[MOD][WARLORDS] ViSa Modpack

There's a great article in Last weeks - New Scientist magnazine in the UK which pretty much confirms how 'vicous' the human race is. It essentially say that the best thing that could happen to the health of the planet Earth is for the human race to go extinct as it essentially has noredeeming features when judged over the way it has treated the rest (both flora and fauna) of the inhabitants of the planet or raped the planets resources.
 
On the other hand, we might be the only way for the life of Earth to propagate and survive beyond the destruction of its homeworld, which could be a billion years away, or could be very soon, but without humans and their crazy ways, life is doomed ... there isn't time for another sentient species to emerge and carry off the flora/fauna to somewhere else, whether that be starships permanently or another planet/s.
 
Is there any easy way to get a list of all the different civs? I'll set up a poll and make a simple earth map based on teh most popular civs. Researching each starting location would nightmarish but say the top ten shouldn't be too hard.
 
TAfirehawk said:
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.

I add to that...could you guys TRY(i know this can be tough or even impossible) to think about regularities?
i.e. what events happen during your turns when you notice performance issues, please do not report this as bug, but try to think together with us if possible, make notes, diagram or whatever, and see if there are patterns, i.e. each time a special person is generated, techleak, new civic, etc etc...each time something happens and the turns takes time...can also be animation, effect, AI, etc..just try to figure out yourself regularities..and then tell us your findings using the issue tracked..of the notes you have made, write them in MS word or so, and post this doc also online..maybe if we collect documented statistics of several persons, we can look after code, xml, etc what might cause slow downs..and eventually fix it by rewriting the routines..

I'm myself from time to time finding some loop which could also be done by using 2if's instead or so...saving alot of time..or narrowing the loop or whatever..most mod componants are so complex, the makers of them cant think of every possible thing..and 1mod only doesn't show up any perfermance issues..only a huge modpack like ours, or others using huge collections of mod componants are able to show up these issues...but we need feedback from all of you! some things are just random, some are just unnoticable by 1 or a few occasions..that's why we need statistics on these issues...the more reports, the better..

thank you kindly for your ongoing support :)
 
calou said:
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...

I just tested these settings myself...they are pretty well working here...and i cross referenced the whole code..it is working..are you sure you have set the values in the INI properly! the XML settings are obsolete, you can put there 0 -500 or +1.000.000 doesn't matter, these are null and void to the dll...you MUST CHANGE THE INI
any strange value in the ini, anything you could possible screw up..set's the value to a standard 3range, this is done to avoid devision by zero....

if you do not install the mod in the VISA directory, for whatever reason, you MUST READ the README and follow the guidelines described there!

i.e. installing the mod under VISA1.40 or so..or even under MODALT or whatever..you must follow the guidelines as described in the README, if not, the ini will NOT be initialized and as security measures from avoiding devisions by zero there are DEFAULT VALUES initialized throughout the python AND sdk to be sure the game won't crash...

i tested the city distance, firehawk tested it, friend from NL tested it..works with all of us..the only thinkable option:"your mod install folder is different"
 
seady said:
Is there any easy way to get a list of all the different civs? I'll set up a poll and make a simple earth map based on teh most popular civs. Researching each starting location would nightmarish but say the top ten shouldn't be too hard.

I doubt you wanna setup a EARTH LIKE map according the "wanted civs" list..could unbalance the game pretty much if you set them on the proper locations..instead, if you plan to make a earth like map, I'd recommened out of own experience to make one where all civs have the starting location fixed at 1area(greenland or so), with all next to each other..so someone can just load the scenario, have the worldmap, and just put the civs there wherever they want them, they dont need to search for civs settlers and delete them across the map if you put all their starting locations in greenland.

ADD
btw, i notice everywhere throughout the forums, people like to play smartmap mostly for it's earthlike maps..
i like to play them myself also, and if I'm correct, take2 even makes the commercials with:"replay human history and write your own"
why the hell didn't they release a earth map on the first place?
 
mrgenie said:
the only thinkable option:"your mod install folder is different"

No no no, the installation is absolutely and completely a default one (I didn't change de name of the directory : D:\Sid Meier's Civilization 4\Warlords\Mods\VISA).

That's totally weird...well, anyway if i'm the only one with this issue, I will survive to this, don't worry.
 
calou said:
No no no, the installation is absolutely and completely a default one (I didn't change de name of the directory : D:\Sid Meier's Civilization 4\Warlords\Mods\VISA).

That's totally weird...well, anyway if i'm the only one with this issue, I will survive to this, don't worry.

D:\Sid Meier's Civilization 4\Warlords\Mods\VISA????????

..i assume you didnt install here your civ...instead copied it..or firaxis makes alot of huge errors, anyway

normally i do not give support on installation issues, but i'll give it a try to do firaxis work:
1) goto your start button left lower windows
2) select "run"
3) enter "regedit"
4) goto HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Warlords\

5) change the key INSTALLDIR
to D:\Sid Meier's Civilization 4\Warlords\

now your ini should be working properly :)

ADD

please, also check your
1) HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4\
2) INSTALLDIR and change this also accordenly

in your case this should be: " D:\Sid Meier's Civilization 4\ "

ADD
this is for everyone to read, if you did not install civ4 properly, or under a default dir, or you copied it after installation, i never tested myself if firaxis changes the key in the registry properly, so everyone having issues, please check the above mentioned regkeys and change them if you see your REG-DIR is not the same as your Civ dirs..

EXTRA ADD
If you have a version of civ4 warlords where you COPY files to your HDD instead of installing the game, it means the above mentioned registry keys are completely missing. 2ways to fix this, add them manually, if you know what you are doing, or buy the game and use the regular install procedure
 
mrgenie, honestly, tonight, you teached me something. That's right I installed Civ 4 in a directory I wouldn't and then copied it to another directory. I shouldn't have. :D

Thanks and sorry for the inconveniance. And now it works

Calou
 
Very nice work, TAfirehawk, mrgenie, and Keldath, very impressive!:goodjob: Could the Armenia civ I made (link in my signature) be added? It was on Amra's things to add for the next version list but I guess he is taking a well deserved break. Anyway, nice work!:goodjob:
 
Glad it is working calou

We do not normally provide Firaxis support....and will likely not in the future.

While we can't catch everything, we do pretty extensive testing of ViSa internally and externally with our loyal following here....so we know it works very well :)
 
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.

OMG THANK YOU!!!! thank you thank you thank you!!!:D

I can't wait to play this mod!!



Question: How can I play this mod using an earth map??
I love earth maps and use them all the time (huge is nice, I prefer large personally - easier on the PC after all the civs have built up over hours of game play).
 
I'm getting an interesting error... anyone got some input? As I load the mod, it gets near the end of the loading whe this pops up.

Error

Initialize rendererer failed. Check directx installation, latest graphics drivers, and graphics setting parameters:
-width = 1024
-height = 768
-flags = oxc
-hwnd.... etc etc

Now i realize this is something graphics related... I'm just curious what it is about this mod that makes my graphics crap out when the game runs just fine...

Also- I have a Radeon X800 GTO video card.
 
Hmm, if you play without the mod, switch the graphics down a notch, and try again, does it work?

At a wild guess i'd say this mod uses a lot more of graphical resources than warlords. Do you other graphically intensive games/tests work ok?
 
Drtad said:
Very nice work, TAfirehawk, mrgenie, and Keldath, very impressive!:goodjob: Could the Armenia civ I made (link in my signature) be added? It was on Amra's things to add for the next version list but I guess he is taking a well deserved break. Anyway, nice work!:goodjob:

we'll discuss it about adding armenia, personally, i like it, because it'll slow down russian progress on real earth maps :) those russians always have so much space on earth maps, next competitors are koreans-chinese-mongols, the rest of siberia is always free to expand for russia...armenia might cut them off a little bit in siberia :)
 
seady said:
I was just thinking about real earth maps; maybe the english should start off with a boat instead of a warrior?

these starting units have a huge impact on gameplay, i always play NL, which starts with a warrior standard..when I play with goody huts enabled, it means the civs starting with scouts get tech/money/extra unit alot faster then me, especially since NL doesn't even have the tech to build scouts..in early games, you'll loose alot of terrain to your competitors who have scouts from the beginning and are able to pick away all the goody huts right in front of your nose....

giving the english not even a warrior, might unbalance this even more...you should consider this very thouroughly, maybe allowing the english to have some "extra resource" from the beginning on to compensate the loss..

anyway, 1 unit in early games can make the difference

QUESTION
we know on the initialization of a map generated by smartmap, some settings are not, optimal, at least there are some issues(hardly noticible though) did anyone ever create a map with smartmap, edit it in the worldbuilder, save it as scenario, nd then load it in the game as scenario? see if that initialised the settings properly?
 
For those that have trouble with a 7zip or the instructions, I added a RAR download. The file is about 10% bigger so you have been warned :)

I didn't upload a ZIP because it was 50% bigger :lol:
 
And to the 'little child' that gave all our files a Zero/F rating.....grow up.....and stop hiding.....
 
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