[MOD][WARLORDS] ViSa Modpack

tahnkout said:
I think that maintenance costs should be 0 when a city has nothing produced yet. When I built a third city, my economy glances a "-1" and this prevents me to expand. Perhaps this "-1" should be activated in Classical Ages or Middle Ages when the civilizations start to built maintenances such as sewer system etc.

That is a basic vanilla civ4 concept....city distance cost and we will not be changing that in this mod, sorry.


tahnkout said:
Perhaps War Art should contain Military Strategics and Tactics wonder or King's Saga or the like. And it should be transferred to a later time rather than after archery. After monarch if you'd ask me.

I moved the Hippodrome to War Art already...will be in v1.40 :)


Arlborn said:
Financial...And automation sux in early game...

Is there any time that is good for Automated Workers....I think NOT!!!
 
So it happened again, got screenshot this time, just after load a game..:



@Tafirehawk: They are good to automate to build railroad in late game xD And you can also risk to automate in late game with "leave old improviments and leave forests" on..
 
HI, TAfirehawk... Your MOD looks good.... I hope you can add a Revolution MOD by jdog5000... I try to do it myself ... got it to work a bit but alot of others stuff just did not work... I like the dynamix of the Rev Mod ... and want the richness from your MOD.... I think it is easy to combine his MOD to yours ... I just don't know much about SDK... hope you will consider it... wait for your reply.. ;)
 
niust said:
HI, TAfirehawk... Your MOD looks good.... I hope you can add a Revolution MOD by jdog5000... I try to do it myself ... got it to work a bit but alot of others stuff just did not work... I like the dynamix of the Rev Mod ... and want the richness from your MOD.... I think it is easy to combine his MOD to yours ... I just don't know much about SDK... hope you will consider it... wait for your reply.. ;)

That mod sounds pretty cool...we will look at it after the Genetic Era, which is the next big addition on the list for us. It will be a few weeks before we could get to the Revolution Mod.
 
I think the worker automation is tied in to the traits the leader has - i've ntice that when I play industrious leaders the worker tend to automate build mines etc where as with financial they build towns more - also there seems to be some bias in what they auto build with regard the civics your running when i was running industrialism they seemed to build windmills and watermills whera with emancipation it's towns.

with regards the city maintenance I regard it as a newly build city will have no infrastructue and will therefore need supporting financially (maintenence) until it can grow into supporting itself - the further away it is the more the cost of transporting food/good etc to the city
 
Just had a read back and noticed CarpeDiems post

CarpeDiem - on the main download page of the mod you'll notice a button marked patches - just click on that and download the patch file 0.3 patch on that page and overwrite visa 1.2 with it - the 1.3 6 part download on the main page is the full mod for those that haven't 1.2 yet and don't want to the the install 1.2 and then the patch installation.
 
mem alloc failure, not CTD, status

Ok, 1.30 gave me the same thing. It always happens because at the end of the turn, with automatic savefile, Civ4 saves a small file instead of the big regular one, and then, at the beginning of the next turn, sooner or later it stops.
It appears that the size of the savefile is over 1Meg when this happens.
Sorry, the mod is really nice.
 
Lol, just won my shortest game ever with VISA, I didnt even had time to research Feudalism for vassal states and still got a domination victory(my first btw) >.>

I did the so called Quachua Rush..Its really awesome, I started in a Pangea(normally I play 2 continents), Prince, 12 CIVS and FXEndurance(Was it? The one with 875 turns..), with Inca of course. I started already with my capitol building Quachua, 1 each 5 turns! When I got 4 spare(besides the defender) I went to Berlin and easy..Then Polynesia, then Aztec, then Korea, uff! Easy lol, had to stop cuz the money situation was really bad and my quachuas(there wasent much spare anymore, with barbarians I had to put 1 for city guard in each city) were really far away from the next CIV! But at tihs time my score was way higher and from then it was really easy..Any demand I did they would accept lol, just destroyed the Greeks when my empire was better off and slowly got terrain over Australia and Nubia! When I got hte last city of Nubia I won by Domination LOL

82000 was my score, the highest ever I had(2 days ago got a 65000+- I guess with cultural victory in Sevomod lol) and the fastest game ever! I guess it wasent even 300 turns lol..
Was nice to see the domination video for the first time anyway :P
But nah, this makes too easy and fast, next time i go normal :P
 
civ4ludo said:
mem alloc failure, not CTD, status

Ok, 1.30 gave me the same thing. It always happens because at the end of the turn, with automatic savefile, Civ4 saves a small file instead of the big regular one, and then, at the beginning of the next turn, sooner or later it stops.
It appears that the size of the savefile is over 1Meg when this happens.
Sorry, the mod is really nice.

Yup, that is exactly what mrgenie and I have been saying....and basically was is listed as a Known Issue on the first post.

It has nothing to do with any mod, but a Firaxis problem likely in the save game buffer that isn't set high enough. Of course vanilla Civ doesn't show the problem because saves are much smaller than a huge map of ViSa :)
 
sounds ok as long as the option to build normal cavalry is still there so you can upgrade to Air Cav if you want to but still have the option to use normal cav ( remember gunships can't capture cities)
 
I had forgotten to do this earlier....

Please welcome rockinroger to the ViSa Team!!!
 
I think the Cavalry -> gunship might be a good idea, from normal Cavalryto A air Cavalry makes sense.

Congrats Roger.

Did you add in the Istanbul song to the mod? Because playing as Mehmed II I had some sound errors I believe are associeted with the music track.
 
I thought Cavalry going to Gunship was a bit too much, but I will leave it alone for now....it is already setup that way ingame.
 
How do you folks feel about Cavalry upgrading to Gunship?

This has been a pet peeve of mine from day 1 of Civ4. Could this be changed to an armored car or light tank, in the interest of realism? The cavalry of World War I became the mechanized scouts of WW2, historically. In the US Army, units like the 2nd, 3rd, and 11th Cavalry Regiment became Cavalry Groups in World War 2, with M8 armored cars and halftracks instead of mounted riflemen as before, used mainly for recon and communications. The German and UK armies of WW2 used their former cavalry units in a similar fashion. Today, their mission has expanded to security operations, with the before mentioned US units as Armored Cavalry Regiments. The 3rd ACR was still training in heavy, independant armored operations until the 2nd gulf war, while the 2nd is equipped with light vehicles. Today in the US Army, with the independant medium brigade concept being fully implemented, the lines between the heavy and light mechanized forces is kind of blurred.

Maybe a new unit or two should be made for this mod. They should have a fast movement, with lower combat points, meant to be hard hitting, then retreating to safety. Maybe an anti-air and anti-tank bonus, to reflect their integrated specialty assets like AAA and artillery. And maybe automatic flanking promotion to reflect extensive training in retrograde operations.

OK, I'll get off my soap box now. In case anyone is wondering, I am a 3rd ACR veteran.:p Sorry for lesson.:blush:
 
This may sound weird (pun intended) but I think I have narrowed in on the sound bug. Seems even with the ViSa file supposed to supersede the original Warlords audio xml, the bad minvolume from Firaxis was causing the sound bug still in ViSa.

At least I have went 6-7 turns with no sound bug which is far longer in my current v1.30 game than any other fix we have tried :)

This means we will probably release a separate patch with just this Warlords file in it....it is poor form for a Mod to change files anywhere but the Mod directory so will leave it separate.
 
I'm had the SAM infantry sound bug but fixed it using the a change to the audio3D.xml - as posted previous in this thread. other than than I have encountered no other sound bug except the missing diplomancy music which tends to be the the most irriatating thing for me now , other than Atilla's static picture instead of LH
 
done. Would having modified the xml make any difference? As far as i can see this isn't an xml issue, but that's why i didn't post the saved game before?
 
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