[MOD][WARLORDS] ViSa Modpack

Civ4WarlordsLogo.jpg


ViSa-Main.jpg



ViSa Modpack Team
keldath, mrgenie, TAfirehawk and rockinroger


Latest Patch Version: 2.10

Latest Full Version: 2.00

Designed for Warlords 2.0.8.0
Built on Amra's Modpack v2.0


Download Area
ViSa WEBSITES

DIRECT LINKS
  • Automatic Installer Download for Full v2.00 for Warlords v2.0.8.0
  • RAR Download for Full v2.00 for Warlords v2.0.8.0 - Extract RAR and run Automatic Installer
  • RAR Download for Manual Patch v2.10 for Warlords v2.0.8.0 - includes fixes from ViSa v1.20 ***Please Read Known Bugs Section Below***
  • EXE Download for Manual Patch v2.10 for Warlords v2.0.8.0 - includes fixes from ViSa v1.20 ***Please Read Known Bugs Section Below***
  • Registry Key Fix for anybody upgrading from ANY version of ViSa BEFORE v2.00 ***Please Read Known Bugs Section Below***

OLD FILES
  • RAR Download for Full v1.20 for Warlords v2.0.0.0 ***Only use for old save games***
  • Old Version for Patch v1.40 for Warlords v2.0.0.0 ***Only use for old save games***
  • Old Version for Patch v1.50 for Warlords v2.0.0.0 ***Only use for old save games***

If you haven't installed v2.00 as a full and clean install, it is STRONGLY recommended that you delete the entire \Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\VISA directory and install a fresh, full version of ViSa v2.00 and then the latest patch, which includes all previous patches. Version 2.00 Full includes registry settings that are required by ViSa python files.

A 'letter' increment in the Patch Build indicates a save game compatible update, whereas a 'number' increment usually means the update is not save game compatible.

Please play with language set to English as full translations to any other language are not fully supported at this time.​


ViSa Installation

Full Version
  1. This mod is contained in an Automatic Installer, run the EXE (extract from RAR if you chose that download) and follow the directions.
  2. To have the mod load automatically at game startup, edit the CIVILIZATION.INI file in your \My Documents\My Games\Warlords directory. Change the "Mods=0" to "Mods=Mods\VISA".
  3. The Automatic Installer will clear the cache AND the custom assets directories.
  4. Please use Add/Remove Programs option in the Windows Control Panel to remove ViSa to clear the registry keys.

Patch Update
  1. The latest patch is contained in an EXE and RAR format. Please run the EXE or extract the RAR to the \Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\VISA directory.
  2. You may need to clear the cache by deleting everything in the C:\Documents and Settings\{YOUR USERNAME}\Application Data\My Games\Warlords\cache before starting the game (highly recommended).


ViSa Highlights

Amra's Modpack
Spoiler :
Description/List of Mods Included
- 25 new civs with animated leaderheads (many with different animations)
- 140 new units including 2nd UU for ALL civs & Ethnically Diverse Units
- 135 new Great People with GP mod art & quotes
- 15 new resources & 5 new Wonders
- 25 new Unique Buildings
- First contact dialogue & more city names
- Full pedia entries (In English when translation not available)
- 5-man formations by anhu for Melee units
- Actual Quotes v3.0 by Willowmound
- Additional Color Values by SimCutie
- Better Ship Scale v1.0 by Elhoim
- Dawn of Man mod v0.2 by TheLopez
- Dead Civ Scoreboard Mod v0.2w by TheLopez
- Enhanced Tech Conquest v0.4.2 by Bhruic & TheLopez
- Ethnically Diverse Units v2.35 by Rabbit, White
- FexFx's Endurance and Marathon speeds
- Great Person Mod with Renamer Mod v1.0 by Patricius
- Mehmed II LH Bug Fix by Thunderfall
- Not Just Another Game Clock Mod v0.3.3w by TheLopez
- Promotion and Trait Mod v0.5 by Zuul
- Real UN Resolutions Names by Rufus T. Firefly
- TechWindow Mod v1c by Roamty
- Unit Allegiance Mod v0.4w by Snaitf & The Lopez
- Unit Statistics Mod v1.42 by Teg_Navanis
- New flags, Era graphics, misc unit skins & roads by various modders
- New techs & Improvements

Gameplay Changes
- Minimum city range increased from 2 to 3
- Tech trading has been moved from Alphabet to Guilds
- Upgrade costs reduced
- Ironclad moves 3 (not 2)
- Transport now has cargo capacity of 5 (instead of 4)
- Animal/Barbarian maximum XP values increased
- Maximum experience on upgrade changed from 10 to 16 allowing the unit to keep an extra promotion
- Aggressive trait gives the Combat promotion to melee, gun, recon, archer & mounted units (as opposed to only melee and firearms)
- Chopping down a Jungle now produces hammers (Third of forest production)
- Scouts can build forts & explore Ancient Temples


ViSa Modpack Additions/Changes
Spoiler :
* 37 buildings , not including unique buildings
* over 40 nations
* 200+ unique units and classes
* Dale's Combat Mod V1.03
* Religious Victory by Rodman49
* Partisan Unit System by GIR
* Air Forces Mod by TheLopez
* Mercenaries Mod by TheLopez - disabled for now due to MP issues and balance
* Tech Leak Mod by Sevo - totally re-wrote code and screens for ViSa
* 2 extra civic catagories and 1 more civics to each civic catagory
* Most of GIR's Mod Componants
* Cultural Influence by TheLopez
* Great Doctor Mod by TheLopez
* Great Statesman Mod by TheLopez
* Plot List Enhancement Mod by 12monkeys
* Scrolling Civic Screen
* JFort Mod by Jeckel
* Great Generals From Barbarian Combat Mod by TheLopez
* ViSapedia based on the great work by Sevo
* 3 City Radius Mod by RogerBacon ***ViSa added 2 or 3 radius selection in Custom Game screen
* Blitz Game Speed - 200 turn game by NeverMind
* Random Barb Spearman spawns
* Random Barb Navy spawns
* Customizable Domestic Advisor Mod by TheLopez
* Enhanced Foreign Advisor Mod by TheLopez

ViSa Credits and Thanks
Spoiler :
KET, FOR SUPPORTING

DALE - FOR HIS GREAT MOD - NO WORDS ARE NEEDED - WE ALL KNOW THAT HIS WORK IS AMAZING.

We would like to thank all who made this mod possible:

sevo - the maker of the great sevomod

arma - creator of 2uu arma mod - who was our inspiration

gir - special thanks for helping with problems and for his lovely mod - gir mod

fitchn - for the great mod civmore

ganart - for the extended mod

TheLopez - for all the mod additions

Gerikis - for the Multi-Player help

all unit model makers out there - we used a lot of models and we can't remember all - we are sorry and very thankful for them.

THANKS TO MAXRIGA GREAT MOD

A VERY BIG THANKS TO RABBIT WHITE, WOODELF, SEz's nautil, sharick, the conquasts, snafusmiths, and all those we don't know of who brings Civ 4 to a whole other level and game depth for their great units and models.

We thank all the people who helped in reporting bugs to us
just by playing this mod, you are doing us a great help and joy.

And last but not least, thanks to Firaxis for making such a great game and platform to mod.

ViSa Screenshots
Spoiler :
... ... ... ... ... ... ...

ViSa Updates

Known Bugs
Spoiler :
Memory Allocation Error on saving games (AutoSave or Manual) has been reported in multiple mods and multiple threads on CivFanatics. Our recommendation is to not play on any map size greater than LARGE. Other work-around is to change Graphics Settings to Low and disable all Effects. Any other setting changes to reduce save game file size will also help avoid this error. This appears to be a Firaxis save game issue, not any particular mod problem.

SmartMap can cause errors in the two new Civic Categories (Education and Health Care). The default civic in those two categories sometimes is not selected on game startup. This also can happen on a 'normal' map immediately after SmartMap is used. Our recommendation is to not play with SmartMap.

Languages besides English can cause errors throughout the game. Our recommendation is to play ViSa in English only.

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.

Upgrading from version before ViSa v2.00 Registry Key Fix can be downloaded and double-clicked anywhere to set the proper registry keys for ViSa. Download this and apply it (by double klicking it) from any place, if you have installed both Warlords and ViSa to standard directories. If you didn't choose default installations (We assume in this case that you know what you are doing), please proceed with the following rules.
Only take these steps if you're NOT using default directories:
open the "ViSa-210-regkey-fix.reg" with your windows Notepad
change the "AppDir"=""C:\\Program Files\\Firaxis Games\\Sid Meier's Civilization 4\\Warlords\\Mods\\ViSa" to the proper directory you used for your personal installation.

Note: it is highly recommended that you reinstall warlords and civ to the default directories "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords" on your computer.

Enabling DCM Ranged Bombardment AFTER starting a game is possible thanks to the directions of chipper_30:
1) Go in WorldBuilder
2) Save it
3) Edit it with a text editor and add Option=GAMEOPTION_DCM_BOMBARD in the options
4) Reload it and continue your game



Patch Notes
Spoiler :
Version 2.10 ----------- 11/10/2006 (USA) - 10/11/2006 (World)

XML:
ADD Blitz game speed by NeverMind - 200 turn game

FIX Barbarians can spawn Spearman, Galley, Trireme, Galleon, Caravel in Fog of War
FIX National Wonders in a city limit changed from 2 to 4

PYTHON + SDK:
FIX Dales combat mod, ranged attack now shown on the screen
FIX Some Unit statistics random Python errors are handled properly
FIX CTD occuring with Extended City Radius option enabled
FIX Great Doctor SDK code causing wrong health values
FIX Improvements outside Borders issue in the SDK improved
FIX Several random fixes in the SDK
FIX Roman Roads now working properly for 3 City Radius and 2 City Radius
FIX City Razing option now working properly
FIX Units are now displayed in the cityscreen
FIX Dawn of Man screen

ADD Advanced Foreign Advisor, F4 screen
ADD Advanced Domestic Advisor, F1 screen


Version 2.00 ----------- 11/02/2006 (USA) - 02/11/2006 (World)
***Compatible with Warlords Patch v2.08***

XML:
ADD v2.08 Kublai Khan sound
ADD v2.08 Walls bombard defense 25
ADD v2.08 Castle bombard defense 25
ADD v2.08 Factory Organized Trait
ADD v2.08 Library Creative Trait
ADD v2.08 All Religious Shrines get immunity to nukes
ADD v2.08 Military Academy pre-req tech of Education
ADD v2.08 Military Academy gives 3 culture
ADD v2.08 4 Celtic city names
ADD v2.08 Barbarians can build Spearman
ADD v2.08 Railroad +1 shield bonus for Quary
ADD v2.08 Guerilla 3 promotion withdrawal chance 30
ADD v2.08 Navigation 2 promotion requires Flanking 1
ADD v2.08 Aztec Jaguar free woodsman 1 promotion
ADD Barbarians can build Trireme, Caravel, and Galleon
ADD Currency prereq tech Alphabet

FIX v2.08 Barbarian leader art button
FIX v2.08 Kublai Khan art swapped with Qin Shi Huang
FIX v2.08 Diplo Music volume reductions
FIX v2.08 Yawn_Vox_Low 3D sound
FIX v2.08 Collateral and March sound - 2 files obsolete in VISA\Assets\Sounds folder
FIX v2.08 Walls obsolete with Rifling
FIX v2.08 Spanish Citadel (castle) Siege experience increased to 5 from 2
FIX v2.08 Colosseum cost reduced from 120 to 80
FIX v2.08 American Mall Commerce changed from 10 to 20
FIX v2.08 Stonehenge, Great Wall and Oracle no longer available in Classical start
FIX v2.08 Military Academy increased military production from 25 to 50
FIX v2.08 Great Wall chance of Great Engineer reduced from 2 to 1
FIX v2.08 Expansive Trait health reduced from 3 to 2
FIX v2.08 AI tweaks
FIX v2.08 Bureaucracy upkeep increased from medium to high
FIX v2.08 Louis diplo text
FIX v2.08 Masonry religion flavor increased from 1 to 8
FIX v2.08 Leadership promotion experience increased from 50 to 100
FIX v2.08 Aztec Jaguar jungle defense bonus removed and strength reduced from 4 to 3
FIX v2.08 Celtic Gallic Warrior required resources changed from iron to iron or copper
FIX v2.08 Axeman power increased from 2 to 3
FIX v2.08 Zulu Impi power increased from 2 to 3
FIX v2.08 Ottoman Janissary power increased from 6 to 8
FIX v2.08 Carthage Numidian Cavalry power increased from 3 to 4
FIX v2.08 Korean Hwacha power increased from 3 to 4
FIX v2.08 Trebuchet cost increased from 60 to 80
FIX v2.08 Tank text
FIX v2.08 Unit withdrawl probability short text
FIX v2.08 Specialists pedia text
FIX v2.08 Stonehenge strategy text
FIX Barbarians can no longer build the Great Wall
FIX Hannibal ancient diplo music
FIX All Monuments obsolete moved to Philosophy to match Stonehenge move from v1.4
FIX King Tut's Guard name typo
FIX Slavery strategy typo
FIX Blood Skinner upgrade to Rifleman
FIX Maria Theresa of Austria diplo music
FIX Fort Knox commerce per specialist reduced from 2 to 1
FIX City radius and plotsize resized for 3 city radius option on 1024x768 resolution

PYTHON + SDK:
ADD Added to handle newline in SDK instead of sevo's python code..SDK is safer and faster
ADD Option to enable the always war in the INI
ADD Option to set the Max Experience Level granted by your Military Academy

FIX Lower left corner info pane now properly dissappears when you move away your mouse from the unit/stack
FIX Python error Pedia leaderheads, removed the code from sevo(buggy code), moved it to SDK solution
FIX Great Statesman and Great Doctor showing pink has been fixed temporarily showing the light bulb
FIX Python now looks for Regkey's set by ViSa Installer
FIX Optimalization of the Great Person Routines
FIX ViSapedia now correctly updates to the proper ViSa Modpack Version


Version 1.5 ----------- 10/27/2006 (USA) - 27/10/2006 (World)

XML:
FIX Tech requirement for Art Museum and Sciend Museum - only buildable by Great Person
FIX City screen distance has been enlarged by 15% to incorporate the 3radius within the view area
FIX City Guard Trebuchet build icon
FIX Diplomacy Music
FIX Oil trade tech moved from Combustion to Refining
FIX Fort Knox cost increased from 750 to 1250
FIX National Water Park properly named
FIX Sid's Tips for Alphabet, Mausoleum of Halicarnassus, Flavian Amphitheater, Angkor Wat, Temple of Artemis,
The Art of Artillery, Military Strategies and Tactics, Broadway, Castle, Chichen Itza, Coal Plant, Crusade,
Courthouse, Forge, Natural Gas Plant, Globe Theater, Granary, Great Library, Great Palace, Grocer,
Gutenberg's Print Shop, Hanging Gardens and Harbor
FIX Carthage War Elephant pedia typo
FIX Spear Horseman cost reduced from 120 to 100, upgrade to Cavalry, removed attack bonus against Infantry
and requires Guild tech.
FIX Castle obsolete tech moved from Economics to Flight
FIX Natural Gas reveal tech moved from Combustion to Physics, trade/enable tech unchanged at Combustion
FIX Pyramids obsolete tech moved from Education to Democracy

PYTHON + SDK:
ADD City Radius is now optional extendable to 3 in the custom game, 2 is default - based on work from RogerBacon

FIX Natural Religion Spread Ini setting enabled by SDK
FIX Plotlist buttons should now appear and disappear properly
FIX Great Person Splash Screen True/False in INI file works properly
FIX Turned off Super Specialist Stacking in INI file by default


Version 1.4 ----------- 10/19/2006 (USA) - 19/10/2006 (World)

XML:
FIX Pyramid cost increased and made obsolete with Education
FIX Sphinx obsolete moved back to Divine Right
FIX Stonehenge obsolete moved forward to Philosophy and cost increased to 180
FIX Marco Polo's Embassy obsolete moved forward to Combustion
FIX Hippodrome prereq moved to War Art
FIX Art Museum now only buildable by Great Artist
FIX Science Museum now only buildable by Great Statesman
FIX Great Doctor points from (2) Red Cross, (2) Hanging Gardens, (2) Universal Suffrage, (2) Cure for Cancer
FIX Bronze Cannon strength reduced to 10 and movement increased to 2
FIX Monarchy now requires War Art instead of OR condition
FIX Music now requires Literature instead of OR condition
FIX Gunpowder removed Education as prereq and now requires Engineering
FIX Divine Right now requires Philosophy instead of OR condition
FIX Aeronautics double listing of Leads To: Flight
FIX Oil reveal and trade moved to Combustion tech
FIX Typos in Tech Leak windows
FIX Theodosian Walls no longer go obsolete
FIX Alphabetized Civs and Leaders in Custom Game Screen pull-downs
FIX Ivory trade moved to Animal Husbandry, reveal still at Hunting
FIX Sid's Tips for Mausoleum of Halicarnassus, Commodity Exchange, Masonic Hall, Botanical Garden, Superhighway,
Ranch, Networks tech, Tallest Building, Sewer System, Hippodrome and Flavian Amphitheater
FIX Pacal II's typo
FIX Hector initial greeting quote
FIX Milstar Satelite no longer upgrades to Explorer
FIX Reduced City Guard Trebuchet art size
FIX All Civs will start with proper Education and Health Care Civics
FIX Civilopedia text changed to ViSapedia

PYTHON + SDK:
ADD Real forts with ZoC and Promotion system
ADD VisaPedia (SevoPedia)
ADD Unitsupgrade pedia addition
ADD PromotionTree Pedia addition
ADD Option to enable/disabled the "Great Person Splash screen" in the INI
ADD Splash screen upon first technology Lead/Recieve by trade routes
ADD INI setting to turn on/off allegiance of animals
ADD Set the minimum city distance in the INI
ADD 3 Static movies for "Marco Polo, Adam Smith, Fort Knox"
ADD Great Generals From Barbarian Combat Mod
ADD Natural Spread of Religion number is now in the INI
ADD Info when moving mouse over the plot list buttons


FIX VisaPedia unitstats out of border
FIX Great Person using random name generator showing pink screen
FIX Rewritten code for the Military Academy, units granted will be upgraded to the latest techs
FIX Some plotlist button enhancement buttons not resetted properly
FIX Preventing exception for python reloading
FIX Issue with the plot list button mod and the unit statistics mod



Warlords Sound Bug Patch added to CivFanatics Downloads ----------- 10/18/2006 (USA Date) 18/10/2006 (World date)


City Distance @ 2 Patch added to CivFanatics Downloads ----------- 10/13/2006 (USA Date) 13/10/2006 (World date)


Version 1.3 ----------- 10/13/2006 (USA Date) 13/10/2006 (World date)

Complete re-edited civic screen to scroll
Cultural Influences Mod by TheLopez added
Great Doctor Mod by TheLopez added
Great Statesman Mod by TheLopez added
Not Just Another Game Clock Mod fixed
Regular Stock Exchange now buildable
Artillery now upgrades to Howitzer
Building and Unit descriptions fixed thanks to Alondin
Moved Uranium access to Reveal point, Physics
Roman Road cost decreased
Marco Polo Embassy cost increased
Sphinx cost increased
Mausoleum of Halicarnassus cost reduced
New SDK files "VISA_DLL_SOURCECODE_2006_October_11.exe"
Several python fixes to the Tech Leak messages
Tech Leak button double-click fixed
Some xml tags edited - related to changed civic screen


Version 1.2b ----------- 10/07/2006 (USA Date) 07/10/2006 (World date)

Fixed GreatPerson Art, is savegame compatible with version 1.20a


Version 1.2a ----------- 10/07/2006 (USA Date) 07/10/2006 (World date)

added the new Plotlist enhancement and a few minor python tweaks, is savegame compatible with version 1.20


Version 1.2 ----------- 10/06/2006 (USA Date) 06/10/2006 (World date)

new units: Siege Gun
Artillery CG
Praetorian Regiment
Trebuchet CG

enabled some options of the GIR mod, including new routines
fixed bug in the python name generation routine
fixed bug in the Cityguard improvement python
added ini setting to choose true "always war"
fixed free experience class reference to warlords compatible
fixed wrong pictures Art Of War and Military Tactics in the Civpedia
fixed unitstats button beeing permanent on the screen.
rewrote the complete sevo techleak routine
techscreen rearrangement
new civilization added
more new units
extra building
new leader
varius bugreports

ViSa Future Changes

ViSa Modpack Team List
Spoiler :
* Genetic Era for Warlords
* Additional Civic Category
* Inquisition Mod
New Netherlands Mod
* Multi-Building Unit Requirement Mod
* Building Heal Rate Mod
* Building Civic Prereqs Mod
* Resource Tech Research Modifier Mod
* Upgradeable Buildings Mod
* Enhanced Warlord Unit
National Security Agency National Wonder to reduce Tech Leak
Roads and Lands
* Update to New Air Forces Mod to v0.2w
Replaced by Unit Mod by TheLopez
* Update Specialist Stacker Mod to v0.8.1w - part of Great Statesman and Great Doctor Mods



Player Request List
Spoiler :
Mercenaries Mod fixed
My Multiplayer Military Mod
MAD System fixed
* Unit Balancing
SmartMap update/fix
* Furious attitude of some leaders with no negative points
* Secret Tech Mod
Manhattan Project to national wonder
* Plant Forest worker ability at Paper
* Mastery Victory
Revolution Mod
* Armenia Civ
* Blake's new AI by Blake
Variable Wonder Cost formula


Items with a * are anticipated to be in next patch.​
 
TAfirehawk said:
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.

well thats what i thought since all the others ive downloaded and installed came with thier own folders but yours didnt, so i made a folder for it and put everything in there. since doing that i havnt had any problems with it. i dont know why but im not complaining.
 
TAfirehawk said:
(snip)

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.

Two questions:
- where are these choices stored by Civ4? (I should think in the .ini file)
- are these choices in the .ini file kept for next time? (provided you don't clean any cache)

This is because if one wants to load a particular map file, the custom game screen does not come up and you can't make those choices. BUT, if they are stored somewhere, one could rely on that. In other words, Civ4 would "know" that you want a particular set of options, and then these are used when you play on map XYZ instead of using the custom game map options.

Does anybody know if this makes any sense?
 
civ4ludo said:
Two questions:
- where are these choices stored by Civ4? (I should think in the .ini file)
- are these choices in the .ini file kept for next time? (provided you don't clean any cache)

This is because if one wants to load a particular map file, the custom game screen does not come up and you can't make those choices. BUT, if they are stored somewhere, one could rely on that. In other words, Civ4 would "know" that you want a particular set of options, and then these are used when you play on map XYZ instead of using the custom game map options.

Does anybody know if this makes any sense?
I've never played with a particular map file, and always with the custom game screen, so I don't know if the options used are the ones saved from the last game... But it would make sense and you can surely check if your theory is right...
The options are saved in CivilizationIV.ini under [GAME] ;Game Options , ;Victory Conditions and others... They are encoded in binary in the order of the options (So 110 for ex. means that the first 2 options are ON and the 3rd OFF).
You can then check in your game which options are on (not sure if this is possible in the game, if not by saving a WorldBuilder file and opening it with a text editor) and see if your theory is right!
 
lord_graywolfe said:
well thats what i thought since all the others ive downloaded and installed came with thier own folders but yours didnt, so i made a folder for it and put everything in there. since doing that i havnt had any problems with it. i dont know why but im not complaining.

ViSa of course installs in its own folder...only bypassing the install and doing something manually can you NOT get it in the MODS\VISA directory.

As I reposted, please read the first post as the instructions are pretty simple installing v2.00 full.
 
civ4ludo said:
Two questions:
- where are these choices stored by Civ4? (I should think in the .ini file)
- are these choices in the .ini file kept for next time? (provided you don't clean any cache)

This is because if one wants to load a particular map file, the custom game screen does not come up and you can't make those choices. BUT, if they are stored somewhere, one could rely on that. In other words, Civ4 would "know" that you want a particular set of options, and then these are used when you play on map XYZ instead of using the custom game map options.

Does anybody know if this makes any sense?

It does store some game settings from the last game in the INI in the My Games directory.

I guess this is why we don't support maps for ViSa :lol:
 
For some reason I am unable to draft units in any of my cities.

I am currently using the nationalism civic yet when I look in my city screen the "draft" button is a dull gray and is unable to be clicked :-(

Thanks again for your help!
 
To TAfirehawk:
Would it be feasible to integrate a Limited Eras mod into VISA (and Warlords in genmeral). Jeckel did one compatible with civ4 1.61 on this site. This would add an attractive option and might be quite simple (I hope).
 
Hey ta when it the genetic era cvisa version coming out thanks for the info big dog
 
'bug': Kashir Archer oversized

Sivopedia: typo: phoenician sub should be "Phoenician Sub"

I don't know what's already been reported because i can't see a bug report database.
 
civ4ludo said:
Two questions:
- where are these choices stored by Civ4? (I should think in the .ini file)
- are these choices in the .ini file kept for next time? (provided you don't clean any cache)

This is because if one wants to load a particular map file, the custom game screen does not come up and you can't make those choices. BUT, if they are stored somewhere, one could rely on that. In other words, Civ4 would "know" that you want a particular set of options, and then these are used when you play on map XYZ instead of using the custom game map options.

Does anybody know if this makes any sense?

Hi People, I dont have time the next 10days to comment or work on anything, but i do read the forum to keep updated...this question bz civ4ludo i wanna comment though:

The custom game options are NOT stored in any INI as far as i can tell. in your "..\..\Mods\Visa\Assets\XML\GameInfo" folder you find a file named: "Civ4GameOptionInfos.xml" in this one all the custom options are set and their "bDefault" activates them upon loading the custom game options screen or not. so you might wanna look into that file. however, civ should store your choices automatically in any custom files, so any 2nd time you open any screen, it should be as you setup it your last time, if not, you might wanna check your "right" or "read only" settings for this file/dir...

I don't know however, IF and HOW these settings are loaded by civ if you load a particular map...but my guess is, if you can't select these options from loading a map, it means inside the map are such options stored, hence you are not able to use any settings done in this xml..

one other way you might try(although i don't know if that'll work) don't load it as a map, but as scenario. Good luck with your "special maps" :)
 
I just wish to thank all tha Visa Team.
Removed the 1.50 version, installed the Mod (2.10) and just beginning to play. The installation routine worked easily 'n fine and no problem yet in the first turns of game. I'll report some little bugs I've found in 1.50 if they are persistent in this release.
Moreover I installed also the Blake's better AI (18/11/2006 version) and everything's working well in single player (and AIs are putting me in a corner on Noble where I easily won before).
Well done guys.

Bal.
 
Donkey Puncher said:
Hey ta when it the genetic era cvisa version coming out thanks for the info big dog

No clue...still working just to get the latest version from them...
 
I've been running 2.10 for a while now, no major bugs at all,
except for the MAF with huge maps.

Only bugs I've found
- Splash screen for Isaac Newton has his name as Issac,
- Jungle Rocket Luncher should be Launcher,
- I can build Heroic Epic with out the requisite level 5 unit
(or, you changed the way it works and didn't update the documentation!)
- Sometimes City Guard upgrades get little pink bubbles instead of the
correct pointers.

All of these are trivial, only heroic epic affects game play.


Some balance type issues
Musket Manufacture doesn't last long enough to be of any use,
TNT plant is harder to build than to just research cannon so not useful,

And finally a request, can you add to the city display on the map
something that lets you know which cities have airports without actually
opening them all up? A little airplane icon would be good...

Alondin, on vacation!
 
Hmm, running 2.1 now, and it seems as though the slow border growth option from the Cultural Influences mod is now switched on, despite it being flagged as off in MODS/Visa/VISA.ini. Am I missing something?

Just a quick question - what's up with all the different sized icons (and some looking low-quality in various places e.g. leader thumbnails) in the various popup screens? I've seen it in several mods, was wondering why that happens...
 
I found something interesting last night.
when my cultral borders go over oceans it alows ships that arent suposed to be able to enter ocean squares to do so wich is kinda anoying when the AI takes advantage of this and spreads faster then they should be able too :)
 
Alondin said:
Some balance type issues
Musket Manufacture doesn't last long enough to be of any use,
TNT plant is harder to build than to just research cannon so not useful,

Alondin, on vacation!

I agree on both points....not sure what fix to make yet as I am just trying to play the game to get the total feel...instead of the usual quitting of a game before 50% done because of a new patch ;)


spiralx said:
Hmm, running 2.1 now, and it seems as though the slow border growth option from the Cultural Influences mod is now switched on, despite it being flagged as off in MODS/Visa/VISA.ini. Am I missing something?

Just a quick question - what's up with all the different sized icons (and some looking low-quality in various places e.g. leader thumbnails) in the various popup screens? I've seen it in several mods, was wondering why that happens...

Odd, Cultural Border Growth setting works just fine...and the change from 'normal' to 'slow' is HUGE so it would be VERY obvious as your first city starts out with only 5 tiles, not 9, if it is slow enabled.

Different sized icons mean you are playing at a lower graphic level setting, which is normal.


Forsaken said:
I found something interesting last night.
when my cultral borders go over oceans it alows ships that arent suposed to be able to enter ocean squares to do so wich is kinda anoying when the AI takes advantage of this and spreads faster then they should be able too :)

This is from Firaxis I am sure...and I really like it :)
 
So, last week I upgraded to v2.10 patch, using 1.20 full version, after upgrading Warlords to the 2.08 patch. Now I see there is a v2.00 full version, and a v2.10 patch. So, do I have to install v2.00 but still use the 2.10 patch? Believe it or not, this is not at all intuitively obvious. :cry:

Also, in playing in the version mentioned above (noble difficulty) I use the 3-square city radius and there are monsterously huge cities all over the map by the renaissance (cities of size 25+, BTW not even my own cities), and Apollo is built by the 1640s. While I like the 3-square radius a lot, it seems to be leading to super-huge cities much earlier than would be realistic for advances in farming/sewage/etc.
 
TAfirehawk said:
Odd, Cultural Border Growth setting works just fine...and the change from 'normal' to 'slow' is HUGE so it would be VERY obvious as your first city starts out with only 5 tiles, not 9, if it is slow enabled.
Yeah I noticed it and tried it for a bit, but it makes growing your city incredibly painful so I decided not to have it on. Eventually modified CvCulturalInfluencesEventManager.py to have g_bEnableSlowCultureBorders = false and default to false in loadConfigurationData(), which may be where the problem lies as it defaults to True if it can't find the ini file.

TAfirehawk said:
Different sized icons mean you are playing at a lower graphic level setting, which is normal.
Ah, that makes sense, cheers :D
 
2.1 Runs smoothly here. Only concern for me is that frigate is next to useless for me in my games. i seem always to get ship of the line faster than the frigate. with cityradius 3 computers do beat me often too. other than the frigate i am happy :) avoiding corporation cause of losin fort knox, wise or not :P
 
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