[MOD][WARLORDS] ViSa Modpack

Alondin, seady

Your login should work now on the Issue Tracker...SQL server change lost posts and new users.



Everybody else needs to register again, sorry for this.
 
Only problem with having the bronze cannon tied to TNT factory is one of timing as now I can build bronze cannon str 14 before cannon str 12 maybe bronze cannon should be STR 10 as otherwise normal cannons don't tend to get built unless it's a quick build without TNT factory to support (at least in my games).
 
Grasshopper cannon
From Wikipedia, the free encyclopedia
Spoiler :

The grasshopper cannon is a weapon designed by the British in the 1700s as a light gun to be carried around with infantry.

Its barrel was made of bronze instead of iron. Bronze is less brittle than cast iron, and so the barrel could be made thinner and lighter than that of an iron gun. Further, if a bronze gun developed a defect it would rupture; an iron gun with a flaw would shatter, at great cost to its own crew. It fired a three pound ball (or 3 pounds of canister shot) and so it is generally referred to as a three-pounder Grasshopper.



THE CHARACTERISTICS OF CANNON
(continued)
Spoiler :
In the 1700's cast-iron guns became the principal artillery afloat and ashore, yet cast bronze was superior in withstanding the stresses of firing. Because of its toughness, less metal was needed in a bronze gun than in a cast-iron one, so in spite of the fact that bronze is about 20 percent heavier than iron, the bronze piece was usually the lighter of the two. For "position" guns in permanent fortifications where weight was no disadvantage, iron reigned supreme until the advent of steel guns. But non-rusting bronze was always preferable aboard ship or in seacoast forts.

Müller strongly advocated bronze for ship guns. "Notwithstanding all the precautions that can be taken to make iron guns of a sufficient strength," he said, "yet accidents will sometimes happen, either by the mismanagement of the sailors, or by frosty weather, which renders iron very brittle." A bronze 24-pounder cost £156, compared with £75 for the iron piece, but the initial saving was offset when the gun wore out. The iron gun was then good for nothing except scrap at a farthing per pound, while the bronze cannon could be recast "as often as you please."


Perhaps as an alternative, the earlier cannons could be bronze cannons, and the ones built with the factories could be steel cannons instead? Requiring more metallurgical technology?
 
btw has anyone got any decent maps for this mod? I'd love to play a balanced earthlike map standard size in preference that someone else had created so i didn't know where everything was? The trouble i find with smartmap is it seems to make trading unlikely.. it's more fun when one area has loads of rubber and no oil, for example.
 
TAfirehawk said:
Alondin, seady

Your login should work now on the Issue Tracker...SQL server change lost posts and new users.


Still no luck. When i go through the process of trying to create an issue, the only group i have access to is 'demo'. This seems to have no products to choose from in the dropdown.
 
That's weird as in my last couple of games I've ehad to trade or conquer just to get the resources to progress. have a look at the varying resource options in smartmap setup as there probably is an option to do that.
Seady's cannon option sound good also I still suggest reducing the bronze cannon str compared to the steel one after all is bronze was better would be still making artillery out of bronze :)
 
seady said:
Still no luck. When i go through the process of trying to create an issue, the only group i have access to is 'demo'. This seems to have no products to choose from in the dropdown.

I added you to the Civ4 Group...hmmm....let me double check :)


Try again now seady....
 
TAfirehawk

Can you kill the account for username Axil please I've entered the wrong e-mail account on creating so can't get the password

Thanks
Axil
 
Xanikk999 said:
Not a big deal but there is no music in diplomacy for several of the leaders.

This includes the ukranian leader and ho chi min of vietnam.

Did anyone take note of this? Its kinda annoying a glaring oversight.
 
Xanikk999 said:
Did anyone take note of this? Its kinda annoying a glaring oversight.

I put it on the list of Player Requests on the first page...I didn't notice because I turn off all music :)
 
TAfirehawk said:
I put it on the list of Player Requests on the first page...I didn't notice because I turn off all music :)

Thanks! :cool:

One more thing.. With aggressive AI on some of the leaders are furious with me from the start without any negative or postive modifiers!

Is this intended?
 
Axil said:
TAfirehawk

Can you kill the account for username Axil please I've entered the wrong e-mail account on creating so can't get the password

Thanks
Axil

Done, Axil is gone ;)


Xanikk999 said:
Thanks! :cool:

One more thing.. With aggressive AI on some of the leaders are furious with me from the start without any negative or postive modifiers!

Is this intended?

I will double check with keldath but we haven't changed any traits...and this was also added to the Player Request list :)
 
Axil said:
Any joy sorting out deleting the Axil account on the issue tracker ?

Actually there is no option in the PHP to delete a user...so I renamed it :cool:
 
I was able to play. The mod is great. Thanx guys
 
Axil said:
bonus on the first academy it's reporting them as our old friends the Special Forces and Marines (remember how much problems that caused the first time lol) though you do get the correct units

could you please inform this to TAFirehawk in an explicit mail, or using the issue tracker on the main website..we all get an automatic email then in our inbox about it....im not doing xml's and i forgot to tell firehawk and sagi to change the xml to the appropriate units :)

now you mention this axil, thanks btw, it reminds me i still have to tweak the routine to automatical upgrade these units to the latest tech you have...just in case you build your first academy later on in the game :) so, dont bug report this..it'll be added in a future release :)
 
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