ViSa General Discussion

Well I am the Manager....I must delegate work :p

LOL and a fine job you have done ;)

This really is a great mod, only problem is my PC won't cooperate with all the crazy settings that I really enjoy... I am forced to play standard maps with 18 or less civs always or by the industrial era my PC starts to smoke... j/k but really great mod, it will surely go down as legendary in the mod community. :)
 
LOL and a fine job you have done ;)

This really is a great mod, only problem is my PC won't cooperate with all the crazy settings that I really enjoy... I am forced to play standard maps with 18 or less civs always or by the industrial era my PC starts to smoke... j/k but really great mod, it will surely go down as legendary in the mod community. :)

Thank you!!!!

I hope we reduce the lag in the BTS mod we have planned. We will be eliminating as much Python as possible and probably reducing the UU's as well.

I have to admit the #1 reason I upgraded to a Core 2 Duo (overclocked to well over 3GHz) was for ViSa testing and playing....this mod is certainly a monster and we hope to tame the best for BTS :lol:
 
:Dthe number 1 reason I bought the pc I have right now is so I could play Civ 4 vanilla... my old labtop wouldn't even run it, so I went out and bought a new one for that, among other things like running dreamweaver and visual studios smoother.
 
V3.20 work is DONE!!!

We should have it ready as a FULL download (no patch) Friday/Saturday.


Items for Patch v3.20

- 0000404: [Graphics] Sea Settler (Rockinroger) - closed.
- 0000403: [Graphics] KGB Needs Movie (Rockinroger) - closed.
- 0000388: [Graphics] Sea Engineer Button (Rockinroger) - closed.
- 0000371: [Graphics] Smith's Trading Co. needs Movie (Rockinroger) - closed.
- 0000386: [Graphics] Buttons (Rockinroger) - closed.
- 0000406: [Tweaking Issues] Slow down late game (TAFirehawk) - closed.
- 0000405: [Unit Issues] The Arrow missile (Rockinroger) - closed.
- 0000349: [Unit Issues] Unit PreReqBuilding need fixed (Rockinroger) - closed.
- 0000396: [Building Issues] Factory Production Boost (Rockinroger) - closed.
- 0000401: [Building Issues] Mall/Supermarket Cost (Rockinroger) - closed.
- 0000398: [Building Issues] Equal Opportunity Act (Rockinroger) - closed.
- 0000394: [Building Issues] Museum Building (Rockinroger) - closed.
- 0000397: [Text Problems or Errors] Sid's Tip (Rockinroger) - closed.
- 0000391: [Text Problems or Errors] Sid's Tips (Rockinroger) - closed.
- 0000393: [Building Issues] Public School Building (Rockinroger) - closed.
- 0000395: [AI behaviour] change default settings for custom game options (Rockinroger) - closed.
- 0000387: [Unit Issues] Blimps from Blimp factory (Rockinroger) - closed.
- 0000353: [Building Issues] Apollo Program (Rockinroger) - closed.
- 0000390: [Tweaking Issues] Modify Resource amounts on map (TAFirehawk) - closed.
- 0000389: [Graphics] missing great person art (Rockinroger) - closed.
- 0000383: [Uncategorized] United Nations - Free Religion appears twice (Rockinroger) - closed.
- 0000369: [Graphics] Attila Quote (Rockinroger) - closed.
- 0000385: [Unit Issues] Nacom can be built without Iron (Rockinroger) - closed.
- 0000381: [Building Issues] Biodome has no tech (Rockinroger) - closed.
- 0000377: [Unit Issues] Special Religious Units need hurry amount increase (Rockinroger) - closed.
- 0000378: [Building Issues] KGB and Scotland Yard need moved in Tech Tree (Rockinroger) - closed.
- 0000379: [Tweaking Issues] More Tech Prereq's (Rockinroger) - closed.
- 0000380: [Text Problems or Errors] Library of Congress Strategy Text (Rockinroger) - closed.
- 0000375: [Uncategorized] Add Genetic Era to Game Clock Mod (TAFirehawk) - closed.
- 0000374: [Text Problems or Errors] spies text error (Rockinroger) - closed.
- 0000370: [Technology Issues] Tweak Techs with additional prereq's (Rockinroger) - closed.
- 0000368: [Technology Issues] Paper Happy Face (Rockinroger) - closed.
- 0000366: [Graphics] Boating Button (Rockinroger) - closed.
- 0000372: [Text Problems or Errors] ViSapedia spelling error - 'Tackion' energy plant should be Tachyon (Rockinroger) - closed.
- 0000315: [Graphics] Attilla the Hun hides his city sizes! (TAFirehawk) - closed.
- 0000017: [Graphics] Graphic missing for city being conquered (Rockinroger) - closed.
- 0000336: [Graphics] Roman Roads Button/Icon (Rockinroger) - closed.
- 0000348: [Graphics] Need an icon for the Aeronautics tech (Rockinroger) - closed.
- 0000335: [Graphics] Building Icons (Rockinroger) - closed.
- 0000330: [Unit Issues] All Great People need to start Golden Age (TAFirehawk) - closed.
- 0000350: [Graphics] Promotion icons pink (TAFirehawk) - closed.
- 0000334: [Graphics] Tech Icons (Rockinroger) - closed.
- 0000363: [Graphics] buttons (Rockinroger) - closed.
- 0000364: [Graphics] buttons 2 (Rockinroger) - closed.
- 0000362: [Technology Issues] Military Tradition needs prereq Horseback Riding (Rockinroger) - closed.
- 0000361: [Technology Issues] Feudalism Prereq (Rockinroger) - closed.
- 0000360: [Technology Issues] Theology Prereq (Rockinroger) - closed.
- 0000359: [Technology Issues] Add Mining prereq to Tools (Rockinroger) - closed.
- 0000309: [Text Problems or Errors] Sid's Tips for Alphabet says it enables Tech Trading (Rockinroger) - closed.
- 0000284: [Building Issues] UB needed for Dutch (Rockinroger) - closed.
- 0000160: [Graphics] Johan de witt - Dutch empire (Rockinroger) - closed.
- 0000358: [AI behaviour] dutch shipping port (Rockinroger) - closed.
- 0000357: [AI behaviour] gunships upgrade to Apache and Light Apaches (Rockinroger) - closed.
- 0000307: [Text Problems or Errors] Tipu Sultan splash screen says 'Great Merchant', but he turns out to be a Great Prophet (Rockinroger) - closed.
- 0000338: [Graphics] Great Doctor Popup Missing (Rockinroger) - closed.
- 0000101: [Uncategorized] Austria order (Rockinroger) - closed.
- 0000356: [Unit Issues] Political Agitator and Ecoterrorist Invisibility (TAFirehawk) - closed.
- 0000331: [Unit Issues] Spy invisibility (TAFirehawk) - closed.
- 0000332: [Technology Issues] Space Station needs moved (TAFirehawk) - closed.
- 0000344: [Tweaking Issues] Techs need to reduce Happy Faces (Rockinroger) - closed.
- 0000345: [Tweaking Issues] Techs need to reduce Healthy Faces (Rockinroger) - closed.
- 0000341: [Tweaking Issues] Windmill (Rockinroger) - closed.
- 0000351: [Tweaking Issues] Tools Tech and Spearman (Rockinroger) - closed.
- 0000355: [Tweaking Issues] Reduce Library-University-Observatory-Research Lab (Rockinroger) - closed.
- 0000354: [Tweaking Issues] Reduce Market-Grocer-Bank-Commodity Exchange (Rockinroger) - closed.
- 0000339: [Tweaking Issues] Masonic Hall (Rockinroger) - closed.
- 0000340: [Tweaking Issues] Botanical Garden (Rockinroger) - closed.
- 0000352: [Technology Issues] Remove +1 sight from Mining (Rockinroger) - closed.
- 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.

75 of 75 issue(s) resolved. Progress (100%).
 
:high5: Totally!!!!
I think I need more :coffee: or more :beer: !!

:cheers: to the team!!!!!!!!!!

:worship:
 
Thanks WhimpyCiv

We are pushing it our pretty quick so it is done before BTS hits the shelves....some of the late game tweaking may need a minor v3.21 patch but this should be close to the end of ViSa for Warlords.
 
V3.20 is uploading to the fast download site now.....

In about an hour or so I will update the CivFanatics Download link to this new full version installer.

NOTE!!!!
Previous v3 of ViSa will need to be uninstalled....which is easily done via the Start Menu ViSa group or via Add/Remove Programs in the Control Panel. ViSa v2 does NOT need to be removed, just v3.00 or v3.10. This is NOT a patch but a full version only release.
 
V3.20 Full Installer RELEASED to the World!!!

The ViSa Website is not updated yet, so the download is only available through the CivFanatics link in my download posts.
 
Downloading now....anticipation....rising...76% done, around 9 minutes left, I have been waiting for this for so long. Thanks for working so hard and putting out one of the best mods I have ever played. My friend absolutely loves the theme, was a big fan of thunderbirds(when it first aired) when he was a kid.

Who says friday the 13th is unlucky :)
 
Wow... I feel really bad for those with dial-up connections. :faint:
 
Wow... I feel really bad for those with dial-up connections. :faint:

Certainly not recommended for those unfortunate few....would be faster for me to snail mail them a CD :lol:

There is a reason this is called an Expansion Pack.... :scan:
 
Wow... I feel really bad for those with dial-up connections. :faint:

Wow dial-up...(reminiscing about the old days)...though very few people have the equipment to do this, a little trick I used to do to increase my d/l speed on dial-up was to duplex...

All you need are 2 modems on the same computer and 2 separate phone lines...each modem connected to it's own phone line, and they both dial and connect to the same server...this will cause the user to have a connection of 128k rather than 56k...

It's not much of a difference, but it's a difference. And besides, I'm going way off topic now...:mischief:
 
Downloading now....anticipation....rising...76% done, around 9 minutes left, I have been waiting for this for so long. Thanks for working so hard and putting out one of the best mods I have ever played. My friend absolutely loves the theme, was a big fan of thunderbirds(when it first aired) when he was a kid.

Who says friday the 13th is unlucky :)

Yea ouch! :rolleyes: Mine said 9 minutes left at 0% :lol:

and Friday the 13 is never unlucky! it was my b day (see username 7/13 ;))
 
One puzzling question and one glitch -- not really a bug, just something unusual.

The Question: What are the parameters, rules, guidelines, whatever for where a Sea Settler can found a Sea City? I have a Sea Settler and it doesn't seem to be able to found a city *anywhere* I move the mouse. I don't get the 'Build City' button no matter what, except that I see it darkened (inactive) when I roll the mouse over a coastal city.

The Glitch: I noticed this in one previous version as well. The City Guard granted a free Guerilla promotion to my newly built Fighter. Or it might have been my Mayan Bomber, I'm not sure which. Anyhow, giving a plane double movement over hills ...?

Still having fun!!! :D
 
One puzzling question and one glitch -- not really a bug, just something unusual.

The Question: What are the parameters, rules, guidelines, whatever for where a Sea Settler can found a Sea City? I have a Sea Settler and it doesn't seem to be able to found a city *anywhere* I move the mouse. I don't get the 'Build City' button no matter what, except that I see it darkened (inactive) when I roll the mouse over a coastal city.

http://forums.civfanatics.com/showpost.php?p=5629654&postcount=2

The Glitch: I noticed this in one previous version as well. The City Guard granted a free Guerilla promotion to my newly built Fighter. Or it might have been my Mayan Bomber, I'm not sure which. Anyhow, giving a plane double movement over hills ...?

Still having fun!!! :D

I think promotions are given randomly... some of them don't make sense :crazyeye: but I think it actually adds to the fun :lol:
 

Ah! In case anybody else was wondering and didn't have the energy to click that link, you need to (1) have enabled Sea Colonies in the Custom Game screen, (2) be 3-4 squares next to your cultural border, and (3) have Methane inside your new city's radius. Perhaps that should be added to the Civopedia under the Sea Settler's entry?

I realized (1) right off, (2) makes sense from experience, but (3) I don't know that I would've gotten so quickly. So Methane has to be right next to the new city, that is, within the original one-square-radius of the city? Hmm. That'll complicate my plans for the current game a bit more.

I think promotions are given randomly... some of them don't make sense :crazyeye: but I think it actually adds to the fun :lol:

Aha, perhaps you're using a definition of the word "fun" with which I am heretofore unfamiliar! :)

-- WC
 
So Methane has to be right next to the new city, that is, within the original one-square-radius of the city?

Or inside the cultural borders of another of your cities and within what will be the sea colony's fully-developed city radius. Which can either mean that the two cities will wind up both claiming the methane, or that the earlier city can have expanded its cultural borders beyond its city radius.

Note that there is no actual requirement that the new sea colony actually work the methane resource, only that it has said resource (1) within your current borders, including the new colony, and (2) within the new colony's eventual sphere of control.
 
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