[MOD][WARLORDS] ViSa Modpack

CivFanCCS said:
I have an idea for civ, as I am currently working on a diplo mod, that maybe you guys could implement. I think it would add vast strategy to the game of civ IV if you could start with a leader, say Stalin. But every 30 - 40 turns depending on game speed , stalin dies and a new leader heads your civilization and awards new bonuses.. maybe depending on what type of great people you are producing or if you are at was maybe an agressive leader, peace maybe a production or cultural leader... would make it so players would play out the leader style that they have, and not have just 1 the whole game... maybe for diplo instead of Stalin poping up , maybe just picture of russia because u might not have stalin.. let me know what u think

CivFanCCS

That is very interesting and dynamic.

In ViSa even though we are making a monster modpack, we are trying to stay as close as possible to the Civ feel...but we will think about it.
 
Love the mod. Just wondered if you'd seen the NYC World Trade Center graphics and if you any plans to include it. They look awesome, have a .bik movie and whichever way you look at it, the towers ought to be in the game. Maybe with bonuses along similar lines to the Roman Roads?
 
One of the things I really miss is the ability of spys and to create rebellions in cities and accquire techs. It would be great if the KGB and normal spies had the ability to increase the likeliness of a city culture flipping to another civ (i.e. using propaganda to undermine a city's loyalty to it's ruling civ) or have a chance to obtain a number of tech points from a city and then the higher the amount stolen from a civ the harder it would get.
 
TAfirehawk said:
ATI Video Cards can cause numerous problems with this mod and vanilla Civ as well. Our recommendation is for all ATI people to download the latest video drivers without Catalyst.
I've been having some trouble with the mod, and that's because when I went to the ATI website to update my driver the only thing I could find for doing an update was to install the Catalyst Control Center.

Can someone point me to how to get the most current Driver without actually installing the Catalyst as you have mentioned?

I've been searching all over their website and can't find any section that just has the drivers.
I have the Radeon X300
 
On the comment regarding GP types other than GG requiring tech to build their special building...

Yes, they do require a previous tech -- because you have to have the enabling tech before you can get that kind of GP. Example: to get a Great Priest, you must have the tech to create a Priest specialist, or build one of the GPP wonders. Same for the rest, to get the GP at all there is some tech needed. The GG was the only one which you can theoretically get without researching anything, since a slew of warrior battles are enough to generate the necessary XP.
 
A few cosmetic requests based on existing features in other mods

I came to this ViSa mod as an extention of playing Sevomod+Gir+UU on vanilla civ. It is to be hoped that once Sevo gets his WL-version, that and ViSa could be merged together.
Right now, I miss a few little things here and there. I'm sure you don't mind this listing:

1.- 5% increments/decrements (instead of 10%) for science/culture/gold rates
2.- F1 empire status - a more detailed screen
3.- F4 foreign relations - to see immediately what everybody has on offer (resources and techs) and what they don't want to exchange, how much money is available [ FFH2 has the same system as Sevo, basically ]
 
Er, I am still waiting for comments on on my post #897
But if silence remains - I will learn my lesson ;)
 
I've been having some trouble with the mod, and that's because when I went to the ATI website to update my driver the only thing I could find for doing an update was to install the Catalyst Control Center.

Can someone point me to how to get the most current Driver without actually installing the Catalyst as you have mentioned?

to down load without the CCC just download the WDM drivers with are part of the low speed connection downloads where the driver package has been split into drivers / CCC / packages
 
HitAnyKey said:
I've been having some trouble with the mod, and that's because when I went to the ATI website to update my driver the only thing I could find for doing an update was to install the Catalyst Control Center.

Can someone point me to how to get the most current Driver without actually installing the Catalyst as you have mentioned?

I've been searching all over their website and can't find any section that just has the drivers.
I have the Radeon X300

if you check the main website of the visamod, you'll find links in the troubleshoot section

civ4ludo said:
A few cosmetic requests based on existing features in other mods

I came to this ViSa mod as an extention of playing Sevomod+Gir+UU on vanilla civ. It is to be hoped that once Sevo gets his WL-version, that and ViSa could be merged together.
Right now, I miss a few little things here and there. I'm sure you don't mind this listing:

1.- 5% increments/decrements (instead of 10%) for science/culture/gold rates
2.- F1 empire status - a more detailed screen
3.- F4 foreign relations - to see immediately what everybody has on offer (resources and techs) and what they don't want to exchange, how much money is available [ FFH2 has the same system as Sevo, basically ]

our mod is completely different from Sevos...and the parts we took from him(with his agreement) are reworked completely...but this issues you suggest are planned for visa already anyway
 
V.Soma,
Well since no one else is responding, I have to say that as a compulsive Wonder builder I don't like having them cost incrementally more;
HOWEVER, when I sometimes get behind the AI's it would be nice to have a greater chance of building something. But overall making this change wouldn't make my priority list....

Alondin the Self Centered

PS - is someone ever going to fix the Bug Report?
 
Alondin said:
V.Soma,
Well since no one else is responding, I have to say that as a compulsive Wonder builder I don't like having them cost incrementally more;
HOWEVER, when I sometimes get behind the AI's it would be nice to have a greater chance of building something. But overall making this change wouldn't make my priority list....

Alondin the Self Centered

PS - is someone ever going to fix the Bug Report?


It would all be a question of balance, as I see it... :)
 
I must admit I prefer the wonders as they are rather than incrementable cost.

BTW I'm still having a lot of fun with Blakes new AI as I'm seeing things that I've never seen the AI do before. Normally AI didn't used to go to war but in my war on 5-6 city island nations France and Poland had a religous war (France founded Judaism and Poland Hinduism) around 1200-1500. Finally the countries stalemated and declared peace but as soon as Poland developed Grenadiers there when for another holy war this time against my dominant Buddism ( i was the military weaker compared to France).This has essentially created a global conflict as I had defensive pacts with the two other main buddisn nations with Sycthian remaining neutral ( well backward) and France looking for boths sides to weaken each other before no doubt trying to steal territory) As the moment it's a war mainly at sea with both Poland's and my ships of the Line fighting for dominance in the dividing ocean after I managed to stop him establishing a foot hold on my continent (though I've just develoed the battleship ;) so he's in for a shock).
 
It seems my last post wasn't seen so as I said, I think this idea of increase in the cost of wonders is interesting. Even if it doesn't stop the best civs to get the wonders, it would slow them a bit, and would bring more balance into the game...
In any case it is always possible to make it an option and have a couple of games with it to feel the changes.

Btw, I have made some changes on VISA 1.50. They were for my personal use as I'm sure some would not agree with them, but if anyone's interested I could share them:
1) Allowed City Garrison(s) promotions to Melee Units
2) Changed Roman Roads to create roads on 3-City Radius instead of 2. I usually play with 3 City Radius so I've made this fixed, but I guess I should make this dynamically change with the option checked or not.
3) "Blind Research" option: Instead of focusing on one technology, your research points are split between the ones that are directly available to you. This does make the start quite slow, but as I once read on an Alpha Centauri forum, the "hey I'm going to invent the wheel now!" idea has bothered me for a while. Note that this is an option in the game start menu so doesn't have to be used.
I guess I could try to make it as in Alpha Centauri as an "ideology directed research". This was just a first attempt to mess around with the SDK. I can't assure that this is bug-free but so far I've fixed what I found (including an out-of-bound check I was surprised wasn't included from the start by Firaxis...)
 
seady said:
I'd love to see a later version of the roman roads that shotguns railways!
I am much more comfortable with C++ than with python, but as far as I can tell that shouldn't be hard to implement, almost a copy/paste in XML from Roman Roads with different tech requisite, and maybe make sure you have coal and iron (is that what is required to create railroad?).
The Python shouldn't be a problem, the annoying part in my opinion to create a new wonder would probably be the movie/pedia...
 
chipper_30 said:
It seems my last post wasn't seen so as I said, I think this idea of increase in the cost of wonders is interesting. Even if it doesn't stop the best civs to get the wonders, it would slow them a bit, and would bring more balance into the game...
In any case it is always possible to make it an option and have a couple of games with it to feel the changes.

OK :)

I would like to see opinion of the Visa-team, too... ;)
 
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