[MOD][WARLORDS] ViSa Modpack

V. Soma said:
Hi!

I am playing 1.40 with a friend of mine (plus 4 AI on a small map) in multiplayer.

We are in 1310, have Military Tradition, Chemistry - but no sulphur on the map!

???

Always check the ViSapedia....you need Gunpowder....and it won't always be near you either.

EDIT
And you need Mining :)
 
I tried the installer and it ran fine. However, currently every time I try to load the ViSa modpack, the game crashes. It happens whether I simply load the save game I had before using it to launch Civ, or whether I launch Civ and then load the mod.

In a few I'll try installing the mod using the download from the main post and try again.

EDIT:
Ok, I installed using the non-installer. Same problem.

Also, I've realized it is loading the mod...the problem is that it's crashing when trying to load the save game from the 1.4 version.

Are these not compatible? So to finish the game I was playing I would have to delete the mod, install 1.4, finish my game, and then installd 1.5 for the next game I start?
 

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Are these not compatible? So to finish the game I was playing I would have to delete the mod, install 1.4, finish my game, and then installd 1.5 for the next game I start?

Afraid so - you need to downgrade to 1.4 to play the save game you have and then re-upgrade to 1.5 to enjoy it's benefits . There's quite a few fixes ( music for most of the civs - yah :goodjob: :goodjob: )-so it is worth upgrading on a new game
 
HitAnyKey said:
I tried the installer and it ran fine. However, currently every time I try to load the ViSa modpack, the game crashes. It happens whether I simply load the save game I had before using it to launch Civ, or whether I launch Civ and then load the mod.

In a few I'll try installing the mod using the download from the main post and try again.

EDIT:
Ok, I installed using the non-installer. Same problem.

Also, I've realized it is loading the mod...the problem is that it's crashing when trying to load the save game from the 1.4 version.

Are these not compatible? So to finish the game I was playing I would have to delete the mod, install 1.4, finish my game, and then installd 1.5 for the next game I start?

As per the first post (which has a ton of info), all patches with a number increment are NOT save game compatible...patches with letters are save game compatible.
 
mrgenie said:
im not sure who wants static pictures anno 2006, but, it's initialized through xml...making XML settings optional is possible, though i never thought about this, i have an idea how to make the SDK to initialize either Static or Dynamic...but frankly, i don't wanna spend time on that, because we live in 2006, dynamic pics are why Civ4 was developed, Civ3 does still pretty well on Static pics, and the DyP mod makes Civ3 pretty interesting :)
so, those who want to play with static pics, i recommend to play Civ3, has better AI warplay then Civ4, at least with the DyP mod you'll have your opponent to attack you with 300-500units at once :) pretty massive attacks there :)

I'd rather dynamic (i lurv queen hatshepsut :egypt: and think the motion of catherine and the viking guy is terrific :viking: ) but Queen zenobia creeps me out :twitch: , and at least these portraits can be used for other leaders if they are ever needed.

I used to work on animation as a beginner, as my first real job, and i know how hard it is to do what firaxis managed to do with many of those animations.:bowdown: I used to try to play civ with hapshepsut just to get her to smile at me.
 
I don't know if you guys have seen Civ4 Comunity Core Project for Warlords but it has a lot of stuff you might want to check out, if only to make sure you are not writing/fixing code someone else has already finished working on.

The spy missions sound cool (at the moment, i can't even tell a spy to auto-explore and they seem a little wussy, i liked my alpha centuari ones that could be naval and infiltrate/convert cities on islands!)

It seems to have a number of SDK codelets that could be useful. I'll check it out more and come back but i'd hate to hear someone was coding away at something that was already available.

I guess to a certain extent the wait for a patch is a good excuse to take a breather anyway!!
 
I quite like the fact that Zenobia does look as if she's from a different world (after all she is)

Mr Genie - just completed testing the installer on new fresh installs of visa 1.2 on 2 different PCs with warlord installed on non standard (i.e. not on C: ) installs one on d: and another on a raid 0 system with a g: drive install - both work totally

BTW on the music front if there's further bug hunting on that - check on Hannibal as it looks like the default warlords music isn't playing (maybe just installer version) or me being tired.
 
seady said:
I don't know if you guys have seen Civ4 Comunity Core Project for Warlords but it has a lot of stuff you might want to check out, if only to make sure you are not writing/fixing code someone else has already finished working on.

The spy missions sound cool (at the moment, i can't even tell a spy to auto-explore and they seem a little wussy, i liked my alpha centuari ones that could be naval and infiltrate/convert cities on islands!)

It seems to have a number of SDK codelets that could be useful. I'll check it out more and come back but i'd hate to hear someone was coding away at something that was already available.

I guess to a certain extent the wait for a patch is a good excuse to take a breather anyway!!

He already contacted us while Ket was gone....and didn't offer much as mrgenie is doing more things than any other coder that I have seen :)

And yes we like the spy missions too.
 
- AI autoplay might be alright for troubleshooting that crash on large saves?

- Building Resource Converter
Buildings can be configured to take in a specific set or resorces and convert
them into a new set of resorces, if the inputs are not supplied their is no effect

This could be useful if you could take several resources of the same type and make one other resource instead e.g. i have 4 stone and no marble but i need marble? Or lots of sugar but no oil? Ethanol fuel anyone?
 
Axil said:
Mr Genie - just completed testing the installer on new fresh installs of visa 1.2 on 2 different PCs with warlord installed on non standard (i.e. not on C: ) installs one on d: and another on a raid 0 system with a g: drive install - both work totally

Good, so on my own, Firehawks and your pc it works without errors :) that's a good start :) I just finished a VB-routine that automatically clears the cache :) will be added in the new patcher which I'd like you also to test, will upload it later...it's now time for me to go to bed, 2:47am in the morning already :) G'night everyone
 
TAfirehawk said:
As per the first post (which has a ton of info), all patches with a number increment are NOT save game compatible...patches with letters are save game compatible.
Yeah, I guess I didn't read that first post fully enough. :)

At least the downgrade to 1.4 was nice and easy, and then when I'm done with this game it'll be just as easy to go back to 1.5.
 
V. Soma said:
Hi!

I am playing 1.40 with a friend of mine (plus 4 AI on a small map) in multiplayer.

We are in 1310, have Military Tradition, Chemistry - but no sulphur on the map!

???

Hi Soma!!!!!! :) how is your project on the Lands & Roads going?
after the Modpack got converted to the new warlords patch, I think im going to look after the coding for your "plans" :) if you didn't already started yourself...

anyway, nice to read someone is testing the MP...if you have any issues on this, please post it to me, in the modpack i've included an special routine for debugging on MP...so, if you get an OOS, please contact me about it, so we can track it down...but in 1310already, that means OOS is most likely not to occur anymore :) is a nice confirmation the Modpack is multiplayer compatible..
 
Pirates from Alpha Centauri expansion

I don't know if the makers of this mod, or anybody else here, ever played the Alpha Centauri expansion. I used to love the Pirates, and in particular their superior ability to operate in the sea.

Now, would it be possible to introduce in Civ4 the ability to build sea-cities? Or some kind of sea base?
 
civ4ludo said:
Raze city - mod

Have you considered including the Raze city mod http://forums.civfanatics.com/showthread.php?t=168952 in ViSa. It would make a nice addition.

Edit: The warlords version is downloadable: http://forums.civfanatics.com/downloads.php?do=file&id=2829&act=down


I like the idea of razing. I'd really like to see an option for razing your own cities. Sometimes they get built accidentally in a bad spot, or it turns out that you can't defend the city but you could evacuate the population with transports.

As for the sea part, that is part of the genetic era which is discussed on page 1. The pirates would be nice; the seas are empty early on. The water animals mod could be adapted for it i suppose???

I think all naval vessels move too slowly early on. I'd love to see the circumnavigate bonus removed and sea vessels increased in speed across the board. (maybe 1.5 *)

Alpha centuari was a terrific game although the autodesign part was a bit buggy; i'd be obsoleting designs and have them popup in the next tech advance again. Very imaginative and satisfying all round.
 
Dear MrGenie and TAfirehawk!

1.
To Hawk:
Imagine that, we both have Gunpowder (and Mining), since 1100 or so...
- yet, no sulphur on the WHOLE map...

2.
To MrGenie:
Roads and Lands: we have the plan even more detailed and refined.
I have found a fellow, who is a coder. He says, after overviewing the Civ4 XML and Python, that the plan might be DOABLE.
Good news!
:)
But it was some 3-4 weeks ago, and I see he does not have much time.
But he is (his name is "Sus" on the net) is thrilled about the idea and wants to do it, he says.
Sus believes the mod could be made by early 2007...

Mrgenie, how about I prepare the refined plan of R and L in English . for you? :)
 
V. Soma said:
Dear MrGenie and TAfirehawk!
2.
To MrGenie:
Roads and Lands: we have the plan even more detailed and refined.
I have found a fellow, who is a coder. He says, after overviewing the Civ4 XML and Python, that the plan might be DOABLE.
Good news!
:)
But it was some 3-4 weeks ago, and I see he does not have much time.
But he is (his name is "Sus" on the net) is thrilled about the idea and wants to do it, he says.
Sus believes the mod could be made by early 2007...

Mrgenie, how about I prepare the refined plan of R and L in English . for you? :)

In my experience doing this mod in python is doable yes, but an bad option. better in SDK, makes alot more sence, more game stability and faster game experience..please let this man get in contact with me...with 2 people each of us might be able to write different parts of the code, hence completing the work much faster, if not, at all, because a lone coder might get into troubles at some point where you just need someone to let you see that 1 thing you've missed :)
 
Is Kel still around or studying a lot?:P
Can I ask if you used some of the balance of UU that I told Kel about in the last update or if you are intending to use it some time soon or so? Some units are a heck of unbalance you know..And in my game where I did change all the UU that I told Kel about, I finally dont need to worry in pick civs with really unbalanced UU like the Nubian horseman(or so) or a warrior with 3stgr and bonus againt melee lol

He told me he would put it in the next update(at least most of them), is it balanced in last update or it still has to come?
 
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