[MOD][WARLORDS] ViSa Modpack

Kaiser Franz said:
Good Morning and THANKS FOR A GREAT MOD !!! It's hard to imagine the amount of time you guys had to invest in this project.

I'm not very savy when it comes to programing so if my comments appear a bit ignorant - it's because I am - when it comes to most aspects of this "new fangled computer world" I'm 63 years old and haven't kept up with technology :)

I allways play as Austria - (place of my birth) and would really like Franz Joseph instead of Maria Teresa as the leader.
The Leopard2 is very large - how do I reduce the scale?
The APC button looks just like the Mech Inf. - any way to make it look different?
Mech Inf figures, in the field, now look just like regular infantry rather than a tracked unit - any way to fix that - it gets confusing.
Ticonderoga AA and Aegis Cruiser look identical - any way to fix that?
Is it possible to have the "production pop up window" not make a suggestion to construct a "wonder" if your civilization allready has it under construction in another city ?
I was never able to get "Military Hospital" as an option to build - any idea why?
Oh - and the final -- I started receiving "Memory Allocation Error" messages at turn 205 so I began saving every turn - it seems that about five or six turns went by before I received the same "memory error" and the game shut down - I reloaded the previous saved turn and could then play for or five more turns before the same error reappeared - any clue?

Once again -- thanks for all your hard work.

I can adjust the mesh size for the Leopard2...had to GREATLY reduce the city guard trebuchet earlier :)

Many buttons and art look the same because we have added 200+ units and either an appropriate graphic doesn't exist or a simple XML mistake...keldath has many fixes that should appear in 1-2 weeks with the Genetic Era.

Mech Inf should have a truck with them...so they are different but I agree with you, not by much...

The suggestion window is purely a Firaxis thing with their AI but it is weird because I have never seen it suggest something I am already building....what exactly was it?

Military Hospital is from a Great Doctor, which still don't spawn enough IMO.

We have notes and suggestions in the first post and on the ViSa website about the mem alloc fault.
 
Hey Soma from Budapest :) -- I was just in your wonderfull city in September -- had a great time and even toured the "marcipan museum".

It would be great to play Austria as one Civ and have the Magyars as another Civ and be able to form a "Permanent Alliance" early on in the game. Up to now, I have never been able to form a permanent alliance -- allways "red and not available" <sigh>
 
Vanchelon said:
Edit: Redownloaded the installer just incase, to check if it made a difference. Didnt think it would since it passed the MD5 check last time aswell.
Anyway Im not sure if its the redownload that fixed my issue (most likely I guess) or that I unchecked the option to clear the cache or had 1.2 installed (both less likely).
Will keep this post just incase anyone gets a similar problem





Im having a problem running the install... (Tried both the Full installer and the 1.2 to 2.0 installer)

Near the end of the install, everytime, I get this "error" message from the installer:

"There is a problem with this Windows Installer package. A script required for this install to complete could not be run. Contact your support personnel or package vendor."

I checked windowsupdate just incase but cant find anything remotely related to the windows installer so...
Ive been looking through the thread but havent found anyone else with this specific problem.

Soo.. any ideas?

For whatever reason (we can't find it) many people have had to install the patch twice and/or get the full version and then magically it works... :crazyeye:
 
TAfirehawk said:
I can adjust the mesh size for the Leopard2...had to GREATLY reduce the city guard trebuchet earlier :)

This will not be changed, the size is just fine compared to the regular tank it is just slightly larger, which is appropriate for a UU.
 
Thanks for the quick response TAfirehawk -- I found the memory allocation comments in the "bug report" drop down -- and yes - I was playing on a huge world map -- I'll drop down to a "large" in the next game.

Now I just have to convince someone that knows what they are doing to make a world map - with all the civs I like and have them place the starting locations in accordance with historical civilization origination points. It's hard to focus when the computer puts the starting point for Gengis Kahn somewhere near Minniapolis and the Aztecs begin around Portland Oregon - I like realism :) and would like for the Austrians to start near Vienna and the Zulu's to begin in central South Africa - oh well - perhaps thats to hard to do when maps are being made.

Anyway - keep up the great work - you guys are doing a wonderful job in making Civ Warlords an all consuming passion for me -- much to my wife's chagrin :)
 
Oh - incidentaly - one of the greatest features of the Visa Mod is the little buttons that tell me what the status is of each unit - skip, fort, sentry, and so on - and the ability to filter as well as arange them in the best way for viewing - that's a great feature and I really appreciate it.
 
Dakduck said:
I completely agreed the CTD should be the highest priority. The razing issue can be worked around and as I said it makes the game intersting.
That bug is in 1.50 too.
 
HerrBazooka said:
That bug is in 1.50 too.

Really? I don't think anybody reported not being able to Raze a city in v1.50....in fact I am 99% sure I was razing cities in v1.50 but will load it up and double check :)
 
HerrBazooka said:
That bug is in 1.50 too.

OK, now I am 100% sure....that is NOT a bug in v1.50

I had to flip back to Warlords v2.0 and ViSa v1.5 but I just loaded up a game and tested it without the WB even :) Raze was fine, but in v2.00 ViSa it is not working...yet...
 
TAfirehawk said:
You are far from one of the few people having the CTD problem....TONS of people are having it :)

We will be testing the fix later....and mrgenie says he has some speed improvements....and if somebody doesn't provide a close location of the slowdown you have, well out of 1,000,000 lines of code I am sure, as I said before, will take years to find.


But my problem aint the CTD.. ive tested the wait time and its not 40s+ as i mentioned b4 but 90s+ :/. Ive returned to visa 1.4 to do some tesing with my savegame (it happens in all version but i dont have time to start a new game to reach the point in which i get those freezes). The first turn after load take 100s to get to the next, if i reload the game and end the turn it takes only 30s, but still the next one take about 100s as well.. Ill do some more test tomorrow and let you know what i came up with..

Does the SDK give you acces to the multiplayer part of the game ? Im intrested if the timeout limit can be increased ? The problem is then when i play MP and i get a freeze, the game drops the secound player after i think 120s, so if there is a gap greater then 120s between the times in which the game initilazes on both computer, you have to reconnect to the game, download a save etc.. It takes very long time to get back in the game.. I would be really great if you could increase this timeout limit..

Cheers
 
noid said:
But my problem aint the CTD.. ive tested the wait time and its not 40s+ as i mentioned b4 but 90s+ :/. Ive returned to visa 1.4 to do some tesing with my savegame (it happens in all version but i dont have time to start a new game to reach the point in which i get those freezes). The first turn after load take 100s to get to the next, if i reload the game and end the turn it takes only 30s, but still the next one take about 100s as well.. Ill do some more test tomorrow and let you know what i came up with..

Does the SDK give you acces to the multiplayer part of the game ? Im intrested if the timeout limit can be increased ? The problem is then when i play MP and i get a freeze, the game drops the secound player after i think 120s, so if there is a gap greater then 120s between the times in which the game initilazes on both computer, you have to reconnect to the game, download a save etc.. It takes very long time to get back in the game.. I would be really great if you could increase this timeout limit..

Cheers

Oh, well you quoted a post about the CTD :lol:

I have played plain Warlords and other mods as well...and have seen no significant slow points in ViSa that are unique except the timeframe Axil talks about.

The wait times you talk about must be related to your hardware or software in some fashion as nobody else (or VERY few) has it to this extent.

BTW, we are always improving the code, but we add things at a high rate so don't expect things to get faster unless mrgenie stumbles onto something or we get a specific, detailed report on the cause of the slowdown.
 
TAfirehawk said:
Oh, well you quoted a post about the CTD :lol:

I have played plain Warlords and other mods as well...and have seen no significant slow points in ViSa that are unique except the timeframe Axil talks about.

The wait times you talk about must be related to your hardware or software in some fashion as nobody else (or VERY few) has it to this extent.

BTW, we are always improving the code, but we add things at a high rate so don't expect things to get faster unless mrgenie stumbles onto something or we get a specific, detailed report on the cause of the slowdown.

Being in the minority suxx :P

I'll try to provide as much data as i can..

Hardware software problem seem reasonable but CIV + other mods plays just fine.. Anyways maybe those new logging feats you intend to implement will shed some more light on the subject.. For now, no more VISA for me :/

cheers
 
noid said:
Being in the minority suxx :P

I'll try to provide as much data as i can..

Hardware software problem seem reasonable but CIV + other mods plays just fine.. Anyways maybe those new logging feats you intend to implement will shed some more light on the subject.. For now, no more VISA for me :/

cheers

NOID, what windows version are you playing, as for the installer bugs, the installer uses Microsoft Visual Basic Scripting, a service running on all WinXP computers, Win2000 SP 3 and later, and some other windows versions...if you use "server" versions, like 2003server, i dunno, check if you have Microsoft scripting service running, if not, then im sorry, and indeed the patch wont work, this patch is not meant for games running on servers...you should play on normal windows editions, home, coorporate etc..not on servers! :) why would anyone play a game on a server OS? :) anyway...im sure you can manually install the script host service..check it out at the MS pages :) that's all im saying about this, won't spend more words on it, because i wont do MS support, whcih even MS themself arent giving! :) if you install a server version, you should know what you are doing :) or at least, you are assumed to know what you are doing :P hehehe

P.S. i dont mean this as critics to anyone having problems with MS ...but i do mean this:"MS sucks on support!" therefore i won't give it either, im not their salesmen! :)

add
now i think about it, I'll make a non VB script to set regkeys properly, since i bet that's where people go into troubles
 
TAfirehawk, I figured out what I may have done wrong with the Visa 2.00 install. It seems that I installed the full version of Visa 2.00 over my 1.5 version. Would this cause a crash problem? In any event I'm going to do a clean install of Visa 2.0 tonight, hopefully that will work, I'll let you all know tonight.
On a side note, yes I get the "slow down" right around the riflemen phase and it speeds up at the modern era.
 
TAfirehawk said:
OK, now I am 100% sure....that is NOT a bug in v1.50

I had to flip back to Warlords v2.0 and ViSa v1.5 but I just loaded up a game and tested it without the WB even :) Raze was fine, but in v2.00 ViSa it is not working...yet...
Hawk I still play 1.50 and I had this bug yesterday. I think it only when you raze last city of someone.
EDIT: Here the save try to raze San Paolo.
 
mrgenie said:
NOID, what windows version are you playing, as for the installer bugs, the installer uses Microsoft Visual Basic Scripting, a service running on all WinXP computers, Win2000 SP 3 and later, and some other windows versions...if you use "server" versions, like 2003server, i dunno, check if you have Microsoft scripting service running, if not, then im sorry, and indeed the patch wont work, this patch is not meant for games running on servers...you should play on normal windows editions, home, coorporate etc..not on servers! :) why would anyone play a game on a server OS? :) anyway...im sure you can manually install the script host service..check it out at the MS pages :) that's all im saying about this, won't spend more words on it, because i wont do MS support, whcih even MS themself arent giving! :) if you install a server version, you should know what you are doing :) or at least, you are assumed to know what you are doing :P hehehe

P.S. i dont mean this as critics to anyone having problems with MS ...but i do mean this:"MS sucks on support!" therefore i won't give it either, im not their salesmen! :)

add
now i think about it, I'll make a non VB script to set regkeys properly, since i bet that's where people go into troubles

But im not having any trouble with the instaler nor the patch or CTD :P everything apart from the abnormal waits inbetween turns is OK :)

As to using W2K3, its more stable then xp and there are more resource management options..

MrGenie can you pliss have a look at post #890

cheers
 
Umm, I know it is rude to repeat my own post, but discussion is so hefty here about the CTD and the like,
I feel my question is lost in the midst of all this, so I repeat anyway:

V. Soma said:
Dear Visa team!

A WONDER(FUL?) IDEA

I would like to propose an idea of my Hungarian friend Söör
(co-creator of Roads and Lands - a mod plan...)

Why not cut back the leader civs (snowball effect) a little bit?
Why not give wonder building a bit more decision-situation?

IDEA:

Let's make every coming wonder after a FINSHED and posessed wonder
cost gradually more than the basic value:


so

1. wonder needs 100% of original hammer cost
say the civ has the wonder under its belt, fine. :) then:

2. wonder (would) need 100 + x % of original hammer cost

3. wonder: 100 + 2x % and so on! :D

x might be as wished...
or even the + can be * of whatever

opinions? ;)

So, opinions? ;)
 
V. Soma said:
Umm, I know it is rude to repeat my own post, but discussion is so hefty here about the CTD and the like,
I feel my question is lost in the midst of all this, so I repeat anyway:



So, opinions? ;)

I like it :goodjob:
It's worth a try anyway... and I beleive the AI does look at the cost of a production before doing it so I think it shouldn't bring too much of a balance issue...
 
HerrBazooka said:
Hawk I still play 1.50 and I had this bug yesterday. I think it only when you raze last city of someone.
EDIT: Here the save try to raze San Paolo.

That is a function of Firaxis....always been that way in Civ IV as far as I know...certainly not a bug.
 
I have an idea for civ, as I am currently working on a diplo mod, that maybe you guys could implement. I think it would add vast strategy to the game of civ IV if you could start with a leader, say Stalin. But every 30 - 40 turns depending on game speed , stalin dies and a new leader heads your civilization and awards new bonuses.. maybe depending on what type of great people you are producing or if you are at was maybe an agressive leader, peace maybe a production or cultural leader... would make it so players would play out the leader style that they have, and not have just 1 the whole game... maybe for diplo instead of Stalin poping up , maybe just picture of russia because u might not have stalin.. let me know what u think

CivFanCCS
 
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