[MOD][WARLORDS] ViSa Modpack

Axil said:
Ronnoc - you may be trying to open the file as a zip - you may need to rename .zip to .7z - it's due to the server not acceptong 7z files so it had to be renamed as a .zip. If I remeber back my Blood skinner couldn't upgrade either so it's definitely a bug


I took down the 7z file (even though it was smaller) and am just leaving the RAR on my website now.
 
Problems with Bombarding (all types: from rams to cannons)

I am also experiencing this problem. And I think I did check the buttons on start-up, keeping all the DCM but stack attack.
 
civ4ludo said:
Problems with Bombarding (all types: from rams to cannons)

I am also experiencing this problem. And I think I did check the buttons on start-up, keeping all the DCM but stack attack.

DCM Stack Attack is no longer an option....at least not in v1.50 anymore :)

We are looking at this problem but can't reproduce it no matter how we install ViSa or what version we run on any of our many computers....
 
TAfirehawk said:
DCM Stack Attack is no longer an option....at least not in v1.50 anymore :)
Why was this removed? I was actually looking forward to trying this out, since I had forgotten to turn it on in my first game I started with this mod.
 
HitAnyKey said:
Why was this removed? I was actually looking forward to trying this out, since I had forgotten to turn it on in my first game I started with this mod.

It causes errors and the AI doesn't use it so it is unbalanced.
 
TAfirehawk said:
I found the Blood Skinner in my last game and put it on the Issue Tracker a few days ago :)

We had numerous discussions about the Stables and even though Firaxis believes they should go obsolete, ViSa will NOT do that because Gunships can not capture a city.

The no units in the City Zoom I think has been around for at least 2 weeks but I just noticed this a couple days ago too....we appreciate everybody reporting everything they see as the Team can't catch everything :)

If horsies don't go obsolete, maybe they could upgrade during the genetic era to Brutorzes!

Hands up everyone who used to play Gamma World. :wavey:
 
civ4ludo said:
Problems with Bombarding (all types: from rams to cannons)

I am also experiencing this problem. And I think I did check the buttons on start-up, keeping all the DCM but stack attack.

Could you please double check the "Victory Conditions (orange fist icon)/ Settings" to confirm if "DCM Ranged Bombardment" is selected and let us know?

I have tried this several times since first noticing the problem and not able to now replicate it.
 
Thanks for a great Mod -- just a couple of questions -- I can't seem to get the artillery or the destroyers to shell anything -- no "target" button appears -- am I missing something ? -- Also, from time to time, the "units in a stack" display goes missing - no clue where it went or how to get it back -- any suggestions ?
 
Feed back Report

In general I enjoyed to play this mod, however I experienced some strange from my point of view behaviors that I'm pointing out here in order to feedback authors:

1) map screen showed several small icons that made impossible to distinguish:

current production in the city
city name
city population
etc...

please to see the picture attached

2) very fast religion spread

This could be partly my ignorance about the rules of the mode, however I have to report that all religions spreaded in almost immediate way
I found all religions but buddhism, but at the end all the cities had all religions spreaded around
From the beginng icons of non existent yet religions were shown in all cities
Was very annoying to loose time building all kind of temples, and other religous buildings, and was almost
necessary to implement the free religion apart of the fact that in such a way the concept of state religion
is a completely nonsense

3) fast tempo in the GP appearance

Even without the pacifism the quantity of GP appearance was too much, almost every turn I got a GP

4) fast tempo in the experience points given to military units by military academy

Every turn I have received experience points to at least one of my units, and in some of them even 9 units received 1 point
I liked that but seems too much good bonus for a single wonder, from my point of view the concept is good is just a matter
to balance this bonus

5) Leak of balance

I'm certain that is a big difficulty to implement balance to a mod, however from my point of view this mod require a lot
of work balancing. I get to the modern era with some catapults and cavalry, even that my gold production was over 300
gold per turn and my treasure showd over 31,000 golds, and because I made Leonardo Workshop the unit update was peanuts
for my civilization.

Please to take my remarks as constructive criticizm in order to improve the mod, for the rest I liked it very much
and plenty fun is assured playing it.
 

Attachments

  • VISA icons on city bar.JPG
    VISA icons on city bar.JPG
    139.3 KB · Views: 86
  • VISA mod error.JPG
    VISA mod error.JPG
    55.1 KB · Views: 115
LaCiencia said:
Feed back Report

In general I enjoyed to play this mod, however I experienced some strange from my point of view behaviors that I'm pointing out here in order to feedback authors:

1) map screen showed several small icons that made impossible to distinguish:

current production in the city
city name
city population
etc...

please to see the picture attached

2) very fast religion spread

This could be partly my ignorance about the rules of the mode, however I have to report that all religions spreaded in almost immediate way
I found all religions but buddhism, but at the end all the cities had all religions spreaded around
From the beginng icons of non existent yet religions were shown in all cities
Was very annoying to loose time building all kind of temples, and other religous buildings, and was almost
necessary to implement the free religion apart of the fact that in such a way the concept of state religion
is a completely nonsense...

1) I believe that's already been escalated

2) Check your ini file: I think the religion spread is set to 7; try 1 or even 0.
 
Also, the memory alloc bug appears to be in the warlords code, and appears when large files are saved. It's been said to appear when huge maps are used in vanilla too, although my system can't handle those maps so i can't check.

I emailed the issue to take 2 support but am yet to hear a relevant reply.
 
I've never seen the effect described in 1) in any of the games of 1.5 I've played so far (10 and counting)

The religion spread I get fairly normal Religion spread so as Seady suggests check the ini and I have a fairly normal GP appearance also though I must note that the AI does appear to be getting them more than I do even with the wonders boosts etc - but then again i never optimise for them.

The military academy can be built by all players and AI - I've pretty much seen the special MA units paraded by nearly all the AI players in my games so I'm assuming they also get the points as well ( TAfirehawk or Mr genie to confirm)

The cash aspect is out of whack balance wise the main culprit being Fort Knox - at the moment it's pretty much game over for the AI as soon as I get it - it definity out of all the money buildings needs to be toned down - and maybe the others as well - banks to 30 - markets to 15 etc
 
LaCiencia said:
Feed back Report

In general I enjoyed to play this mod, however I experienced some strange from my point of view behaviors that I'm pointing out here in order to feedback authors:

1) map screen showed several small icons that made impossible to distinguish:

current production in the city
city name
city population
etc...

please to see the picture attached
you have to verify your installation, the [icon food] means your XML are not loaded properly, please use the "installer" from the official site patches section
it'll check several things that might cause this behaviour and inform you about it and where to look for fixes, mostly in the Troubleshoot section of the main site! troubleshoot:)

Direct link to Installer routine

LaCiencia said:
2) very fast religion spread

This could be partly my ignorance about the rules of the mode, however I have to report that all religions spreaded in almost immediate way
I found all religions but buddhism, but at the end all the cities had all religions spreaded around
From the beginng icons of non existent yet religions were shown in all cities
Was very annoying to loose time building all kind of temples, and other religous buildings, and was almost
necessary to implement the free religion apart of the fact that in such a way the concept of state religion
is a completely nonsense
this was on request by our players, you can switch the Religion spread to "always spread automatically" or "default civ4 spread only untill 2nd religion appears"..in natural ways in real life, religion spreads always..so we covered that..it's in the ini..you should check the ini and see what's in there, you can enable disable tweak ALOT of our mod by using the ini!
LaCiencia said:
3) fast tempo in the GP appearance

Even without the pacifism the quantity of GP appearance was too much, almost every turn I got a GP
the large size map you play, you do generate alot of GP :)

LaCiencia said:
4) fast tempo in the experience points given to military units by military academy

Every turn I have received experience points to at least one of my units, and in some of them even 9 units received 1 point
I liked that but seems too much good bonus for a single wonder, from my point of view the concept is good is just a matter
to balance this bonus
I will change the pythons for the next patch to make this a "ini" setting as well, i played myself abit last week, after months not playing the game and only programming :) and i found myself the acadamy giving way to much XP...

I think I'll set it a base XP, when you get over the base XP, the mil acadamy will no longer add XP to your units..

LaCiencia said:
5) Leak of balance

I'm certain that is a big difficulty to implement balance to a mod, however from my point of view this mod require a lot
of work balancing. I get to the modern era with some catapults and cavalry, even that my gold production was over 300
gold per turn and my treasure showd over 31,000 golds, and because I made Leonardo Workshop the unit update was peanuts
for my civilization.
This is why we have you players! :) you all should report MORE and MORE PRESICE! so we know how to tweak the game for balances..I'd love if you use the "bug report" button on the main website for this..

LaCiencia said:
Please to take my remarks as constructive criticizm in order to improve the mod, for the rest I liked it very much
and plenty fun is assured playing it.
every comment other then:"you are asholes" is considered constructive :) don't worry, we will not talk behind your back, ehm, did i just said that? of course we do!!! hahaha :) kiddin, just report everything you'll find or think is unbalanced...of course we have to consider everyone's report..when 10people like something and 1 person thinks it's unbalanced...we have to make a desicion of course, and we normally stick to majorities vote :)
 
I think this mod is really good, really(although I cant help to prefer Sevo, sorry, hij ishh da Kong!), but before I play a game in your mod I can't help myself but change A LOT of things in the .INI(and that is a good thing of this mod, costumization), mostly back to the normal vanilla like religious spread and etc.. I think that you should somehow show it more in the first page(like with big huge pink letters or so xD) that you can change so much in the INI, because so many people I see come here with a kind of problem that they could actually change in the .INI..Its just because nobody reads everything when downloading something lol, I can understand xD
 
Arlborn said:
I think this mod is really good, really(although I cant help to prefer Sevo, sorry, hij ishh da Kong!), but before I play a game in your mod I can't help myself but change A LOT of things in the .INI(and that is a good thing of this mod, costumization), mostly back to the normal vanilla like religious spread and etc.. I think that you should somehow show it more in the first page(like with big huge pink letters or so xD) that you can change so much in the INI, because so many people I see come here with a kind of problem that they could actually change in the .INI..Its just because nobody reads everything when downloading something lol, I can understand xD

I agree to that, and the ini will be more annoying after more and more updates..I'm not sure how to solve this, but I'm planning on a solution to make it more acceptable by players, and easier to tweak...

btw, what is it with the sevo mod you like , and you miss in our mod? I tried to include everything from his mod that i liked and used and made it warlords compatible..but of course, i don't know what you are referring too? :)
 
mrgenie said:
I agree to that, and the ini will be more annoying after more and more updates..I'm not sure how to solve this, but I'm planning on a solution to make it more acceptable by players, and easier to tweak...

btw, what is it with the sevo mod you like , and you miss in our mod? I tried to include everything from his mod that i liked and used and made it warlords compatible..but of course, i don't know what you are referring too? :)

Ehm, you asked, not to criticize or so, specially because I know that that is why so many people like this mod! It is just a personal opnion :p But Sevo has a better *balance* sense and less stuff! Told ya just a personal preference! But your mod has soo many stuff togheter! And the balance is not good yet as well...
I prefer to stick to Sevomod, he made such a awesome work!! I think you would agree with me on that no? :P

But your mod is great! I wanna try to play 1 game specially after the genetic era is added and the UUs a bit more balanced(although I do that myself in my games lol :p).. I like CIV CTP xD
 
johnjohn said:
Could you please double check the "Victory Conditions (orange fist icon)/ Settings" to confirm if "DCM Ranged Bombardment" is selected and let us know?

I have tried this several times since first noticing the problem and not able to now replicate it.

Ok, now :blush::blush::blush::blush:
I checked and it's not set - so of course I can't use ranged bombing.
However, it seems that this does not restore the vanilla civ style, allowing bombing of cities, therefore siege weapons can only be used as attackers.
 
mrgenie said:
I agree to that, and the ini will be more annoying after more and more updates..I'm not sure how to solve this, but I'm planning on a solution to make it more acceptable by players, and easier to tweak...

btw, what is it with the sevo mod you like , and you miss in our mod? I tried to include everything from his mod that i liked and used and made it warlords compatible..but of course, i don't know what you are referring too? :)

Mrgenie, I tested your installer. It's very nice: I think you should release it for the next upgrade of ViSa (after the WL patch, I ustand) because it will be helpful for various reasons:
- it explains where the mod folder should go (usually something that many people have trouble at first in guessing)
- it clears the cache (after explaining that you should save your stuff if using other mods there...)
- it gives an overall sense of professionalism and reliability -- on a par (or better, can this be written down?) with the official releasers of the game.

Very well done! :goodjob: Thank you!

Only point you might perhaps want to check: I did use it on top of an already existing 1.5 patch and the installer did not notice (or care about) it.
Maybe you could make it do a simple check and inform the user.

Mind you, I have modified/added a couple of files in a folder, so it might have done a check and thought it wasn't plain 1.5 anyway...


Re: Sevomod. There are a few diffs here and there (f.inst.: with Gunpowder, you can build the special Gunpowder building. With Sevo you get a +1 hammer, with ViSa you get +20 -- how I love ViSa!!!)
Most important to me is perhaps the visual aspect of the advisors. These are more developed in Sevomod, especially the foreign adv which tells you right away what resources your opponents have/don't have, what you can trade, what they don't want to trade, etc.
But even F1 has a few more details, better organised, etc.

Obviously, the sevomod+gir+keldath based on van-civ has everything in place, and ViSa doesn't 'cause it's based on a different platform; this is clear.

I don't think there is much point in going over a point by point check-and-compare analysis, both because the WL patch will change the basic starting point for each and every mod; and because Sevo is working on his own "Sevolords".

One thing I'm curious about: do you and the other devs of ViSa also work with the Composite (CCCP) or whatever is called??
Ciao
 
civ4ludo said:
Only point you might perhaps want to check: I did use it on top of an already existing 1.5 patch and the installer did not notice (or care about) it.
Maybe you could make it do a simple check and inform the user.

Mind you, I have modified/added a couple of files in a folder, so it might have done a check and thought it wasn't plain 1.5 anyway...

yeah, i know this issue...that's why it's still beta....i plan for the 1.60 to release a complete MODPACK installer, and a patched versions..

I plan both to add a regkey to the Firaxis Registry keys, with the name Visa, version, and it installs there the version, and will be checked ....so it informs you even of versions, and ask if you want to overwrite your version...

the thing im considering..is there maybe need for a "installer" in the windows "add remove programs"? i can make there a VISA entry also, so you can remove the mod from there also...im not sure if people want this..but if you consider removing warlords or even civ...normally you must manually clear all the programs/folders/files you have installed after it to this directory..i can make that all automatically go away by the installer...im planning to make it like this...also the regkey will help troubleshooting...making a little python routine to spawn a visadebug.txt with the infos of your computer...im planning to make that...so we can troubleshoot computers ALOT easier...people with the buttons are 100% having installation issues..and we can help them alot better then...so..it's all under development :) but post your IDEAS and SUGGESTIONS!!! they are highly welcome by me! :)
 
Back
Top Bottom