[We the People] Mod overview

The mod has now received 22 (additional) new pieces of atmospherical music. :)
After so many years it kind of was time that ingame music also got updated a bit.
 
That is easy, I will try to explain. :thumbsup:
(also see my screnshots in the Spoilers)

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Step 1: Create a Folder and start "Clone"

1) Create a Folder (e.g. "New_Hope") -- you could e.g. directly create it in "Mods"
2) Right Click and go to menu "TortoiseGit"
3) Select "Clone" to start the menu to create a repository



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Step 2: Simply enter the data below in the 3 fields

1) URL: https://github.com/We-the-People-civ4col-mod/Mod.git <--- URL to our GIT server
2) Directory: C:\Games\Colonization\Mods\New_Hope\ <--- directory you created (if there is an additional "Mod" at the end, remove it)
3) Branch: New_Hope <--- name of branch you want to use


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Then simply click "OK" and wait for GIT to finish the download.
(The folder will then be your local repository.)

Edit:

Step 3: Put the DLL from the ZIP I attached into /Assets folder of "New_Hope"
--> EDIT: The old DLL was removed from the post because it was outdated.


As you know in "/ProjectFiles" there is also a "BAT"-file provided so you could try to compile a DLL yourself.
(But I thought I could make the first time a bit easier for you and simply attach it.)

Step 4: Adjust the Shortcut so it can directly start the mod

I guess you still know how to do it.
(But maybe somebody else may also read this at some point.)

Edit "Properties" of the Hyperlink and add the red part:
C:\games\Colonization\Colonization.exe mod="\New_Hope"

Step 5:
Start the game with the Shortcut


And then have fun modding again. :)

---

Voila, you should be set. :thumbsup:
(If it is not working, let us do a session then.)
Hi !
New player here, wannabe early alpha New_Hope tester, and maybe help a bit with the modding if I find time.
So I am trying to start a game with the latest version on the New_Hope branch :

- Cloned the repository just now
- Copied the content in a `New_Hope` folder under `Mods`, just right next to the previous WTP 3.0.1 folder
- Tried using the tbb.dll and tbbmalloc.dll from `Project Files/tbb` by copying them to the `Asset`
but with no luck : I get several Python errors about loading CvEventinterface, CvUtil, or CvPythonExtensions.FontSymbols having no attribute ATTITUDE_FURIOUS_CHAR
I guess I don't have the correct version of the DLL, and being under linux with wine, I am not sure how (or if) I can compile them.

Can anyone attach an up-to-date dll set or maybe give guidance on how to compile the DLL under linux ?
Thanks ! (...for anyone's help, and thanks A LOT for all your tremendous work on this mod : I re-discovered Colonize with your WTP and can't wait to see this New_Hope)
 
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I guess I don't have the correct version of the DLL
I had purposely removed the DLL (CvGameCoreDLL.dll) I had originally attached, since DLLs are normally outdated in just a few days.
So if you did not compile a DLL yourself then there was no chance to get the branch started.
maybe give guidance on how to compile the DLL under linux ?
1) Install Strawberry Perl.
2) Execute the "compile.pl" under "/Project Files" (by double clicking)
3) Select Option 2 to have a new DLL (CvGameCoreDLL.dll) compiled.

--> If it was successful you will find a CvGameCoreDLL.dll in the "/Assets" of the mod
Tried using the tbb.dll and tbbmalloc.dll from `Project Files/tbb` by copying them to the `Asset`
You understood that those have to be copied to the "/Assets" folder of the core game, right?
(They are not supposed to be placed in the "/Assets" of the mod.)

maybe help a bit with the modding if I find time
What are you interested to do? Are you a programmer or a graphical modder?
Or do you want to work on translations or maps or events?

----

If it works, you are now able to take a sneak peak but please understand that we are still in development phase (internal alpha).
We have not yet started any testing with public since it would simply waste our time because we already have enough todos.

----

If the compile does not work for you, please stay patient until we actually publish. ;)
 
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Thank you very much for these clarifications !

You understood that those have to be copied to the "/Assets" folder of the core game, right?
(They are not supposed to be placed in the "/Assets" of the mod.)

I indeed did not understand that.
What are you interested to do? Are you a programmer or a graphical modder?
Or do you want to work on translations or maps or events?
To be honest, I mainly wanted to play a game with the new concepts/events/graphics/etc. you introduced, even if it is unstable/unbalanced/unfinished, but having a few programming skills, it is not impossible that I find enough motivation and time to start participating. It would probably be by trying to correct some imperfections I encounter during the game (I am thinking for instance about the storage calculation, which I find quite annoying in WTP 3.0.1) or simply proposing some french translations or small modification to english texts.
If it works, you are now able to take a sneak peak but please understand that we are still in development phase (internal alpha).
We have not yet started any testing with public since it would simply waste our time because we already have enough todos.
Don't worry, I understand very well New_Hope is in development stage, supported by a team of good samaritans (so I won't go whining about the pace of development or demand anything...)

I'll try again to compile CvGameCoreDLL.dll but my first attempts under
Code:
wine
weren't very conclusive. If someone cares to attach an up-to-date dll, I will be very grateful.
In any case, can you confirm it is possible to compile it under linux, and you don't need a proper Windows installation ?
 
If someone cares to attach an up-to-date dll, I will be very grateful.
Sorry, we have to refuse such practices because this is not a good way to work and it would just cause us trouble and overhead.
We would be constantly uploading / attaching new DLLs to people in the forum because every code change will have a new DLL.

Once we start setting such bad examples we will have such requests all the time.
Thus we will not start it and not make any exceptions.

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I can just repeat:
If the compile does not work for you, please stay patient until we actually publish. ;)
Either you are able to compile yourself of you have to wait for an official release.

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In any case, can you confirm it is possible to compile it under linux, and you don't need a proper Windows installation ?
Did you install Strawberry Perl and try what I wrote? (i.e. running "compile.pl")

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If you did try it and it does not work, let us know. We will try to help. :thumbsup:
If you want to become a modder you will need to figure out how to compile anyways.
 
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All right, then.
I'll let you know if I manage to compile under linux. If someone already did it, it would be a relief to know that it is *possible* and I am not wasting my time trying, but I'll try nevertheless.
 
but I'll try nevertheless
Just install Strawberry Perl, run "compile.pl" and select Option 2.
It is not that much effort to try and if it does not work, let us know. :thumbsup:
 
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@_cafe_
I have found this thread here about compiling on Linux.

As it seems you just need to install Wine 1.7 and then there should be no problem with what I wrote above.
(Because it is needed to support the old compilers - which also come with our WTP releases.)

Forget all the rest in the thread, having Perl installed and running "compile.pl" should do all you need for WTP.
(Source code, all libraries, ... all come with the mod in "/Project Files" and there is nothing to worry about.)
 
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Thanks a lot for the indications.
I ended up compiling the DLL and I can now start a game.
If I gather enough motivation and time, I'll look into this "good first issue".

If I do so, should I create a new branch and make a merge request or should I push directly on the New_Hope branch ?
 
If I do so, should I create a new branch and make a merge request or should I push directly on the New_Hope branch ?
Please create a new branch and make a merge request. :thumbsup:
After we have seen a bit of your work we can talk about you working directly into New_Hope.
 
@ArchdukeLiet , @jooe

Both of you have shown dedication and commitment to WTP that has gone far beyond normal supporters.
Thus we hereby give you both team member status. :thumbsup:

Incl. all rights to speak for WTP (as team member) and according decision rights.
(e.g. decisions on release dates, mod philosophie, "team member veto" ...)

So now you are equal members of the team:
@Nightinggale
@devolution
@Schmiddie
@Mr. ZorG
@Raubwuerger
@raystuttgart
@Fürstbischof
@Kendon

@ArchdukeLiet
@jooe


important supporters
this release:
@FlaviusBelisarius
@Moandor
@Ramstormp
@nci

keeshi

:thanx:Welcome on board!
:grouphug:
Let us continue to have fun modding together.

I had to write you in the credits of upcoming Release 4.0 anyways ... ;)

:band:
:band::band:
 
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Version 4.0 released

Spoiler Changelog :

Major Changes:
- Several new terrains, terrain features and Bonus Resources
- Many new yields and manufacturing products
- Buildings and specialists for the new yields and manufacturing products
- Buildings require additional different resources (e.g. clay)
- Equipping units now requires additional different resources (bakery products, gunpowder)
- Artillery are now colonist units with equipment (cannons + gunpowder) and have specialists
- Diversified naval units and royal units - note that some ships now have limitations on what they can transport!
- Crime/Law System: Larger cities will cause crime which will need to be countered by judges (producing law)
- (default off) New Movement System: Moving through a tile can now require several turns, making slow units much slower in difficult terrain (no more 1 plot/turn)
- Barracks System and Harbour System, that limit the amount of troops and ships in a city
- Cargo Overhaul (ships may have now restrictions what they may carry)
- Ref Overhaul (e.g. Ref comes with more Ship Types, Generals, Admirals, ...)
- Artillery Units have been rebuilt into Professions that need to be equiped but also have experts
- Health Overhaul (Terrain, Terrain Features, Bonus Resources, ...) may impact Health
- Taverns allow Professions to employee Experts for Happiness and Culture

Other Gameplay Changes:
- Coastal tiles can now be "shallow coast", a terrain type which only small ships can enter
- Oceans now have "streams", increasing movement in the direction of the stream
- City growth now gives different types of colonists depending on the people that work in the city (free/forced laborers, ancestry)
- Slaves will sometimes not run away, but start an armed rebellion against their oppression in the colonies
- Several new units have been added (buccaneer, slave overseer, slave hunter)
- Brave Lieutenants and Capable Captains can be earned in battle (like a "small version" of generals/admirals)
- Your king will now allow you to buy a used ship from time to time
- Other kings will allow you to buy a random colonist from time to time
- Battle damage will now sometimes cause a "negative promotion" which can only be removed by fully healing the unit.
- Many new Founding Fathers have been added (especially covering the new yields)
- A huge amount of new events and improvements in Event System (e.g. Events may spawn hostile Units)
- Length of game (turns) increased, game speeds adapted. Length of turns in months is now constant throughout the game.
- Culture is more important now, it may also produce Political FF points (less than however Liberty Bells)
- Massive rebalancing of Traits, including changes that give completely new gameplay strategies
- Domestic Market Events that may heavily impact prices and demand in Cities.
- Many new DLL Diplo Events (e.g. related to Privateers, Wars with Natives or Royal Interventions)
- New Plot Improvements that add effects to a City (e.g. additional Storage, bonus on Production, ...)
- Other new Plot Improvements like Irrigation in Deserts, Salinas or Canals
- New Goody rewards both on Map Goodies but also when talking to Chieftain of villages
- Fishing Boats may also build Water Improvements on Bonus Resources (e.g. Fishing Nets and Hunting Stages)
- Domestic advisor now has new sections for education and happiness
- Domestic advisor is mostly rewritten to properly use the screen resolution instead of upscaling 1024x768

Maps:
- All maps have been revised for the new terrains
- Most of the new terrain is now generated by FaireWeatherTweakEx.py
- FaireWeatherTweakEx.py can now generate large rivers

Translations:
- English and German translation have been updated
- Russian translation is quickly progressing
- Other translations might not be completely updated to the current version

AI:
- Many AI improvements (including several critical issues that greatly impaired the AI)
- Logging of AI actions (to enable ensure that LoggingEnabled = 1 is set in CivilizationIV.ini, the log itself is found in Logs\BBAI.log
- AI won't get stuck so easily in early game because we start with a period of forced open borders

Graphics & Sound:
- Unit sizes harmonized
- Size of buildings on the map harmonized
- Enhanced the soundtrack by many royalty free titles
- WTP improved version of "Captured City Art Mod".
- Zooming allows now "Dynamic Scaling" (just try which Zoom / Scale level you like best)

Bugfixes:
- We fixed so many bugs we don't remember all of them ... ;)
- Multiple OOS (multiplayer desync) bugs have been fixed

Internals:
- Added multi-thread support to certain tasks to use all CPU cores for better performance
- Improved performance unrelated to number of CPU cores
- Ported and adapted Karadoc's pathfinder (originally written for the Civ4 mod K-Mod)
- Brand new logging system intended to find network desync bugs
- Many hardcoded values in the source code now either rely on autogenerated code or reading xml to make the code maintainable
- More type strictness to the code (readability/bug avoidance), so far enum types and a new coordinate class
- Added an "engine" for domestic advisor, which results in one file for each ingame page, making it much easier to add more
 
Congraz folks.
I didn't know its still being worked on.
Amazing , well done.
We have been busy for ages, though without reaching a state where we considered it ready to be released it may not have been as publicy obvious as it should be. The GitHub issue tracker and git repository have been busy through.
 
If you want to activate the new movement system, of which I am a big fan, because it is much more realistic, you have to do the following.
In the file Assets\XML\GlobalDefinesAlt.xml change the value iDefineIntVal from 1 -> 0
XML:
<Define>
        <DefineName>USE_CLASSIC_MOVEMENT_SYSTEM</DefineName>.
        <iDefineIntVal>0</iDefineIntVal>
        <bAlwaysHardcoded>1</bAlwaysHardcoded>
</Define>
 
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