[MOD][WARLORDS] ViSa Modpack

Sorry but i got a problem (my english, for example...)
I've tried to install visa mod on my pc but don't works. The problem is: when start the mod, i don't see all the "titles" in the menu; for more, when i try to choose a civ, there are only numbers but nothing appears (names of civ or characters...).
Warlords is updated to 2.08 version and is in italian language.
With civ 4 updated to 1.61 I have installed sevo mod or total realism and works!
Some suggestions?

Thanks a lot!:)
 
delez said:
Sorry but i got a problem (my english, for example...)
I've tried to install visa mod on my pc but don't works. The problem is: when start the mod, i don't see all the "titles" in the menu; for more, when i try to choose a civ, there are only numbers but nothing appears (names of civ or characters...).
Warlords is updated to 2.08 version and is in italian language.
With civ 4 updated to 1.61 I have installed sevo mod or total realism and works!
Some suggestions?

Thanks a lot!:)

As listed on the front page, only English is supported at this time.

You can also find more troubleshooting info on the ViSa Website...also listed in the first post.
 
delez said:
Sorry but i got a problem (my english, for example...)
I've tried to install visa mod on my pc but don't works. The problem is: when start the mod, i don't see all the "titles" in the menu; for more, when i try to choose a civ, there are only numbers but nothing appears (names of civ or characters...).
Warlords is updated to 2.08 version and is in italian language.
With civ 4 updated to 1.61 I have installed sevo mod or total realism and works!
Some suggestions?

Thanks a lot!:)


in options (main screen) you can set the language of Civ4 to english.
it works for me...
 
Ok, I have been playing a game of Visa on a large map with 15 civs (World map that i made) Visa goes fine until about turn 240 - 290 somewhere in that span the game slows down. Not lag, but delay in code of some sort. The turn indicator of waiting (icon that spins) goes until what would seem like a normal turn then it clicks or hides for a sec. (real quick) then keeps spinning. This extra spining (resulting in sometimes 20+ sec ) according to cpu checks doesnt do much if anything. Weird thing is I pop a great artist or merchant cant remember and the following turn the turns are quick for a while. Then it happened again and I stoped. From my experience with development, it seems like a large loop looking for 1 value down a large list of code ifs. ( not nested or recursive) because cpu would go up. Possibly might be at end of everyones turn the way cpu was acting. No idea, but something to look into, shouldnt be happening because it was slow then i poped that gp and it got fast so... gl
 
CivFanCCS said:
Ok, I have been playing a game of Visa on a large map with 15 civs (World map that i made) Visa goes fine until about turn 240 - 290 somewhere in that span the game slows down. Not lag, but delay in code of some sort. The turn indicator of waiting (icon that spins) goes until what would seem like a normal turn then it clicks or hides for a sec. (real quick) then keeps spinning. This extra spining (resulting in sometimes 20+ sec ) according to cpu checks doesnt do much if anything. Weird thing is I pop a great artist or merchant cant remember and the following turn the turns are quick for a while. Then it happened again and I stoped. From my experience with development, it seems like a large loop looking for 1 value down a large list of code ifs. ( not nested or recursive) because cpu would go up. Possibly might be at end of everyones turn the way cpu was acting. No idea, but something to look into, shouldnt be happening because it was slow then i poped that gp and it got fast so... gl

Been reported many times....and looked at many times....and the root cause is in Warlords as plain no-mod Warlords has same slowdown.

Of course at the new Blitz speed I am playing....200 is the end so a slowdown at 240-290 wouldn't be an issue :mischief:
 
Kaiser Franz said:
OK - I know city placement is vital to the civ strategy -- someone needs to tell the AI as well -- it seems a shame to have to raze Cairo in year 1840 just because the AI placed Cairo two plots to the west of where it should have been -- same applies for Panama City and Istanbul. I allways play with a Real Earth Map -- I suppose the only alternative, if you don't want to make a worker action to build a canal, is to design a map with historical civilization starting points rather than random generation.


I love playing with earth maps too but my understanding is the supplied one doesn't automatically generate the visa resources? Or do you have a version with them?

I'd love to play with a huge earth map but my system canna take the strain! I like the idea of clustering vital resources so that civs have to trade or fight for them... oil in the middle east, rubber south america, corn north america, potato ummm central america? or just lots of ruins??? Olives around greece, pearls off japan and so on.

I don't know what to put in australia ... are nuclear waste dumps a resource? Certainly the current government seems to think so.

I'd also like to have post oil technologies that upgrade the function of windmills and allow offshore windfarms, and also represent little things like ethanol/petrol cars, hybrid cars, solar heating and insulation, increased use of bikes in urban areas and so on, so that a realistic near future scenario can be played. Unfortunately i can't figure out what will happen to tanks and aircraft... maybe the blimp will make a come back!

And eventually unrealistic technologies... nuclear fusion tanks, force fields, transmats, antigravity, and fair and free elections...
 
OK, so I'm very much enjoying playing your ViSa mod (1.20, but not with the 2.0 patch), rolling along near the tech lead and eating up quarrelsome neighbors at the Noble level. It's the early 1900s and I'm dispatching the Maya with a combined air/ground force containing fighters/sturmovik(sp?)/A10s/strike-fighters (I think I tried them all). Eventually Pacal figures out to counter my airforce... with biplanes. And it works, and works, and works. Sure, some should get lucky, but this was beyond luck (I am reminded of the spearman-defeats-tank from days of yore). Biplanes repeatedly shot down my fighters. Blimps somehow avoided my fighter CAP. Time marches on... but those pesky biplanes somehow even shoot down my jet fighters and my bombers. I'm at peace now, or I wonder how my stealth bombers would fare?

You've done a fabulous job, but some kind of rebalancing of the air units appears to be in order. It's great that the early planes have success against ground troops (until the advent of SAMs). But I don't care what kind of promotions a biplane ends up with, it ain't gonna shoot down more modern aircraft. And why does one biplane covering a city shoot down more than one attacking unit per turn (or maybe their range is too large and they are coming in from other places I cannot see)? I cannot seem to even overwelm those pesky biplanes with superior numbers.

Similarly, why can't my air units somehow attack the biplanes themselves to get rid of them? I can bomb the city defenses (and get shot down). I can strafe the troops (and get shot down). But I cannot ever choose to engage the enemy aircraft directly? I realize that may be beyond the call of this (or any) mod, but still it would be a nice feature.
 
VeteranLurker said:
OK, so I'm very much enjoying playing your ViSa mod (1.20, but not with the 2.0 patch), rolling along near the tech lead and eating up quarrelsome neighbors at the Noble level. It's the early 1900s and I'm dispatching the Maya with a combined air/ground force containing fighters/sturmovik(sp?)/A10s/strike-fighters (I think I tried them all). Eventually Pacal figures out to counter my airforce... with biplanes. And it works, and works, and works. Sure, some should get lucky, but this was beyond luck (I am reminded of the spearman-defeats-tank from days of yore). Biplanes repeatedly shot down my fighters. Blimps somehow avoided my fighter CAP. Time marches on... but those pesky biplanes somehow even shoot down my jet fighters and my bombers. I'm at peace now, or I wonder how my stealth bombers would fare?

You've done a fabulous job, but some kind of rebalancing of the air units appears to be in order. It's great that the early planes have success against ground troops (until the advent of SAMs). But I don't care what kind of promotions a biplane ends up with, it ain't gonna shoot down more modern aircraft. And why does one biplane covering a city shoot down more than one attacking unit per turn (or maybe their range is too large and they are coming in from other places I cannot see)? I cannot seem to even overwelm those pesky biplanes with superior numbers.

Similarly, why can't my air units somehow attack the biplanes themselves to get rid of them? I can bomb the city defenses (and get shot down). I can strafe the troops (and get shot down). But I cannot ever choose to engage the enemy aircraft directly? I realize that may be beyond the call of this (or any) mod, but still it would be a nice feature.

keldath said he would work on this...but I haven't seen his changes since they are with the Genetic Era, which we will be adding parts of shortly.
 
VeteranLurker said:
...(I think I tried them all). Eventually Pacal figures out to counter my airforce... with biplanes. And it works, and works, and works. Sure, some should get lucky, but this was beyond luck (I am reminded of the spearman-defeats-tank from days of yore). Biplanes repeatedly shot down my fighters. Blimps somehow avoided my fighter CAP. Time marches on... but those pesky biplanes somehow even shoot down my jet fighters and my bombers. I'm at peace now, or I wonder how my stealth bombers would fare?

i made similar comments earlier (read here). i lost F-117's, F-35's, stealth bombers, & Star defense satellites to those pesky bi-planes.

@VISA Team - in the visapedia, there is a unit category for "Early Aircraft", but there is nothing under it. shouldn't bi-planes & blimps be listed there instead of "Airplanes"? (sidenote: Glouchester Gladiator (WWII prop plane) is classified as "Jetplane"?)

VeteranLurker said:
Similarly, why can't my air units somehow attack the biplanes themselves to get rid of them? I can bomb the city defenses (and get shot down). I can strafe the troops (and get shot down). But I cannot ever choose to engage the enemy aircraft directly? I realize that may be beyond the call of this (or any) mod, but still it would be a nice feature.

there is "air bomb" mode (bomb city defenses/tiles) & "air strike" mode (bomb land/naval targets). is it possible to make an "air-to-air" mode (only attacks other aircraft)?

some other things: ( clean install of 2.0_full )
  1. Promotion issue: Unable to get Heal III via promotion with XP
    • there are 2 Heal II's
    • Heal I -> Heal II(a) <has additional defensive bonuses>
    • Heal III requires Heal II(b) <no defensive bonuses listed> (which cannot be gotten, ASFAIK)
    • both Heal II's show in pedia
  2. hydra MLRS - replaced by/upgraded to modern armor
  3. artillery - can't upgrade to howizter per visapedia
  4. City Guard Building - unable to build due to prereq walls becoming obsolete/unbuildable
    • Suggestions:
      • don't make walls obsolete/unbuildable (i think that was a Firaxis thing)
      • remove city walls prereq from city guard (only as a last resort)
      • NEW Building (Police Force, Nat'l Guard armory, etc)
        • replaces city guard building (obsoleted by same tech as city walls)
        • does the same thing as city guard, but has no prereq (other than tech)
        • something for the "Upgradeable Buildings" mod?
  5. Great Doctors - increase occurrence (i've only seen two spawn in a game of over 1200 turns)
    • Suggestions:
      • enable doctor specialists
      • make more techs give great doctor for first to discover
  6. Great Doctor/Statesman splash screens still showing all pink
  7. bog down/hung app - happened several times after sound played for GP spawn, but no GP splash screen. i had to force quit through task manager (WL showed "not responding", no CPU usage) and even hard power down my machine a couple of times (couldn't ALT-TAB out) and reload from last autosave. most times it would continue on past, but a couple of times it took 2-3 tries to get past

Some Questions about the City Guard Building:
  • What determines what unit city guard creates?
  • why do some produce sam infantry and some machine gun after sam infantry becomes available?
  • what are all the units that city guard spawns and the chances of doing so?
  • how do computer civs wind up with many (8-10) city guard units in one city?
  • why the lack of documentation in the pedia?
  • are you tired of me asking questions yet? ;)

that's all for now

dawe
 
dawe1313 said:
@VISA Team - in the visapedia, there is a unit category for "Early Aircraft", but there is nothing under it. shouldn't bi-planes & blimps be listed there instead of "Airplanes"? (sidenote: Glouchester Gladiator (WWII prop plane) is classified as "Jetplane"?)
that is an python issue i guess, so I'll look for that, but won't be in the next patch, sorry


dawe1313 said:
some other things: ( clean install of 2.0_full )
[*]artillery - can't upgrade to howizter per visapedia
[*]City Guard Building - unable to build due to prereq walls becoming obsolete/unbuildable
definatly python issues, will look at them, but not in next patch either, sorry

dawe1313 said:
  • Suggestions:
    • don't make walls obsolete/unbuildable (i think that was a Firaxis thing)
    • remove city walls prereq from city guard (only as a last resort)
    • the obs is a thing for firehawk, have to discuss it with him, the prereq for city guard is inside the python, I'll check to move this to xml so it's not my problem anymore but firehawks :P

      dawe1313 said:
      [*]NEW Building (Police Force, Nat'l Guard armory, etc)
      • replaces city guard building (obsoleted by same tech as city walls)
      • does the same thing as city guard, but has no prereq (other than tech)
      • good idea! :) will see to make it more dynamically, however, not in next patch, since im almost ready with that and will test it in a few if all the fixes are there, won't take up these bugs untill next patch release

        dawe1313 said:
        [*]Great Doctor/Statesman splash screens still showing all pink
        [*]bog down/hung app - happened several times after sound played for GP spawn, but no GP splash screen. i had to force quit through task manager (WL showed "not responding", no CPU usage) and even hard power down my machine a couple of times (couldn't ALT-TAB out) and reload from last autosave. most times it would continue on past, but a couple of times it took 2-3 tries to get past
        now that's a wierd one, they show up right on my computer..could you check your xmls logs and cut out the parts that tell you about missing art tags?

        dawe1313 said:
        Some Questions about the City Guard Building:
        • What determines what unit city guard creates?
        • python routine, why?

          dawe1313 said:
          [*]why do some produce sam infantry and some machine gun after sam infantry becomes available?
          there are 2different routines, you could get even both at the same turn, though unlikely...it's all about chances

          dawe1313 said:
          [*]what are all the units that city guard spawns and the chances of doing so?
          I guess we have to add an pedia entry :)

          dawe1313 said:
          [*]how do computer civs wind up with many (8-10) city guard units in one city?
          they are MOVEABLE! :) you can walk with them...we disabled the "stuck in 1 city option" because in reallife you would move and focus your forces on the good spots also..no commander(except adolf hitler) is so stupid to spread his armies over wide areas

          dawe1313 said:
          [*]why the lack of documentation in the pedia?
          we are in need of info about this, if noone reports what you are missing there, we cannot enter it :) now we know since you told us :)

          dawe1313 said:
          [*]are you tired of me asking questions yet? ;)
          not exactly, i wish everyone would make a huge list of tweaks, suggestions, missing entries etc etc..

          dawe1313 said:
          that's all for now
          That's all?? jesus, is it so hard to find issues? :) hehehe
 
Bugs ?

1. Conquered cities do not prompt for a build once they return to order

2. Unit stack mouseover list on left of screen does not indicate (with row of dots ......) when the list is incomplete EDIT: Aaah! No. Now I see the brackets on that last item. Very neat ! Forget number 2.

Still excellent mod. Even better mod !
 
sorry to bother again but i need to understand what i am doing wrong.
i have a comp pentium D 3.6 dual with 8giga ram and 2 geforce 6600 with 512 mega in sly control,is a good game comp at my advice, but when i play visa mod and i will be around 15 century the game begins to slow a lot and when i arrive 1700 1800 i have to wait more then a minute for a turn sometime even 2 or 3 min .
that's make me really sad becouse i never will see the xx century with this mod in my comp :)
i am using a large map that is not so big because the comp generates a lot of water but all becomes so slow, i removed antiliasing and use medium quality for graphic and i don't select any option to improve it.
I had the same problem with some other mods, but many run fine without no waiting timee ven with huge maps and 24 civs in xx century.
I will like to understand why all become so slow, is becouse the mod works with a corrected python code? or because there are too many xml corrected?
A last question for viewers any1 has a visa earth map to share please, or there is something that i could correct with pspad with not 30 days of work :)?
thx for any hint or advice
 
Pilotis said:
Bugs ?

1. Conquered cities do not prompt for a build once they return to order

2. Unit stack mouseover list on left of screen does not indicate (with row of dots ......) when the list is incomplete EDIT: Aaah! No. Now I see the brackets on that last item. Very neat ! Forget number 2.

Still excellent mod. Even better mod !

#1 one should be fixed with this patch fixing the raze option popup...hopefully :)

#2...You snuck in that edit as I clicked the button :lol:
 
I did not find anything on this thread about the Dale's Combat Mod. Having played with that before, I just want to ask: is this fully implemented in Visa as it is arguable on first post? Or only partially?
I'm not at home so I can't verify it now but I remeber that in the main menu of the custom game there were not all 4 checks of that mod (Ranged Bomb, Stack Attack, MAD and Missiles). What does that mean? Not everything of Dale's it's been used in Visa?
Another: when using DCM I used to see around the siege units the squares where that unit was able to bombard. Not now. Not essential but useful.

Sorry if all these questions were already been addressed.
P.S.: just a little tweak: when I built Roman Road wonder, I received 2 "RomEn Fast Workers". Shouldn't they be "RomAn Fast Workers"?

Tnx
Bal.
 
dawe1313 said:
i made similar comments earlier (read here). i lost F-117's, F-35's, stealth bombers, & Star defense satellites to those pesky bi-planes.

@VISA Team - in the visapedia, there is a unit category for "Early Aircraft", but there is nothing under it. shouldn't bi-planes & blimps be listed there instead of "Airplanes"? (sidenote: Glouchester Gladiator (WWII prop plane) is classified as "Jetplane"?)



there is "air bomb" mode (bomb city defenses/tiles) & "air strike" mode (bomb land/naval targets). is it possible to make an "air-to-air" mode (only attacks other aircraft)?

some other things: ( clean install of 2.0_full )
  1. Promotion issue: Unable to get Heal III via promotion with XP
    • there are 2 Heal II's
    • Heal I -> Heal II(a) <has additional defensive bonuses>
    • Heal III requires Heal II(b) <no defensive bonuses listed> (which cannot be gotten, ASFAIK)
    • both Heal II's show in pedia
  2. hydra MLRS - replaced by/upgraded to modern armor
  3. artillery - can't upgrade to howizter per visapedia
  4. City Guard Building - unable to build due to prereq walls becoming obsolete/unbuildable
    • Suggestions:
      • don't make walls obsolete/unbuildable (i think that was a Firaxis thing)
      • remove city walls prereq from city guard (only as a last resort)
      • NEW Building (Police Force, Nat'l Guard armory, etc)
        • replaces city guard building (obsoleted by same tech as city walls)
        • does the same thing as city guard, but has no prereq (other than tech)
        • something for the "Upgradeable Buildings" mod?
  5. Great Doctors - increase occurrence (i've only seen two spawn in a game of over 1200 turns)
    • Suggestions:
      • enable doctor specialists
      • make more techs give great doctor for first to discover
  6. Great Doctor/Statesman splash screens still showing all pink
  7. bog down/hung app - happened several times after sound played for GP spawn, but no GP splash screen. i had to force quit through task manager (WL showed "not responding", no CPU usage) and even hard power down my machine a couple of times (couldn't ALT-TAB out) and reload from last autosave. most times it would continue on past, but a couple of times it took 2-3 tries to get past

Some Questions about the City Guard Building:
  • What determines what unit city guard creates?
  • why do some produce sam infantry and some machine gun after sam infantry becomes available?
  • what are all the units that city guard spawns and the chances of doing so?
  • how do computer civs wind up with many (8-10) city guard units in one city?
  • why the lack of documentation in the pedia?
  • are you tired of me asking questions yet? ;)

that's all for now

dawe

As I posted earlier, keldath I believe as looked into the odd battle outcomes of planes.

I was sure I removed the other Heal 2 promotion when I merged the Great Doctor Mod by thelopez....I will double check it.

On the walls going obsolete...build earlier :)

I added TONS of doctor points to help them spawn earlier, but they are a late game unit so the jury is still out on them. I have only had one so if you got 2 in a game then it is working :)

GP splash screen has been tweaked and so far nobody has problems...will have to investigate.

Lack of documentation in the ViSapedia is due to adding 300+ things and not being concerned about spending a 100 hours tweaking the test :)
 
V. Soma said:
bug report:

We tried to play multi of ViSa 2.0 with Blake AI on - and the result is CTD :(

Not a surprise since it duplicates the SDK/DLL :lol:

Not sure how Axil got it to work...
 
Balerion said:
I did not find anything on this thread about the Dale's Combat Mod. Having played with that before, I just want to ask: is this fully implemented in Visa as it is arguable on first post? Or only partially?
I'm not at home so I can't verify it now but I remeber that in the main menu of the custom game there were not all 4 checks of that mod (Ranged Bomb, Stack Attack, MAD and Missiles). What does that mean? Not everything of Dale's it's been used in Visa?
Another: when using DCM I used to see around the siege units the squares where that unit was able to bombard. Not now. Not essential but useful.

Sorry if all these questions were already been addressed.
P.S.: just a little tweak: when I built Roman Road wonder, I received 2 "RomEn Fast Workers". Shouldn't they be "RomAn Fast Workers"?

Tnx
Bal.

We took away the Stack Attack option as it is not used properly by the AI and causes crashes in nearly every mod that tries to include it.

MAD part doesn't seem to work so we might adopt thelopez version.

Bombard and Missiles seem to work just fine...haven't tried to add suicide feature to other units though :crazyeye:
 
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