[MOD][WARLORDS] ViSa Modpack

bergrar said:
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

All I can say it has been repeated many times....

Warlords itself has slowdown problem and with ViSa being a 700+ MB modpack it just amplifies it...like the MAF.
 
your answers means that you wait 3,5 min for a turn Takefire in last ages?
 
bergrar said:
your answers means that you wait 3,5 min for a turn Takefire in last ages?

Never heard waits past 1 minute...and I got that in PLAIN Warlords with huge map and 18 civs.

BTW, what version of OS you running to address 8GB RAM?

EDIT
Wait times like that are usually bad INI settings, go to the troubleshooting section of the ViSa website.
 
TAfirehawk said:
Never heard waits past 1 minute...and I got that in PLAIN Warlords with huge map and 18 civs.
i don't talk about plain warlords because it runs softly and fast even with 24 civs in a huge map, i am talking about visa version :)

TAfirehawk said:
BTW, what version of OS you running to address 8GB RAM?
hehe i was running a benchmark before because when i start the comp i read 8g but my xp pro reads only 4 giga, perhaps i have to wait vista to see them all :)

TAfirehawk said:
Wait times like that are usually bad INI settings, go to the troubleshooting section of the ViSa website.
ok i will check my INI settings and restart the game with your suggestions INI,
but i wonder why the maf is so big with your mod.?
I think that when we change python the game becomes a little more slow, but is only a thought.
Thx anyway for your fast answers, and my questions are not against the mod are only to play it better with my comp :)
 
bergrar said:
i don't talk about plain warlords because it runs softly and fast even with 24 civs in a huge map, i am talking about visa version :)


hehe i was running a benchmark before because when i start the comp i read 8g but my xp pro reads only 4 giga, perhaps i have to wait vista to see them all :)


ok i will check my INI settings and restart the game with your suggestions INI,
but i wonder why the maf is so big with your mod.?
I think that when we change python the game becomes a little more slow, but is only a thought.
Thx anyway for your fast answers, and my questions are not against the mod are only to play it better with my comp :)

I don't play plain Warlords except to test...the point is (Soma has posted the hard data) that Civ has a slowdown. And like the MAF that Civ has, the largest mod out there shows the most bugs in the Firaxian code :)
 
TAfirehawk said:
I don't play plain Warlords except to test...the point is (Soma has posted the hard data) that Civ has a slowdown. And like the MAF that Civ has, the largest mod out there shows the most bugs in the Firaxian code :)
i will talk u more after i will restart a game and i will arriv in 19century, with your suggestions and your new INI.

for others viewers only:) i am looking for a earth map that could work with visa mod or i could modify to work with it without a big work.
thx
 
bergrar said:
i will talk u more after i will restart a game and i will arriv in 19century, with your suggestions and your new INI.

for others viewers only:) i am looking for a earth map that could work with visa mod or i could modify to work with it without a big work.
thx


There seems to be an answer if we can interest strategyonly in making one?
 
Can we increase the range of "bombardment" Artillery as well as Battleships? Realistically, the idea for those units is to hang back and pulverize the oposition - either from off shore or behind the front lines - granted, protection would be required for the artillery so no one sneaks in from the back side and wipes them out. It's very frustrating for my artillery to get pounded by a catapult while I am conducting an assault -- I prefer to sit back and pound the little devils into submission :)
 
On the Blake AI issue I thiink it only works in Single player not multiple - I've had absolutely no problem with it ( put it in custom assets - no in mod folder) on single player and am really enjoying the challenge but I haven't tried multiplayer with it.

Win XP and every other 32 bit O/S can only address a max of 4Gb due to memory address availability - have to go 64 bit to get about that (i.e. Vista or Win Xp x64)

Don't the artillery have 2 range bombardment - as do battleships and destroyers as they do in my game where as lower tech artillery have one.
 
Well, i'm just playing my first game with visa 2.0 without a ctd.

I noticed a strange thing about technology developing: biplane in 1500 ad! Also for other gunpowered unit, they became the main part of any army around 1200 ... too fast i think.

I'm playing a Standard Map at Prince level, FX Endurance, with latest version of Blake AI.

Regarding the wait between turn, it range from a minimum of 20 secs to a minute/two until now. I've a Athlon Xp 2600+, 1GB ram dual ddr.
 
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

I also get that - it may be due to the install as i installed the patch rather than tdoing the full download again or maybe it's the instalation directoty mine's install in non standard directory on G:

the technology developing fast is I think to do with the FX endurance setting . I get exactly the same when I play endurance but they tend to get developed about the right time frame when playing standard maybe the lightbulb cost of techs is not increased enough in endurance ( or of course cities are developing too many lightbulbs per turn.)
 
I get the same pink screen (can't actually confirm if it was doctors, but i've only had it twice so would make sense, doctors are pretty rare). I only downloaded 3 days ago so I doubt it's an effect from patching an old full version.

Great mod though, considering how huge it is I've seen very few problems. I get extreme slowdown in late industrial too, it gets slower than playing TAM mod on huge map, and I only play large maps on normal civ and visa.

Much like RaR did on civ3, this mod has got me addicted to civ again, thanks!

EDIT: just started a new game and remembered one other bug I get, on the opening splash screen on the world, after picking civ, continents, etc the lines which say starting techs and civ traits all get squished into the same line. I play at 1280 x 1024 if that helps.
 
Axil said:
the technology developing fast is I think to do with the FX endurance setting . I get exactly the same when I play endurance but they tend to get developed about the right time frame when playing standard maybe the lightbulb cost of techs is not increased enough in endurance ( or of course cities are developing too many lightbulbs per turn.)

I agree, there's something wrong with the increase cost of the technology in the FX Endurance settings. In the early part of the game seems that the thing goes fine, is necessary 20/30 turn to make a discovery. But when you construct library, monastery and other structure the time become more compress.

Maybe when FX Endurance was made they don't think that there's too many structure that can help, or too many resource that can generate money.
 
Doctor and Statesman are not in the Great Person Mod....so they have no picture....

This fix must not have made it in v2.0 but will double check that it gets in v2.1 for tomorrow.
 
HellBoyz77 said:
I agree, there's something wrong with the increase cost of the technology in the FX Endurance settings. In the early part of the game seems that the thing goes fine, is necessary 20/30 turn to make a discovery. But when you construct library, monastery and other structure the time become more compress.

Maybe when FX Endurance was made they don't think that there's too many structure that can help, or too many resource that can generate money.

You will want that speed when we add the Genetic Era techs :)
 
is my question day today :)
that means i am playing this mod a lot :))
how many civs generates the visa at max? it depends from size of map? and the ai civ generation is random or connected to my civ?

when i edit my start up map i see

BeginTeam TeamID=8

after the teams are empty,

is the mod setted at 8 civs plus mine? is the 3 square range for cities the reason for less civs?
If i will try to set up a earth map, there is a mod to tell ai to generate the new cities in their historical placement?
last question for today :),
there are in the mod new civs triggered from some events?like new world discovery "atzec "
thx
 
bergrar said:
is my question day today :)
that means i am playing this mod a lot :))
how many civs generates the visa at max? it depends from size of map? and the ai civ generation is random or connected to my civ?

when i edit my start up map i see

BeginTeam TeamID=8

after the teams are empty,

is the mod setted at 8 civs plus mine? is the 3 square range for cities the reason for less civs?
If i will try to set up a earth map, there is a mod to tell ai to generate the new cities in their historical placement?
last question for today :),
there are in the mod new civs triggered from some events?like new world discovery "atzec "
thx

Not sure where the questions are in this....

We don't do anything special with setting AI civs, it is all Firaxis. And you shouldn't be using 3 city radius option because of the huge CTD issue, as listed in the first post.
 
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