[MOD][WARLORDS] ViSa Modpack

Ishon said:
The problem with the bizzarre red overlay that I mentioned several pages ago disappeared after I reinstalled the mod.

Is it possible to make all those new units an "option"? I mean, I believe there are some 50 units too much, and many of them are really weird ideas - like that Polish special marine unit or the Japanese.. ninja regiment ;).

You can only expect MORE units as this started as keldath's warlords version of his 5UU addon :)
 
Ok, just completed my first game, victory is mine! But for the last 20 or so turns I was getting about 6-8 of these appear every single turn - I'm guessing there's a problem with a data type in one of the SDK routines?
 

Attachments

  • error.JPG
    error.JPG
    136.9 KB · Views: 155
spiralx said:
Ok, just completed my first game, victory is mine! But for the last 20 or so turns I was getting about 6-8 of these appear every single turn - I'm guessing there's a problem with a data type in one of the SDK routines?

I will pass this along to mrgenie and I am sure he can fix it, thanks :)
 
spiralx said:
Cool :)

Lots of technologies have the wrong text, especially Sid's tips, but I guess you've noticed that already ;)

Yeah, as you can read in the Patch Notes, we have been fixing them as we go because the total number is HUGE....
 
The new version of the City Advisor <F1> is really good:goodjob:

I think it may be useful to bring it up, because I discovered some of what it does by accident, and other people may also not have noticed it. (I haven't explored all of it myself).

Once you open it, you'll see at the bottom left a menu with various choices: if you select "specialization", you get detailed info about which specialists are in each city (selected above in the city list) and you can change them at will. This means, for inst., that if you want to replace some or all of your priests with merchants (or viceversa), you can do it here, instead of having to go inside each city screen.

Very neat!

The Foreign Advisor <F4> has also been revamped, and you can easily see what resources you have in surplus, what others have and are willing to trade.
Ditto for techs.

Well done!
 
Ok - here is probably a really stupid question -- In my game I am at 1920 - victory is assured as I have overwhelming forces arrayed -- ( other than the bi-planes slaughtering my F 117's ) and an occasional catapult doing a number on my "sturmgeschutz" things are going well - with one exception -- Global Warming is running rampant and central Europe is almost a desert wasteland <sigh> -- the sad part is, I have no clue what causes this or how to stop it -- workers don't seem to be the answer and there is nothing I've found in the manual that addresses this issue.

By the way - I found how to sit back and pound the bad guys with my artillery and battleships - funny how things work out when you follow the mod creators instruction on activating bombardment :)

Thanks for all the work you guys do -- You make this so much more than I ever thought it could be.
 
Oh Boy - that last post was a mess - lets try again:

Oh one other thing - is it possible to change the buttons for the APC's to differentiate from the IFV and the Chinooks so we can see better what kind they are? I'm old and the eye sight isn't what it once was - I have a very hard time telling who is on board what craft - and what craft it really is. It also seems that those APC's are capable of hauling some very large items - and in great quantity - realism looses something in their capacities - might want to look into that a bit :)

Ok - that reads a little better - sorry about that - it's late and I'm tired <sigh>
 
I have read in a post an observation:

How realistic is it to have cottage in flood plain???

You see: "flood" plain... there should be no settlement...

hm? ;)
 
I don't know how but egyptians and babylonians lived in flood plains; maybe the houses are on hills or stilts, or maybe they just have to rebuild after the river has taken it's harvest. Did the recent disaster in New Orleans happen due to them building over old swamps?

I worked in an area that was flood prone. The houses on stilts had ladders on the outside so you could get to the front door.

What's really crazy is people living on the side of volcanoes. Terrific place, very rich soil, until it blows and kills and buries you so that a thousand years later schoolkids can make smart remarks about your twisted remains. :p
 
Are the workers teleporting? i could have sworn they just appear across the channel sometimes when my cultural influence is far out enough.
 
What about a unit of Corps of Engineers or SeeBee's so we can build an air base near the front lines - range is limited early on and it's hard to reach the enemy without an air base - I loved those in Civ 3 - need them in Civ 4W as well.
 
Kaiser Franz said:
Global Warming is running rampant and central Europe is almost a desert wasteland <sigh> -- the sad part is, I have no clue what causes this or how to stop it -- workers don't seem to be the answer and there is nothing I've found in the manual that addresses this issue.
Hi kaiser
i never have in my games global warming, that means that i am more environmental from the start of the game or perhaps you cut too many trees :)
someone in the game has always the goal to save gaia:)
a little question for modders
I notice that Ai is really smart in this mod, and i think when i load a game back of some turns, the game notice it in some way.
is just a my impression or is a mod way?
i have nothing to tell about the new game with right setup, all goes smooth.Tech tree is perfect only a little too advanced in flight, but perhaps is the only way for ai to try to win the game, so lets wait.
thx again for a so smart mod.
a little wish is anyway possible to add religion wonders like Makkah al Mukarramah or San Piter square or The Western Wall.
i could help with anim if is needed, i think will improve the relig side of the mod but not alot.
 
We haven't touched the AI....YET....

Blake's BetterAI will eventually get in ViSa, along with MANY other things for version 3.00
 
civ4ludo said:
The new version of the City Advisor <F1> is really good:goodjob:

I think it may be useful to bring it up, because I discovered some of what it does by accident, and other people may also not have noticed it. (I haven't explored all of it myself).

Once you open it, you'll see at the bottom left a menu with various choices: if you select "specialization", you get detailed info about which specialists are in each city (selected above in the city list) and you can change them at will. This means, for inst., that if you want to replace some or all of your priests with merchants (or viceversa), you can do it here, instead of having to go inside each city screen.

Very neat!

The Foreign Advisor <F4> has also been revamped, and you can easily see what resources you have in surplus, what others have and are willing to trade.
Ditto for techs.

Well done!

All the thanks goes to TheLopez and the people he took over dev of those two screens.

The Civic Screen is our creation but most other things are from other modders....we just work hard at getting them all to work together :)
 
Long time reader, first time poster. I have installed this mod (using 2.0 VISA exe and the 2.1 patch) a number of times but none of my siege units can bombard either cities near them or any surrounding tiles.

Not only is the button not present at the bottom of the screen with the unit options but pressing 'B' also does not activate it.

It's very frustrating because my war against the Romans will be a "Picket's charge" if I can't fix the problem! :(

Thanks so much for your help! Oh and btw, I've cleared the cache so that's not the problem.
 
greenflea3000 said:
Long time reader, first time poster. I have installed this mod (using 2.0 VISA exe and the 2.1 patch) a number of times but none of my siege units can bombard either cities near them or any surrounding tiles.

Not only is the button not present at the bottom of the screen with the unit options but pressing 'B' also does not activate it.

It's very frustrating because my war against the Romans will be a "Picket's charge" if I can't fix the problem! :(

Thanks so much for your help! Oh and btw, I've cleared the cache so that's not the problem.

You need to turn the DCM Ranged Bombard option on in the Custom Game screen...scroll down to see it along with other options added at the bottom for ViSa.
 
Top Bottom