[MOD][WARLORDS] ViSa Modpack

I agree with your ideas, axil. I don't know about the forests bit but i do know this; if the world leaders don't think about the post-oil future, then cavalry could become very fashionable once more...

Actually, the viet cong did pretty well with bicycles :)
 
First of all, i like thos mod a lot.. BUT.. the wainting time in beetween turns is significantly longer then in other mods on same setting (AIs, Size etc) anybody expieriencing something similar ? any suggestions ?
 
I think the cpu is just doing more stuff. Also, anything in python should be slower than in the SDK because python is interpreted, not compiled.
 
i dont think its cpu releated.. ive tried a couple of mods (all of them have advanced features implemented) and none of them "hangs' in a manor visa does (Amra runs fine). To be more precise, i sometimes have to wait 30s in beetween turn in the ancient era ?!?! (other mods usualy need 2-5s, depending on the events). It looks as tho the AI is looped in some point, the cpu usage stays on a decent level, but you have to wait a looong time for the next turn to start. Another thing i noticed is that sometimes when moving workers, the game hangs for a brief moment (5-10s), this is also not present nor in the vanilla game or other mods..

My spec are:
Athlon X2 3800 running @ 2500Mhz, 2 GB RAM, Radeon 9600 Pro..

cheers
 
noid said:
i dont think its cpu releated.. ive tried a couple of mods (all of them have advanced features implemented) and none of them "hangs' in a manor visa does (Amra runs fine). To be more precise, i sometimes have to wait 30s in beetween turn in the ancient era ?!?! (other mods usualy need 2-5s, depending on the events). It looks as tho the AI is looped in some point, the cpu usage stays on a decent level, but you have to wait a looong time for the next turn to start. Another thing i noticed is that sometimes when moving workers, the game hangs for a brief moment (5-10s), this is also not present nor in the vanilla game or other mods..

My spec are:
Athlon X2 3800 running @ 2500Mhz, 2 GB RAM, Radeon 9600 Pro..

cheers

hi noid, while testing the game myself now for the first time, since 2 months or so...i had this same issue, but i manage to fix it so turns are now next next next..just had to turn off the logging and debugging options from the civ4.ini :) might be the same issue with yours

btw, as you can see, my comp is alot slower then yours..so you should be able running the game "next next next turn" as well..with the proper settings :)
 
noid said:
i dont think its cpu releated.. ive tried a couple of mods (all of them have advanced features implemented) and none of them "hangs' in a manor visa does (Amra runs fine). To be more precise, i sometimes have to wait 30s in beetween turn in the ancient era ?!?! (other mods usualy need 2-5s, depending on the events). It looks as tho the AI is looped in some point, the cpu usage stays on a decent level, but you have to wait a looong time for the next turn to start. Another thing i noticed is that sometimes when moving workers, the game hangs for a brief moment (5-10s), this is also not present nor in the vanilla game or other mods..

My spec are:
Athlon X2 3800 running @ 2500Mhz, 2 GB RAM, Radeon 9600 Pro..

cheers

And we have identified some 'slow' routines in v1.40 and have made some adjustments in v1.50 for Friday.

Remember, we have a HUGE amount of code in ViSa too...but 30 sec waits are unacceptable.
 
Hmm, what about a simple settler/worker with amphibius capability and can only move across coast at speed 1, double price of normal? Requires boat tech? Maybe causes a pop lost when built?
 
Tried the sound fix and worked a charm - have a few weird music mismatches like Bhutto having Saladins music but just having the music is fanastic :) :)
 
Axil said:
Tried the sound fix and worked a charm - have a few weird music mismatches like Bhutto having Saladins music but just having the music is fanastic :) :)

Great :)

We can address the wrong music as you folks report them.



BTW, I am in a discussion with alexman on the Memory Allocation Error...and mrgenie has PM'd him too.
 
BTW, I am in a discussion with alexman on the Memory Allocation Error...and mrgenie has PM'd him too.

great , he's definitely wrong on the memory theory i play on 3 very different systems as I posted in the patch thread and even with the maximum addressable memory in 32 bit windows it still does it
 
I've seen the memory alloc error on a large map; on the other hand the huge map i am currently playing has worked fine... it seems very random.

No comments on the amphib settler idea? Is it just me that starts off on an island? :)
 
Does anyone know how to make a unit amphibious? I was looking at Civ4UnitInfos.xml for a relevant tag but there's nothing i can see?
 
I notice TheLopez has said it won't be long until he can release his tech editor, and that he hopes one day to extend it to encompass editing units etc as well.
 
Patch v1.50 set for Friday

We are releasing another new feature that no other mod has (previous one was scrolling Civic Screen) :)

This is more than likely our last update until after the Warlords Patch.
 
Hi!

I'm here for my texts display problem again. :blush: It's solved. :)

I've finally taken the time to seek out how to change the language, found the appropriate option in the config file and switched to english. Works like a charm now.

I've only played a couple of turns so far, but it looks great, many thanks! :goodjob:
 
Nil_The_Frogg said:
Hi!

I'm here for my texts display problem again. :blush: It's solved. :)

I've finally taken the time to seek out how to change the language, found the appropriate option in the config file and switched to english. Works like a charm now.

I've only played a couple of turns so far, but it looks great, many thanks! :goodjob:

That is great news, glad it is working.....

But in the next few minutes we are releasing a patch that is NOT save game compatible...so you might want to wait on the new game :)
 
PATCH V1.50 RELEASED


Major addition is the OPTIONAL 3 city radius mod from RogerBacon :goodjob:
 
I uploaded the ini file; i suspect it's old because the first part is a list of changes in an earlier patch? I can't see a version number in the ini file so i am unsure.
 
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