[MOD][WARLORDS] ViSa Modpack

seady said:
should UU buildings go obsolete?

Personally if it makes sense in a game balance context or within the upgrade building mod scheme.....then yes even though it is UU.
 
PATCH UPDATE - Not Save Game Compatible

Version 1.30 patch is available for download now....ENJOY :D

Version 1.3 ----------- 10/13/2006 (USA Date) 13/10/2006 (World date)

Complete re-edited civic screen to scroll
Cultural Influences Mod by TheLopez added
Great Doctor Mod by TheLopez added
Great Statesman Mod by TheLopez added
Not Just Another Game Clock Mod fixed
Regular Stock Exchange now buildable
Artillery now upgrades to Howitzer
Building and Unit descriptions fixed thanks to Alondin
Moved Uranium access to Reveal point, Physics
Roman Road cost decreased
Marco Polo Embassy cost increased
Sphinx cost increased
Mausoleum of Halicarnassus cost reduced
New SDK files "VISA_DLL_SOURCECODE_2006_October_11.exe"
Several python fixes to the Tech Leak messages
Tech Leak button double-click fixed
Some xml tags edited - related to changed civic screen
 
Also added a City Distance @ 2 Patch (ZIP attached to first post in thread) for those wanting that variable changed from ViSa's setting of 3.

Eventually we may try to add this as a variable in the VISA.INI but for now this is the best solution we have for the players so they don't have to edit the XML themselves.
 
CTD's problem apparently solved

I have followed the advice in the first page -- "Our recommendation is to not play on any map size greater than LARGE. Other work-around is to change Graphics Settings to Low and disable all Effects." -- for the second part, and I have been going on regularly without any problem of the game stopping (turn 450+)

Now dwnld 1.30 and will get back if there is anything to report.

One thing I'm missing, and I'd like to see included in the "Plant forest" ability that workers acquire with Paper.

You rock!
 
civ4ludo said:
CTD's problem apparently solved

I have followed the advice in the first page -- "Our recommendation is to not play on any map size greater than LARGE. Other work-around is to change Graphics Settings to Low and disable all Effects." -- for the second part, and I have been going on regularly without any problem of the game stopping (turn 450+)

Now dwnld 1.30 and will get back if there is anything to report.

Glad to hear it and remember patches with number increments are not save game compatible.
 
Sisonpyh said:
I downloaded the full version and when I try to extract using winzip, I get an invalid archive error.

edit: Nevermind, I just used 7-z. The download showed it as a winzip file for whatever reason.
Wait i download it and i get the same error then u.... But what's 7-z?
 
AlexTheTall said:
Wait i download it and i get the same error then u.... But what's 7-z?

Download 7Zip or WinRAR....WinZip doesn't like the file.

Patch is in ZIP format instead of 7Z and upload to my server takes 3-6 hours so don't want to change it :)
 
Noticed the hippodrome has now been moved to animal husbandry !!! . To me that makes absolutely no sense whatsoever as you can now build the hippo and get the bonus chariots before you can actually build normal chariots. It would make far more sense to put it back to War Art and would actually give a reson to actually research the tech. I so one go the other tech route to monarchy as it's more advantageous which leaves war art as a total dead loss tech to even bother with ( why bother research to build chariots when there's much better units not that far ahead tech wise)

also good to see the Sphinx increased in cost as It's a serious advantage when used right
 
Axil said:
Noticed the hippodrome has now been moved to animal husbandry !!! . To me that makes absolutely no sense whatsoever as you can now build the hippo and get the bonus chariots before you can actually build normal chariots. It would make far more sense to put it back to War Art and would actually give a reson to actually research the tech. I so one go the other tech route to monarchy as it's more advantageous which leaves war art as a total dead loss tech to even bother with ( why bother research to build chariots when there's much better units not that far ahead tech wise)

also good to see the Sphinx increased in cost as It's a serious advantage when used right

I didn't move the Hippodrome.....but I am looking at further early era tweaks like Stonehenge/Pyramids/Sphinx so will add Hippodrome to the list :)

War Art has almost no use if you have Horse resource....so maybe it should go there...also looking at making Monarchy require War Art instead of just an OR pre-req.
 
TAfirehawk said:
Personally if it makes sense in a game balance context or within the upgrade building mod scheme.....then yes even though it is UU.

The theodesian walls go obsolete (with gunpowder) but ordinary walls don't. Conan's barracks (fantastic building IMO) on the other hand are there forever. I am not sure how practical it would be to try to balance UU buildings (there are so many!)

Perhaps all walls should go obsolete? After all, no-one builds them around modern cities, even if the neighbours do have spears and bows. Barracks could be improvable as well; i think i saw a modlet with early barracks as 1 xp, medieval barracks 2, modern 3 and future as 4.

If people like this idea i'll chuck itin the suggestions box.
 
I agree Theodesian walls should be either like normal wall and still give a bonus vs non gunpowder or maybe they should also give a cultural bonus like the castles.But they should in both cases be able to be built as a matter of national pride :). I'm playing Byzantium atm and I've built the walls in a few cities not so much for the defense bonus but for the way they look as I know they are essentially useless in later game.
 
Since 1.3 I can't change civics. Anyone else had problems? I checked and it seems consistent regardless of civ. I just create a duel map, and force the tech forward to feudalism to test.
 
no problem changing civics for me - normal change and the sphinx change are working fine in my game - just won cultural victory in 1900AD
 
Looks like i must have compiled a different version of the sdk ... have downloaded another one and am compiling.

Spoiler :
wrong_sdk.JPG
 
If i revert to the dll i downloaded rather than compiling itself from the available sdk, it works fine. I reckon the SDK on the site isn't current.
 
seady said:
If i revert to the dll i downloaded rather than compiling itself from the available sdk, it works fine. I reckon the SDK on the site isn't current.

We did update the DLL right before releasing the patch to fix the civic problem....but not the source code download.

We are already well into v1.40 but I will see if mrgenie has the final v1.30 to release or not.
 
seady said:
The theodesian walls go obsolete (with gunpowder) but ordinary walls don't. Conan's barracks (fantastic building IMO) on the other hand are there forever. I am not sure how practical it would be to try to balance UU buildings (there are so many!)

Perhaps all walls should go obsolete? After all, no-one builds them around modern cities, even if the neighbours do have spears and bows. Barracks could be improvable as well; i think i saw a modlet with early barracks as 1 xp, medieval barracks 2, modern 3 and future as 4.

If people like this idea i'll chuck itin the suggestions box.

Axil said:
I agree Theodesian walls should be either like normal wall and still give a bonus vs non gunpowder or maybe they should also give a cultural bonus like the castles.But they should in both cases be able to be built as a matter of national pride :). I'm playing Byzantium atm and I've built the walls in a few cities not so much for the defense bonus but for the way they look as I know they are essentially useless in later game.

Sounds like good ideas to me...some things like these unique buildings I don't get to see in my games so this info is GREAT :)
 
Anyone seen a great doctor yet? as I've just completed a game and didn't see one created at all
 
In my opinion I didnt like Feudalism to be after Theology. this make no sense to me because Feudalism (not perhaps its name but its method) was used before Christianism. I think that its first place (after writing and monarchy) was better... just an opinion...

Should I use smartmap for this mod? I used it in several plays and it worked fine... just to be sure...

Well, about the Huns... for me it is great to have two Turk based "civilizations" in the game: Huns and Ottomans. But I'd rather would combine them together as Turks because it is the main civilization. I am a Turk :), and perhaps add a third leader as Ataturk (Pro/Org)... can anyone make this happen actually?

I realize that no leader has the ability of Ind/Imp. Who WOULD have it? any guesses? (Perhaps nowadays USA Bush or Kennedy??? or England) It would be great to add Ind/Imp leader...

I think that Flavian Amphitheater should give soldiers ethnically. Because when another civilization builts this wonder, than it makes no sense to give it four "Roman" based soldiers. Ain't I right?
 
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