ViSa General Discussion

I'll test it a few times, and get back to you in here later - if it is Visa, any idea of how I could incorperate a City destroy mod? I wouldn't mind one anyways.

Oh! And while I remember - why did you guys remove Improvements Outside Borders, just out of curiosity?

OK, let me know what you find and post here or on the Bug Report site.

Improvements outside borders should still be on (if you didn't change the INI) for Forts....nothing else was ever implemented. BTW, Firaxis doesn't do anything but roads outside borders, we just added Forts because of the mod we merged in back in v2.
 
I'll test it a few times, and get back to you in here later - if it is Visa, any idea of how I could incorperate a City destroy mod? I wouldn't mind one anyways.

Oh! And while I remember - why did you guys remove Improvements Outside Borders, just out of curiosity?

I am playing as the ottomans and just killed of Korea, which had 2 cities.
the first city i raised, the Capitol which i took last i couldn't raise.
 
Wow, just a reminder to ocassionally clean out the NCSaver file. I had 3,638 NCsaves in mine. Didnt seem to slow the game though, just big on my hard drive.
 
I am so fond of ViSa that I no longer play vanilla civ4 warlords. My great concern now that BTS expansion is right around the corner is whether you guys intend to move the mod to BTS so new features and additions will only be available for it. In other words is 3.1 the last release playable with warlords?

If so it would be a great lose as I am almost 90% for not buying BTS.
 
We certainly won't have any updates after v3.20.....if we can get that out in time.....

Those not moving to BTS will be able to keep playing V3....but V4 or whatever we call it will take 100% of our development time, so there will be no more work on V3 once we begin on the BTS version.
 
Here is the latest Roadmap of what is planned/reported:

ViSa - Roadmap

ViSa - 3.95
===========

0%

Bug list and Wish list for V4, which is after Beyond The Sword Expansion from Firaxis.

- 0000073: [Uncategorized] Promotion Tree - new.
- 0000342: [Feature Request] Merge Navy Mod - new.
- 0000323: [Unit Issues] Terraformers cannot always terraform a peak (Mrgenie) - assigned.
- 0000196: [Uncategorized] Being able to advance several turns in a row without relying on AIAutoPlay (Mrgenie) - assigned.
- 0000236: [AI behaviour] Unitai for Air cargo units (Mrgenie) - assigned.
- 0000235: [AI behaviour] UNITAI for non_ICBM missiles (Mrgenie) - assigned.
- 0000012: [AI behaviour] City Governer Sea Colonies (Mrgenie) - assigned.
- 0000115: [AI behaviour] Military Bases (Mrgenie) - assigned.
- 0000114: [AI behaviour] AI for terraforming unit (Mrgenie) - assigned.
- 0000006: [AI behaviour] Forts (Mrgenie) - assigned.
- 0000317: [AI behaviour] AI don't use defence promotions (Mrgenie) - assigned.

0 of 11 issue(s) resolved. Progress (0%).

ViSa - Roadmap

ViSa - 3.15
===========

11%

Items for Patch v3.20

- 0000347: [City Screen] No growth, due to 0 food in city, despite copious amounts of food tiles and health. - new.
- 0000294: [Unit Issues] Terraformers cannot terraform a tile with Lost Civilization resource - new.
- 0000320: [Tweaking Issues] Mastery Victory will not end when all civs defeated - new.
- 0000322: [AI behaviour] Cost of production hurrying does not total - new.
- 0000324: [Unit Issues] City razing unit teleported outside enemy cultural borders - new.
- 0000325: [Unit Issues] Helicorputer units blocked from enemy water tiles w/ tunnels - new.
- 0000290: [Unit Issues] Terraformer can't terraform tundra to plains (TAFirehawk) - feedback.
- 0000262: [Text Problems or Errors] Unit Naming = 1; Names become inconsistent upon upgrading (Mrgenie) - acknowledged.
- 0000117: [CTD "Crash to desktop"] CTD on load of save game (battalaykut) - confirmed.
- 0000250: [Uncategorized] AI Captured city stays at 1 square? (Mrgenie) - confirmed.
- 0000355: [Tweaking Issues] Reduce Library-University-Observatory-Research Lab (Rockinroger) - assigned.
- 0000354: [Tweaking Issues] Reduce Market-Grocer-Bank-Commodity Exchange (Rockinroger) - assigned.
- 0000351: [Tweaking Issues] Tools Tech and Spearman (Rockinroger) - assigned.
- 0000350: [Graphics] Promotion icons pink (Keldath) - assigned.
- 0000353: [Building Issues] Apollo Program (Rockinroger) - assigned.
- 0000352: [Technology Issues] Remove +1 sight from Mining (Rockinroger) - assigned.
- 0000332: [Technology Issues] Space Station needs moved (Rockinroger) - assigned.
- 0000339: [Tweaking Issues] Masonic Hall (Rockinroger) - assigned.
- 0000340: [Tweaking Issues] Botanical Garden (Rockinroger) - assigned.
- 0000341: [Tweaking Issues] Windmill (Rockinroger) - assigned.
- 0000349: [Unit Issues] Unit PreReqBuilding need fixed (Rockinroger) - assigned.
- 0000331: [Unit Issues] Spy invisibility (Rockinroger) - assigned.
- 0000348: [Graphics] Need an icon for the Aeronautics tech (Keldath) - assigned.
- 0000327: [AI behaviour] enable movies for National wonders. (Mrgenie) - assigned.
- 0000345: [Tweaking Issues] Techs need to reduce Healthy Faces (Rockinroger) - assigned.
- 0000344: [Tweaking Issues] Techs need to reduce Happy Faces (Rockinroger) - assigned.
- 0000334: [Graphics] Tech Icons (Keldath) - assigned.
- 0000338: [Graphics] Great Doctor Popup Missing (Rockinroger) - assigned.
- 0000336: [Graphics] Roman Roads Button/Icon (Keldath) - assigned.
- 0000335: [Graphics] Building Icons (Keldath) - assigned.
- 0000310: [Technology Issues] MP tech tree (Keldath) - assigned.
- 0000107: [Uncategorized] Master Victory (Mrgenie) - assigned.
- 0000287: [Text Problems or Errors] Plastics tech splash screen (Rockinroger) - assigned.
- 0000295: [Unit Issues] Spies stealing technology missing text sometimes, always consumed, and no relation hit on fail (Rockinroger) - assigned.
- 0000308: [AI behaviour] Terra map types do not place all Civs on one continent (Mrgenie) - assigned.
- 0000306: [AI behaviour] Scythian leaders favorite civic. (Keldath) - assigned.
- 0000330: [Unit Issues] All Great People need to start Golden Age (TAFirehawk) - assigned.
- 0000329: [Uncategorized] Loss of Holy City (Mrgenie) - assigned.
- 0000307: [Text Problems or Errors] Tipu Sultan splash screen says 'Great Merchant', but he turns out to be a Great Prophet (Rockinroger) - assigned.
- 0000304: [Tweaking Issues] Improve Diplomatic Relations (Mrgenie) - assigned.
- 0000311: [Unit Issues] Units cannot bombard a sea city to do damage (Mrgenie) - assigned.
- 0000312: [Unit Issues] Captured sea settler turns into water-walking worker (TAFirehawk) - assigned.
- 0000017: [Graphics] Graphic missing for city being conquered (Keldath) - assigned.
- 0000315: [Graphics] Attilla the Hun hides his city sizes! (Keldath) - assigned.
- 0000316: [Unit Issues] Allegiance mod shouldn't allow capture of settlers (Mrgenie) - assigned.
- 0000321: [Tweaking Issues] Diplomatic victory does not factor into Mastery Victory (TAFirehawk) - assigned.
- 0000326: [Uncategorized] Sea cities instantly conquered by land-based attack (Mrgenie) - assigned.
- 0000237: [Building Issues] Stabled and upgrades (TAFirehawk) - assigned.
- 0000305: [Building Issues] On custom maps everyone starts with judaism. (Mrgenie) - assigned.
- 0000297: [Text Problems or Errors] Techleak Modcomponent Pedia text (Keldath) - assigned.
- 0000300: [AI behaviour] Workers, Settlers, Work boats, Planes, Missionaries, etc. - not destroyed when a city is taken (Mrgenie) - assigned.
- 0000187: [Text Problems or Errors] Remove pedia notes on mods not added (Keldath) - assigned.
- 0000101: [Uncategorized] Austria order (Rockinroger) - assigned.
- 0000150: [Text Problems or Errors] Credits (TAFirehawk) - assigned.
- 0000283: [CTD "Crash to desktop"] Mp attempt svn version 143, OOS on reload (Mrgenie) - assigned.
- 0000284: [Building Issues] UB needed for Dutch (Keldath) - assigned.
- 0000149: [City Screen] City screen reports no cities (Torin) - assigned.
- 0000275: [CTD "Crash to desktop"] Multiplayer via PitBoss results in crash for everyone but host. (Mrgenie) - assigned.
- 0000111: [Graphics] Chick with the short hair (Keldath) - assigned.
- 0000160: [Graphics] Johan de witt - Dutch empire (Keldath) - assigned.
- 0000333: [Unit Issues] Arquebusier is replacing Grenadier, not Rifleman (Rockinroger) - closed.
- 0000343: [Technology Issues] Enabling Permanent Alliances (Rockinroger) - closed.
- 0000337: [Text Problems or Errors] Christian Crusader Strategy Text (Rockinroger) - closed.
- 0000319: [AI behaviour] ship breaking ice (Rockinroger) - closed.
- 0000296: [Unit Issues] Siddha Monk does nothing (Rockinroger) - closed.
- 0000313: [Uncategorized] Magellen's Expedition problem (Rockinroger) - closed.
- 0000318: [AI behaviour] Orbitoal Bombers didnt get experience. (Rockinroger) - closed.
- 0000309: [Text Problems or Errors] Sid's Tips for Alphabet says it enables Tech Trading - closed.


8 of 68 issue(s) resolved. Progress (11%).
 
Alright then! Sorry I took so long to get back, it's been a busy week and I haven't been in a Civ mood for a bit. But! I tested it out 3 games - 2 Small, 1 Standard, all without Visa. No problems razing every city.

So I loaded up Visa and tried 2 Small games again...got stuck with a city on tundra with 5 or 6 ice squares and one beaver (wasn't their original capital, for obvious reasons).
So yeah, I'm not XML/Python/Anything saavy enough to figure out what's doing it; I see Roger confirmed it too.

P.S. Yeah...save files. I should really deal with those >.>
 
Total realism is apparently having the same issue. Perhaps you can get a hold of one of them to see how they're fixing the problem?
 
Total realism is apparently having the same issue. Perhaps you can get a hold of one of them to see how they're fixing the problem?

Which problem? The city razing?

Personally I don't mind it....but not sure which mod it came from, we have merged over 50 now I think :eek:
 
I'm am having a h*ll of a problem in my game with Ottoman saboteurs.

I have two sources of oil and two sources of rubber. Every few turns they'll be hit by sabotage. I KNOW that the Ottomans are doing it because every now and then I'll catch one.

What can I do about it? I'd go kick their butts, but they're a vassal state and I can't declare war. I park my units on the resources, they're still hit. I park a spy on the resource, they're still hit. Is there ANYTHING that I can possibly do about this???

I used to like having vassal states before ...
 
I'm am having a h*ll of a problem in my game with Ottoman saboteurs.

I have two sources of oil and two sources of rubber. Every few turns they'll be hit by sabotage. I KNOW that the Ottomans are doing it because every now and then I'll catch one.

What can I do about it? I'd go kick their butts, but they're a vassal state and I can't declare war. I park my units on the resources, they're still hit. I park a spy on the resource, they're still hit. Is there ANYTHING that I can possibly do about this???

I used to like having vassal states before ...

Yeah we addressed this in our next patch. It is really annoying. In the next patch spies will see spies. Ancient spies will see ancient spies, and they will be able to attack each other if it works right. Hopefully i didnt let the cat out of the bag. hehe
 
No cat out of the bag rockinroger.....I tested it and it works great!!!!

Details on the Bug Report site.
 
just 2 quick question on scoring:
-) what is the max. possible score you can get in visa? (I guess it's much higer than plain warlords, as extra ressources & techs allow far bigger pops & faster research)
-) has the scoring been changed in 3.10?
I mostly got scores between 500.000 and 550.000, and thought that 600.000 might be the limit, but today I've reached 889.700 in a rather-good-but-not-exceptional-game. (504ad, conquest, immortal, grand, large, 10civs)
 
just 2 quick question on scoring:
-) what is the max. possible score you can get in visa? (I guess it's much higer than plain warlords, as extra ressources & techs allow far bigger pops & faster research)
-) has the scoring been changed in 3.10?
I mostly got scores between 500.000 and 550.000, and thought that 600.000 might be the limit, but today I've reached 889.700 in a rather-good-but-not-exceptional-game. (504ad, conquest, immortal, grand, large, 10civs)

Thats a good question. Speaking for myself I hardly ever get to finish a game. Due to the fixes we are making. Lets ask other players what their scores are running. What level of difficulty and map size did you run? Im not aware of any scoring changes.
 
You get a score of 500,000....holy smokes batman, I thought 10,000 was good.....
 
Quick question:
What does the ViSa_v3.ini setting:
Religion Natural Spread Number

...do exactly?
 
What level of difficulty and map size did you run?
as stated,the game in question was on a large map, 10 civs, grand speed, immortal difficulty with a 504ad conquest victory.
TAfirehawk said:
You get a score of 500,000....holy smokes batman, I thought 10,000 was good.....
usually around 550.000 on immortal, 440.000 on monach (both only if i finish in the first half of the game, due to civs scoring system, wait till the 1900s and the best i can do is around 100.000). btw: those are overall-scores! if you are talking about game-scores, they range from 10.000 to 17.000.
does the map-type factor in? i usually play pangae, but this time i went for (3) islands. i had thought that that would lead to much lower scores (having to research navy-techs, building a navy, attacking new continents, having some wonder-effects limited to 1 continent etc) and was therefore very surprised about 889.700. has anyone got the million-mark yet?
i'll try another game to see if that was a fluke
 
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