[MOD][WARLORDS] ViSa Modpack

I'm confused as to which patch I need - I installed 1.20 and then 2.00 (and the registry hack). Is there a 2.0 -> 2.1 patch - there only seems to be a 1.2 -> 2.1 patch. The site is very confusing as to what is what, and the files seem to be scattered across the Download and Patch pages.

Oh, and the alternate site seems to be dead right now. Guess I'll wait till later to patch it...
 
spiralx said:
I'm confused as to which patch I need - I installed 1.20 and then 2.00 (and the registry hack). Is there a 2.0 -> 2.1 patch - there only seems to be a 1.2 -> 2.1 patch. The site is very confusing as to what is what, and the files seem to be scattered across the Download and Patch pages.

Oh, and the alternate site seems to be dead right now. Guess I'll wait till later to patch it...

Not sure why the confusion, if you want to play a version of ViSa that is Warlords v2.0.0.0 compatible you can, otherwise update to ViSa v2.1 for Warlords v2.0.8.0 It is way more confusing to have 6+ patch files that have to be done in a certain order, which leads to way too many install issues...so we release ONE patch that covers everybody from v1.2 to v2.1 This just means duplicate files are downloaded but the patch is only 3.5MB :)

And the Registry Fix as listed in the first post and ViSa Main Website is ONLY for those who never installed ViSa v2.00

And yes I hate it when my web host screws with my website :mad:
 
Donkey Puncher said:
Ithink the reasearch time has been set for when they add the genetic era

Not really, we just didn't waste our time tweaking the later techs when we knew the G Era was coming...

I did a slingshot to Gunpowder and Education while ignoring the top half of the tech tree and just going back to get those 50% done in 1630AD, which seems perfectly fine for the first half of the game, which is all we balanced.

And custom game settings change the tech rate wildly too :crazyeye:
 
An Nord Draoi said:
Did that prior to installing ViSa's latest patch, then again after the problems arose, then again just a few minutes ago when I came across your post here and figured "eh, why not...".

Still the same problems. :sad:

I'm having the same problem, and about the same luck trying to fix it. :confused:

Everything seems to start fine, but then the 'Options', & 'pedia' buttons don't work & if you proceed your left with no interface.

It was working fine before I patched the Game & the Mod. Is there a way to uninstall the patches short of unstalling the whole game?
 
lord_graywolfe said:
im not sure why but as i was playing i suddenly got a CTD when ending my turn. it didnt give a reason it just stopped. it seemed to be working fine untill then. ive downloaded and installed visa 200 from the visa main website and the patch 2.1

What happened whey you tried to reload a save game?

Can you post the last good save game?
 
TAfirehawk said:
Why do you say the Barbs are tougher?

They spawn generals which I never saw before, seem more inclined to form cities, my impression is that they are behaving smarter tactically, and finally seem to be building higher tech units. I haven't changed difficulty levels etc but at the point where i used to have to worry about warriors, i now get spearmen, sometimes hordes of them, so my scouts get thumped and even explorers get hammered.

It seems odd that explorer is the final in the "scout" line. Exploration is pretty important and there's a gap also in that we have promotions for desert/plains/tundra where an upgraded explorer would fit in nicely. After all, the polar regions and the jungles of papua new guinea and other places weren't properly explored until the 20th century. My Aunt was married to an anthropologist and they did first contact with a tribe of head hunters... long pig, mmm!
 
Hows this for a rough draft? I don't know if it can be set to tough vs barbarians only and the tech it requires might need a change but it's just an idea

Spoiler :
Code:
						<UnitInfo>
			<Class>UNITCLASS_ADVENTURER</Class>
			<Type>UNIT_ADVENTURER</Type>
			<UniqueNames/>
			<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_RECON</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_ADVENTURER</Description>
			<Civilopedia>TXT_KEY_UNIT_ADVENTURER</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ADVENTURER_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>1</bNoBadGoodies>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bCanMoveImpassable>1</bCanMoveImpassable>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_SCIENTIFIC_METHOD</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>80</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>4</iMoves>
			<iAirRange>0</iAirRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<iCombat>6</iCombat>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainDefenses/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>1</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					

<EarlyArtDefineTag>ART_DEF_UNIT_EXPLORER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			

<Button>,Art/Interface/Buttons/Units/Explorer.dds,Art/Interface/Buttons/Unit_Resource_Atl

as.dds,3,8</Button>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
				<PromotionType>PROMOTION_GUERILLA1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
	<PromotionType>PROMOTION_WOODSMAN1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
		<FreePromotion>
<PromotionType>PROMOTION_WARMTH1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
<PromotionType>PROMOTION_COLD1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
<PromotionType>PROMOTION_FIELD1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
 
When I try to check out the unit through the visapedia, it claims the adventurer is an upgrade for the stealth bomber. I changed the explorer (see attached files) but visapedia says the stealth bomber upgrades to the adventurer. I don't know why because the stealth bomber code is untouched.

I ran an xml checker but it couldn't find anything wrong in the syntax. What am i missing?
 

Attachments

  • adventurer.txt
    adventurer.txt
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  • Civ4ScreenShot0015.JPG
    Civ4ScreenShot0015.JPG
    127.8 KB · Views: 111
I was trying to create the artwork by copying and renaming the art from the combat medic, only to find the xp command "ren" scrambles part of the filename ... for example, creating adventurerd_heal.kf instead of adventurer_md_heal.kf when all i wanted was to replace the string "infantry" with "adventurer" in the filename.

I vaguely know how to do this in linux, but how do people do it in windows? "ren" doesn't seem up to that sort of batch rename.

p.s. i think i sorted out the adventurer except for graphics and might need different techs like archaelogy. It's a pity adding a unit means fiddling with lots of different files, it's hard to keep it all together. I think some sort of spreadsheet is needed.

I'd like to make these traverse mountains but when i use the variable for that, civ seems to think my unit is now a stealth bomber! :rolleyes:
 

Attachments

  • Civ4ScreenShot0001.JPG
    Civ4ScreenShot0001.JPG
    134.8 KB · Views: 120
the Visa team is doing a wonderfull work, they have a lot of patience expecially Tafire, they answer all questions and try to patch everything is needed.
i am playing it at regular set up and the story works well, the tech is balanced.
i think i will finish my regular game today, and after i will report my personal impressions.
Thx again for the nice mod.
 
I need some advice please...

I tried adding a leader of my own, and everything worked out ok, besides the text. I added text in PEDIA\leader_pedia, VISA_diplomacy and in VISA_leader, but when I start up VISA I get error messages for each of the documents i changed. It says:

Failed Loading XML file xml\text\visa_leader.xml.[.\FXml.cpp:133]Error parsing XML File -
File: xml\text\visa_leader.xml
Reason: Not eligible on top level of the document.

Line: 1, 1
Source: &#239;>>?<Civ4GameText>

This causes all new leaders to lose all their text...

Any help on this would be greatly appreciated... Thanks.
 
Sorry folks, but due to RL emergencies time is very limited so I can't look at people changing ViSa....but there is good info within CivFanatics on almost everything.
 
TAfirehawk said:
What happened whey you tried to reload a save game?

Can you post the last good save game?


when i reloaded the game from the last save point it CTD again on the same turn. i reinstalled the mod and started a new game and it did the same thing on the same turn. but i made a folder for it under the mods folder and now it seems to be working fine. if it does it again ill let you know
 
Still in my first game. Looking good. One thing though. I was looking forward to seeing the stacked combat with Dale's mod (referred to in the ReadMe), but in my first stacked attack there was no visual at all, just a text list of what happened. What is the status of the Dale mod in VISA?
 
as far as I know dale's combat mod is still broken in Visa with regards stcked attack unless it's been fixed in 2.1 recently which I'm pretty sure it hasn't
 
Rusty Nail said:
Still in my first game. Looking good. One thing though. I was looking forward to seeing the stacked combat with Dale's mod (referred to in the ReadMe), but in my first stacked attack there was no visual at all, just a text list of what happened. What is the status of the Dale mod in VISA?
Yeah I believe it's been disabled due to the AI not using it properly, it shouldn't even be in the options of a new game. The ReadMe has probably not been updated.
 
lord_graywolfe said:
when i reloaded the game from the last save point it CTD again on the same turn. i reinstalled the mod and started a new game and it did the same thing on the same turn. but i made a folder for it under the mods folder and now it seems to be working fine. if it does it again ill let you know

What do you mean 'made a folder for it under the mods folder'?

That is how all mods work...or I am misreading something here but you must have not installed it properly.
 
Rusty Nail said:
Still in my first game. Looking good. One thing though. I was looking forward to seeing the stacked combat with Dale's mod (referred to in the ReadMe), but in my first stacked attack there was no visual at all, just a text list of what happened. What is the status of the Dale mod in VISA?

Not sure what ReadMe you are looking at because we never mention DCM anywhere in the patch notes. And yes I double checked by doing a Find for 'dale', 'stack', and 'attack'....

In fact we forgot to mention that the Stack Attack option was removed as even a choice in Custom Game...hence I took it off the Known Bug list.

I doubt we ever see the DCM Stack Attack in ViSa because it crashes and the AI doesn't use it. The rest of the DCM is there but the MAD system doesn't seem to be working...we might switch over to TheLopez for that.


BTW, for everybody's info...for ViSa and any Mod you should be starting games via the Custom Game option as it is quite easy for a mod to have options there, not to mention the 15-20 Firaxis already had on that screen.
 
Please read the first post....and I will even repost it here, but the following post won't get updated like the first post.
 
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