What is this ViSa mod?

Dutch Canuck

Khan of Flatlanders
Joined
Oct 11, 2003
Messages
334
Location
Ottawa, Canada
Hi folks,

I came to this forum to find out about this mod and I am very surprised that there's no introduction to this mod. There's plenty of great detail and enthusiasm for what looks like a well made mod (I glimpsed at some pics and threads here and there), but there's no "Welcome" or introduction thread here, nor such a page at the ViSa website, for new visitors to the mod such as myself.

So I have no clue as what this mod is for, or why, so I'll ask the following questions (the kind a new visitor to this mod would ask):

1) What is this mod about? Why was it made?
2) Why is it called and spelled "ViSa"?
3) What makes it different from other mods?
4) Why should I try this mod? (Btw: I have BTS)

I spent half an hour at this forum trying to get such basic information :crazyeye: At I haven't seen any easy-to-find all-about-the-ViSa-mod type of thread or linky. I'm not trying to be harsh - I am interested in an introduction to learn about what looks like a labour of love :) - but no welcoming info to be found looks like this mod is only for a privileged clique of those were in on the project from the start. Nothing for newbs here :(

I'll wager that the mod organizers were so excited to work on this mod they forgot the obvious... I looked at the FAQ and I'm surprised the basic questions were overlooked before getting into the technical stuff!

I had a look at several threads here and I felt I should post this to alert the mod makers about this - if I want to try this mod I cannot find an invitation or reason to do so - have ya got a starting point/something to share with newbs to ViSa? :)
 
Hiya DutchCanuck.

I've sorta been thinking about the same thing - only I asked if there was a readme file around that said what the ViSa mod did to change from Warlords. So far no luck - I've had some friendly people trying to help, but I think there is a breakdown in communication somewhere..I've only got changes in subsequent versions of ViSa, not the actual changes and additions the mod makes over those in un-modded Warlords.

What I know of this mod came from downloading and trying it. It is an enormous mod that incorporates many peoples' smaller mods, and then harmonising them. It adds new graphics, techs, units, civs, buildings, wonders, resources, tile improvements, specialists, civics, several new civics COLUMNS, and performs countless other changes it would take a full game to figure out. On top of this the Civiliopedia has been pretty well updated with all the new things, and there are even new quotes recorded by someone for playback when the new techs are discovered! It seems well balanced for fun, and a few of the things it does turn up in Beyond the Sword, so it seems Firaxis liked them too. Oh, and there's a neat new opening screen with a great, rousing, familiar tune playing, too.

It's huge to download, but very well put together and easy to use since it comes with its own installer. It's well worth trying, and it seems to me to be the spiritual successor to that awesome Civ3 mod: Double Your Pleasure.
 
#1 there is plenty of WHAT IS VISA in the threads here.

#2 do not start new threads please.

#3 the README is POSTED twice.

#4 its not a 'mod', but an expansion pack ;)

#5 you don't get to know what ViSa means....it means many different things in fact

#6 I am running out of points to make, but I like this list :p

#7 ***HINT*** maybe one should look at the feature list of mods that are added to ViSa to know what it is all about

#8 good place to look in the main thread in the Modpack Forum

#9 yeah I think this list might be done

#10 no wait, I made it into a TOP TEN LIST :lol:
 
Description/List of Mods Included
Genetic Era v0.32
BetterAI Mod
Tech Editor Mod
AIAutoPlay Mod
Mastery/Total Victory Mod included with Genetic Era v0.32
Plant Forest and Make Jungle included with Genetic Era v0.32
GoodRandom v0.1 - use a decent random generator that doesn't have overflow problems
Inquisition Mod
Military Bases Mod
Building Civic Prereqs Mod
Building Heal Rate
Multi-Building Unit Requirement
Resource Tech Research Modifier Mod
MAF Workaround
Great Doctor popup art with quotes
Great Statesman popup art with quotes
New ViSa main menu and loading background
LeaderHead Non-Shader files from Amra
Armenia Civ
Upgradable Buildings included in ViSapedia
Domestic Advisor Du Jour - make it easy to switch DA's
New Wonder Movies - Civil Rights, Cold Fusion, Eugenics, Hubble Space Telescope, Human Genome, KGB, Military Strategies and Techniques, Moon Landing, NASA, Sputnik
New Civic category, Gender - Tribal Family, Polygamy, Patriarchy, Equal Suffrage, Birth Control
Diplomatic Victory Movie
Grand game speed - 2500 turns
Units - Predator missile, Interceptor plane, Glider 1 plane for Zulus, DayHawk plane for Polynesians
Buildings - Cold Fusion Plant, Particle Accelerator, Human Genome Project, Tackion Energy Plant, Tank Factory, Human Rights Supreme Court, Netherlands Shipyard
Removed DCM MAD and STACK ATTACK options

Gameplay Changes
Swordsman gets 25% defense bonus in Jungle
Removed Angry Citizens from Emancipation and Gov Funded Healthcare
Changed Base Attitude and Base Peace Weight for Bhutto, Dom Pedro II, Gjergj, Hiram, Ho Chi Minh, Menzies, Musharraf, Solomon, Taharqa, Teuta, Tymoshenko
Camelot Crusader movement increased from 1 to 2
Many, many, many tech costs changed
Many, many, many prereq techs changed
National wonders should list 4 now instead of 2
Great Wall wonder now requires 2 cities
Roman Roads wonder now requires 2 cities
All game speeds end in 2100 AD instead of 2050 AD
Commerce Change Percent to 5%
Dirty Power Health to -1
Reduced movement and strength for Ship of the Line
Reduced max instances of the Tallest Building to 2 and increased cost to build
Flavian Amphitheater moved to Drama, obsolete with Printing Press and cost increased from 350 to 450
Hippodrome obsolete with Economics and cost increased from 300 to 400
Many Units moved and tweaked for cost and ability
Lemons moved from Metal Carving to Improved Farming
Metal Carving renamed to Tools
Uranium, Rubber, Barley, Tobacco, Sulphur, Hemp, Oil bonuses changed
Reduced Global Warming % chance from 20 to 10
Increased % XP a Warlord unit receives per battle from 0 to 20
Increased XP a Warlord unit starts with from 20 to 30
Increased retained XP after upgrade from 16 to 30
Tallest Building culture increase a flat 5% instead of exponential


Version 3.25 ----------- 8/11/2007 (USA) - 11/8/2007 (World)

Detailed notes are on the Bug Report section of the ViSa Website

- 0000439: [Unit Issues] Remove non-working Migrant (TAFirehawk)
- 0000436: [Graphics] Add Religion Holy Shrine Movies (Rockinroger)
- 0000435: [Tweaking Issues] Ho Chi Minh's close border attitude reduced (TAFirehawk)
- 0000421: [Text Problems or Errors] Sid's Tips (Rockinroger)
- 0000376: [Graphics] More Building Buttons need changed (Rockinroger)
- 0000427: [Graphics] Eugenics and Clone same button (Rockinroger)
- 0000430: [Graphics] Interceptor Button (Rockinroger)
- 0000415: [Technology Issues] Techs that dead-end (TAFirehawk)
- 0000419: [Text Problems or Errors] City Guard Artillery Name (TAFirehawk)
- 0000431: [CTD "Crash to desktop"] Warlords Patch v2.13 Compatibility (Mrgenie)
- 0000434: [Graphics] Add Blue Marble Terrain v3 (TAFirehawk)
- 0000410: [Sounds] Heavy Tank has no sound (Rockinroger)
- 0000408: [Graphics] Statesman Nikita Khrushchev popup is pink (TAFirehawk)
- 0000418: [Tweaking Issues] Tank Factory -1 Happy (TAFirehawk)
- 0000417: [Tweaking Issues] Masonic Hall -2 Health (TAFirehawk)
- 0000426: [Technology Issues] Cloning Prereqs (TAFirehawk)
- 0000428: [Technology Issues] Virtual Reality Prereq (TAFirehawk)
- 0000416: [Tweaking Issues] Dubai Bay Cost Reduction (TAFirehawk)
- 0000420: [Building Issues] Manhattan Project (TAFirehawk)
- 0000432: [Graphics] mark anthony great person (Rockinroger)
- 0000423: [Graphics] Joseph Ransohoff (Rockinroger)
- 0000422: [Tweaking Issues] Recycling Center (TAFirehawk)
- 0000429: [Tweaking Issues] Tachyon Energy Plant (TAFirehawk)
- 0000424: [Tweaking Issues] Stem Cell Research Lab needs reduced benefit (TAFirehawk)
- 0000425: [Tweaking Issues] Late Game Production still too fast (TAFirehawk)
- 0000409: [Building Issues] Tallest tower can be build more that twice (TAFirehawk)
- 0000407: [AI behaviour] public school (Rockinroger)


Version 3.20 ----------- 7/11/2007 (USA) - 11/7/2007 (World)

Detailed notes are on the Bug Report section of the ViSa Website

- 0000404: [Graphics] Sea Settler (Rockinroger)
- 0000403: [Graphics] KGB Needs Movie (Rockinroger)
- 0000388: [Graphics] Sea Engineer Button (Rockinroger)
- 0000371: [Graphics] Smith's Trading Co. needs Movie (Rockinroger)
- 0000386: [Graphics] Buttons (Rockinroger)
- 0000406: [Tweaking Issues] Slow down late game (TAFirehawk)
- 0000405: [Unit Issues] The Arrow missile (Rockinroger)
- 0000349: [Unit Issues] Unit PreReqBuilding need fixed (Rockinroger)
- 0000396: [Building Issues] Factory Production Boost (Rockinroger)
- 0000401: [Building Issues] Mall/Supermarket Cost (Rockinroger)
- 0000398: [Building Issues] Equal Opportunity Act (Rockinroger)
- 0000394: [Building Issues] Museum Building (Rockinroger)
- 0000397: [Text Problems or Errors] Sid's Tip (Rockinroger)
- 0000391: [Text Problems or Errors] Sid's Tips (Rockinroger)
- 0000393: [Building Issues] Public School Building (Rockinroger)
- 0000395: [AI behaviour] change default settings for custom game options (Rockinroger)
- 0000387: [Unit Issues] Blimps from Blimp factory (Rockinroger)
- 0000353: [Building Issues] Apollo Program (Rockinroger)
- 0000390: [Tweaking Issues] Modify Resource amounts on map (TAFirehawk)
- 0000389: [Graphics] missing great person art (Rockinroger)
- 0000383: [Uncategorized] United Nations - Free Religion appears twice (Rockinroger)
- 0000369: [Graphics] Attila Quote (Rockinroger)
- 0000385: [Unit Issues] Nacom can be built without Iron (Rockinroger)
- 0000381: [Building Issues] Biodome has no tech (Rockinroger)
- 0000377: [Unit Issues] Special Religious Units need hurry amount increase (Rockinroger)
- 0000378: [Building Issues] KGB and Scotland Yard need moved in Tech Tree (Rockinroger)
- 0000379: [Tweaking Issues] More Tech Prereq's (Rockinroger)
- 0000380: [Text Problems or Errors] Library of Congress Strategy Text (Rockinroger)
- 0000375: [Uncategorized] Add Genetic Era to Game Clock Mod (TAFirehawk)
- 0000374: [Text Problems or Errors] spies text error (Rockinroger)
- 0000370: [Technology Issues] Tweak Techs with additional prereq's (Rockinroger)
- 0000368: [Technology Issues] Paper Happy Face (Rockinroger)
- 0000366: [Graphics] Boating Button (Rockinroger)
- 0000372: [Text Problems or Errors] ViSapedia spelling error - 'Tackion' energy plant should be
Tachyon (Rockinroger)
- 0000315: [Graphics] Attilla the Hun hides his city sizes! (TAFirehawk)
- 0000017: [Graphics] Graphic missing for city being conquered (Rockinroger)
- 0000336: [Graphics] Roman Roads Button/Icon (Rockinroger)
- 0000348: [Graphics] Need an icon for the Aeronautics tech (Rockinroger)
- 0000335: [Graphics] Building Icons (Rockinroger)
- 0000330: [Unit Issues] All Great People need to start Golden Age (TAFirehawk)
- 0000350: [Graphics] Promotion icons pink (TAFirehawk)
- 0000334: [Graphics] Tech Icons (Rockinroger)
- 0000363: [Graphics] buttons (Rockinroger)
- 0000362: [Technology Issues] Military Tradition needs prereq Horseback Riding (Rockinroger)
- 0000361: [Technology Issues] Feudalism Prereq (Rockinroger)
- 0000360: [Technology Issues] Theology Prereq (Rockinroger)
- 0000359: [Technology Issues] Add Mining prereq to Tools (Rockinroger)
- 0000309: [Text Problems or Errors] Sid's Tips for Alphabet says it enables Tech Trading (Rockinroger)
- 0000284: [Building Issues] UB needed for Dutch (Rockinroger)
- 0000160: [Graphics] Johan de witt - Dutch empire (Rockinroger)
- 0000358: [AI behaviour] dutch shipping port (Rockinroger)
- 0000357: [AI behaviour] gunships upgrade to Apache and Light Apaches (Rockinroger)
- 0000307: [Text Problems or Errors] Tipu Sultan splash screen says 'Great Merchant', but he turns out
to be a Great Prophet (Rockinroger)
- 0000338: [Graphics] Great Doctor Popup Missing (Rockinroger)
- 0000101: [Uncategorized] Austria order (Rockinroger)
- 0000356: [Unit Issues] Political Agitator and Ecoterrorist Invisibility (TAFirehawk)
- 0000331: [Unit Issues] Spy invisibility (TAFirehawk)
- 0000332: [Technology Issues] Space Station needs moved (TAFirehawk)
- 0000344: [Tweaking Issues] Techs need to reduce Happy Faces (Rockinroger)
- 0000345: [Tweaking Issues] Techs need to reduce Healthy Faces (Rockinroger)
- 0000341: [Tweaking Issues] Windmill (Rockinroger)
- 0000351: [Tweaking Issues] Tools Tech and Spearman (Rockinroger)
- 0000355: [Tweaking Issues] Reduce Library-University-Observatory-Research Lab (Rockinroger)
- 0000354: [Tweaking Issues] Reduce Market-Grocer-Bank-Commodity Exchange (Rockinroger)
- 0000339: [Tweaking Issues] Masonic Hall (Rockinroger)
- 0000340: [Tweaking Issues] Botanical Garden (Rockinroger)
- 0000352: [Technology Issues] Remove +1 sight from Mining (Rockinroger)
- 0000333: [Unit Issues] Arquebusier is replacing Grenadier, not Rifleman (Rockinroger)
- 0000343: [Technology Issues] Enabling Permanent Alliances (Rockinroger)
- 0000337: [Text Problems or Errors] Christian Crusader Strategy Text (Rockinroger)
- 0000319: [AI behaviour] ship breaking ice (Rockinroger)
- 0000296: [Unit Issues] Siddha Monk does nothing (Rockinroger)
- 0000313: [Uncategorized] Magellen's Expedition problem (Rockinroger)
- 0000318: [AI behaviour] Orbitoal Bombers didnt get experience. (Rockinroger)


Version 3.10 ----------- 5/5/2007 (USA) - 5/5/2007 (World)

Detailed notes are on the Bug Report section of the ViSa Website

- 0000282: [Tweaking Issues] interception rate of airplanes too high (Rockinroger)
- 0000280: [Uncategorized] Game gets stuck (Mrgenie)
- 0000244: [Tweaking Issues] Grand speed tweaks (TAFirehawk)
- 0000248: [Failed Assert] FAsserts Failure - !isDead() (Mrgenie)
- 0000260: [Unit Issues] Workers can plant a forest on a forest. (Mrgenie)
- 0000277: [Failed Assert] Failed Assert AI_DIPLOCOMMENT_OFFER_VASSAL in TutorialInfos (Mrgenie)
- 0000281: [Failed Assert] Failed Assert on PROJECT_APPOLO_PROGRAM (Mrgenie)
- 0000285: [CTD "Crash to desktop"] CTD on Grand Speed (Mrgenie)
- 0000242: [Failed Assert] Assert failed see text (Mrgenie)
- 0000178: [Tweaking Issues] Dutch Windmill (Keldath)
- 0000276: [Text Problems or Errors] Gutenberg's Print Shop - Sids Tip (Rockinroger)
- 0000274: [Uncategorized] The 'only two national wonders' bug, Part Deux (TAFirehawk)
- 0000266: [Text Problems or Errors] '...only build two national wonders...' (TAFirehawk)
- 0000074: [Uncategorized] Unit Categories Early Aircraft (Mrgenie)
- 0000261: [Tweaking Issues] Barbarians declare peace and are in a safe haven (Mrgenie)
- 0000258: [CTD "Crash to desktop"] CTD with debug DLL (Mrgenie)
- 0000238: [Text Problems or Errors] City name confusion on religion founding (Mrgenie)
- 0000188: [Text Problems or Errors] Bronzeworking discovered 15% faster with copper... huh? (Rockinroger)
- 0000255: [Text Problems or Errors] mod components in visapedia (Mrgenie)
- 0000208: [Failed Assert] FAsserts Failure - getVisibilityCount(eTeam) (Mrgenie)
- 0000042: [Unit Issues] Hwacha (Keldath)
- 0000022: [Unit Issues] Assault Ship (Keldath)
- 0000094: [Building Issues] Sea Mine (Keldath)
- 0000153: [Sounds] Ho Chi Minh (Keldath)
- 0000205: [Graphics] Shylon Pink (Keldath)
- 0000263: [Unit Issues] Punjab Tank Crash (Keldath)
- 0000127: [Unit Issues] Spear Horseman makes helicopter sound in combat. (Keldath)
- 0000125: [Graphics] HMSC Toronto Battleship (Keldath)
- 0000245: [Graphics] Maria Theresa and Mansa Musa colors (Keldath)
- 0000259: [Unit Issues] Scouts can explore temples, Why not explorers? (TAFirehawk)
- 0000097: [Unit Issues] Guided Cruise Missiles (Keldath)
- 0000035: [Graphics] Deer Rider (Keldath)
- 0000093: [Building Issues] Sea Farm (Keldath)
- 0000170: [Building Issues] Barracks2 and Barracks3 are owerpowered (Rockinroger)
- 0000179: [Building Issues] Stables Upgradeable (Rockinroger)
- 0000197: [Uncategorized] 3.01 Beta - Using slowest game speed all computer civs have judaism
- 0000174: [Unit Issues] Clone Unit (Keldath)
- 0000241: [Technology Issues] Cannot trade technologies even after discovering alphabet (TAFirehawk)
- 0000240: [CTD "Crash to desktop"] CTD (Mrgenie)
- 0000155: [Unit Issues] Can't build missionaries (Mrgenie)
- 0000015: [AI behaviour] AI not using bombardment correctly (Mrgenie)
- 0000164: [CTD "Crash to desktop"] Can't load save games in MP (Mrgenie)
- 0000146: [Uncategorized] Custom Game Option to turn off sea cities (Mrgenie)
- 0000158: [Graphics] Unit Categories in ViSaPedia (Mrgenie)
- 0000191: [Graphics] F6 - Tech Tree always jumps to start of tree (Mrgenie)
- 0000216: [Building Issues] Problems with Ikhanda (Zulu) (Mrgenie)
- 0000215: [Python Exception] Python Exception (Mrgenie)
- 0000210: [Failed Assert] FAsserts Failure - getUnitAICargo(UNITAI_SETTLE) (Mrgenie)
- 0000234: [Failed Assert] FAsserts Failure - canAirDefend() (Mrgenie)
- 0000212: [Failed Assert] FAsserts Failure - pLoopUnit->getDomainType() (Mrgenie)
- 0000233: [Text Problems or Errors] Help on Bonusrequirement for buildings (Mrgenie)
- 0000225: [Failed Assert] eIndex < GC.getNumSpecialBuildingInfos() (Mrgenie)
- 0000232: [Failed Assert] ePlayer < MAX_PLAYERS (Mrgenie)
- 0000231: [Failed Assert] FAsserts Failure - pLoopUnit->getDomainType() != DOMAIN_AIR (Mrgenie)
- 0000221: [AI behaviour] FAssert (Mrgenie)
- 0000222: [AI behaviour] Assert (Mrgenie)
- 0000223: [AI behaviour] Assert (Mrgenie)
- 0000224: [Uncategorized] Settlers Religion (Mrgenie)
- 0000226: [Failed Assert] FAssert eIndex >= 0 (Mrgenie)
- 0000206: [Failed Assert] FAsserts Failure - getExtraWithdrawal() (Mrgenie)
- 0000229: [AI behaviour] CTD (Mrgenie)
- 0000228: [AI behaviour] FAssert (Mrgenie)
- 0000230: [Failed Assert] FAsserts Failure - isHuman() || isBarbarian() || ((getGold() + iGoldChange) >= 0) (Mrgenie)
- 0000171: [Unit Issues] Defence/Attack promotions don't work on features properly (TAFirehawk)
- 0000220: [Tweaking Issues] Guilds (TAFirehawk)
- 0000218: [Text Problems or Errors] Trebuchet (TAFirehawk)
- 0000219: [Unit Issues] Heavy Tank from Bretons (TAFirehawk)
- 0000227: [AI behaviour] Fasset (Mrgenie)
- 0000180: [Tweaking Issues] Barracks (TAFirehawk)
- 0000209: [Failed Assert] FAsserts Failure - iChange (Mrgenie)
- 0000203: [Failed Assert] FAsserts Failure (Mrgenie)
- 0000207: [Uncategorized] FAsserts Failure - getExtraEvasionProbability() (Mrgenie)
- 0000140: [Tweaking Issues] Combat Log - During Game Play (Mrgenie)
- 0000184: [AI behaviour] DCM AI Code (Mrgenie)
- 0000003: [AI behaviour] AI Great Doctors (Mrgenie)
- 0000175: [Building Issues] Library (TAFirehawk)
- 0000173: [Building Issues] Temple of Artemis (TAFirehawk)
- 0000186: [Unit Issues] Warlord Unit (TAFirehawk)
- 0000163: [Text Problems or Errors] Hint message still refers to two wonders per city (TAFirehawk)
- 0000176: [Building Issues] The Parthenon (TAFirehawk)
- 0000185: [Uncategorized] AutoAI popup message (TAFirehawk)


Version 3.00 ----------- 3/27/2007 (USA) - 27/3/2007 (World)

ADD Genetic Era v0.32 full except - Vote Info, Civic Info, duplicate Mausoleum, duplicate Solar Plant,
duplicate Sewer System, Geologist, Anti-Grav Armor, Anti-Grav Transport, Attack Drone
ADD Genetic Era v0.33 SDK - non-renewable resources and CvDisasterInfo not enabled, Domination
Victory including water tiles not enabled
ADD BetterAI Mod
ADD Tech Editor Mod
ADD AIAutoPlay Mod
ADD Mastery/Total Victory Mod included with Genetic Era v0.32
ADD Plant Forest and Make Jungle included with Genetic Era v0.32
ADD GoodRandom v0.1 - use a decent random generator that doesn't have overflow problems
ADD Inquisition Mod
ADD Military Bases Mod
ADD Building Civic Prereqs Mod
ADD Building Heal Rate
ADD Multi-Building Unit Requirement
ADD Resource Tech Research Modifier Mod
ADD MAF Workaround
ADD Great Doctor popup art with quotes
ADD Great Statesman popup art with quotes
ADD New ViSa main menu and loading background
ADD LeaderHead Non-Shader files from Amra
ADD Armenia Civ
FIX Upgradable Buildings included in ViSapedia
ADD Domestic Advisor Du Jour - make it easy to switch DA's

ART:
ADD Canute Leaderhead for Attila
ADD Buildings: EGrid, Fusionsreaktor, GENOM, greatlibrary2, TankFactory
ADD Units: Geuzen, spacefighter
ADD Shipping Port Building Button
ADD Geuzen and Schooner Unit Buttons
ADD Johan_de_witt and Willem_van_Oranje Leaderhead Buttons
ADD Dutch_Flag_005 Teamcolor
ADD BoundShape.nif to Trudeau
ADD New wonder movies


XML:
ADD Netherlands game info text
ADD New Civic category, Gender - Tribal Family, Polygamy, Patriarchy, Equal Suffrage, Birth Control
ADD Swordsman gets 25% defense bonus in Jungle
ADD SAM Infantry upgrades to Space Marine
ADD Cyborg SPECIALUNIT_MOBILE tag
ADD UNIT_NETHERLANDS_GEUZEN - Pikeman
ADD Units - Predator missile, Interceptor plane, Glider 1 plane for Zulus, DayHawk plane for Polynesians
ADD Player color for Huns
ADD Leaders Johan_de_witt and Willem_van_Oranje
ADD Buildings - Cold Fusion Plant, Particle Accelerator, Human Genome Project, Tackion Energy Plant,
Tank Factory, Human Rights Supreme Court, Netherlands Shipyard
ADD Diplomatic Victory Movie
ADD Grand game speed - 2500 turns
ADD Modern Worker and Modern Work Boat
ADD Mod Components section in ViSapedia
FIX Removed Angry Citizens from Emancipation and Gov Funded Healthcare
FIX Changed Base Attitude and Base Peace Weight for Bhutto, Dom Pedro II, Gjergj, Hiram, Ho Chi Minh,
Menzies, Musharraf, Solomon, Taharqa, Teuta, Tymoshenko
FIX Many, many, many Sid's Tips and ViSapedia entries
FIX Camelot Crusader movement increased from 1 to 2
FIX BuildingClass for Dutch Windmill changed, prereqtech changed to Improved Farming, cost
increased to 180 from 110, updated yield modifiers
FIX Tech prereq for new buildings
FIX Many, many, many tech costs changed
FIX Many, many, many prereq techs changed
FIX Fixed spelling on several units
FIX Portugal color is now brighter
FIX Duplicate Great Doctors and Great Statesman with old GP pics/quotes
FIX National wonders should list 4 now instead of 2
FIX Great Wall wonder now requires 2 cities
FIX Roman Roads wonder now requires 2 cities
FIX All game speeds end in 2100 AD instead of 2050 AD
FIX Commerce Change Percent to 5%
FIX Dirty Power Health to -1
FIX Reduced movement and strength for Ship of the Line
FIX Moved Plant Forest ability from Calendar to Paper
FIX Reduced max instances of the Tallest Building to 2 and increased cost to build
FIX Flavian Amphitheater moved to Drama, obsolete with Printing Press and cost increased from 350 to 450
FIX Hippodrome obsolete with Economics and cost increased from 300 to 400
FIX SOME translations and SOME missing language tags - still only fully compatible with English
FIX Doctor city specialist
FIX Tweaked all Game Speeds - GrowthPercent, TrainPercent, ConstructPercent, CreatePercent,
ResearchPercent, CulturePercent, InflationPercent, InflationOffset
FIX Moved Arctic Tank being free in tech Composites to Microprocessors
FIX Many Units moved and tweaked for cost and ability
FIX Lemons moved from Metal Carving to Improved Farming
FIX Metal Carving renamed to Tools
FIX Artillery and CG Artillery upgrade to Howitzer
FIX Sulphur, Pearls, Aluminum, Copper, Iron, Oil, Banana, Clam, Corn, Cow, Crab, Deer, Fish, Pig,
Rice, Sheep, Wheat, Dye, Fur, Gold, Silk, Cotton, Hemp, Potato, Rubber, Ancient Temple,
Lost Civilization, Coral, Methane, Varech, Fossils rate of appearance changed
FIX Uranium, Rubber, Barley, Tobacco, Sulphur, Hemp, Oil bonuses changed
FIX Removed Natural Gas from water - Methane is water only version
FIX Adjusted Healthcare and Gender Civics
FIX Reduced Global Warming % chance from 20 to 10
FIX Increased % XP a Warlord unit receives per battle from 0 to 20

PYTHON + SDK:
ADD TurnsToComplete for both Culture and Great People in the City Display screen from Chinese American
ADD Modification Block in CvEventManager under onCombatResult
ADD Listing of status (enable/disable) of mod components in the events window
ADD Mod component control in INI
ADD INI check if all values are initialized properly
ADD Modcheck routines
FIX G Era wrong exclamations and some other bugs
FIX CvViSaEventManager changes for Genetic Era files
FIX GeneticEraEventManager removed duplicate imports
FIX Removed DCM MAD and STACK custom game options
FIX Improvement issues with GIR and rewrite of the code into eventmanager
FIX Removed max unitlist by dale for his stackattack
FIX PLE buttons when entering and moving cities
FIX PLE button when only capital exists bug
FIX Flying mod error fixed
FIX Outside border error fixed
FIX Main eventmanager completely reworked
FIX Techleak rewritten partly
FIX Unitstats incompatability with G Era
FIX Techleak new EventManager compatibility
FIX Dale's mod
FIX Tallest Building culture increase a flat 5% instead of exponential


From ViSa v2

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
 
That info was just a 2 minute copy/paste from already posted threads....

In summary, ViSa is just MORE CIV....double the techs, double the buildings, double the wonders, double the cities, double the units, double the civics, etc and etc and etc....
 
@ MrWhereItsAt: Thank you for trying to explain things. I figured this mod was a "super-mod" of some kind. I recognozie some names of modders who I saw post things months ago, like TheLopez, Sevo and Rabbit, White, but I don't know their work well as I haven't downloaded any mods yet - I'm just exploring to see whats out there :) Just looking at the ViSa forum and threads I find lots and lots of technical details - but no starting point. Just looking at things my instincts, a feeling in my gut, tell me that there is definitely a communication problem here... :( Too bad...
 
#1 there is plenty of WHAT IS VISA in the threads here.

#2 do not start new threads please.

#3 the README is POSTED twice.

#4 its not a 'mod', but an expansion pack ;)

#5 you don't get to know what ViSa means....it means many different things in fact

#6 I am running out of points to make, but I like this list :p

#7 ***HINT*** maybe one should look at the feature list of mods that are added to ViSa to know what it is all about

#8 good place to look in the main thread in the Modpack Forum

#9 yeah I think this list might be done

#10 no wait, I made it into a TOP TEN LIST :lol:

Thanks TAfirehawk, but bombarding me with long of readme lists doesn't answer my questions! It is easy for you to find information because you know as a team member where everything is. I, as a visitor, have no clue where to start. The Visa mod is obviously (yes, I have been looking around) very big and has many features. Because it is so big it needs a "stickied" Welcome Thread if you want to share it with new people so they understand! Don't make new visitors, like me, do all the work to find out what is going on - that just pushes me away... I don't need spoilers of what's inside the pack, I'm looking for the outside "why" and "what" - the big picture.

For example: Firaxis has an introductory section for every product; the Star Wars mod has a welcome thread, the EMA guys have a welcome thread, Rhye's and Fall mod has a welcome thread, the Warhammer guys have a welcome thread... These are not "readme" lists, they are written discussions of welcome and starting information. (If you look at what was done there, you'll have ideas of what kind of things to say for ViSa!;) ) Now you know what I have been looking for: not a huge list of gory technical details, but a short discussion in a few paragraphs or posts to introduce the ViSa expansion pack to new people. I'll be interested in the technical side of this pack after I find an explanation what the raison d'etre (purpose) of the mod/expansion pack. :) (An introduction to explain the beginning of things is soooo easy to write! And would be such a helpful thing if it was simple to find and easy read before the technical details. :)) Modders around here at Civfanatics know what ViSa modders have been doing, non-modding strangers like me need extra love. :lol:

If I wasn't so curious about ViSa I wouldn't posting here. I'm not trying to stir up a storm, I'm just a frustrated visitor. I'll go away now.

PS: I'm extra frustrated that it took me over 90 minutes to choose the best words to say what I wanted to express. Makes me feel like I'm wasting my life away on message boards!
 
Sorry, take this or leave it....simple as that.

I tried to have a bit of fun with my replies to such a silly question, but I guess you don't get it.

ViSa is done anyways....
 
Don't worry Canuck. I'm betting most people are thinking the same thing.

These guys are obviously extremely good at the coding/tweaking and stuff, but not at actually explaining what they've created to someone who isn't them. If you're a newbie, you'll never get help.

On the other hand, It's really a very good collection this group has made. They just don't have to explain it because no one has to buy it. If this talented crew was an actual company, they'd definitely need a communications department.

Just install it.

It has a ton of alterations, most of which you have to guess at by observing while playing the game - the lists above don't really clue you in completely. But they seem to greatly expand the length and scope of the game. More increments, more variations... certainly my empires don't get so huge as quickly as in the unmodded game, which is much more satisfying to me.

Yeah, unfortunately, there's nothing which actually explains what all the added bits do: What is "EDU"? What are the other little buttons at the top of the main bar - they look like sorting buttons, but what do they sort? I dunno... Or at least I didn't till I kept guessing and discovering from their context and trial and error. It's like I'm discovering the game all over again. Because I am. With no instructions, which is kinda fun!

Just install the full installation and run it from the icon it creates. (Running via the original Warlords icon is the unmodded game as before, I believe).

Then explore. I'm betting you'll like it.

If you don't like it or it doesn't make sense, uninstall it or just don't play the ViSa mode any more.

(Yes, I also wondered what ViSa means. But as long as it doesn't mean "Virus-integrated Spyware-addon", then I don't really care.)
 
Again, if you want to know what is in ViSa, just read the posts. ViSa is just MORE Civ bringing together around 50 modpacks into one, simple as that.
 
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