[MOD][WARLORDS] ViSa Modpack

yep one of the things about Fort Knox is that gold is more flexible in use than say extra research points or culture points as it can be used for research or culture vis tax rate , force building via universal sufferage and upgrading military. Reducing it to 1 gold per specialism would still give an reason to build it but not overpower
 
I've noticed the turns seem to be slower than normal. Do you think this would be connected to the python exceptions going on in the background or another issue?
 
it's probably due more with amount of scripts running as there appears to have been a lot added in that area. I'm finding it not too bad atm though occasionally it seems like we have the inifinitely spinning pointing back.
 
i'll put the city radius mod on the TODO list for next week...meanwhile, for people who can't wait, im uploading a sourcecode self extracting executable...as always, do not ask questions about it, do not request help, do not ask for information..take it as it is...it's undergoing changes/development about every day/2days/week...use at own risk, and bla bla bla...
We cannot guarantee always 100% identical with the dll which is provided in the patches, because of constant development! It is however always compatible..so take it as it is and don't ask questions about source codes..

we give support on the DLL provided with the patch(you can bugreport any issues for that)
We however, do not give support on the Source codes which are downloadable from the main website. USA AT OWN RISK OR DON't TOUCH THEM

I hope i'm not sounding too rude on this, i just wanna be clear, that we are peope with normal lifes, wifes, kids, and don't have the time to adress to source code questions..

Uploaded
 
CarpeDiem said:
so i just need the 280mb ish full version, and the one new patch?

as with all software :)

ADD

why are suddenly 12people downloading from my home pc? are internet sites down or unaccessible? if so, please post such also as bug report..
 
mrgenie said:
i'll put the city radius mod on the TODO list for next week...meanwhile, for people who can't wait, im uploading a sourcecode self extracting executable...

So, if I integrate it, it's unlikely that you'll actually use it since your code will be continually evolving?? I might just work on other things then. Thank you for putting it on the TODO list.
 
torin23 said:
So, if I integrate it, it's unlikely that you'll actually use it since your code will be continually evolving?? I might just work on other things then. Thank you for putting it on the TODO list.

mrgenie says he can expand it to be optional via VISA.INI variable in a short amount of time with what we have already in place within ViSa.

I don't want to turn away any help from anybody, but the changes in ViSa are significant and mrgenie has done them all so he knows them like the back of his hand....and often seems to add things in before we even finish discussing them :lol:
 
seady said:
I've noticed the turns seem to be slower than normal. Do you think this would be connected to the python exceptions going on in the background or another issue?

Axil said:
it's probably due more with amount of scripts running as there appears to have been a lot added in that area. I'm finding it not too bad atm though occasionally it seems like we have the inifinitely spinning pointing back.

We value all feedback and especially things like this as ViSa continues to grow.

In my estimation we have less than 50% in ViSa that we want....so save game issues and slow play are big concerns so please EVERYBODY do not hesitate to post here or on our Issue Tracker any and all issues/problems/complaints/requests.
 
Preytor said:
I can't wait to try this mod; however, I'm having some trouble getting there.

See, I've downloaded the mod about five to six times now, from every source available. Everytime I get it, it says the file is corrupt or not a valid archive.
I have Winzip, WinAce, and ZipGenius6 (I know I need ZipGenius and I have the most current version).
The Patches arrive fine, but I can't open the mod archive.

PLEASE please help me!!
I really want to play this great mod.

Thank you so much for any help and your time, and thank you for making this mod.
Preytor

torin23 said:
I was confused at first as well. If you rename the .zip to .7z, it will work much better. :) You'll still need a 7zip reader but when you stop telling the zip utils that it's a zip, it works much better.

I suspect this happened because CivFanatics (ne TeleFragger) accepts .zip files but not .7z files.

torin23 is right and I am very sorry about this as it really frustrates me that my web host problems are causing problems for players....I would like to shoot them ;) and it is not CivFanatics as they only host files under 10MB in size.

Upload speeds are slow for me, so putting the file out as a ZIP will, #1 take me forever and #2 increase the file size to download for each of you.
 
phobos_mk1 said:
The biggest imbalance I've seen is Fort Knox. As soon as I build it, I get an extra 150-200 gold coming in. Perhaps it would be a better idea to add 1 gold per religious building (or whatever gives the gold bonus) instead of 2...

I will tweak this in some fashion....usually I like to not change the abilities of a wonder but its cost/prereq/obsoletetech...but will consider everything :)
 
Hi Visa Team,

I have a problem with the city distance. I can't put it at 2. I have made the change in the visa.ini and then (because it didn't work) in the globalarts.xml.

But i can't build cities within 3 plots of another city. It's a new issues ofthe 0.40 for me.

Thanks

Calou
 
calou said:
Hi Visa Team,

I have a problem with the city distance. I can't put it at 2. I have made the change in the visa.ini and then (because it didn't work) in the globalarts.xml.

But i can't build cities within 3 plots of another city. It's a new issues ofthe 0.40 for me.

Thanks

Calou

Odd because I just double checked this last night before going to bed....set it at 1 and built two cities side-by-side, which looked quite odd!!!!

Did you start a new game? I haven't tried changing it and loading a save game actually.
 
TAfirehawk,

Yeah, I tried both (load a old save and begin a new game) and both didn't work.

But, as you have checked it also I'll check it again. :crazyeye:


EDIT : I checked and reinstall the mod...the same : there must be 3 plots between 2 cities...strange...
 
Great mod guys :). Except for one freeze/crash when I took salidin's city, (which seemed to fix itself when I restarted the game and tried again.) everything works fine. I agree that Fort Knox wonder should be altered in some way, I hardly build it now because it goes obsolete too quicky. Instead I let some AI civ waste time and resources building it while I research the tech that causes it to go obsolete. :lol:
I do have a request, and I know it'll be awhile till you can get to it. It's kinda odd to have Albaina as a civ choice but not Mexico, Cuba or South Africa. I'd like to see a few Modren Central American, South American & African civs in the game.
 
TAfirehawk said:
Odd because I just double checked this last night before going to bed....set it at 1 and built two cities side-by-side, which looked quite odd!!!!


I can't built them 3 squares away too. Anyway, great mod, but soooo slow... and it's standard map, nothing huge :((

One of the coolest things I saw was my Polish scout being attacked by a lion, scout won and the lion wasn't killed, it became my unit :). I noticed that Germans had a few tame polar bears and pandas. Great!!! Pity my lion
soon died killed by another, wild lion. I got used to the animal, in a way :)
 
Is it any chance to play earth map to this mod??? If so can anybody explain how can I do that. There is no scenario attached to this mod or no earth map, and that is sad since this is good mod.
 
Jascko as far as i know there's no proper earth map been made up (alas!!) but you can use smartmap or smartmapvisa to generate earth like maps. They don't place the civs or resources in historically accurate places, which is a pity.


It'd be nice to have the oil stuck in the middle east, gas in russia, and rubber in south america, and so on. Getting resources from islands is a real pain at the moment and it's fiddly if you have spices etc in the indonesian islands region.

I think the resource i would put in australia is uranium because we have a lot of it. I think maybe we could have another resource... nuclear waste dumps hehehe.

Nuclear fallout is so wimpy in civ. A really big nuclear war could easily make homo sapiens extinct. Heck, there's a contagious form of CANCER loose amongst the population of tasmanian devils that could make us extinct if it crosses the species barrier, which some government or terrorist group is no doubt working on. Seriosuly, i am not kidding. Cancer spread by touch.
 
Idea! (poink) Probably way too much work to be feasible but what about early animals like mammoths and sabretooth tigers running about at the start? And you have to fight horsies in order to domesticate them (you can't get horseriding until your might warriors can beat a stallion in combat!)

Megafauna was probably exterminated by humans, although it could have have been climate change. I like the idea of humans wiping out all the critters that used to eat *us*... we are a vicious bunch. Hopefully more vicious than contagious cancer. ;)
 
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