[MOD][WARLORDS] ViSa Modpack

TAfirehawk said:
I just started getting that in my current game...wow is it annoying.

We will try to get that fixed for this week's patch.

If that's the loud noise, that rings a bell. I recall there was another thread on it but can't recall where. It was a bug in the code. I notified Take2 tech support but they wrote back to say they don't support modding. Generally, tech support departments are a bunch of fobbing useless gits, not that i would know from personal experience.

[rant] For Appollo's sake, you support civ4, there's a bug in civ4, so you need to take action instead of fobbing! :mad: [/rant]

I seem to recall it's something like the maxsound being greater than the minsound.
 
seady said:
If that's the loud noise, that rings a bell. I recall there was another thread on it but can't recall where. It was a bug in the code. I notified Take2 tech support but they wrote back to say they don't support modding. Generally, tech support departments are a bunch of fobbing useless gits, not that i would know from personal experience.

[rant] For Appollo's sake, you support civ4, there's a bug in civ4, so you need to take action instead of fobbing! :mad: [/rant]

I seem to recall it's something like the maxsound being greater than the minsound.


|I guess its the minsound beeing greater than the maxsound!!! It happend also sometimes with the sam infantary if I recall, or a late unit! There is a thread somewuere in support teaching how to fix it!! Mine(at least of the Sam infantary) is fixed! It is somewhere in the XMLs files!
 
If I remeber correctly I posted a link to the solution of the sound problem in Keldath's additions thread. It should be on one of the later pages after the start of the development of the warlords version. It's actually a scripting error in the audio3d xml instruction if i remember correctly and was in the release version of warlords.

Tahn I play on an ATI card myself X1900XT and have had little to no problems - I'm using the latest catalyst beta 6.10 beta if that helps. I suspect the problems more with ATI drivers than the mod itself as I remember that vanilla Civ had problems with ATI cards initially also.
 
mice said:
So I get a winzip file that has no data in it when downloading from your site TAfirehawk.. Which site do i download from please

Well I actually downloaded ViSa from my website and used it to install on two computers...so not sure why you have a problem.

I will test it again.

EDIT - tested both full 1.20 and patch 1.20b, both unzipped fine with WinRAR and I know 7Zip will work because that is what I used to zip them up. WinZIP might have a problem as the file extension should be .7z but my web host is having trouble with all but .zip files....so I renamed files so they could be downloaded.


tahnkout said:
TAfirehawk, please make sure that this mod will be able to be played with ATI cards too, will you PLEEEEEEAAAAZZZZ!!!!

I play on my laptop with ATI Mobility Radeon 9000 and it is fine. Once or twice I got a main menu that was blank, but I simply exited and restarted Civ and it was fine. The issue is with the video card drivers, not the ViSa Modpack.
 
ChickenSalad said:
Thanks mate! :)

We are looking at putting this in the INI file for each player to personalize :)

No need for players to manually edit XML.....
 
Axil said:
If I remeber correctly I posted a link to the solution of the sound problem in Keldath's additions thread. It should be on one of the later pages after the start of the development of the warlords version. It's actually a scripting error in the audio3d xml instruction if i remember correctly and was in the release version of warlords.

That is corrected (just checked v1.20b code) so the YAWN is not the problem....feels like a needle in a hay stack now :(
 
REQUEST

Is anybody having the Memory CTD on smaller maps? Reports I have seen so far seem to be just with huge maps.
 
Arlborn said:
|I guess its the minsound beeing greater than the maxsound!!! It happend also sometimes with the sam infantary if I recall, or a late unit! There is a thread somewuere in support teaching how to fix it!! Mine(at least of the Sam infantary) is fixed! It is somewhere in the XMLs files!

This definitely must be a Warlords issue, not the mod's. This sound (apparently when a PC Civ's new SAM infantry unit was shown in my screen) scared the living $%^t :aargh: out of me and my wife yesterday (in an unmodded Warlords game) - the sound was much loder than the other sounds.

Vit
 
Here is the fix for the loud staticy noise problem, stolen shamelessly from the bugs section of civfanatics.

heres how to fix it.


There's a typo (?) in Audio3dscripts.xml, in Firaxis Games\Sid Meier's Civilization 4\Warlords\Assets\XML\Audio-folder. Search for "yawn". It should be the third yawn down


Notice how iMinvolume in "AS3D_UN_YAWN_VOX_LOW" is actually larger than iMaxvolume. Replace 75 with 50 or something, and the noise goes away. Apparently the yawning of the SAM's was causing this to happen.

All credit of this should be given to Tattila the Hun as he/she found this on apolytons site. I did this for myself and works perfectly now


If this patch isn't in ViSa (I haven't checked, I'm at work) I'm sure someone
will stick it in the next release (nudges TAFirehawk). I remember patching the
original Warlords with this and it fixed the problem fine.

Alondin
 
Thanks Alondin....that is already in ViSa....still hunting for sound bug....

I just got the loud noise/sound bug exiting city screen....it seems random and thus hard to track down....
 
Here's an update on what I've found so far...
I'm up to 1874 now in the Visa 1.20b game. I get the pink deer riders like everyone else. But an odd thing now occurs, when I build Calvery or riflemen, not only do I get the unique unit for the Ukrane, but once in awhile I get unique units from other civs, like Mounties, Austrian Cav and riflemen, etc.
 
maxbjr said:
Here's an update on what I've found so far...
I'm up to 1874 now in the Visa 1.20b game. I get the pink deer riders like everyone else. But an odd thing now occurs, when I build Calvery or riflemen, not only do I get the unique unit for the Ukrane, but once in awhile I get unique units from other civs, like Mounties, Austrian Cav and riflemen, etc.

Does this happen while you are in a Golden Age? If so that is intentional :)
 
Maxbjr - If that happened while you're in a golden age it's intentional and is part of Gir's mod wihich is partly incorporated. Hi reason was by giving you unique units you came to identify with them more.
 
I just noticed the coming soon section and am impressed. I have been hoping for you to add great doctors and great statesmen. Keep up the good work, this is definitely the best warlords mod out there.
 
Zapata78 said:
I just noticed the coming soon section and am impressed. I have been hoping for you to add great doctors and great statesmen. Keep up the good work, this is definitely the best warlords mod out there.

Thanks :)

And that list is just scratching the surface of what is on our very long list of mods to include :eek:
 
"I'm up to 1874 now in the Visa 1.20b game. I get the pink deer riders like everyone else. But an odd thing now occurs, when I build Calvery or riflemen, not only do I get the unique unit for the Ukrane, but once in awhile I get unique units from other civs, like Mounties, Austrian Cav and riflemen, etc."

In addition to the Golden Age, certain buildings will cause the spawn of UU units from other civ's, I think City Guard is one. But you get a message explaining that. Perhaps a message 'Your cavalry was replace by a Mounty due to your Golden Age' would remove the confusion.

I still would like to see the Allegiance mod have some way to exclude critters.
It just seems too unreal when my first contact with a civ is by way of a panther that I 'captured', we negotiate and agree to peace... In my last game a peace treay was hammered out by my panther with a panda bear from the Aztec civ... You can exclude some military units from the mod, I haven't figured out how to exclude critters, though.

Alondin the Picky
 
BUG UPDATE​

Memory Allocation Error on saving games (AutoSave or Manual) has been reported in multiple mods and multiple threads on CivFanatics. 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. This appears to be a texture/Firaxis issue, not any particular mod.

Section added on first page for bugs/patch notes too :)
 
Alondin said:
On the Bug Report website, I posted patches to fix all those annoying
spelling errors; uploaded xml files for buildings and units are there
for Keldath, TAFirehawk, MrGenie or anyone else who wants to plug them in.

On the downside, instead of movies I get a splashy colorful screen of
nonsense. I am 99% certain I am doing something wrong, I just don't know
what. Downloaded 1.20 fine, cleared the cache, installed into a clean VISA
directory (except for a text file of my own...)....

Anyone have any thoughts about what really simple and dumb thing I am doing wrong?

Alondin the Confused (but I spell good!) ;)

Can you send those to me at adam@tafirehawk.com since the SQL server and web host ate the last week's worth of bug reports :mad:
 
TAfirehawk said:
EDIT - tested both full 1.20 and patch 1.20b, both unzipped fine with WinRAR and I know 7Zip will work because that is what I used to zip them up. WinZIP might have a problem as the file extension should be .7z but my web host is having trouble with all but .zip files....so I renamed files so they could be downloaded.

got it ! Thank you for that.
 
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