of my girlfriend.

Just E Mail me the work at my e mail adress please! :)
 
AlexTheTall said:
If you need someone to translate to mod in French (Canadian) i could do it whit the help of my girlfriend.

Just E Mail me the work at my e mail adress please! :)

Thanks for the offer...we found a utility that converts ALL languages at once and allows for an easy copy/paste into XML.

I can't believe we didn't see this before but now there is no excuse for us to not have all the translations working....well except for the time it will still take :crazyeye:
 
If anybody is having issues with downloading the Warlords Patch, you can get it from my website. BUT ViSa v1.50 is not compatible yet!!!!
 
Looking forward to see Visa being 2.08 compatable. I'm playing vanilla wl atm with 2.08 and it's a far better game design than 2.00 and more fun to play. I'm actually seeing really good AI city placement - better AI descisions as in building wonders and seeing civs declare war when they see weaknesses - china declared war on me when I was overstretched in a war with france and they knew I couldn't strike back - had no navy at the time. As for Genetic era I'm not really that bothered about it - but will be interested in see how it's be balanced out.
 
Ive posted some time ago about some "hangs" inbetween turns.. Now im playing multiplayer with my firend, and because of those "hangs" we are getting disconnected.. I tried a lot of thing that might help but none of them seem to have anything to do with it.. They occur randomly, sometimes after a restart of civ we can push the game a couple of turns forward but its really annoying.. It only happens in Visa (NOT Amra, TR, Composite etc). The only difference i can find in those mods is that VISA uses .FPK files..

Anyway I could Unpack the conten of those files and see if it makes a difference ??

cheers
 
Hello VISA team.

Downloaded your latest version and patch.

I'm only at the beginning.

I used to play a lot SEVO mode with your Addons and later
played a lot AMRA'S Modpack 2.0.

Problem 1. I get an error screen like the one Posted by JosefStalinator - "Initialize Renderer failed...."

Only on the first game start, then no more.

I used to get it with SEVO mode, the same way, but never with AMRA'S mode, so maybe there is something in common.

Problem 2. which is not really a problem:

On the main screen the DATE (upper right corner) and the gold per turn DEBIT (upper left corner) are in some kind of RED which is hard to read.

Can you direct me to where to edit this color.

Thanks in advance

David
 
noid said:
Ive posted some time ago about some "hangs" inbetween turns.. Now im playing multiplayer with my firend, and because of those "hangs" we are getting disconnected.. I tried a lot of thing that might help but none of them seem to have anything to do with it.. They occur randomly, sometimes after a restart of civ we can push the game a couple of turns forward but its really annoying.. It only happens in Visa (NOT Amra, TR, Composite etc). The only difference i can find in those mods is that VISA uses .FPK files..

Anyway I could Unpack the conten of those files and see if it makes a difference ??

cheers

You are welcome to download and unpak the files yourself, check out this thread, but we won't be releasing ViSa without FPK files because the load times are way too long and nobody else seems to have your problem.

EDIT
You might want to check out the Troubleshooting section of the ViSa website as there are a number of items there to check....and using the latest patch should help too.
 
simkodavid said:
Hello VISA team.

Downloaded your latest version and patch.

I'm only at the beginning.

I used to play a lot SEVO mode with your Addons and later
played a lot AMRA'S Modpack 2.0.

Problem 1. I get an error screen like the one Posted by JosefStalinator - "Initialize Renderer failed...."

Only on the first game start, then no more.

I used to get it with SEVO mode, the same way, but never with AMRA'S mode, so maybe there is something in common.

Problem 2. which is not really a problem:

On the main screen the DATE (upper right corner) and the gold per turn DEBIT (upper left corner) are in some kind of RED which is hard to read.

Can you direct me to where to edit this color.

Thanks in advance

David

The DATE color is set by settings in the VISA.INI file and based on the era you are currently in...the negative cash flow is from Civ I believe so we have no setting for that.


Not Just Another Game Clock Mod

; Set this to true if you want to reflect the current era by changing the
; game turn to a set color
; Default value is true
Show Reflect Era In Turn Color = true

; The following are the default color mappings for the different eras,
; if you have define a new era the code is flexible enough to allow you to
; specify your era color mapping as well, example: ERA_FOOBAR = COLOR_BLACK
ERA_ANCIENT = COLOR_RED
ERA_CLASSICAL = COLOR_GREEN
ERA_MEDIEVAL = COLOR_BLUE
ERA_RENAISSANCE = COLOR_CYAN
ERA_INDUSTRIAL = COLOR_YELLOW
ERA_MODERN = COLOR_MAGENTA
ERA_FUTURE = COLOR_WHITE
 
@TAfirehawk

i know that no one seems to be expiriecning the same prob as me.. I dont expect you to reales Visa w/o FPK just coz of me :) thanks for the quick reply.. ill check out troubleshooting and report what i came up with

cheers
 
noid said:
@TAfirehawk

i know that no one seems to be expiriecning the same prob as me.. I dont expect you to reales Visa w/o FPK just coz of me :) thanks for the quick reply.. ill check out troubleshooting and report what i came up with

cheers

If you have any issues with pakbuild, just let me know :)
 
Record setting??

I think you might be setting a record for the fastest relased mod after a patch... Crossing my fingers...
 
civ4ludo said:
Record setting??

I think you might be setting a record for the fastest relased mod after a patch... Crossing my fingers...

I am sure we could...and it is running fine on 3 of our test computers....but we are not going to rush the release of any patch :)

We had everything merged and up and running in less than 24 hours :)

I have even went to addressing non-patch issues like Fort Knox and adding in the Barb Navy!!!!! (although it might take more than XML change to get Barbs building new units from what alexman said in patch thread)
 
Followup on the Barb Navy....

In my current game I checked in WB and Barbs don't have Fishing/Boating/Sailing so they won't get any ships :(

We will have to investigate in the SDK on how the Barbs learn tech to enable the navy I think....but we will eventually figure it out :)
 
TAfirehawk said:
Followup on the Barb Navy....

In my current game I checked in WB and Barbs don't have Fishing/Boating/Sailing so they won't get any ships :(

We will have to investigate in the SDK on how the Barbs learn tech to enable the navy I think....but we will eventually figure it out :)

Can't you just give them those techs from startup? (Prolly a stupid qtn)
 
civ4ludo said:
Can't you just give them those techs from startup? (Prolly a stupid qtn)

Well I believe it is like Bronze Working and getting Axeman....Barbs don't get that from the start otherwise they would crush every Civ :cool:
 
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