[MOD][WARLORDS] ViSa Modpack

Woohoo! I downloaded just the display drivers (as opposed to the whole catalyst deal) from the ATI site, and the mod suddenly worked!

You should add a warning to people with ATI drivers to ensure they have the latest graphics drivers for their video cards before they load this mod, as my card is a mere 2 months old and already became obsolete.

Testing the mod now :)
 
JosefStalinator said:
Woohoo! I downloaded just the display drivers (as opposed to the whole catalyst deal) from the ATI site, and the mod suddenly worked!

You should add a warning to people with ATI drivers to ensure they have the latest graphics drivers for their video cards before they load this mod, as my card is a mere 2 months old and already became obsolete.

Testing the mod now :)

If you ask me for a warning, i think i mentioned in this thread at least once:"do not buy ATI" :) should say enough :P
 
amazinggameguru said:
question for you guys, I don't know if this is by design or not. You cannot bombard from one cultural area to another if you are not at war with the the civ whose area you are trying to bombard. This means that if another civs teritory touches your city and you are not at war with them, a nation that is at war with you can stand in this area and is safe from any bombardment attacks.

Well in RL I suppose you would have to declare war on the 'nice' neighbor letting your enemy smack you around.....

I haven't looked at any of Dale's code so don't know what we can do with it but I will put it on the list.


JosefStalinator said:
Woohoo! I downloaded just the display drivers (as opposed to the whole catalyst deal) from the ATI site, and the mod suddenly worked!

You should add a warning to people with ATI drivers to ensure they have the latest graphics drivers for their video cards before they load this mod, as my card is a mere 2 months old and already became obsolete.

Testing the mod now :)

I know it is a pain to read all the posts in any thread....but this has been covered by quite a few people.

I will add something to the first post....but I think few people read that too ;)
 
We are going to release another patch on Friday as usual, but after that we will be waiting to get this compatible with the Warlords patch.

Of course if some bugs pop up we will do our best to fix them, but we won't be adding anything (Genetic Era for instance) new until after the patch so we don't have to do double the work.
 
So far this earth map is wonderfu8l although tweaking to make it visafied is needed. I wish it was easier to set starting locations for civs and change which ones are being played.
 
Where we can find an earth map for that mod? Because i have to play whit a ''continent'' map right now and I would prefer a real life world map!

Thanks for your help. :)
 
seady said:
Niust has made a map for amra's mod that might be good for this as well (i am not sure of the differences in resources).

I find his english a little hard to understand (my eyes aren't helping, bit blurry today) but from what i gather there are two versions, one with all civs playable and another with fixed (historical) locations (but might not have the new resources??)

How about here?
 
TAfirehawk said:
Originally Posted by amazinggameguru
question for you guys, I don't know if this is by design or not. You cannot bombard from one cultural area to another if you are not at war with the the civ whose area you are trying to bombard. This means that if another civs teritory touches your city and you are not at war with them, a nation that is at war with you can stand in this area and is safe from any bombardment attacks.
Well in RL I suppose you would have to declare war on the 'nice' neighbor letting your enemy smack you around.....

I haven't looked at any of Dale's code so don't know what we can do with it but I will put it on the list.

I'm not right if I'm following you gameguru.
in the Gulf War in 1992, US bombers were carrying out bombinb campaigns from turkey, saudi arabia, and some other countries. for the Iraqies to fight back, they would have to declare war on these countries who allowed the US to operate on their territory...in the game this is very much the same i would say...what would you want, an option where iraq could move into saudi arabia, attack US airfields, and then move out...without declaring war against the saudies? I'm not sure if i got this right what you are asking, but sounds a bit odd to me :)
 
I think I get what gameguru is one about - - say there are countrys in a line A B and C - A on the west of B and C on the East - say B has good culture and it's cultural borders are right up against one of C's cities. Now A has an open orders treaty with B and then declares war on C - A can pass it's bombards etc though B's land and right upgainst C's city walls. A can then bombard C but C cannot counter bombard as he would be bombarding B's land which he isn't at war with.
 
Axil said:
I think I get what gameguru is one about - - say there are countrys in a line A B and C - A on the west of B and C on the East - say B has good culture and it's cultural borders are right up against one of C's cities. Now A has an open orders treaty with B and then declares war on C - A can pass it's bombards etc though B's land and right upgainst C's city walls. A can then bombard C but C cannot counter bombard as he would be bombarding B's land which he isn't at war with.

Yeah, that is how mrgenie and I see it too....so you have to declare war on B. And next game take care of your borders better :D

Might be worth a discussion with Dale but I don't see anything wrong with how it is working right now. Bottom line is you can't bombard somebody you aren't at war with, as it doesn't make sense to bombard EVERYTHING any time a player wishes, which is the only possible fix to allow bombarding of friends on a whim.


BTW, I did put this on the Player Request list....but the Requests lists don't mean everything is going to be added/changed either.
 
While I can see the logic that you guys are using I think that what we are looking at is probably just a bug. If you consider the fact that I cannot bombard said enemy yet I can still attack him normally the arguement makes less sense. I could see the restriction if the bombardment was something that was damaging the land of the other country but it only affects the units
 
Game completed without m.a.f.'s: Hurrah!!!

Completed a 1.40 game in 1335 AD, turn 468. The dreaded "Mem. alloc. fail." has never been seen. Hip hip... Hurrah!
Was playing as Monarch, on standard sized map, smartmap (not special Visa version, just plain one).
Idiotic ATI card (Radeon 9200) cannot use the newest drivers. Set up is reducing graphic to a minimum (no movies, f.inst.).
Also, I played using "windowed mode", instead of full screen.
And then, I have FreeRam XP Pro running in automatic mode, and cleaning the mem. at 10 min intervals -- it frees 256 Mb each time (autorun is not active in case of "significant disk usage") -- it clicks in a noticeable way when it does it. This usually locks the game for a few secs each time. A very slight nuisance.
Savegame filesize never reached 900 kb. (This by itself is not enough, as I've got some maf's with a file smaller than 700kb last week -- vanilla civ mod: sevomod+gir+keldath-2.4d).
All of which means I've managed to complete a first ViSa game!!!
Happy faces all around...

I've started a new game now, which has essentially the same setup, xcept for "windowed mode" which I've scuttled, because fullscreen is a lot more manageable, game-wise. Will keep the forum posted on future developments.
 
Great Doctors

In the earlier game I did not see them. Now, I got one pretty early (actually, it must have been the second or third GP, before a Prophet even). Looks nice.
I have a question: what is a "field hospital"? Where does it get built?

Thks
 
amazinggameguru said:
While I can see the logic that you guys are using I think that what we are looking at is probably just a bug. If you consider the fact that I cannot bombard said enemy yet I can still attack him normally the arguement makes less sense. I could see the restriction if the bombardment was something that was damaging the land of the other country but it only affects the units

There is no distinction on bombarding city/improvements vs. units, so it is not a bug and no player should be allowed to bombard into a non-war neighbor.

You can still cause collateral damage by attacking the units instead of bombarding.
 
civ4ludo said:
Great Doctors

In the earlier game I did not see them. Now, I got one pretty early (actually, it must have been the second or third GP, before a Prophet even). Looks nice.
I have a question: what is a "field hospital"? Where does it get built?

Thks

Great to hear the game is finally running better for you.

You can check out all the mods from the links in the first post :)
 
I have to redownload this cause of the diplomacy music bug, Half the empires will not play there own introduction music at all, even the music stored in the diplomacy music in that file.
 
darkedone02 said:
I have to redownload this cause of the diplomacy music bug, Half the empires will not play there own introduction music at all, even the music stored in the diplomacy music in that file.

Redownload? I don't understand....

Patch v1.50 on Friday will solve it, but I posted the fix for those that want it now, if that is what you are referring to.

And sorry we didn't catch this earlier, but we all play with music off :)
 
From patch "Stables obsolete with Rocketry (when mounted units upgrade to Gunships) "

Haha! I suggested stables should go obsolete :)

i think a tank factory is a good idea. I noticed it was already in the downloads section?
 
Tank factory would be good except the barracks already appear to do that job for tanks etc - perhaps a better idea would be barracks - xp for ground troops only - tank factory - xp for mechanised only - stables xp for mounted only - and lump gunships ( rubbish units) in with other flight stuff and xp with airport . and none of them go obsolete as each still has uses - tanks attacking through thick forest tend to be far less effective than cavalry
 
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