[MOD][WARLORDS] ViSa Modpack

VeteranLurker said:
So, last week I upgraded to v2.10 patch, using 1.20 full version, after upgrading Warlords to the 2.08 patch. Now I see there is a v2.00 full version, and a v2.10 patch. So, do I have to install v2.00 but still use the 2.10 patch? Believe it or not, this is not at all intuitively obvious. :cry:

Also, in playing in the version mentioned above (noble difficulty) I use the 3-square city radius and there are monsterously huge cities all over the map by the renaissance (cities of size 25+, BTW not even my own cities), and Apollo is built by the 1640s. While I like the 3-square radius a lot, it seems to be leading to super-huge cities much earlier than would be realistic for advances in farming/sewage/etc.

Well I assume you did the Registry Key Fix, so you are fine. The Full v2.00 download became important to include for those not wanting to mess with the Registry Key Fix.

You have v2.10 already installed so there is nothing to further patch and no reason to go backwards unless you need to play an old save game :)


spiralx said:
Yeah I noticed it and tried it for a bit, but it makes growing your city incredibly painful so I decided not to have it on. Eventually modified CvCulturalInfluencesEventManager.py to have g_bEnableSlowCultureBorders = false and default to false in loadConfigurationData(), which may be where the problem lies as it defaults to True if it can't find the ini file.

Then you must have installed it wrong because the INI file works just fine without changing the python files manuall.
 
One point - the clock now seems flaky in this build. It keeps disappearing and reappearing on a fairly random basis, setting "Clock Off" in the options doesn't seem to have any effect (and in fact is the clock has vanished will show it again until next time it vanishes), and it's just showing the time and current year - didn't it have a percentage on the left in v2.0?

Not that I had any idea what that percentage meant :D
 
TAfirehawk said:
Then you must have installed it wrong because the INI file works just fine without changing the python files manuall.
The INI file should be in Program Files/Firaxis/Civ 4/Warlords/Mods/VISA right?
 
@Alondin: I agree with you on a icon for airport. Like civ 3 had, thats annoyed me for awhile. I play huge map also and one thing I do is have a plane circle my cities that have a airport, these helps visually when i have something like 30 -40 cities.
 
spiralx said:
One point - the clock now seems flaky in this build. It keeps disappearing and reappearing on a fairly random basis, setting "Clock Off" in the options doesn't seem to have any effect (and in fact is the clock has vanished will show it again until next time it vanishes), and it's just showing the time and current year - didn't it have a percentage on the left in v2.0?

Not that I had any idea what that percentage meant :D

You have the correct location for the INI in your other post.

Now with yet another totally strange INI problem, you must have something wrong with the install or registry settings. I haven't heard of these issues before so no clue, sorry.
 
I'm having the same problem with the clock disappearing. I have v1.2 patched with 2.10 and the registry fix. I suppose its easy to pawn off on an installation problem but I can follow basic instructions. Other than that, a great mod...one of the best to date.
 
talesoftheknife said:
I'm having the same problem with the clock disappearing. I have v1.2 patched with 2.10 and the registry fix. I suppose its easy to pawn off on an installation problem but I can follow basic instructions. Other than that, a great mod...one of the best to date.

Not that it is so easy, but that this is the second report from over 1,000 downloads....

And the ViSa team reinstalls this mod dozens and dozens and dozens and dozens of times....
 
I am certainly no modding genius but I will do what I can on my end to fix the clock issue. My abilities (pathetic as they are) will be to reinstall and if that doesn't work maybe try v2.00 patched to 2.10. I am wondering if the registry fix for v1.20 has something to do with it. Mind you if thats the only problem I run into, I don't really have anything valid to complain about.
 
interesting mod, although is there anywhere where i could find the full list of changes, including new units, civics changes etc?
 
TopDog said:
interesting mod, although is there anywhere where i could find the full list of changes, including new units, civics changes etc?

First post....

We have added so much that some stuff might have gotten missed in the early days, but between Amra's list and the ViSa list you should get a pretty good idea...oh and the readme.txt too.
 
talesoftheknife said:
I am certainly no modding genius but I will do what I can on my end to fix the clock issue. My abilities (pathetic as they are) will be to reinstall and if that doesn't work maybe try v2.00 patched to 2.10. I am wondering if the registry fix for v1.20 has something to do with it. Mind you if thats the only problem I run into, I don't really have anything valid to complain about.

Keep me posted...while we might not know exactly what is causing this, I do know with certainty that it can be fixed :)
 
Has anyone on the VISA Team given any thought to a possible "SEABEE" or "COMBAT ENGINEER" unit so we can build airfields. Playing on a large map and with limited range on my bombers, I'm having a hard time in my game. Establishing a beachhead and protecting that was no problem but taking a city is prooving to be difficult without air support -- and it's one square out of range. If I could just build a miserable little landing strip for re-fueling, I'd be able to pound the opposition (makes my day) and reduce the defenses of the city -- meanwhile, with out air support, I'll be here for another 30 turns trying to take this blasted one horse town.

By the way -- thanks for all you guys are putting up with - stupid questions and all :) just so we can have a great mod to play --- Now - in your spare time -- make me a guy that can build an airbase :)
 
All,

In a game with 20+ cities (if that's relevant) I get a prob with the DomA where F1 or click the button gives me only 1 column. Esc then F1/ button takes me out and then back to full advisor screen. Happens every time when I go from the map screen. If I'm in DomA, click city button, furtle around in the city, then hit esc or F1 I always go back to full DomA screen. If I stay in DomA but edit a city build list, it goes back to 1 column DomA.

Annoying but not a CTD level issue. BTW I noticed this when I used same DomA as a standalone component long ago. Thought it mighta been fixed by now.

Luvvit! Even when that swordsman takes out my gunship !! Musta bin a touch of Jedi in him. Luvvit!!!
 
No problems here with the clock.
No problems here with the F1 advisor,
although if there is documentation on the exciting setup screen you get
when you click on the little light switch thingy, that would be great!

Back to battle! The nasty Germans have betrayed me and allied with
the Bretons against me! (playing Vietnam, very cool game!)

Alondin
 
The Airfield thing has been brought up and not sure how it fits in our schedule.

The Domestic Advisor...well that is straight from TheLopez...but when mrgenie gets a chance he will look at it.
 
Supreme Shogun said:
Awesome mod. I love it very much. Please continue to support it.

We will be here a long time for ViSa :)

Glad you like it!!!
 
TA -- Thanks for the reply

As you have probably surmised, I'm completly without a clue when it comes to programing -- I do recall that in Civ III we were able to build airbases - is it possible to adapt that feature to the VISA mod ? I'm just looking for a way for you guys to be able to create what I need without too much work -- After all, it's all about "what I need" :)

Have a great day and thanks for all you do.
 
Holy crap this mod is freaking huge. Outstanding work.

2 questions:

1) You're using Dale's Combat Mod + the 5-unit formations; doesn't Dale use the 10-man regiments? Is there an easy way to switch from 5-man to 10-man formations, or would I have to manually change all pertinent values?

2) The player's wish list includes the Revolutions mod. Any headway or estimates on when this would be incorporated? Revolutions are one of the biggest omissions from Civ4, and to see them included in this already awesome mod would be fantastic.

Regardless, you've done a staggeringly great job with this mod. Kudos all around.
 
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