ViSa v3.10 Bug Thread

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2. Migrants don't seem to work. I have tested by putting 8 in a new urban (4) city. No pop gain when deleted. No button either. Also maybe give option to add hammers or pop in future????

I'm not from AOL, but I have to say: Me too!

I've tried disbanding in the target city, I've tried waiting around in the target city for a few turns and the disbanding, nothing seems to work. No additional options ever show up and the instructions in the Migrant Civopedia description don't give any other way to do it.

Any suggestions?

-- WC
 
I just started playing the ViSa mod and I have to say, Kudos for such an amazing reworking of an already stellar game. I love it, in particular, love that there are so many more options of ways to do things in the game.

I do have a couple of issues, though, and don't know if they are just part of how things work that I don't understand.

1) I cannot change religion (state religion). I can found new religions, but cannot switch to them. I have no option to do switching on the religion page, and no list of cities/effects.

2) My religion instantly spreads to new cities I create. Is this because of the Theocracy civic? Or is it a feature, or maybe a bug? I've noticed this is also happening to neighbors with new cities they create.

3) Like others, I have no bombardment command, either hotkey or gui button. Is there something I can do to fix this?

Anyway, just wanted to share that...
 
Hey all, migrants does not work correctly yet. It does subtract population from the city building it. It does not as of yet add the population to other city.

ranged bombardment make sure you have it checked in your options. This does work.
 
ahhh, i see... that's optional now. Ok, so I probably just didn't set that up.

Any ideas on not being able to change state religions?
 
I thought you could change state religions under Theocracy. I can't remember trying this before adopting that civic. I'll give that a shot.
 
Sorry, that was a fault of mine. It is the Assembly Plant not the Manufacturing Plant which replaces the standard Factory for the German Empire. It was a bit late as I placed my post there.
The costs for both are equal, but the Assembly Plant allows 4 engineers.

Anyway, the missed units are still a problem for me. because that issue persists. As I mentionend before I can't build a battleship and a Jaggernaut either. Might be possible that they are not linked to the Assembly Plant of the German Empire.

I have also a question about how to use a Migrant. I moved the Migrant to another city of my Empire but I was not able to use something like "Join the city"

About that testing: And this is why I'm helping you testing by placing my post there. ;-)

We will have to check the UB of Germany then.

The Battleship requires a specific tech to build....don't remember off the top of my head but like everything else, it is listed in the ViSapedia.

I have had the Migrant working before v3.10 was released.....it wasn't subtracting but would add once disbanded. Now it is working the opposite way :lol: :crazyeye:


1. Have definately got the "no bombard" bug, though air units are able to do so, which makes for different strategies!

2. Migrants don't seem to work. I have tested by putting 8 in a new urban (4) city. No pop gain when deleted. No button either. Also maybe give option to add hammers or pop in future????

3. Helo's over water can only be attacked by aircraft in bomb mode. Other helo's cannot attack them, nor can adjacent land troops. Seems weird as a bullet not fussy about swimming!

4. Terraforming destroys improvement which seems weird, but the real kicker was that an auto build worker came and built an improvement which stopped the terraforming. Very annoying. Prob need something to stop each type working in same tile.

5. Rapid transport vehicles say carry all infantry, but don't carry bazookas or partisans or commandos (not tried SAM). Maybe need to redefine units?

6. Not a bug really. Aluminium was in only one area and AI absolutely refused to trade it. This makes nearly ALL later stuff unattainable which is silly as Russians make clunkier versions of modern equipment. Aluminium is not the tech driver, indeed they use titanium for some things which is better. Suggest would be better to make all modern stuff double hammers and "half cost with aluminium". This may even be workable with earlier troops (the egytians had crocodile hide armour which was prob as good as copper for their axemen).

1. simply turn it on via the Custom Game options like other Firaxis options....
2. see my notes at top of this post
3. yeah that is weird and reported here, not sure if it is on the Bug Report site list.....we only work off of that list :)
4. not much to do here because that is UnitAI work, which we have much more pressing issues.....don't automate workers or watch or fix it after
5. units still need tweaking....but I am sure you can find at least one unit to do everything you need :D
6. resources were reduced to increase the difficulty a bit....not sure this is balanced yet though


Similarly, I was playing Master Victory and all opposing civilizations had capitulated. I was now the leader of the world, but still having to play in order to win. Since vassal states can't declare war on each other nobody can really expand or lose ground very much. Kind of boring at this point, just eliminate my armed forces and go for culture and tech ...!

Use the AutoAI....that is what I just did to finish the last 42 turns of my game.


I just started playing the ViSa mod and I have to say, Kudos for such an amazing reworking of an already stellar game. I love it, in particular, love that there are so many more options of ways to do things in the game.

I do have a couple of issues, though, and don't know if they are just part of how things work that I don't understand.

1) I cannot change religion (state religion). I can found new religions, but cannot switch to them. I have no option to do switching on the religion page, and no list of cities/effects.

2) My religion instantly spreads to new cities I create. Is this because of the Theocracy civic? Or is it a feature, or maybe a bug? I've noticed this is also happening to neighbors with new cities they create.

3) Like others, I have no bombardment command, either hotkey or gui button. Is there something I can do to fix this?

Anyway, just wanted to share that...

1. not sure why, but changing works in my game
2. that is the religion spread feature, a settler will take a random religion from the building city with it
3. again, see top of this post
 
I have no problems with terraformers and workers working on the same tile at the same time. It is very helpful since the terraformers destroy improvements. Basically I can start terraforming to grassland (10 turns) and at the same time start building a watermill (11 turns) and the grassland will finish 1 turn before the watermill. Do you mean that if there is a tile with no improvement, and you start to terraform (X turns) and while it is working you build an improvement (X-1 turns), the finishing of the improvement will cancel the terraform?

Of course, I'd prefer if improvements weren't destroyed but I guess it has to happen incase you wind up with a tile type that can't support the improvement. Like a hill with a mine being changed to plain. But, as it stands, I can never terraform a tile with a cottage/hamlet/village/town because I don't want to wait the time it takes to grow back to a town from nothing.
 
Greetings.

I was playing this morning and in between turns a Civ declared war on me, marched three Calvary into my territory, plundered/destroyed a windmill, then the message came up that I made peace with them and the Calvary were gone. All before it was my turn.
 
Greetings.

I was playing this morning and in between turns a Civ declared war on me, marched three Calvary into my territory, plundered/destroyed a windmill, then the message came up that I made peace with them and the Calvary were gone. All before it was my turn.

I had that happen to me in playtesting. I also had them invade my territory, capture a pair of workers, and then declare peace to retreat, and most annoying, when I had a massive force at their capital they declared peace and threw me out. I think it is the Great Statesman that do this, the mod allows any civ to force peace for a turn. I've been wrong before, though.

Alondin
 
Howdy Visa guys, firstly congrats on the mods...they have given me months of entertainment. Secondly, my bug report is concerning multiplayer, my friend and I have been playing civ for years in all its forms, when we started to try and play Visa 3.1, we keep running into "out of sync" messages. This seems to happen, only after we load the second save or third save, and only after a certain point in the game. We play huge maps, grand time, our games take several weeks at least so they consist of many saves. Funny thing is...we get the "out of sync" message flashing in red across the screen, but the game is still playable. We are able to end turns, pass data easily. We both have good PC's so the game runs easily. Is this problem related to the double save work around indicated earlier in the thread. FWIW I dont think ive ever had Visa crash to desktop on me...so not sure what the problem there is. Any help would appreciated, if theres a known work around or whatever....Cheers.


Me and a few buddies play MP as well. We also have various problems, OSS, Memory Allocation, etc. For OSS we do the following. 1st, ask everyone what they did last, we have found that doing certain things will cause OSS. Examples include moving a biplane, a settler building a city, etc. If everytime you move a certain biplane it goes OSS, go back to a prior save and just delete the offending unit. That has worked for us several times and allowed OSS games to keep going. It seems specific to individual peices and not to the entire game.

If that doesn't work, you can try older saves. Sometimes if you go back a save or two you can find one that works. Also make sure you have all graphics turned down to low and the mem saver on. Usually we have to restart our MP games every 4 hours or so but they run smoothly except for that OSS error. We did get 1 game that we couldnt get around but for the most part we have been able to play all our MP games to the end. Hope that helps...
 
Terraforming, yes I had worker come and build a little quicker, which stopped the terraforming.

I can understsand losing improvement if changing tile on, but it also happens when raising terrain in adjacent tile

Thanks for other comments, all useful
 
1. not sure why, but changing works in my game
2. that is the religion spread feature, a settler will take a random religion from the building city with it
3. again, see top of this post

Hey, TA! Thanks for responding. The religion spread feature is kind of cool, and more realistic, imho. And it makes sense I've never noticed it was random in this game, because I'm playing a Theocracy and have used inquisitors to remove vestiges of old religions.

I've done a little more testing with the religion problem and discovered the following:
1) Only certain civs seem to disallow religion changing on the F7 screen. The Scots are one of them, but the Russians are not. Maybe it's the ViSa added ones? Or maybe just luck that I picked the scots.
2) You can change religions the same way you would fix not having checked DCM bombardment. As in, if you go to worldbuilder, save and then use wordpad, you can edit player 0's state religion, save the file again, and then start it as a custom scenario.

So anyway, wanted to share that.
 
First - thank you for the former informations.
About the Migrants: That means, now they subtract but are not adding population after disbanding? Sounds like you are a bit confused about that, huh?1? :crazyeye: :confused: :hammer2:

One other thing:
It seems that the Terraformers are not able to lower elevation on mountains. Is that as planned by default?
Because that makes no sense. It's at least as easy to lower mountains (peaks) as to create peaks. You know, all you need is some dynamite and a specialist who knows how to use it. And the rubble you are producing with that - you can use it to terraform some water tiles into plains! :D :thumbsup:
 
I am not confused on the Migrant not working.....it just flip-flopped from a pre v3.10 build to release....dunno why :lol:
 
Just about my question regarding lowering elevation on mountains:
Is it as planned that the Terraformers are not able to lower elevation on mountains?
 
Could be useful if you have a city near a lot of mountains.
At the moment you cannot pass through mountains normally or use them for mining. But often you find silver, gold, copper and many other stuff ecpecially within mountains in the real world.
Maybe workers or terraformers should be able to build mines on mountains and some roads. But mountains shoud be still impossible to pass through for other units exept those ones which are designed for it.
For example: In Germany we have special military units called "Gebirgsjäger" (Mountain hunter) which are nearly as powerfull as Marines there.
But i leave that up to you.
 
3) I have trouble recreating this bug, but attacking an enemy city with a single modern armor, I decided to burn the city. Afterwards, the single unit used to take the city wound up far away, right outside the enemy civ's cultural borders.

I can explain what happend.
Unlike normal civ, noncombatants like settlers and workers are not automatically destroyed when the last defender is defeated, but have to be killed individually.
However, you can still occupy a tile with enemy workers/settlers on it when you defeat the last defender.
What happens is that now both your unit and a settler/worker of your enemy occupy the same tile. The game "fixes" that in the next interturn by teleporting your unit outside enemy territory.
 
as of right now terraformers cannot lower mountains. Is this something alot of people would like?

Sure, why not!

As of now, you can get rid of some peaks. It doesn't seem to work all the time, but if you use the "Terraform adjacent water into plains" and then when it asks you for the direction choose the direction where the peak is. Sometimes this makes the peak into a plain.
 
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