View Full Version : [MOD] Westward Ho


TC01
Jul 30, 2009, 09:44 AM
Westward Ho: Wild West Mod for Civilization IV Colonization
Version v0.42 Released 6/6/10

Welcome to the Westward Ho Mod, the long-in-development Wild West Mod, for Civilization IV Colonization! This mod aims to convert the New World setting of Colonization to a Wild West setting, by changing yields, civs, leaders, and fouding fathers, as well as adding a number of new features.

To install, simply run the included executable.

If you already have a previous version installed, please delete the WestwardHo folder. If you do not, you will have two art directories, one packed and one unpacked, stored, and several other issues will occur.

There's still a lot to do for this mod, and there may be bugs. If you find any bugs, please report them here.

Currently, we're at v0.42.

Links:
Download v0.4 Here (http://forums.civfanatics.com/downloads.php?do=file&id=13249)
Download 0.42 Patch Here (http://forums.civfanatics.com/downloads.php?do=file&id=14696)
Download 0.421 Patch Here (http://forums.civfanatics.com/downloads.php?do=file&id=15910)
Mod Subforum (http://forums.civfanatics.com/forumdisplay.php?f=361)

Features:

Four new colonial civilizations (territories of California, Texas, Utah, and Oregon) with new leaders
Two new "European" or parent civs- American and Mexico
New native civilizations (Sioux, Pawnee, Apache, Blackfoot, Crow, Cheyenne, Shoshone, Ute, Navajo, Paiute)
Yields have been changed (Barley to Beer, Wool to Cloth, Cattle to Leather, and Coal has been added)
Home Cities on Map- colonies start in their parent civ's home city, located on the map
Trails, which must be built on a plot before building a Road. After building a Road, a Railroad can be built.
Locomotive units, which carry cargo and can only move on Railroads.
WildWest mapscript, based on Great_Plains of Civ 4
New calendar system

Merged Mods:

Westward Ho includes several other mods for Colonization. These include:

Home Cities on Map (http://forums.civfanatics.com/showthread.php?t=316165) by koma13
Trails (http://forums.civfanatics.com/showthread.php?t=324119) by Androrc the Orc
Journeyman Professions (http://forums.civfanatics.com/showthread.php?t=333329) by Kailric
Coal Burner (http://forums.civfanatics.com/showthread.php?t=361674) by Kailric
Forts (http://forums.civfanatics.com/showthread.php?t=357188) by Kailric


Version 0.4 Changelog:

The changelog for the latest full version and it's patches are below.

v0.421 Patch Changelog:
-The AI will now build settlements (instead of doing nothing)

v0.42 Patch Changelog:
-Fixed bug with Journeyman Pioneers
-Fixed a crash when building Steamworks
-Fixed some text key errors for native civilizations
-Fixed issues that might have been causing a crash on building map
-Fixed resource-terrain mismatch errors caused by the mapscript
-Fixed bug where Coal Miner could not build Trails, Forts, or Railroads
-The Mine, not the Lodge, now has a chance to reveal mineral resources
-Added missing graphics (Cow and Trail buttons)
-Added William B. Ide leaderhead from Ekmek

v0.41 Patch Changelog:
-Fixed bug where units could not be loaded into/unloaded from transports
-Fixed bug where units and professions were all the same as vanilla Col
-Fixed bugs with the non-modular code in the Forts module
-Fixed bug with the positioning of units on the Home City screen
-Added highlighted icons for yields (in city screen)
-Added Steamworks update for Coal Furnace- increases manufactured goods production
-New graphics for the Coal Furnace
-Fixed several Coal text errors

v0.4 Changelog:
-Merged in Androrc the Orc's Trail modcomp- it is now required to build roads
-Merged in Kailric's Journeyman Professions modcomp
-Merged in Kailric's Coal Burner modcomp
-Merged in Kailric's Forts modcomp
-Added Route To (Trails Only) and Route To (Trails and Roads Only) commands
-Added a custom main menu background screen and loading screen
-Added a custom home city screen from KJ Jansson
-Added gamefonts, icons, and other graphics for new yields
-Added new Railroad Station building allowing airlifting between cities
-Fixed bug with Railroad art not appearing in certain cases
-Changed Tobacco, Cigars, to Barley, Beer
-Changed Sugar, Beer to Wool, Cloth
-Iron, Silver, and Coal resources can be discovered on plots with a mine
-50 Coal and a Railroad Station is required to create a Locomotive

Patch 0.33 Changelog:
-Fixed bug where changing your name blocked the ability to access Home City screen
-Fixed bug where the game could fail to create home cities when starting a game
-Fixed bug with multiple home cities when starting a scenario
-George Custer provides 2 cannons instead of a frigate (to fix crash with water units from Home City)
-Fixed bug where the cow and berry art was not appearing, and instead default cotton and banana art was appearing
-Fixed bug where refusing a tax caused issues with the home city screen

Patch v0.32 Changelog:
-Included C++ source code from Kailric
-Gave Cheyenne city names, art, etc. (thanks to drjest2000)
-Changed Cheyenne leader to Wolf Robe, with 2D leaderhead art
-Added Hopi native civ from drjest2000's COL Gold
-Added John Fremont leaderhead by Ekmek

Patch v0.31 Changelog:
-Fixed a text key error in the Europe screen
-Removed the popup checking if you wanted to travel to Europe (caused issues)
-Fixed bug relating to moving your Wagon Train in and out of the Europe zone of your Home City.
-Gave Blackfoots new leader and 2D leaderhead, city names, art, etc. (thanks to drjest2000)
-Renamed "Sail to Europe" commands to "Travel to Home City", other similar text changes at the screen, etc.
-Added new "Travel to Home City" and "Sail to New World" buttons.
-Fixed the wagon train icon in the Europe Screen, it doesn't appear huge anymore.
-Starting units are autoloaded into your wagon train.

v0.3 Changelog:
-Moved Route restriction to SDK to increase game speed
-Gave Locomotives 6 cargo space, 4 speed, and the ability to carry passengers
-Added master_akura's Founding Fathers
-Added area appropriate Native civilizations (various states of "completed")
-Changed starting date to 1816
-Made calendar work seasonally instead of anually (end date is 1891)
-Changed Dawn of Man screen intro text
-Packed art directory to make mod load faster
-Added Home Cities on Map (you start in your home city, on the map) by Koma13
-Blocked purchase of ships in Europe, allowed purchase of Locomotives, Wagon Trains
-Added Build Railroad button by Kailric
-Prevented President from questioning you about founding a city inland
-You won't be asked to "trade with city" on arriving in your home city
-All civs start as territories, then change their name on revolution (Utah -> Deseret)

Version 0.2 Changelog:

v0.20 Changelog:
-Railroads now display correct art, link up properly, and can be built
-City lists added to all civs
-Oregon Territory renamed to Cascadia Territory
-8 Founding Fathers added by quantumf8
-Added in the art for Brigham Young by cfkane
(v0.21 Patch)
-Fixed bug where locomotives couldn't move into cities (but prevented them from moving into native cities)
-Increased Locomotive speed by 2 (to make them faster then wagon trains)
-Renamed the Build Railroad command (it was only "Railroad") to Build Railroad
-Added Ranger, Veteran Ranger, Locomotive, and US Cavalry buttons by Kailric
-Added Veteran Ranger city screen art by Kailric
-Added Railroad button (from Civ 4)
(v0.22 Patch)
-Renamed Rum to Beer
-Added Santa Anna Leaderhead art for Mexico (European) by Ekmek
-Made Mexico parent civ of California as well as Texas
-Made America parent civ of Cascadia as well as Deserets
-Added in Mounted Ranger, Mounted Veteran button art by Kailric
-Renamed Deserets to Utah Territory, Cascadia to Oregon Territory
(v0.23 Patch)
-Added in WildWest.py Mapscript (basically Great_Plains.py from Civ 4)
-Prevented use of existing Col public maps
-Added Marsh and Light Forest to WildWest.py
-Added Cow graphics from vanilla Civ 4
-Added Austin and Houston leaderheads by texpatriate

To Do List:

-Pedia text
-Documentation
-New civs, more leaders for current civs
-Gold as a yield (with a Prospector system)
-New mapscript featuring the Pacific coast
-Random events

And much more...

Version History:
v0.1 released by Flintlock1415 on July 14, 2009 with 26 downloads
v0.2 released by TC01 on July 30, 2009 with 227 downloads
v0.3 released by TC01 on September 11, 2009 with 1967 downloads
v0.4 released by TC01 on April 18, 2010 with 894 downloads (so far)

Credits:

Mod Team:

-Flintlock1415 (formerly)
-TC01
-Kailric

Contributors:

-KJ Jansson (Europe/Homeland screen)
-koma13 (Home Cities on Map)
-Ekmek (Leaderhead art)
-texpatriate (Leaderhead art)
-Deliverator (Locomotive graphics)
-Modeltrainman (Locomotive graphics)
-Androrc the Orc (Trails, Route model help)
-drjest2000 (Native civs)
-Valkrionn (Inno install script)

-CIV Gold Leaderhead Makers (New 3D Native leaderheads)

-Tobias Alt (Source of the main menu background)

The Original Idea:

-cfkane

Ideas, Feedback, and Bug Reports:

-Quantumf8
-master_akura
-Chibiabos
-tedrock7
-Talquin

Other:
-Firaxis/2K Games (creators of Colonization)

-Other people I may have missed (give me your names, I'll add you in if I did)

Flintlock1415
Jul 30, 2009, 11:26 AM
Looks good! Hopefully we can get a development forum soon. :goodjob:

Kailric
Jul 30, 2009, 03:33 PM
Hey, just now checking this out. I like this idea. I need to read through the ideas thread on this to see what all has been talked about.

I was just testing the Mod and firstly Locomotives can't be moved into cities? And I notice you said that they are the only way to move goods between cities, is this correct? So ships and wagons are no longer used for this?

One Idea I had on this was how you start. It may have been mentioned already but starting with a Wagon Train and a couple units would be more realistic. The Wagon Train could be your "Settler Unit". And only they can found cites and they would be built like they are now.

Also, I wouldn't mind helping out in making Buttons, its like one of my favorite things to do. And maybe I could help code something in the game. I stay busy alot away from the PC and you know I have a few projects going myself but I could actually use the extra distraction :) Just let me know.

TC01
Jul 30, 2009, 05:11 PM
Hey, just now checking this out. I like this idea. I need to read through the ideas thread on this to see what all has been talked about.

I was just testing the Mod and firstly Locomotives can't be moved into cities? And I notice you said that they are the only way to move goods between cities, is this correct? So ships and wagons are no longer used for this?

One Idea I had on this was how you start. It may have been mentioned already but starting with a Wagon Train and a couple units would be more realistic. The Wagon Train could be your "Settler Unit". And only they can found cites and they would be built like they are now.

Also, I wouldn't mind helping out in making Buttons, its like one of my favorite things to do. And maybe I could help code something in the game. I stay busy alot away from the PC and you know I have a few projects going myself but I could actually use the extra distraction :) Just let me know.

No, actually everything else is still in game. I said "is one way", not "is the only way", sorry for the confusion.

Probably the locomotive problem is because they're restricted to railroads, and railroads don't occur naturally in cities- an oversight of Flintlock when he wrote the script, I guess. I'll fix this.

We intend to merge the Home Cities on Map modcomp by koma13, so you would actually start in your home city. If we don't, you'd definitely start in on land, not in the water- but all this relies on a mapscript, which we don't have yet.

As to how you can help out, buttons would be nice! SDK coding might also be necessary, which you can help with- fortunately, MareNostrum's DLL is identical to normal Col's DLL so the DLL for Home Cities on Map for it can (hopefully) be dropped in.


Flintlock- I've sent a PM to Thunderfall about getting a mod subforum.

Kailric
Jul 30, 2009, 05:51 PM
No, actually everything else is still in game. I said "is one way", not "is the only way", sorry for the confusion.

Probably the locomotive problem is because they're restricted to railroads, and railroads don't occur naturally in cities- an oversight of Flintlock when he wrote the script, I guess. I'll fix this.

We intend to merge the Home Cities on Map modcomp by koma13, so you would actually start in your home city. If we don't, you'd definitely start in on land, not in the water- but all this relies on a mapscript, which we don't have yet.

As to how you can help out, buttons would be nice! SDK coding might also be necessary, which you can help with- fortunately, MareNostrum's DLL is identical to normal Col's DLL so the DLL for Home Cities on Map for it can (hopefully) be dropped in.


Flintlock- I've sent a PM to Thunderfall about getting a mod subforum.

Hehe, yeah my bad. I hate reading stuff off the net, especially if I have been on a while:blush: I'll work up a few of the Buttons I see that are missing later this evening. I just done one for my mod. Like I said, its fun for me :goodjob:

Kailric
Jul 30, 2009, 09:05 PM
Ok, done several buttons. Have a look see....

They are in the .rar file. I made a Veteran Ranger icon for the City Management screen as well.
I still need to do US Rifleman, Cavalry, Veteran Cavalry. and those two Pistol guys.

~Cheers

TC01
Jul 31, 2009, 08:28 AM
Thanks Kailric! I'll put them into the next patch/release.

I realized there's a slight problem with the bugfix I implemented. If you have a city next to a native city, your locomotive will be able to move into the native city. Is there a way, using python, to check if the owner of a city is a Native civ?

Kailric
Jul 31, 2009, 09:19 AM
Thanks Kailric! I'll put them into the next patch/release.

I realized there's a slight problem with the bugfix I implemented. If you have a city next to a native city, your locomotive will be able to move into the native city. Is there a way, using python, to check if the owner of a city is a Native civ?

Looking at the SDK you could be able to by geting the Owner of the City and then checking if the Owner is a Native as isNative() is only exposed to Python in the CvPlayer.cpp...but in the CvPlayer.h the function is declared as such: bool isNative() const; instead of DllExport bool isNative() const;

I am not an expert at exporting functions to python but I was thinking to export a function you had to add "DllExport" to it. Thats how I done it just following the examples thats already there. If that don't work you may can get the getCivilizationType() of a City then check if the Civilization is a Native as such:

So the below code should work:

gc.getCivilizationInfo(pHeadSelectedCity.getCivili zationType()).isNative()

The gc.getCivilizationInfo(pHeadSelectedCity.getCivili zationType()). is in the Vanilla python so you can use that as an example. And the isNative() is exposed to python in the CvInfos.cpp.

Let me know if you get it working.

TC01
Jul 31, 2009, 09:32 AM
Looking at the SDK you could be able to by geting the Owner of the City and then checking if the Owner is a Native as isNative() is only exposed to Python in the CvPlayer.cpp...but in the CvPlayer.h the function is declared as such: bool isNative() const; instead of DllExport bool isNative() const;

I am not an expert at exporting functions to python but I was thinking to export a function you had to add "DllExport" to it. Thats how I done it just following the examples thats already there. If that don't work you may can get the getCivilizationType() of a City then check if the Civilization is a Native as such:

So the below code should work:

gc.getCivilizationInfo(pHeadSelectedCity.getCivili zationType()).isNative()

The gc.getCivilizationInfo(pHeadSelectedCity.getCivili zationType()). is in the Vanilla python so you can use that as an example. And the isNative() is exposed to python in the CvInfos.cpp.

Let me know if you get it working.

Don't think all of that's necessary- the function is mentioned in CyPlayer.cpp and CyPlayer.h, so I'm assuming it's been exposed to python...

bool CyPlayer::isNative()
{
return m_pPlayer ? m_pPlayer->isNative() : false;
}

Also, you don't need to worry about getting a railroad button- I just realized I forgot to extract it from Civ 4's art files, and thus it's missing in the game. So I can do that myself for the next patch.


The problem stems from the fact that cities have roads in them, but these roads never upgrade to railroads. Ever. I was able to make my locomotive enter a native city if I worldbuildered a railroad into their city. But without using worldbuilder, my Locomotives can enter a "European" city, or a colonial city, but not a Native city. So it works.

Kailric
Jul 31, 2009, 10:18 AM
Nice, so what code did you use to check for isNative? The getOwner of City, then check if owner was a native?

There is probably code that auto adds a road to the center square of a city. So there would have to be code added for railroads. Like say when you build a raidroad next to a town that town's center square auto recieves a railroad.

Will railroads cut the movement cost of a plot even more than roads? I think it would be cool to give Locomotives the ability to transport Homesteaders and thats how you can speed up a units movement by placeing them in Locomotives. Other than that roads would be the only thing that cuts the movement cost.

It would also be cool to be able to setup a "HomeSteader" transport route. Where you can set a unit to "Wait for next train", set the City to go to, then when the Locomotive arrives on its transport route it will load the Homesteader and take him out into the frontier :) Also, maybe there could be an option in the city to where all New units born from growth are autotransported out to the frontier on locomotives. An option like that would add to the feel of "Westward Ho', as in the movies you always see people "waiting" on the train :goodjob:

TC01
Jul 31, 2009, 11:15 AM
Nice, so what code did you use to check for isNative? The getOwner of City, then check if owner was a native?

There is probably code that auto adds a road to the center square of a city. So there would have to be code added for railroads. Like say when you build a raidroad next to a town that town's center square auto recieves a railroad.

Will railroads cut the movement cost of a plot even more than roads? I think it would be cool to give Locomotives the ability to transport Homesteaders and thats how you can speed up a units movement by placeing them in Locomotives. Other than that roads would be the only thing that cuts the movement cost.

It would also be cool to be able to setup a "HomeSteader" transport route. Where you can set a unit to "Wait for next train", set the City to go to, then when the Locomotive arrives on its transport route it will load the Homesteader and take him out into the frontier :) Also, maybe there could be an option in the city to where all New units born from growth are autotransported out to the frontier on locomotives. An option like that would add to the feel of "Westward Ho', as in the movies you always see people "waiting" on the train :goodjob:

I checked if the player who owned the plot (if the plot was a city) was a native (easier then declaring an additional variable as the city, and then getting the owner of the city):

pCityOwner = gc.getPlayer(pPlot.getOwner())
if pCityOwner.isNative():

Right now, railroads don't cut the cost any more than a road does. I'm thinking that instead of doing something like that, the Locomotive's movement should be increased (maybe to 4?), because if you made a railroad cut the cost, I could have infantry or cavalry get the same movement bonus that a train would do. So if I do that, making Locomotives able to carry passengers as well as cargo might be nice. But then maybe it's cargo space should be increased?

Either way, I'm increasing Locomotive speed in the next patch.

Or, we could make multiple train units, each of which using different graphics (from SMRR?), for carrying different things (like in SMRR). The Locomotive could be for cargo, but something else, like a "Passenger Train" might be for people?

The "Wait for Next Train" idea sounds kind of cool. I know that you can do this with cargo. For instance, you can make your city export guns to another city, and then set a train on Automate, and you can select "Guns from city_x to city_y". Perhaps it would be possible to make a city "export people" to a certain city using the same method? And have a "Pick up Passenger" mission for a train that picks up people in the city (perhaps those whose missions have been set to "Wait for Next Train"- maybe the city command would do this)?

Obviously, this would require SDK changes, and the details would need to be ironed out. Maybe if/when we get our mod forum, we can discuss this there.

Kailric
Jul 31, 2009, 12:34 PM
pCityOwner = gc.getPlayer(pPlot.getOwner())
if pCityOwner.isNative():

Hmm, then I wonder what the DllExport tag in the header files are for? Anyway...




Right now, railroads don't cut the cost any more than a road does. I'm thinking that instead of doing something like that, the Locomotive's movement should be increased (maybe to 4?), because if you made a railroad cut the cost, I could have infantry or cavalry get the same movement bonus that a train would do. So if I do that, making Locomotives able to carry passengers as well as cargo might be nice. But then maybe it's cargo space should be increased?

Either way, I'm increasing Locomotive speed in the next patch.

Or, we could make multiple train units, each of which using different graphics (from SMRR?), for carrying different things (like in SMRR). The Locomotive could be for cargo, but something else, like a "Passenger Train" might be for people?

The "Wait for Next Train" idea sounds kind of cool. I know that you can do this with cargo. For instance, you can make your city export guns to another city, and then set a train on Automate, and you can select "Guns from city_x to city_y". Perhaps it would be possible to make a city "export people" to a certain city using the same method? And have a "Pick up Passenger" mission for a train that picks up people in the city (perhaps those whose missions have been set to "Wait for Next Train"- maybe the city command would do this)?

Obviously, this would require SDK changes, and the details would need to be ironed out. Maybe if/when we get our mod forum, we can discuss this there.

Yeah, Id increase Locomotive cargo space for sure. Six is the max I think thats fits on the City Screen or at least it would seem as so. And make raidroads cost tools so players just want be building railroads in everybodys yard. Passenger Trains sound cool, I guess it would all come down to what all is needed. If say a Passenger Train cost a lot of resources and is not really that needed then people want really build any.

The wait for train command would be easy I bet to implement. Simply add a new command that lets you select a city you want that unit to go too. That city is saved on the Unit, then when a train arrives and has room for the unit and its route passes through the destination city, the unit will load up, then unload when it reaches the city.

I could add that code at some point. I'd say the biggest next step would be as you said get Home Cities on the map and adjust a players starting units.

TC01
Jul 31, 2009, 01:10 PM
Unfortunately, it's not possible to make a route cost anything but gold via XML. It is doable via Python, but then it wouldn't show up graphically without interface changes. And it's probably pretty complicated to implement, since tools are stored locally (in cities), where gold (which is required for some improvements) is stored globally (per player).

I can make them cost more gold then they did before, I guess, but that's about it.

Kailric
Jul 31, 2009, 08:08 PM
Unfortunately, it's not possible to make a route cost anything but gold via XML. It is doable via Python, but then it wouldn't show up graphically without interface changes. And it's probably pretty complicated to implement, since tools are stored locally (in cities), where gold (which is required for some improvements) is stored globally (per player).

I can make them cost more gold then they did before, I guess, but that's about it.

Yeah, I forgot about that with the tools. Increaseing the gold sounds good though and makes sense. Having it require tools may just be a unwanted nuisance too. You could however have it so that building rail roads works like a building. It does a check starting with the nearest City for tools stored and subtracts the needed amount. If tools are not present the Railroad wont be built but instead justs waits for the tools to be present then autobuilds, much like a building does. Thats just an idea though.

TC01
Jul 31, 2009, 09:40 PM
Yeah, I forgot about that with the tools. Increaseing the gold sounds good though and makes sense. Having it require tools may just be a unwanted nuisance too. You could however have it so that building rail roads works like a building. It does a check starting with the nearest City for tools stored and subtracts the needed amount. If tools are not present the Railroad wont be built but instead justs waits for the tools to be present then autobuilds, much like a building does. Thats just an idea though.

I think this would just be too complicated. Gold increase would be better. But I'll hold off on doing anything else to the railroad like increasing cost or increasing Locomotive transport capability until the mapscript is released. Because right now ships are still important in sailing to "Europe", so Railroads are less important, for now.

TC01
Aug 02, 2009, 02:24 PM
It's only been a few days, but I've released the first patch version, v0.21. This version has fixed a bug, added some art, made a minor text change, and made a small change to Locomotive speed:

-Fixed bug where locomotives couldn't move into cities (but prevented them from moving into native cities)
-Increased Locomotive speed by 2 (to make them faster then wagon trains)
-Renamed the Build Railroad command (it was only "Railroad") to Build Railroad
-Added Ranger, Veteran Ranger, Locomotive, and US Cavalry buttons by Kailric
-Added Veteran Ranger city screen art by Kailric
-Added Railroad button (from Civ 4)

I was going to wait until anyone else had some suggestion or bug or more feedback before releasing, but I decided against it. I was also going to wait until we got a mod forum, but I haven't gotten a response from Thunderfall about that yet, so I decided to release anyway.

To install, follow the "Download patch" link, or go to the "Westward Ho Patch 0.21" download page. Unzip and copy the WestwardHo folder to the same directory you installed the mod in, say yes to overwrite files.

The next major version (v0.3) should have an .exe, rather then a .zip. But patches up to that point will use the .zip format.

Kailric
Aug 02, 2009, 03:27 PM
Cool man, I'll work up so more buttons soon also. I just noticed ealier today in the Civilization infos there is an option <bWaterStart>1</bWaterStart>. Could this be used to start Civs on land instead of water. If it works just like Civilization then it should work for this Mod too?

TC01
Aug 02, 2009, 03:44 PM
Cool man, I'll work up so more buttons soon also. I just noticed ealier today in the Civilization infos there is an option <bWaterStart>1</bWaterStart>. Could this be used to start Civs on land instead of water. If it works just like Civilization then it should work for this Mod too?

It should.

How can I make it so that land units can go to Europe? Do I need SDK coding? Or will it automatically be an option for any unit capable of transporting stuff?

Kailric
Aug 02, 2009, 05:38 PM
It should.

How can I make it so that land units can go to Europe? Do I need SDK coding? Or will it automatically be an option for any unit capable of transporting stuff?

Yeah, it would take some SDK coding but it would be so easy to do. You can make any unit capable of "going to Europe". And you can just use the default back ground and change the the Sail to Europe icons to a "Travel to Capitol" or something.

Say you can set it up for Ships, Wagons and Locomotives to travel to "Europe". Each unit could have different travel times based on number of moves. Once on its journey it would be visiable in the "Europe Screen" (you could call it anything else really) like normal.

You could make it so that you can only leave for "Europe" in Cities that you own, or you could leave for "Europe" anywhere on the map. What you think about it? I can code that up for you. It really want be that complex at all. You would need a Europe Icon for wagons and locomotives though, thats easy to do too.

I am going out for a while but be back later.

TC01
Aug 02, 2009, 06:11 PM
Yeah, it would take some SDK coding but it would be so easy to do. You can make any unit capable of "going to Europe". And you can just use the default back ground and change the the Sail to Europe icons to a "Travel to Capitol" or something.

Say you can set it up for Ships, Wagons and Locomotives to travel to "Europe". Each unit could have different travel times based on number of moves. Once on its journey it would be visiable in the "Europe Screen" (you could call it anything else really) like normal.

You could make it so that you can only leave for "Europe" in Cities that you own, or you could leave for "Europe" anywhere on the map. What you think about it? I can code that up for you. It really want be that complex at all. You would need a Europe Icon for wagons and locomotives though, thats easy to do too.

I am going out for a while but be back later.

Maybe...

We had planned to make the Home Cities on Map Modcomp (http://forums.civfanatics.com/showthread.php?t=316165) by koma13 part of the mod, where you can "go" to your home city without "sailing" to Europe. In that mod you can actually send land units to your home city- although I think that's what koma13 was working on (and he said that after his last release he discovered some bugs). I can't easily test the old version because I don't have Mare Nostrum Beta 3. The SDK source files (he only changed 5 files) are included.

However, I was thinking that, depending on how complicated this was, that maybe I should release a version of GreatPlains.py without the home cities on map stuff in a future patch-version. Then people could get used to the idea of land transport. And then in v0.3 (or whatever), I'd add the home cities on map. But since this would require SDK changes anyway (which I kind of wanted to avoid until v0.3 or the next major version), maybe I shouldn't do that- since it would be semi-redundant anyway.

Instead, I can just have all the civs start near the Gulf area of the Great Plains map, add in Colonization features, terrains to that map, add rivers. Then make it so that I can sail home via the Gulf (perhaps start with a ship of some sort but not actually in the ship...)

master_akura
Aug 02, 2009, 06:58 PM
Just a quick note (having just started using the MOD): it seems to me that a new map ought to be created with little to no ocean, starting folks out with units on land. I think the feel of a large, inland map would make this adhere to a "Wild West" motif.

I'll keep playing a bit and give some other thoughts as they come up. Very nice concept, though, and I'm eager to delve into it.

TC01
Aug 02, 2009, 07:08 PM
Just a quick note (having just started using the MOD): it seems to me that a new map ought to be created with little to no ocean, starting folks out with units on land. I think the feel of a large, inland map would make this adhere to a "Wild West" motif.

I'll keep playing a bit and give some other thoughts as they come up. Very nice concept, though, and I'm eager to delve into it.

Yep, that's exactly what we plan.

The Great Plains mapscript from Civ 4 is going to be the basis of the new "WildWest" mapscript, but with some changes.

These changes, such as adding the mapscript, will probably be made either in some of the next patches or in the next release of the main mod. It is only a beta version, after all.

Kailric
Aug 02, 2009, 10:05 PM
Whats is happening with the Home Cities on map? Koma13 hasn't updated that thread sense april. That mod though would solve the problem for sure.

master_akura
Aug 02, 2009, 11:17 PM
Would the MOD creators be put off if I offered some alternative Founding Fathers that would be more applicable to the Wild West?

Flintlock1415
Aug 02, 2009, 11:22 PM
I would love to see what you have. :)

master_akura
Aug 03, 2009, 08:11 AM
One quick thought: when I mentioned having Wagon Trains as the settlers, it didn't occur to me that you could essentially replace the regular Citizen with Wagon Trains, thus having a settler that way. Then Wagon Trains could be painted black (or something) and be called Stage Coaches. Thus you don't have to do too much reworking (right?).

Ok, here's a tentative list of just the Founding Fathers.

Updated (with benefits)
Founding Fathers (Wild West)

Exploration:
Meriwether Lewis - 50% less travel time to Home City
William Clark - Strengthens relations with natives
John Slidell (negotiated the southern border of Texas w/ the Mexicans) - -50% cost of native land purchasing
Nat Love (famous African-American cowboy and frontiersman) - Free promotion (Exploration 1, Exploration 2)
Zebulon Montgomery Pike (American surveyor; mapped much of S. Louisiana Purchase) - Provides one Wagon Train
Jedediah Smith (hunter/trapper/trader; explored the Rockies and American Southwest) - +1 movement for Wagon Train, Pioneer
Bartleson-Bidwell Party (also better fit here, as they essentially started the Oregon Trail) - Provides one Homesteader, Wagon Train
Sacagewea (explorer who aided Lewis & Clark on their expedition) - +1 movement for Scout
Christopher "Kit" Carson (frontiersman and guide) - 50% faster production of Fort, Fotress
Benjamin Singleton (frontiersman; brought African-Americans to the west) - Provides 3 Homesteaders

Religion:
Gijsbert Haan (Dutch-born missionary who traveled extensively in the SW) - Provides 1 Expert Missionary
Joseph Smith (founder of the LDS church) - +50% conversion rate from missions
Pierre-Jean de Smet - (as is)
James Augustine Healy (first African-American Catholic bishop) - Strengthens relations with natives
Mary Baker Eddy (founder of the Christian Science movement) - +50% education; +25% conversion rate from missions
Hyrum Smith (advisor and avid follower of Joseph Smith) - 50% faster production of Church, Cathedral
Francis Asbury (famous "circuit rider" pastor in the Methodist Church) - Strengthens relations with natives; +3 crosses for every Town Hall
Walt Whitman (writer and forerunner of Existentialism) - 50% faster production of College, University
Billy Sunday (famous evangelical priest, Prohibition supporter, and tent revival proponent) - +2 bells per Church; +3 bells per Cathedral
Joseph Brackett, Jr. (famous Shaker songwriter) - +3 crosses per Church and Cathedral
Nathaniel Hawthorne - (as is)

Trade:
Jim Bridger (trapper/frontiersman, guide and advisor to Brigham Young) - as is in game
Joseph Glidden (inventor of the barbed-wire fence) - +25% cattle production in all settlements
Leland Stanford (railroad tycoon, founder of Stanford University) - Free School in every settlement
William Mulholland (engineer in California) - -50% tools required for buildings
Cornelius Vanderbilt (railroad and steamboat tycoon) - 50% faster production of Textile Mill, Tanning Mill, Packing Plant, and Whiskey Factory (some thoughts for name changes for buildings, maybe?)
Levi Strauss (American inventor) - +3 hammers per Town Hall
John Jacob Astor - (as is)
James Marshall - as is in MOD
Edwin Drake (credited with the first successful oil rig in America) - +1 food on plots with 2 food; +25% sugar, cotton per settlement

Military:
Andrew Jackson (U.S. President; fought against Native Americans) - Free Stockade in every settlement
"Liver-Eating" Johnson - as is in MOD
Maribeau Lamar (Gov. of Texas; strongly anti-Native American) - Free Promotion (Grenadier)
Davy Crockett (frontiersman; fought for Texas v Mexicans) - Free promotion (Formation); +1 movement for converts
William Travis ((in)famous proponent of the Texas "War Party") - Free promotion (Looter)
William C. Quantrill (Confederate guerilla leader) - +50% strength for converted natives
Daniel Boone (frontiersman, explorer, fought for Texas v Mexicans) - Free promotion (Ranger 1, Mountaineer 1)
George Custer (American general) - +50% vs Natives
James Bowie (land speculator; inventor of the Bowie knife) - Provides 2 Veterans
Wyatt Earp (American lawman) - Increases gun production by the tax rate
John Coffee Hays - as is in MOD

Politics:
Thomas Jefferson (U.S. President at the cusp of the "Wild West" era) - +1 cross per town hall
Jim Beckwourth (famous African-American pioneer) - Strengthens relations with the natives
Samuel Clemens (writer) - as is in MOD
Kenneth Lewis Anderson (Speaker of the House in Republic of Texas Congress) - +3 bells per town hall
Francis Scott Key (composer of The Star-Spangled Banner) - Increases liberty bells production by the tax rate
James Henry Lane (fundamental in the organization of the Kansas-Nebraska Act) - Provides 1 Homesteader; -25% native land purchasing
Robert Livingston (American Ambassador to France; Negotiator of the Louisianna Purchase) - Increases hammer production by tax rate
William Jennings Bryan (gave famous "Cross of Gold" speech) - +3 crosses per University
Laura Ingalls Wilder (writer, early feminist, frontierswoman) - +1 bell per schoolhouse; +2 bells per college; +3 bells per university
Kintzing Prichette (lawyer and governor of Oregon Territory) - +3 guns per armory, magazine, arsenal
Harriet Tubman (famous Underground Railroad proponent) - Strengthens relations with Natives; Provides 3 Indentured Servants

Also, I was looking at the leaders, and I thought I might suggest some different ones (I know this would change your leader heads and stuff, but I thought these might be more authentic - thus making the MOD more awesome). I've included "kings" for territory, too, and an additional two territories.

Leaders: Wild West

Oregon Territory - James Buchanan, U.S. President at the time
Joseph Lane - initial governor of Oregon
George Law Curry - helped create Oregon as a state

Utah Territory (State of Deseret) - Zachary Taylor, U.S. President at the time
Brigham Young - founded Utah/Deseret
Caleb Walton West - governor of Utah Territory; help give Utah statehood

New Mexico Territory - Millard Fillmore, U.S. President at the time
James S. Calhoun - first governor of New Mexico Territory
William Mills - governor of NM Territory and justice on NM Territory supreme court

California Republic - Antonio Lopes de Santa Anna, essentially lost California
William Ide
John C Fremont

Republic of Texas - Sam Houston, president of Texas for two terms
Stephen Austin
David G. Burnet - interim president and first Sec. of State for Texas after annexation

(This one I'm totally cool with nixing; it was just around in the "Wild West" period)
Minnesota Territory (?) - James Polk, U.S. President at the time
Alexander Ramsey - first governor of Minnesota territory

TC01
Aug 03, 2009, 08:14 AM
master_akura: All of our existing (8) founding fathers were suggested by quantumf8 anyway. So yeah, I'd love to see what you have (as Flintlock said)

EDIT: This post (http://forums.civfanatics.com/showpost.php?p=8280129&postcount=153) has the FFs I implemented. I should really add that to this mod's first post. I don't want to mess around with adding new FFs (because of the graphical changes and image stuff, for instance all the ones I added use the same pictures but different names) unless they replace an existing one, for now.

One problem is that some things (like quantumf8 propose that Theodore Judah gave cheaper railroads, or that Pierre-Jean De Smets revealed all Sioux cities), I can't do, at least not easily.

Kailric: I have no idea, if you note the last post was in May I think, and he said he was still working on it. But koma13 also said that he discovered some "annoying bugs" in that post... and never updated again.

So I'm thinking we should test it throughly before releasing it.


You may have noticed me updating this in the first post, but as of now (5 days since release), we're at 54 downloads of the full mod, and 9 downloads of the patch. Pretty good for only a few days, especially for Colonization.

Kailric
Aug 03, 2009, 09:25 AM
Kailric: I have no idea, if you note the last post was in May I think, and he said he was still working on it. But koma13 also said that he discovered some "annoying bugs" in that post... and never updated again.

So I'm thinking we should test it throughly before releasing it.


You may have noticed me updating this in the first post, but as of now (5 days since release), we're at 54 downloads of the full mod, and 9 downloads of the patch. Pretty good for only a few days, especially for Colonization.

So you are adding koma13's code to the mod yourself then? I can check into it as well at some point. Just so you know in the mod I am working on now I wanted to be able to "travel to Europe" from a city plot. I am thinking of making it so instead of "travel to Europe" you can "Trade with City" or "Sell Cargo", anyway something along those lines. But with just a few small changes to the code I was able to instantly bring up the Europe Screen with a ship setting in a City square. It arrives at the docks ready to unload, then when you hit "Sail to New World" the City Screen closes and the unit is back on the Map at the city again. I know I can make it take a couple turns to arrive but I was needing it to be instant.

That's basically what koma13's code should do except you must be standing on your "Home City" plot right, I have never used his code. So I bet thats where it probably gets "buggy" is putting those cities on the map. I am not sure at all what koma13's code does but it would seem to me that the easiest thing to do would be to create a plot "Feature", make it look like a "Home City", then making it so you have to be standing on that "Feature" to open the Europe Screen. That would be alot simpler than having to put a Kings city on a map then having the AI worry about that city.

But, if we can't work out the bugs then having Cargo units "travel to Home City" from a land plot would be the best alternative.

But yeah, this mod has a lot of potential in offering a different experience over the Vanilla game and I am looking forward to playing and helping out with its development.

I have to make some more buttons for my own mod today so I'll do some more for this mod at the same time and post them later this evening.

TC01
Aug 03, 2009, 09:40 AM
Thanks, they will go into the next patch.

My intention was to simply drop his DLL into the mod (since MareNostrum doesn't, or didn't, use a seperate DLL) and then merge in python, XML myself.

Yeah, I'm thinking that if that doesn't work, we make land plots able to travel to Europe. (possibly a "Road Home" or something).


Speaking of which, what should we call "Europe"? I'd say "America" if not for the fact that America is only one of the civs. Currently there are multiple European civs (so master_akura's idea doesn't quite work):
-Cascadia: English
-Deserets: America
-California: Spain
-Texas: Mexico

Kailric
Aug 03, 2009, 10:43 AM
Thanks, they will go into the next patch.

My intention was to simply drop his DLL into the mod (since MareNostrum doesn't, or didn't, use a seperate DLL) and then merge in python, XML myself.

Yeah, I'm thinking that if that doesn't work, we make land plots able to travel to Europe. (possibly a "Road Home" or something).


Speaking of which, what should we call "Europe"? I'd say "America" if not for the fact that America is only one of the civs. Currently there are multiple European civs (so master_akura's idea doesn't quite work):
-Cascadia: English
-Deserets: America
-California: Spain
-Texas: Mexico

I may can devise a code thats more stable than his if it is buggy? Just have to test it out.

Hmmm, I am not up todate on my Wild West history but wasn't all the territories at this point tied to America or the US? If thats so then in this mod there should be only 1 "King" civ and that is America. What does the king art matter anyway but to raise your taxes? So I'd say just adjust the Civilization infos to to be CIVILIZATION_UNITED_STATES and the leader LEADER_US_PRESIDENT. Then it would be travel to "St. Louis", senes thats the only city they have listed.

What is the Victory Condition of this mod? To successfully create an independent State? Hmm, maybe this mod could benefit from the changes I am working on now. In my next Privateers mod update I plan to make it so a Leader can go Rogue so to speak in that it no longer has ties with his Home City but starts building his own Pirate Confederation. To enter the "Europe Screen" you must travel to a Friendly city other than your own. There you can trade with them useing their current tax rate. I haven't worked out all the finer points yet but I will. Once you go "Rogue" the "Home City Leader" will continue to build up his fleet in order to "Crush the Pirate Rebels". So you must hurry to build up your forces before the enemy arrives, much like in real history.

Anyway, I am headed out with family for a while but I'll take along my new book, its all about how the west was settled. I need to refresh my mind.. bbl.

TC01
Aug 03, 2009, 11:13 AM
Well, there's a problem with that.

I don't know if you've checked out the CivilizationInfos.xml, but there's no tag in the Civilization for it's mother civ. There is a tag in the Civlization for it's "daughter" civ, so under CIVILIATION_MEXICO there's this:

<DerivativeCiv>CIVILIZATION_TEXAS</DerivativeCiv>

To make what you are suggesting work, I believe, you'd need to change the SDK so that was a list, not a string.

(this tag exists in regular Civ 4 as well, and I'm not quite sure what it does there)

Flintlock1415
Aug 03, 2009, 11:16 AM
I actually thought of having one King, but I found it easier just to go with four. For leaderhead art, I used Ekmek's Jackson for the US, and I think the Vanilla British and Spanish Kings are in. For Mexico, I planned on using Santa Anna, but Ekmek hadn't released it yet. (I think you can grab it now though.)

For the Europe screen, maybe we could call it "The East" or simply use "America" referring to the New World as a whole.

I know we discussed Victory Conditions in the old thread, but one idea I remember other than becoming independent was to achieve statehood. I made the Colony choices based on whether they were at one time or at least attempted to become independent.

So I was thinking that we could have two options: Independence (War) or Statehood (Peace). I think if there was also mention that there could be a statehood sentiment that would work the same as rebel sentiment, although I don't know how difficult it would be to have them side by side or how exposed that code is.

Edit: Have you heard from Thunderfall yet? (Maybe you should PM Ekmek to ask how he got his.)

TC01
Aug 03, 2009, 11:35 AM
No, I haven't heard back from Thunderfall yet, which is unusual since he's been active since I sent him my PM. I've been assuming he had a backlog of PMs... maybe he didn't get it?

Dale said that Thunderfall set up the AoD 2 forum (I found an old post somewhere saying that).

EDIT: Here's Thunderfall explaining how mod subforums are created:

A large pre-existing fanbase is not required. However, we do prefer modder to do some initial discussions, planning, and development using discussion thread first, before requesting the subforum.

As long as a modder is serious about improving his/her mod and plans to put the subforum to good use for the mod's development, we are happy to create the subforum. Subforum request should be made via PM.


I didn't know Ekmek contributed leaderheads... I'll credit him. And the Santa Anna leaderhead I'll add in as well for the next patch.

Kailric
Aug 03, 2009, 02:08 PM
No, I haven't heard back from Thunderfall yet, which is unusual since he's been active since I sent him my PM. I've been assuming he had a backlog of PMs... maybe he didn't get it?

Dale said that Thunderfall set up the AoD 2 forum (I found an old post somewhere saying that).

EDIT: Here's Thunderfall explaining how mod subforums are created:

I didn't know Ekmek contributed leaderheads... I'll credit him. And the Santa Anna leaderhead I'll add in as well for the next patch.

Well according to what Thunderfall said this mod deserves its own forum. Anyway, makeing all the Territories have America is as simple as changing their name and art files. Name them all "American President" and have them all have the same art files. That should work perfect right? Either way is probably fine cause the other territories where controled by other "Presidents" at some point or another.

Like a small west strip of Florida was under the control of Spain but they rebelled and founded the "Free and Independent Republic of West Florida" which lasted only 74 days before the US took possession. Go US!

TC01
Aug 03, 2009, 02:40 PM
That's true, didn't think of that.

So the reorganization of kings will look something like this?

America:
-State of Deserets/Utah Territory
-Cascadia Territory/Oregon Territory

Mexico:
-Republic of Texas
-California Republic

Any objections? Should we go with Utah and Oregon instead? (Cascadia used to be Oregon). Should we name the leaders or just go with ____ President?

master_akura
Aug 03, 2009, 02:52 PM
You should be able to throw New Mexico Territory under Mexico, too. We fought against Santa Anna for that in between California and Texas.

Also, I vote Utah and Oregon Territories with President (whoever you choose) as the leader.

Kailric
Aug 03, 2009, 04:04 PM
You should be able to throw New Mexico Territory under Mexico, too. We fought against Santa Anna for that in between California and Texas.

Also, I vote Utah and Oregon Territories with President (whoever you choose) as the leader.

Sounds good to me. I would call the Presidents something like "President of the United States" or "US President", much like kings are called "King of England". But its whatever there too.

TC01
Aug 03, 2009, 04:37 PM
I'm going to hold off on adding a new civ for a little. Certaintly not in the next patch, but yeah, Mexico should have New Mexico as well.

Since Flintlock was the one who named the civs (or maybe someone else did that and he went with them), I'd like to get his opinion on changing their names before I change them (though I think Utah and Oregon make more sense to players then Cascadia and Deserets).

Flintlock1415
Aug 03, 2009, 05:06 PM
I used Cascadia rather than Oregon because that was the name that was being used during their independence movement. I decided on Deseret also for the same reason, since those who petitioned for independence used the name Deseret instead of Utah.

My basic rational for naming and including each Colony was their position in trying to be independent rather than being a state. I prefer these names, but if no one else likes them, well, its really not up to me. ;)

I also could find really any info on New Mexico trying to be independent, so that's why I never thought of them for the original.

Kailric
Aug 03, 2009, 05:49 PM
I used Cascadia rather than Oregon because that was the name that was being used during their independence movement. I decided on Deseret also for the same reason, since those who petitioned for independence used the name Deseret instead of Utah.

My basic rational for naming and including each Colony was their position in trying to be independent rather than being a state. I prefer these names, but if no one else likes them, well, its really not up to me. ;)

I also could find really any info on New Mexico trying to be independent, so that's why I never thought of them for the original.

My idea on this while I don't remember from school Cascadia or Deseret, Utah and Oregon are very much know to me. I would say that most of the American players would be like this as well... maybe? Anyway, Utah and Oregon seem more "familiar" so I would suggestion those for that reason alone. The players may feel more comfortable running a territory they actually heard of, just my thoughts.

It wasn't the New Mexicans that was trying to get Independent but the homesteaders and Pioneers from America on their Manifest Destiny ego trip that wanted independence or to be a part of the Union. The Mexicans thought to control the area and when they tired to "lay down the law" thats when things heated up and the Americans moved into action. Persident Polk tried to purchase the land but the Mexicans refused, so they just declared war and went in and took it. So really New Mexico Territory never actually fought for independence the US decided they wanted it and got it.

Edit: That being said the Mexicans or Spanarns themselves could be the ones fighting to get rid of the "Americans" if one should choose to play as New Mexico.

TC01
Aug 03, 2009, 06:27 PM
I agree with Kailric. I really like the names, they sound cool- but Oregon and Utah are more "common", and would probably be less confusing.

(Of course if we had civilopedia entries for each of the civs, some of this problem could be avoided... anyone want to volunteer to write pedia entries?)

Actualy, I have another idea:

Maybe we could make it so that on revolution, your civ name flips? So you start out as Utah Territory, but when you revolt you become Deserets? I know that this is doable in Civ 4 on civic flip because it's been done. Probably there's similar SDK code enabling it on Colonization? Perhaps on winning the "Statehood" victory your name would change similarly?

Would require SDK but I think it might be cool to add.

TC01
Aug 04, 2009, 06:12 PM
In unrelated news, Cybah has reported in the Civ 4 SDK and Python forum that:

Update: Route Restricter like the following (which need a callback) seem to be the root of the evil:

def unitCannotMoveInto(self,argsList):
ePlayer = argsList[0]
iUnitId = argsList[1]
iPlotX = argsList[2]
iPlotY = argsList[3]

## Locomotive Route Restriction
pUnit = gc.getPlayer(ePlayer).getUnit(iUnitId)
iTrainType = gc.getInfoTypeForString ( "UNIT_RAILROAD_ARTILLERY" )
if pUnit.getUnitType() == iTrainType:
pPlot = CyMap().plot(iPlotX, iPlotY)
iRoute = gc.getInfoTypeForString ( "ROUTE_RAILROAD" )
if pPlot.getRouteType() != iRoute:
return True

## End Edit
return False


This alone is decreasing my mod's speed by over 200%. I guess it gets even worse with more units on the map.

Note that this is the script Flintlock wrote to limit railroads (before I fixed the bug where you couldn't move into a city), meaning it should apply in Westward Ho as well. So I'm wondering if we should create a boolean tag in CIV4UnitInfos.xml called "bIsTrain"? It would do the code above, just in the SDK.

Can anyone confirm that Westward Ho runs a lot slower then normal Colonization? Adding a lot of units via Worldbuilder might help.

Kailric
Aug 04, 2009, 08:13 PM
In unrelated news, Cybah has reported in the Civ 4 SDK and Python forum that:



Note that this is the script Flintlock wrote to limit railroads (before I fixed the bug where you couldn't move into a city), meaning it should apply in Westward Ho as well. So I'm wondering if we should create a boolean tag in CIV4UnitInfos.xml called "bIsTrain"? It would do the code above, just in the SDK.

Can anyone confirm that Westward Ho runs a lot slower then normal Colonization? Adding a lot of units via Worldbuilder might help.

What I always like to do is if I have a problem liks this is instead of haveing to edit every unit in the XML I just create a Global Definition in the GlobalDefinesAlt, for this instance it would be for CLASS_LOCOMOTIVE.

Then in the SDK function "canMoveInto" I just add something like:

If class == (UnitClassTypes)GC.getDefineINT("Locomotive");
if plot != city || !plot->hasfeature(RailRoad)
return false;

In my privateers mod I have like nearly 100 global defines this way. That saved me a lot of time haveing to edit all those XML files. I do edit the XML some also, just depends on what the varable is doing. And of course you can make it Modular so you don't have to edit so much in the XML but then again not all the XML can be made Modular. Like Promotions causes all kinds of errors if you do. The unit infos seem to work just fine being Modular though as I have it that way in my mod. Just my thoughts on it.

TC01
Aug 04, 2009, 08:26 PM
You wouldn't have to add it to every unit- you could set the schema define like this:

<element type="bIsTrain" minOccurs="0"/>

Then you'd only need to add it for the units you wanted it to have a value of 1 for (you'd need to define 0 as the default value, though).

TC01
Aug 06, 2009, 07:35 PM
Westward Ho is now at 77 downloads, with the patch at 24.

Anyone have anything else that should be immediately added in the next patch? Graphics, background text, ideas, bugs? Otherwise I'll release tomorrow or on the weekend.

Also, over the weekend I'll send another PM to Thunderfall about the mod forum... I've seen posts by him between the time I sent the last PM (a week and a half ago or so), I'm wondering if something's wrong with the PM-ing system?

Flintlock1415
Aug 06, 2009, 09:25 PM
I'm sure Thunderfall probably gets a lot of PMs, so maybe he missed it. Maybe try sending a PM to Padma and Ainwood, since they are also admins.

Kailric
Aug 08, 2009, 05:55 AM
Here is two more buttons for Mounted Ranger and Mounted Veteran. Are those two pistal units in the game yet as there is no profession I can choose to change to their graphic? Also, is the US Rifleman unit in the game? They should be in the game as "Regulars" right?

Flintlock1415
Aug 08, 2009, 10:54 AM
I think the pistoleer units are just colonist forms of the Veteran Soldier and Regular, iirc.
And yea, the US Rifleman is the Regular.

TC01
Aug 08, 2009, 11:17 AM
We're going to need new graphics for the different yields like Cattle, Beer, etc, and presumably new buttons for their specialists?

Anyway, master_akura proposed a yield update in the Ideas Thread and I thought I'd bring that here:

-Rename Rum to Beer
-Bring back Cotton, Cloth (or bring back Cloth at any rate)
-Move Cattle, Leather to Fur, Coast
-Make Cattle tiles also able to be worked for Beef (graphical version of food, kind of like how Fish and Food are two seperate things but are both Food)
-Add Oranges and Gold somewhere (maybe replace Tobacco, Cigars?)

I'm already doing the Rum to Beer in v.22.


Also, finally, we need a new background image for the mod (to replace the vanilla Col one). Not too high a priority, but something on the list of things to do.

TC01
Aug 08, 2009, 08:01 PM
Here is two more buttons for Mounted Ranger and Mounted Veteran. Are those two pistal units in the game yet as there is no profession I can choose to change to their graphic? Also, is the US Rifleman unit in the game? They should be in the game as "Regulars" right?

Sorry, but I'm a little confused.

Which does mountedranger.dds go to, and which does VeteranMount.dds go to?

That's the only thing holding up the next patch, which's final changelog is:

-Renamed Rum to Beer
-Added Santa Anna Leaderhead art for Mexico (European) by Ekmek
-Made Mexico parent civ of California as well as Texas
-Made America parent civ of Cascadia as well as Deserets
-Added in Mounted Ranger, Mounted Veteran button art by Kailric
-Renamed Deserets to Utah Territory, Cascadia to Oregon Territory

Kailric
Aug 08, 2009, 10:17 PM
Sorry, but I'm a little confused.

Which does mountedranger.dds go to, and which does VeteranMount.dds go to?

That's the only thing holding up the next patch, which's final changelog is:

-Renamed Rum to Beer
-Added Santa Anna Leaderhead art for Mexico (European) by Ekmek
-Made Mexico parent civ of California as well as Texas
-Made America parent civ of Cascadia as well as Deserets
-Added in Mounted Ranger, Mounted Veteran button art by Kailric
-Renamed Deserets to Utah Territory, Cascadia to Oregon Territory

The mountedranger is the Dragoon Unit like when you put a Ranger on horse back. and the Veteran Mount is when you place a Veteran Ranger on horse back. When in the game I didn't see the US Infantry unit listed on the World Builder menu for units? So I will have to manually add the art to the game to get a screen shot, thats how I do the buttons.

TC01
Aug 09, 2009, 07:55 AM
Thanks Kailric.

With that, v0.22 has been released! You can get it here (http://forums.civfanatics.com/downloads.php?do=file&id=12955). It includes everything from v0.21.

Flintlock1415
Aug 09, 2009, 03:31 PM
Okay, I sent a PM to Thunderfall about the Development Forum. Hopefully he will see that one, or else we will have to PM Padma or Ainwood.

TC01
Aug 09, 2009, 04:20 PM
Okay, I sent a PM to Thunderfall about the Development Forum. Hopefully he will see that one, or else we will have to PM Padma or Ainwood.

Uh... I already did, sorry, forgot to mention that (contacted Padma). It was about that and stickying the Tutorials Index in the forum this one's part in).

Oh well, it can't hurt.

Flintlock1415
Aug 09, 2009, 09:18 PM
It really can't hurt at all, because we got it! :D here is the link (http://forums.civfanatics.com/forumdisplay.php?f=361)

I'll let TC01 make the first thread. :)

TC01
Aug 10, 2009, 10:19 AM
First thread is made (http://forums.civfanatics.com/showthread.php?t=331215). Have fun!

I said this there, but basically we now have three places to post:

-The Forum: I expect most ideas discussion will probably move over there. That way we can open a topic whenever we need to, rather then cluttering up this thread.
-The Topic: (That's here): Releases will be announced here, changelogs, etc. This topic isn't being abandoned.
-The Ideas Thead: This is being abandoned, since now we have a forum to do it's job.

TC01
Aug 13, 2009, 01:44 PM
For the next patch, a new mapscript is planned. I announced this in the forum but I'm posting it here, too.

You can download a beta of it here (http://forums.civfanatics.com/showthread.php?p=8359880#post8359880). Please give feedback in that thread.

TC01
Aug 17, 2009, 10:13 AM
I've released patch 0.23. It's probably going to be the last patch for v0.2, with the next version being a full download of the mod.

I zipped it using 7-zip, a program whose link you can find in the first post.

TC01
Aug 27, 2009, 02:18 PM
Updated first post with final changelog for v0.3. Everything's done save merging in master_akura's founding fathers and some of the SDK stuff (new train commmands and renaming on revolution).

Also, v0.2 is now at 185 downloads. (updated that too).

master_akura
Aug 29, 2009, 05:16 PM
TC01, I didn't know you guys were going to use the Founding Fathers I came up with. Thanks a ton for using those. I'm eager to see them in action.

TC01
Aug 29, 2009, 08:42 PM
TC01, I didn't know you guys were going to use the Founding Fathers I came up with. Thanks a ton for using those. I'm eager to see them in action.

You're welcome. I'm going to merge yours and quantumf8's suggestions, even though he only suggested eight or nine.

Would you like to write pedia entries for them? I don't really have the time to do the research for that right now.

That goes for other people too- if anyone's interested in writing a pedia entry for anything they see has no pedia entry currently, feel free and post it either here or in the mod forum.

TC01
Aug 30, 2009, 02:14 PM
Just a note that some important discussions are occuring in the forum: Travel Discussion (http://forums.civfanatics.com/showthread.php?t=333616) and New Colonies/Leaders Discussion (http://forums.civfanatics.com/showthread.php?t=333370). We'd like people to discuss these topics! Please post there if you have an opinion.

master_akura
Sep 07, 2009, 07:10 PM
You're welcome. I'm going to merge yours and quantumf8's suggestions, even though he only suggested eight or nine.

Would you like to write pedia entries for them? I don't really have the time to do the research for that right now.

That goes for other people too- if anyone's interested in writing a pedia entry for anything they see has no pedia entry currently, feel free and post it either here or in the mod forum.

Sure. If I could get a list of those without encyclopedia entries (outside of my own suggestions), that would be very beneficial. I can work on those over the next few days or so.

TC01
Sep 07, 2009, 07:20 PM
Well, the only ones without pedia text outside of your own suggestions are the ones you said "As is" or "As is in Mod" for on the list... (I wrote that post before I actually began adding your FFs*) Otherwise, I'm sticking to what you came up with.

*Update: I've added everything except all of the Religious and some of the Politicals. After they're done, I'll release v0.3

TC01
Sep 11, 2009, 02:37 PM
I've released v0.3. The download is now hosted at WePlayCiv, where (ironically) the other two Colonization mods with forums are hosted.

Please delete your old version of v0.2 before installing, if you have been one of the 227 people who downloaded v0.2. v0.3 makes several changes (including using a packed art directory) that remove files that were previously included in the mod.

master_akura
Sep 13, 2009, 05:11 PM
I downloaded this yesterday and have played a few times from the beginning, and I keep getting a crash when I send a wagon train to my home city. It doesn't happen every time, but it's happened at least four times out of the ten or so that I've played. I also had an issue with my home city not showing up on one occasion. Looks good, though.

TC01
Sep 13, 2009, 05:22 PM
Could you describe what you mean by "home city not showing up"? When you start a game, you mean?

These all sound like errors with Home Cities on Map... which I predicted would be the most trouble.

EDIT: Also, follow the instructions in the Bug Thread (http://forums.civfanatics.com/showthread.php?t=331878) for turning on python exception popups. That might help me discover what is the cause of these errors, python or SDK.

TC01
Sep 13, 2009, 08:52 PM
Also, here are the rules for bug reporting from the Bug Thread (bug reports either go there or here):

When reporting a bug:

1. Make sure python exceptions are turned ON. To turn them on, go into your .ini file (_Civ4Config, it's called, in your Sid Meier's Civilization IV Colonization directory), and search for:

; Set to 1 for no python exception popups.
HidePythonExceptions = 0

It should be set to 0.

2. Turn logging on by looking for [DEBUG] in that same file and turn everything related to logging on (by changing the number from a 0 to a 1). Specifically:

; Enable the logging system
LoggingEnabled = 1

; Enable synchronization logging
SynchLog = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 1

3. If you get a repeatable crash, please post a save-game.

4. Before reporting a bug, note if it is in the list of "Reported Bugs" or is on the changelog for the next patch (available in the the download thread (http://forums.civfanatics.com/showthread.php?t=331224)). Obviously, if it is, it means we are already aware of it.

So in this instance, please post a save right before the crash occurs.

TC01
Sep 22, 2009, 08:19 PM
Patch 0.31 has been released! It should fix the wagon train issues/travelling to home city issues reported by master_akura (and potentially others). It also makes a lot of text changes; like changing Europe Screen to Home City Screen, and expands the Blackfoot Native Civilization (thanks to drjest2000 for this!)

If you encounter any issues, post them here or in the bug thread linked above.

i_diavolorosso
Sep 23, 2009, 03:03 AM
Can someone upload it to somewhere else, like filefront?
I dunno why but my connection do not let me to download from WPC

TC01
Oct 03, 2009, 10:02 AM
I guess no one's encountered any more bugs? If that's so, then 0.32 will probably just contain more native civ stuff from drjest2000's COL Gold mod.

Can someone upload it to somewhere else, like filefront?
I dunno why but my connection do not let me to download from WPC

Sorry for the late response, I've been busy with other projects.

If you're having issues with WePlayCiv (I've never encountered any, but I think some people have) I'd suggest talking to Dale or another admin of WPC about it. Is your broswer up to date? Do you have a good connection? Etc.

I would upload it to another site, except for the fact that the reason I uploaded it to WePlayCiv was to avoid uploading it to a larger download site like Filefront. I'm not a fan of sites that have more advertisements then content on a given page (this is an exaggeration, but you get the point), which is why I use either CFC (for stuff under 10 MB) or WPC (for stuff over 10 MB) for my mods. (No offense intended, I just prefer to use something like CFC or WPC rather then a huge site like Filefront).

But, I will upload it to another site if you still have issues with downloading from WePlayCiv.

Androrc the Orc
Oct 03, 2009, 11:11 AM
TC01, you might want to consider getting Dropbox - I use it for uploads, and it is quite handy, as you can give direct links to the files, without wait or ads. IIRC the total limit for the files you upload is 2-2.5 gb, and there is no limit for the particular size of each file.

www.getdropbox.com

i_diavolorosso
Oct 03, 2009, 09:22 PM
I guess no one's encountered any more bugs? If that's so, then 0.32 will probably just contain more native civ stuff from drjest2000's COL Gold mod.



Sorry for the late response, I've been busy with other projects.

If you're having issues with WePlayCiv (I've never encountered any, but I think some people have) I'd suggest talking to Dale or another admin of WPC about it. Is your broswer up to date? Do you have a good connection? Etc.

I would upload it to another site, except for the fact that the reason I uploaded it to WePlayCiv was to avoid uploading it to a larger download site like Filefront. I'm not a fan of sites that have more advertisements then content on a given page (this is an exaggeration, but you get the point), which is why I use either CFC (for stuff under 10 MB) or WPC (for stuff over 10 MB) for my mods. (No offense intended, I just prefer to use something like CFC or WPC rather then a huge site like Filefront).

But, I will upload it to another site if you still have issues with downloading from WePlayCiv.
One thing that i can't understand is, when i download AOD (from wpc)m it's worked!But when i download westward ho, my connection always reject it!well....:p
Would you try to upload it to getdropbox,as android said before?:D

Ekmek
Oct 28, 2009, 04:11 PM
A quick note just to show that I haven't forgotten about you guys. Here is a WIP on Fremont.

Flintlock1415
Oct 28, 2009, 04:58 PM
Looks good Ekmek! :goodjob:

TC01
Nov 07, 2009, 02:53 PM
After some time, Patch 0.32 has been released. This isn't so much a "patch": it expands the natives again (this time adding the Hopi native civ and adding to the Cheyenne), it includes Ekmek's John Fremont leaderhead, and Kailric's C++ source code, so other modders can look at the changes he made.

Thanks to Kailric, drjest2000, and Ekmek for helping with the patch.

Kailric
Nov 07, 2009, 06:18 PM
Hey, great work TC01. Really looking forward to the finish product on this mod.

tedrock7
Dec 10, 2009, 01:16 PM
Hi, it is great fun, but if I ever refuse the kings tax then
my Europe screen loses half it's items, so I have to accept all taxes.

TC01
Dec 10, 2009, 04:22 PM
Hi, it is great fun, but if I ever refuse the kings tax then
my Europe screen loses half it's items, so I have to accept all taxes.

Another HCOM bug, I imagine... I'll look into it.

TC01
Dec 27, 2009, 01:16 PM
So, I wasn't expecting to release a v0.33, but there were a lot of unsolved bugs, so I have.

v0.33 has been released! It's all bugfixes:

-Fixed bug where changing your name blocked the ability to access Home City screen
-Fixed bug where the game could fail to create home cities when starting a game
-Fixed bug with multiple home cities when starting a scenario
-George Custer provides 2 cannons instead of a frigate (to fix crash with water units from Home City)
-Fixed bug where the cow and berry art was not appearing, and instead default cotton and banana art was appearing
-Fixed bug where refusing a tax caused issues with the home city screen

This is probably the last patch for 0.3. There's a lot to do for 0.4, so it probably won't be released anytime soon. The first batch of changes for 0.4 will be resources and yields and trade goods, so if you have any opinions on those (like what we can replace a lot of the existing trade goods with, or what new ones should be added, etc.), please share those opinions, either here or in the subforum.

And if you can help, and have free time, I'd appreciate your help. Most of the things needed are graphics related, but there are also a lot of pedia entries that need filling in.

KJ Jansson
Dec 27, 2009, 01:43 PM
There's a lot to do for 0.4, so it probably won't be released anytime soon. The first batch of changes for 0.4 will be resources and yields and trade goods, so if you have any opinions on those (like what we can replace a lot of the existing trade goods with, or what new ones should be added, etc.), please share those opinions, either here or in the subforum.

Please, publish the list of resources you are interesting to add in your mod.

I collected a lot of information about various resources from various mods. Some of them I made by myself.

Plus, of course, you are absolutely free to take any resources from "1492: Global Colonization. Resource Pack" and use them in your mod.

TC01
Dec 28, 2009, 09:53 AM
Please, publish the list of resources you are interesting to add in your mod.

I collected a lot of information about various resources from various mods. Some of them I made by myself.

Plus, of course, you are absolutely free to take any resources from "1492: Global Colonization. Resource Pack" and use them in your mod.

Well, the main problem is not that I have a list of tradable goods and resources and need to put them in the game. The problem is that I don't have such a list and need such a list before I can go about putting them in the game, which is why I want people's opinions and ideas on what resources and tradable goods to add or replace.

I want to replace the Tobacco->Cigars and Fur->Coats "paths" with other tradable goods more appropriate for the setting. Sugar->Rum was adjusted to be Sugar->Beer, and Cotton->Fine Clothes was turned into Cattle->Leather.

I intend to add Gold, which I'd either take from Plantation Economy or from your mod (but I guess yours came from Plantation Economy, so it makes no difference). And maybe other resources or tradable goods; someone suggested Oranges as a cash crop in the style of Indigo or Coffee in Plantation Economy, for instance.

One suggestion I remember was making it so that Cattle could be converted either to Food or Cattle could be converted to Leather. I'll probably do that.

But I really have no other ideas. I'm reading through the idea thread to see if there were any other suggestions.

TC01
Apr 18, 2010, 04:03 PM
v0.4 has been released. This version adds quite a lot of stuff, and therefore there may be bugs. If you find any, please report them.

Here is the changelog:

-Merged in Androrc the Orc's Trail modcomp- it is now required to build roads
-Merged in Kailric's Journeyman Professions modcomp
-Merged in Kailric's Coal Burner modcomp
-Merged in Kailric's Forts modcomp
-Added Route To (Trails Only) and Route To (Trails and Roads Only) commands
-Added a custom main menu background screen and loading screen
-Added a custom home city screen from KJ Jansson
-Added gamefonts, icons, and other graphics for new yields
-Added new Railroad Station building allowing airlifting between cities
-Fixed bug with Railroad art not appearing in certain cases
-Changed Tobacco, Cigars, to Barley, Beer
-Changed Sugar, Beer to Wool, Cloth
-Iron, Silver, and Coal resources can be discovered on plots with a mine
-50 Coal and a Railroad Station is required to create a Locomotive


One thing it does not include is the latest version (released today) of Kailric's Coal Burner modcomp. Sorry- he updated it just as I was getting everything together to release. It'll be in the next patch... if there's not another version by then.

Kailric
Apr 20, 2010, 06:34 AM
One thing it does not include is the latest version (released today) of Kailric's Coal Burner modcomp. Sorry- he updated it just as I was getting everything together to release. It'll be in the next patch... if there's not another version by then.

I have one more small update for the Coal Miner I'll release today sometime. Just fixes some minor text and graphic issues. I wasn't sure we wanted the "steam works" part of it for WestwardHow but then if you have Locomotives you'd have the other Steam powered engines as well so it would be fitting :)

TC01
Apr 20, 2010, 01:29 PM
I have one more small update for the Coal Miner I'll release today sometime. Just fixes some minor text and graphic issues. I wasn't sure we wanted the "steam works" part of it for WestwardHow but then if you have Locomotives you'd have the other Steam powered engines as well so it would be fitting :)

Yes, I would like the Steam Works part of the mod.

I'll wait for your update, and then for your Profession fix you mentioned in the other thread, before releasing a patch for Westward Ho.

TC01
Apr 23, 2010, 05:08 PM
I have released patch 0.41. This patch includes the new version of Coal Miner as well as the fix for units- units not being able to load into Wagon Trains and units all having their original names and graphics. Changelog:

-Fixed bug where units could not be loaded into/unloaded from transports
-Fixed bug where units and professions were all the same as vanilla Col
-Fixed bugs with the non-modular code in the Forts module
-Fixed bug with the positioning of units on the Home City screen
-Added highlighted icons for yields (in city screen)
-Added Steamworks update for Coal Furnace- increases manufactured goods production
-New graphics for the Coal Furnace
-Fixed several Coal text errors

It's packaged as an exe, so just run that to install the patch.

cavvy
Apr 26, 2010, 02:29 AM
Just started trying out your mod today and have notice one bug so far and a couple of resources that were mapped out on a type of land that didn't have the resource available to it. (for example: Sheep on a Plains where as if it was a cow the cow resource would get the gain unless the land was a grassland then the sheep would rule. Though this type of resource mis-relocation is common with civ4 mapping that i've seen.)

The bug that i found is when producing beer and cloth together in the same town. Then you maneuver your overstock of beer and cloth onto the same wagon to be sent to Western Europe to be sold but when you put say the beer on the wagon then the cloth after(or vise versus) they both combine to become beer in the wagon and you no longer see cloth. I'm guess the cart doesn't recognize the cloth because the cloth and the beer share the same keg picture so it appears your just loading up one resource but in fact it should be 2 separate resources.

Other than that i've been enjoying your mod and it's quite refreshing to played a different but yet true to the feel of a colonization had been based upon. Besides I love the watching westerns with my dad and haven't played a western type game in a bit so this mod has been enjoyable in that regard and i will be checking back to see if there are updates to the mod in the future.

cavvy

Modfan
May 23, 2010, 08:44 PM
Just tried out this intriguing mod, and there's much to like! There seems to be a bug with journeyman pioneers, though. One of the first things that I do is use the initial, non-expert pioneer to build a railroad from my first colony to the home city. However, once the pioneer hits journeyman status, he stops building the railroad. Thereafter, he cannot build any communication lines at all, although the build buttons are still there. He simply travels along the intended build route. I have to buy a hardy pioneer to get any kind of a rail line built.

Also, shouldn't the movement allowance for scouts be higher, say, at least 4, considering that's how far wagon trains can move? (Shades of the original Colonization!)

Kailric
May 23, 2010, 09:38 PM
Just tried out this intriguing mod, and there's much to like! There seems to be a bug with journeyman pioneers, though. One of the first things that I do is use the initial, non-expert pioneer to build a railroad from my first colony to the home city. However, once the pioneer hits journeyman status, he stops building the railroad. Thereafter, he cannot build any communication lines at all, although the build buttons are still there. He simply travels along the intended build route. I have to buy a hardy pioneer to get any kind of a rail line built.

Also, shouldn't the movement allowance for scouts be higher, say, at least 4, considering that's how far wagon trains can move? (Shades of the original Colonization!)

K, I figured what the problem was on this. I attached a fix just download it then Unzip and add this file to the WestwardHo/Assets/Modules/ProfessionsMod folder. It will replace the current file and fix the problem. It should not mess up your saved game.

Napalm Eddie
Jun 05, 2010, 01:08 PM
I'm getting a weird mix up where I have a colonist harvesting sheep, but it turns out to be sugar and then the weaver is turning my sugar into beer. Did this get addressed already? Sorry, haven't read every post.

The mod is fantastic though, I'm having a lot of fun as the Texans!

TC01
Jun 05, 2010, 01:40 PM
I'm getting a weird mix up where I have a colonist harvesting sheep, but it turns out to be sugar and then the weaver is turning my sugar into beer. Did this get addressed already? Sorry, haven't read every post.

The mod is fantastic though, I'm having a lot of fun as the Texans!

It's been reported, but not addressed.

I think there are some icons somewhere that I haven't changed yet- Sheep used to be Sugar. In the code, it's still called that. So I suspect there's some icon I haven't changed.

I will look into it.

Napalm Eddie
Jun 05, 2010, 04:57 PM
Cool, thanks. Otherwise it seems to run very smoothly. I'll report after my game is through.

TC01
Jun 06, 2010, 07:54 PM
I've released patch 0.42. This fixes bugs (most, but not all of the bugs reported), and adds a new leaderhead- William B. Ide, by Ekmek.

Changelog:

-Fixed bug with Journeyman Pioneers
-Fixed a crash when building Steamworks
-Fixed some text key errors for native civilizations
-Fixed issues that might have been causing a crash on building map
-Fixed resource-terrain mismatch errors caused by the mapscript
-Fixed bug where Coal Miner could not build Trails, Forts, or Railroads
-The Mine, not the Lodge, now has a chance to reveal mineral resources
-Added missing graphics (Cow and Trail buttons)
-Added William B. Ide leaderhead from Ekmek

ercolesptr
Aug 01, 2010, 01:03 PM
The download link for this mod does not work.:(

TC01
Aug 01, 2010, 03:49 PM
The download link for this mod does not work.:(

I know. WePlayCiv are having some problems at the moment with large files.

But I just got back a PM from Dale; they're going to try and get it fixed soon.

Alexbond45
Oct 25, 2010, 08:46 PM
Just for a Suggestion

Cotton should produce nothing, but be worth double its normal amount

Another Thing, is that i was playing, but i encountered a Bad thing: I cant Get Specialists/Other Colonists out of my home port O_O
Please Fix it so that Wagons can carry Settlers

TC01
Nov 13, 2010, 06:54 PM
Kailric has just released a fix for the "AI does nothing" bug. I have packaged it into an 0.421 patch, linked from the first post (or below, in my reply to Alexbond45). You must install this patch over 0.4 and 0.42- it does not include 0.42 and 0.41, sorry.


Alexbond45: that problem was fixed in one of the patches released after 0.4- download this (http://forums.civfanatics.com/downloads.php?do=file&id=14696).

Then, you should download this 0.421 patch (http://forums.civfanatics.com/downloads.php?do=file&id=15910) (see the next paragraph).

Alexbond45
Nov 13, 2010, 10:22 PM
I installed both, AI Does little to nothing

also, the easier way to win independence is to strike at their home city

make it so that the home city cant be capture

Kailric
Nov 14, 2010, 08:49 AM
I installed both, AI Does little to nothing

also, the easier way to win independence is to strike at their home city

make it so that the home city cant be capture

I'll reinstall the mod and the patches and see if it works for me. The AI was founding cities just fine in all my tests I done on the fixed files I uploaded.

I was also wondering what would happen if you attack a Home city. Yeah, we may need to make it so that Home Cities can't be attacked.

Kailric
Nov 14, 2010, 09:25 AM
Well, the problem may be that the 0.421 patch isn't copying the files into the right directory. I had to manual select the right directory but even then it copied the files into the wrong directory. I had to manually move them.

With a fresh install and the two patches the AI is building their first city just fine. However I did notice that the AI doesn't start out on top of Their home city like the player does. I didn't see that in the version I was testing prior to these release. But this issue would actually help in that the AI does not load its units into a wagon for faster movement, they start out on a plot that is able to build a city on. The wagon for some reason starts on on top of the home city though.

Also, I tried attacking my home city and its impossible. You can't attack or declare war on "Europe" civs. I am not sure after declaring Independence if you can win by destroying the Home City though.

gijas
Mar 10, 2011, 01:04 AM
Im having a crashing problem when I load this mod. I get xml failed to load error messages when I start the mod. I tried both the wh v4 and the two patches but still get the error. you install this to your my document\ colonization\ mods folder right? another thing I have is the gamers gate civ 4 complete version with colonization included. dont know if it's a compatability issue with that verion. any help?

Update

I found my version was only 1.00 and the GG version of Colonization doesn't come with the 1.01 patch. So I tried to update through the game and download patch but it wouldn't reconize that I had the game installed on my computer. I found a zip (non-installer) for the patch and was able to finally update. After that I installed your mod and the two patches and it works great! Sorry for the confusion.

Lib.Spi't
May 24, 2011, 07:09 PM
Is this mod still being developed?

Because I absolutely love it but I keep getting crash to desktop with it, I can't find a pattern to the problem.

290886 Here is my latest save game where the problem is occurring regularly

This is probably one of my favourite mods going I absolutely love it. Hope you guys are continuing to work on it and even maybe expand it because it is just great fun!

Westward Ho!

If I can't play through for a whole game I will be genuinely heart broken........

Alexbond45
Jun 24, 2011, 09:00 PM
If anyone reads this

I think that to stop it so that you cant capture the home city to end the revolution, you might be able to turn on Complete Kills in Custom Game