[MOD][WARLORDS] ViSa Modpack

Have you seen any memory allocation errors popping up yet with the new patch TAfirehawk? :confused: I have not the time right now to find out for myself.
 
Civ.exe Error said:
Have you seen any memory allocation errors popping up yet with the new patch TAfirehawk? :confused: I have not the time right now to find out for myself.

I was never getting them in the first place.....and I haven't heard from anybody yet either.

I even tried to max out the map/civs in a plain warlords game and couldn't get the error...even though reports go all the way back to vanilla Civ.
 
TAfirehawk said:
Followup on the Barb Navy....

In my current game I checked in WB and Barbs don't have Fishing/Boating/Sailing so they won't get any ships :(

We will have to investigate in the SDK on how the Barbs learn tech to enable the navy I think....but we will eventually figure it out :)


Well the Barbs are learning tech and have Fishing and Boating so far.....once they get Sailing hopefully they will build a Navy. But I haven't seen any Barb ships popup in the Fog of War :(
 
Realoding a hugemap in the late stage of the map is giveing me some memory allocation error. Trty that hawk.
 
Arlborn said:
Realoding a hugemap in the late stage of the map is giveing me some memory allocation error. Trty that hawk.
Yep. Me too. Never seen that error with Civ!
(Hi. New to WarLords and Vista - veeeery impressed!)
 
I've certainly had that error but it's pretty erratic with me - all i can say it occurs on large/huge maps when there is a vast amount of infrastructure built - i.e. loads of units and buildings etc but in my case a lot of the time i can reload and continue. What does need to be pinned down is it due to the Civ engine itself or the overlaying graphics engine
 
since this is my first post on the civ fanactics' forum, i wanted to have something worthwhile to say, and ya'll are reworking stuff for the new WL patch, here's some feed back on ViSa 1.5

d/l 1.2 full (major undertaking on dial-up, thank the gods for servers that resume...) & 1.5 patch. manually installed with the 7-z program. no problems whatsoever. ran fine the first time.

after studying the visapedia for several hours (lots & lots of differences), i finally started a custom game with a random leader, got Bismark - German Civ

minor bugs:

Tank Destroyer - could not build, "requires factory" (not recognizing German UB assembly plant as factory?)

Great Person splash screens occasionally all pink - finally noticed only on Great Statesman & Doctors ( i assume because they are from an add-on mod and have no splash screens)

Info Bubbles occasionally pink - usually when City Guard added new promotions (light, heavy, etc)

Doctor Specialist - could not find any way to make regular citizens specialize as doctors (suggestions: hospitals, universities, add to caste system civic, replace mechant w/ doctor under regulated H.C. civic)

KGB Wonder - no movie/splash screen (although, i suspect that was intentional ;) )

KGB Agent - no pedia entry under units (ditto)

Hydra MRLS - outmoded/upgrades modern armor? (if you don't build them before you get modern armor you can't build them at all)


other observations, comments, suggestions, criticisms, and general ramblings (in no particular order):

Air Combat - there is something fundamentally wrong with losing stealth bombers, jets and star defense satellites to biplanes. i lost 12 stealth bombers (avg 2-3 missions), 2 F-35's (Promos: adv radar, chaff, sidewinders I & II - #1:1st airstrike, #2: 3rd airstrike) & 3 star sats ( 1st mission each time) to biplanes with air move I, II, & GAU-8 promos. suggestion: all jetplanes +50% defense vs airplanes, defense stars an additonal +50% defense (total +100% defense vs airplanes)

Star Defense Satellites - Why no promotions?

Milstar Satellites - should start with sentry I and have Sentry II & III as available promotions (ground bound spies have a larger sight radius than a spy satellite??)

Lt. Apache/Apache - can move over water, sweeeet. why not gunships? option to promote gunship to either Lt Apache OR Apache? Both options show but you can only pick one.

Artillery - 2 different types? one fortifiable, one not. one type the result of upgrades (city guard treb, cannon, etc), the other produced directly by city guard. neither type upgradeable to howizter, like it says in pedia

Cargo Vehicles (APC's, Chinooks) - why can't they carry missionaries? they only one i found that could was the Chinook Carryall

Group size - no more than 20 units in a group? (found that one with missionaries: 3 each X 7 religions = 21 missionaries, double-clicked on a stack and one got left out)

City Guards - popping out the occasional UU from diff civs & bonus promos, way cool (although it is odd to see a ship with Guerilla I or an F-117 with Amphib??) any docs on what types of units will spawn as city guard units? if the city guard units die or move away, will they eventually be respawned? why do city guard units not get XP's for civics, buildings, etc? units spawned as a result of wonders seem to...

Naval Mines - cool concept, but underpowered. not much of a threat to any modern ship (destroyers & up) from what i saw

Nukes - any way to make all the various nukes totally not show if the anti-nuke resolution has been passed (instead of just graying out)?

More Organized Grouping - any way to organize unit types all together on the city production screen? you know, all infantry types together, all mech inf together, modern armors, aircraft, etc... and maybe some consolidations.

take jet fighters:jet fighter, MiG-15, F-15, F-35, F-117 = 5 diff end game fighters with only minor differences (not counting UU's). the F-117 is so obviously superior to all the others (except the F-35 w/ 2 move & +60% city attack) why would anyone build the others once the had the tech & resources for the F-117. how about upgrading jet fighter, MiG-15 & F-15 (& UU's) to F-35. that would leave 4 end game aircraft, A-10 (ground attack), f-35 (city attack), f-117 (general purpose/interceptor), and stealth bomber. although, the roles (& relative strengths) of the f-35 & f-117 should be swapped, to more closely approximate real life (there is a reason f-117's only fly at night. they are slow & not very manuverable. in daylight, any strike/interceptor would eat them alive in a dogfight, cannons and chainguns don't need radar lock)

IMO, adding variety just because you can detracts from gameplay and adds clutter. i understand the desire for realism, but don't get carried away. minor diffs such as between modern armor, type 99, & wolverine is just annoying. that was one of the things i like about Civ4, fewer units to deal with. if you want more variety, make more UU's for different civs. that makes people try different things.

Now for the good stuff. :) this is the first non-Firaxis Civ4 mod i have played. like i said before, i only have dial-up, so downloading the main file (v1.2-full) was a major decision. with the line dropping and slooooow transfer rate (not to mention the occasional need to sleep), it took the better part of 48 hrs to get this downloaded (and then about 10 mins to install). all-in-all, a major investment in time & dedication.

aside from my minor nit-picking, quite simply, it was worth it. excellent! outstanding! well done!:goodjob:

can't wait for 2.0 w/ the genetic era (i considered trying that one too, glad i waited).

thank you for this most excellent work.

dawe1313
 
One thing that bugs me on the mrls is the fact it's to me essentially a defense unit when it should really be a barrage unit. I would change it to be a little more like the battleship - range 2 - bombard and a little more powerful than artillery.
 
hey guys,
dawe1313

thanks for the massive report -
i will change the stuff according to your suggestions,

the missioneris -itss fix so it can be carried with every chinook.

the m.l.r.s unit, its a special one because,
my intention was to make a unit, that will be able to load missiles, and act like a transport/missile attack unit - so that the mlrs alone with out missiles - cannot attack - like a missile barrage system with need of ammo - missiles.

also - i never heard any feedback on my endeverer unit :)
do you guys like its function?
 
dawe1313 said:
IMO, adding variety just because you can detracts from gameplay and adds clutter. i understand the desire for realism, but don't get carried away. minor diffs such as between modern armor, type 99, & wolverine is just annoying. that was one of the things i like about Civ4, fewer units to deal with. if you want more variety, make more UU's for different civs. that makes people try different things.
....
aside from my minor nit-picking, quite simply, it was worth it. excellent! outstanding! well done!:goodjob:

can't wait for 2.0 w/ the genetic era (i considered trying that one too, glad i waited).

thank you for this most excellent work.

dawe1313

I agree with dawe about the "variety thing": when there are too much kind of units with just naming or appearance differences (EDU) besides slightly different units (UU) it's difficult to understand against who you're fighting!! The gamepaly gains variety but loses in clarity. But this is just my opinion.

By the way I agree with the idea that this is an excellent work. On my comp I never have any kind of problem (oops it's better not to tell this sort of things) and I think this way CIV has reached an higher level of deepness.
Thanks to all the Visa Team.

Bal.
 
Personally I like the fact that there are a bazillion different units, and you're never really sure who/what you are facing. Now THAT is realistic! ;)

Alondin
 
Alondin said:
Personally I like the fact that there are a bazillion different units, and you're never really sure who/what you are facing. Now THAT is realistic! ;)

Alondin

Yeah we like having a ton of units too....and we will tweak them to balance and make them different as we go along....but right now focused on adding more, more, more :)


Patch Update....we are putting the last finishing touch on the v2.08 compatible ViSa v2.00 patch....should be ready for download within the hour.
 
ViSa v2.00 Patch is available NOW

This Warlords v2.08 compatible!!!!!



I left ViSa v1.50 links up on the first post for those who haven't updated to Warlords v2.08
 
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