since this is my first post on the civ fanactics' forum, i wanted to have something worthwhile to say, and ya'll are reworking stuff for the new WL patch, here's some feed back on ViSa 1.5
d/l 1.2 full (major undertaking on dial-up, thank the gods for servers that resume...) & 1.5 patch. manually installed with the 7-z program. no problems whatsoever. ran fine the first time.
after studying the visapedia for several hours (lots & lots of differences), i finally started a custom game with a random leader, got Bismark - German Civ
minor bugs:
Tank Destroyer - could not build, "requires factory" (not recognizing German UB assembly plant as factory?)
Great Person splash screens occasionally all pink - finally noticed only on Great Statesman & Doctors ( i assume because they are from an add-on mod and have no splash screens)
Info Bubbles occasionally pink - usually when City Guard added new promotions (light, heavy, etc)
Doctor Specialist - could not find any way to make regular citizens specialize as doctors (suggestions: hospitals, universities, add to caste system civic, replace mechant w/ doctor under regulated H.C. civic)
KGB Wonder - no movie/splash screen (although, i suspect that was intentional

)
KGB Agent - no pedia entry under units (ditto)
Hydra MRLS - outmoded/upgrades modern armor? (if you don't build them before you get modern armor you can't build them at all)
other observations, comments, suggestions, criticisms, and general ramblings (in no particular order):
Air Combat - there is something fundamentally wrong with losing stealth bombers, jets and star defense satellites to biplanes. i lost 12 stealth bombers (avg 2-3 missions), 2 F-35's (Promos: adv radar, chaff, sidewinders I & II - #1:1st airstrike, #2: 3rd airstrike) & 3 star sats ( 1st mission each time) to biplanes with air move I, II, & GAU-8 promos. suggestion: all jetplanes +50% defense vs airplanes, defense stars an additonal +50% defense (total +100% defense vs airplanes)
Star Defense Satellites - Why no promotions?
Milstar Satellites - should start with sentry I and have Sentry II & III as available promotions (ground bound spies have a larger sight radius than a spy satellite??)
Lt. Apache/Apache - can move over water, sweeeet. why not gunships? option to promote gunship to either Lt Apache OR Apache? Both options show but you can only pick one.
Artillery - 2 different types? one fortifiable, one not. one type the result of upgrades (city guard treb, cannon, etc), the other produced directly by city guard. neither type upgradeable to howizter, like it says in pedia
Cargo Vehicles (APC's, Chinooks) - why can't they carry missionaries? they only one i found that could was the Chinook Carryall
Group size - no more than 20 units in a group? (found that one with missionaries: 3 each X 7 religions = 21 missionaries, double-clicked on a stack and one got left out)
City Guards - popping out the occasional UU from diff civs & bonus promos, way cool (although it is odd to see a ship with Guerilla I or an F-117 with Amphib??) any docs on what types of units will spawn as city guard units? if the city guard units die or move away, will they eventually be respawned? why do city guard units not get XP's for civics, buildings, etc? units spawned as a result of wonders seem to...
Naval Mines - cool concept, but underpowered. not much of a threat to any modern ship (destroyers & up) from what i saw
Nukes - any way to make all the various nukes totally not show if the anti-nuke resolution has been passed (instead of just graying out)?
More Organized Grouping - any way to organize unit types all together on the city production screen? you know, all infantry types together, all mech inf together, modern armors, aircraft, etc... and maybe some consolidations.
take jet fighters:jet fighter, MiG-15, F-15, F-35, F-117 = 5 diff end game fighters with only minor differences (not counting UU's). the F-117 is so obviously superior to all the others (except the F-35 w/ 2 move & +60% city attack) why would anyone build the others once the had the tech & resources for the F-117. how about upgrading jet fighter, MiG-15 & F-15 (& UU's) to F-35. that would leave 4 end game aircraft, A-10 (ground attack), f-35 (city attack), f-117 (general purpose/interceptor), and stealth bomber. although, the roles (& relative strengths) of the f-35 & f-117 should be swapped, to more closely approximate real life (there is a reason f-117's only fly at night. they are slow & not very manuverable. in daylight, any strike/interceptor would eat them alive in a dogfight, cannons and chainguns don't need radar lock)
IMO, adding variety just because you can detracts from gameplay and adds clutter. i understand the desire for realism, but don't get carried away. minor diffs such as between modern armor, type 99, & wolverine is just annoying. that was one of the things i like about Civ4, fewer units to deal with. if you want more variety, make more UU's for different civs. that makes people try different things.
Now for the good stuff.

this is the first non-Firaxis Civ4 mod i have played. like i said before, i only have dial-up, so downloading the main file (v1.2-full) was a major decision. with the line dropping and slooooow transfer rate (not to mention the occasional need to sleep), it took the better part of 48 hrs to get this downloaded (and then about 10 mins to install). all-in-all, a major investment in time & dedication.
aside from my minor nit-picking, quite simply, it was worth it. excellent! outstanding! well done!
can't wait for 2.0 w/ the genetic era (i considered trying that one too, glad i waited).
thank you for this most excellent work.
dawe1313