[MOD][WARLORDS] ViSa Modpack

I just wanted to comment to the mod team that Visa has been single-handedly responsible for renewing my interest in CivIV and prompted me to look out numerous other mods (most recently the Warlords release of Total Realism). My favorite is still Visa, however, and after trying another mod recently that didn't change very much I can honestly say I became confused because I'd been taking some of the changes for granted.

So great job overall. A few points of feedback, if you're interested:

* One thing I did enjoy from Total Realism was their treatment of religion, especially with the idea that having non-state religions in your city will cause unhappiness when you have Organized Religion active (and this becomes worse with Theocracy, although there you get access to Inquisitors). I know you are adding Inquisitors into the next version, but unless religions conflict with each other it seems like it wouldn't be all that necessary.

* I don't know what they did, but with Total Realism I can get 24 civs on any game I start. Is there any way you can do this? Visa has so many civ choices, I would love to be able to put them all on a giant map and go. Unless there's some way to already do this and I'm just dumb (that may very well be the case).

* Having the ships go faster (the Triremes and Galleys, for instance, move 4 spaces instead of 2) was an unexpected pleasure. Ship travel was supposed to be faster, after all, and this wasn't as unbalancing as I thought it might be. Certainly I was using Galleys to transport military units whenever I could as it was much faster, even when the destination wasn't on another island, and that's probably how it should be.

Beyond that, I think I still like everything in Visa more. Thanks again.
 
agoodfella - this mod is already "idiot-proof".... just download it, run it and point it at your warlords/mods folder. Don't follow any other instructions! ;)


Rylock.... the one main thing I liked about TR was the stack / aid upgrade. I'd be interested in seeing that put into ViSa. The system allows for a more solid feel to armies as different troops lend a bonus to the stack.

My biggest complaint about ViSa is actually to do with the leaders.... I realise they come from another source.... however, I just personally find a lot of them to be rather obscure - or worse.... the Conan stuff just puts me off and always seems to creep into any random game I set up. Still, it just forces me to learn how to remove/edit leaders!! ;)
 
I've Warlords CD and the 2.08 patch. What it can be then?

If you didn't run the V2.0 installer, then it is the Registry Fix you need.


This mod looks amazing.

This mod also looks very intimidating to get installed and up and running properly... should a complete techno-idiot like myself wait until there is a bonafide stable version out?

I figure the fewer steps the better - i.e. for tech-challenged folks like myself it would be great to just unzip a folder directly into the Warlords Mod folder and be done with it (i.e. vs. fixing this file, or patching that, or clearing this cache, etc. - I always manage to screw that up royally).

Thanks

As others said, this is a very easy install....the V2.0 installer makes it idiot proof actually. Other notes in first post are for non-standard installs or advanced users.


visa team
will the genetic era be something you can check on or off ?
most things in this mod are choosable :goodjob: (is that a word?)
I like this mod ,but must admit i have NO desire to play into a future era

At this point, with most Team members with very limited time, I don't see us getting the feature to turn modcomps on/off in V3.0 sorry.

BTW, give the G Era merge a chance....I think everybody will like what we have brought in....or else we wouldn't be bringing it in :)


Especially if I want the rest of my family to play this via MP...

I, like you, am waiting for it to be one simple zipped mod file, I can dump into Warlords mod folder, and be done with it... I can't wait for this day!:)

John

We have had literally 100's of problems with this setup from people....and next to none with our automatic installer....in fact you get BOTH, auto install v2.0 and manual patch v2.1 ;)


Thanks, I got the idea from the simpsons.

I'd also like to register my extreme appreciation for this mod, which is by far the best I've played. I'm so addicted, I played it until 1:00am one evening.

One suggestion: would it be possible to add in the 'Revolution' Mod? Because I think it would improve the mod yet further.

Revolution Mod is already on our list.....when, well nobody knows :crazyeye:


Yeah, but having read through some of the posts (granted only a few), I've read suggestions of "have you tried clearing your cache", "you should clear this folder"...

I mean I don't mean to sound ungrateful or petty - this is a mod i am looking forward to - but i just don't have the confidence i'll get it right without screwing up my whole game folder...

i've been through that painful process a number of times.

i guess the real question i was asking was simply, will there be a final version which just unzips straight into the Warlords Mod folder at some point in time (i.e. incorporating all the patches and changes)?

Final version is V2.0 full and patch V2.1....doesn't get much simpler....

The V2.0 Full auto installer does everything for you....not sure V3.0 will have same installer but it will be in a different directory than ViSa v2.0 anyways.


I just wanted to comment to the mod team that Visa has been single-handedly responsible for renewing my interest in CivIV and prompted me to look out numerous other mods (most recently the Warlords release of Total Realism). My favorite is still Visa, however, and after trying another mod recently that didn't change very much I can honestly say I became confused because I'd been taking some of the changes for granted.

So great job overall. A few points of feedback, if you're interested:

* One thing I did enjoy from Total Realism was their treatment of religion, especially with the idea that having non-state religions in your city will cause unhappiness when you have Organized Religion active (and this becomes worse with Theocracy, although there you get access to Inquisitors). I know you are adding Inquisitors into the next version, but unless religions conflict with each other it seems like it wouldn't be all that necessary.

* I don't know what they did, but with Total Realism I can get 24 civs on any game I start. Is there any way you can do this? Visa has so many civ choices, I would love to be able to put them all on a giant map and go. Unless there's some way to already do this and I'm just dumb (that may very well be the case).

* Having the ships go faster (the Triremes and Galleys, for instance, move 4 spaces instead of 2) was an unexpected pleasure. Ship travel was supposed to be faster, after all, and this wasn't as unbalancing as I thought it might be. Certainly I was using Galleys to transport military units whenever I could as it was much faster, even when the destination wasn't on another island, and that's probably how it should be.

Beyond that, I think I still like everything in Visa more. Thanks again.

The merge of the G Era should bring in 24 Civs, but honestly I am still thinking about turning that off because of the MAF issue.

Religion mods often change it too much, ViSa is about MORE Warlords, not changing Warlords....but TR has good stuff we may look at one day.

Glad you are enjoying ViSa and I feel the same when I go play other mods....I am lost and confused saying, 'why don't they have this, it is standard'. :eek:


agoodfella - this mod is already "idiot-proof".... just download it, run it and point it at your warlords/mods folder. Don't follow any other instructions! ;)


Rylock.... the one main thing I liked about TR was the stack / aid upgrade. I'd be interested in seeing that put into ViSa. The system allows for a more solid feel to armies as different troops lend a bonus to the stack.

My biggest complaint about ViSa is actually to do with the leaders.... I realise they come from another source.... however, I just personally find a lot of them to be rather obscure - or worse.... the Conan stuff just puts me off and always seems to creep into any random game I set up. Still, it just forces me to learn how to remove/edit leaders!! ;)

Leaders have numerous issues....some of which are fixed in V3.0....we don't have a dedicated graphics person on the team so you won't see much done in that respect unless merged from another mod.
 
I can chime in with Rylock...This mod has brought excited new interest in me.

I appreciate all of the work that all have put into this mod. Thank you very much.

I play with the Blitz mode, and it makes the game runs much less torturously.

I do see some interesting glitches, but let me play through a couple more times before I comment on them, as some may not be!

Modders who have made Visa a masterpiece, again, THANK YOU.

Regards to all,

John
 
I can chime in with Rylock...This mod has brought excited new interest in me.

I appreciate all of the work that all have put into this mod. Thank you very much.

I play with the Blitz mode, and it makes the game runs much less torturously.

I do see some interesting glitches, but let me play through a couple more times before I comment on them, as some may not be!

Modders who have made Visa a masterpiece, again, THANK YOU.

Regards to all,

John

Please report your findings and comments in the ViSa Forum :)
 
Visa mod team...

You may want to keep this thread alive/fresh, as you'll slip further and further down the modpacks forum list if you don't, thus causing new folks/existing lurkers not to know that your Visa mod even exists...

John
 
Thought about adding the Eusebius World Religions - REVIVAL mod to ViSa?

Eusebius has been brought forward several times. So far, the ViSa team has said that Eusebius' mod alters the gameplay too much, while ViSa is intended as a mod that (mainly) adds more of the original gameplay, or gameplay similar to the original game.

Which is a perfectly logical and understandable point of view. Although I'd like to see EWR included too. :)
 
I would like to see them add something in where you can play as either the Barbarians or Pirates (from the Pirates Mod on the vanilla Civ IV Mod). I love the Visa Mod and play it exclusively. But, I want, sometimes, to play as the bad guys too.

I tried Total Realism, but it gets real annoying when guys keep attacking my city out of the middle of NOWHERE throughout the game. Visa Mod has all the features that I love about a few mods. Pirates of the Caribbean anyone?
 
Visa mod team...

You may want to keep this thread alive/fresh, as you'll slip further and further down the modpacks forum list if you don't, thus causing new folks/existing lurkers not to know that your Visa mod even exists...

John

Well a new thread will be posted for V3 here as well....

And we are pretty happy with over 3,500 downloads :)
 
Eusebius has been brought forward several times. So far, the ViSa team has said that Eusebius' mod alters the gameplay too much, while ViSa is intended as a mod that (mainly) adds more of the original gameplay, or gameplay similar to the original game.

Which is a perfectly logical and understandable point of view. Although I'd like to see EWR included too. :)

You are absolutely right...and I don't see us changing any time soon, still lots to do....like the 15+ modcomp additions for V3 :)
 
The game crashes immediatley at some random point in the late classical era,there is no error message,smaller maps and lower graphics aettings help,but the crash is always inevitable,it happens at the end of a turn,and if you reload the game and try to end the turn again,it will always crash and you have to start a new game.Otherwise,greate mod but:

-Having Ukraine and certain soviet territories is sort of redundant,it would be better if you compiled their unique buildings and units together,so instead of russia and ukraine,just have the soviet union.

-The tech fusion should be two diffrent techs,thermonuclear weapons(earlier,right after fission),this lets you build more expensive but more powerful versions of the existing nukes,and controlled fusion(in the spot where the original fusion tech is),which let's you build the fusion power plant improve ment in a city,with %300 the effect of a regular nuke plant,but no meltdown.

-there are other improvements that could make this mod much better but there are way to many to type,these are just examples.
 
I get a video memory allocation error. Basically the game takes FAR too long in between turns and it crashes after about maybe 10-15 turns now in my saved game.
 
The game crashes immediatley at some random point in the late classical era,there is no error message,smaller maps and lower graphics aettings help,but the crash is always inevitable,it happens at the end of a turn,and if you reload the game and try to end the turn again,it will always crash and you have to start a new game.

could be that you set the city radius to 3 instead of 2.
i have an problem that it just kicks me out the game after several turns when i set city radius to 3 instead of 2. playing an normal game works fine tough.
 
I changed the text file. But, I would like to see the game play delay atleast helped in later versions. I know some of it is just Civ IV, but if there is something that can be done to speed up the lag time between turns, I would have much more interest.
 
I did set the radius to three,but if it doesn't work then why make it available?Why is the 3 tile city radius so problematic?Can you fix this in a later version?Is there any way I can have my cake and eat it too without waiting for 3.00?Cause,dang,I liked the three tile radius feature,I didn't have to use ICS to eek out every hammer/coin/food in my nation's territory and it reduced corruption and the time I spend over-managing my cities greatly.
 
I did set the radius to three,but if it doesn't work then why make it available?Why is the 3 tile city radius so problematic?Can you fix this in a later version?Is there any way I can have my cake and eat it too without waiting for 3.00?Cause,dang,I liked the three tile radius feature,I didn't have to use ICS to eek out every hammer/coin/food in my nation's territory and it reduced corruption and the time I spend over-managing my cities greatly.


Ya, what he said.
 
The game crashes immediatley at some random point in the late classical era,there is no error message,smaller maps and lower graphics aettings help,but the crash is always inevitable,it happens at the end of a turn,and if you reload the game and try to end the turn again,it will always crash and you have to start a new game.Otherwise,greate mod but:

-Having Ukraine and certain soviet territories is sort of redundant,it would be better if you compiled their unique buildings and units together,so instead of russia and ukraine,just have the soviet union.

-The tech fusion should be two diffrent techs,thermonuclear weapons(earlier,right after fission),this lets you build more expensive but more powerful versions of the existing nukes,and controlled fusion(in the spot where the original fusion tech is),which let's you build the fusion power plant improve ment in a city,with %300 the effect of a regular nuke plant,but no meltdown.

-there are other improvements that could make this mod much better but there are way to many to type,these are just examples.

no historically the two are very much different ...For the most part the ukraine has been an independent nation <The Soviet Union only lasted 69 years ie it is not a CIV but a fly by night experiment that failed 1922 till 1991 not very long historically speaking>
 
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