But The People: reduced complexity fork

This was the most need change for WTP big thank you, i love your initiative, (to me) it had become totally unplayable because of the unnecessary complexity. I will try a new run very soon! EDIT 2 HRS LATER: I started a new run ... and simply thank you for this job, that 100 goods mess in City screen is gone!!! Love it!!! Missing silver a little bit already but i read your explanation and it is ok!!!
 
Last edited:
I don't know if it's a bug but there is something strange regarding sheep, pigs, cattle and chickens. As soon as my city borders expand to those resources they disappear and I can't work them.
 
I don't know if it's a bug but there is something strange regarding sheep, pigs, cattle and chickens. As soon as my city borders expand to those resources they disappear and I can't work them.
You need take some animals from Europe to breed it, colopedia has some guides in game concept part of it
 
Love this scaled-down version. I also like the couple of things you've introduced to make the scouting mechanic a little more challenging (which I use because I enjoy the exploration as much as the core game, but felt like it was super-powered).

I've had a couple of random shutdowns so I save fairly often, but I haven't seen any major showstoppers. Nice job!
 
Love this scaled-down version. I also like the couple of things you've introduced to make the scouting mechanic a little more challenging (which I use because I enjoy the exploration as much as the core game, but felt like it was super-powered).

I've had a couple of random shutdowns so I save fairly often, but I haven't seen any major showstoppers. Nice job!
I didn't change anything about scouts -- you probably mean the WTP development version changes.
 
Ah. I didn't realize there were any changes beyond the version I've been playing since the last big update came out.
 
This looks rad as hell man, I definitely felt overwhelmed with all the added yields in the recent builds. I assume you've taken out or altered the FFs that effect the removed yields?
 
This looks rad as hell man, I definitely felt overwhelmed with all the added yields in the recent builds. I assume you've taken out or altered the FFs that effect the removed yields?
Altered to similar yields/professions.
 
Appreciating this mod. Love We the People but the one issue was the number of resources and professions was a bit too much.
 
I'm having two issues with this mod, one of which is preventing me from playing. The first is that at the time I get my first FF, everything on the screen stops and there's a light beeping noise. I have to save the game (which takes 2-3 tries before it works), back out to the main menu, and re-load the game, then individually move all of the units. Once I move the second scout (which I just got from the FF), the game starts functioning normally again. Not a showstopper, but annoying.

The second, which weirdly wasn't happening until a couple of days ago, is that the city screen only shows 9 squares. It does not expand when the city expands, so there's no way to use the outer squares to work the terrain. Instead, the city screen is magnified and stays magnified.
 
The first is that at the time I get my first FF, everything on the screen stops and there's a light beeping noise. I have to save the game (which takes 2-3 tries before it works), back out to the main menu, and re-load the game, then individually move all of the units. Once I move the second scout (which I just got from the FF), the game starts functioning normally again. Not a showstopper, but annoying.
This is from original WTP, looks like the spawning of the FF scout checks for valid spots. Just waiting until the sound is over solves it for me. Until then, use the *w*-key to cycle units.

As for the single-tile city, this is a game option you can change for yourself in the startup screen while choosing game details.

Regards
XSamatan
 
I have been wondering about doing something like this due to it being a popular request. However there is one major difference in my planned implementation, which is that it should be added to WTP itself and enabled using the same approach as the 1/2 plot radius selection. Making a fork and maintaining both will result in development overhead and as time goes on, said overhead will only increase in size.

My plan for implementation is to do as much as possible using reusable code. The setting should be a game option, which can be set by a map option if needed. Game options will then gain the ability to apply a CivEffect to all players if enabled (so a future game option can do something similar using xml only). The added CivEffect will then list units, buildings, yields etc with an iAllow set to -1, which disables them. We would then have to finish the allow code ingame (it's half implemented), but considering that it would have to be finished to allow for the tech tree, it will have to be done eventually anyway. What's left is likely only the yield bar, which would require a rewrite to be able to handle both options. A rewrite is planned anyway since the whole colony screen code is horrible.

Yes it's more work to get up and running, but it will be much easier to maintain and the new code will by design allow other future projects.
 
I have been wondering about doing something like this due to it being a popular request. However there is one major difference in my planned implementation, which is that it should be added to WTP itself and enabled using the same approach as the 1/2 plot radius selection. Making a fork and maintaining both will result in development overhead and as time goes on, said overhead will only increase in size.

My plan for implementation is to do as much as possible using reusable code. The setting should be a game option, which can be set by a map option if needed. Game options will then gain the ability to apply a CivEffect to all players if enabled (so a future game option can do something similar using xml only). The added CivEffect will then list units, buildings, yields etc with an iAllow set to -1, which disables them. We would then have to finish the allow code ingame (it's half implemented), but considering that it would have to be finished to allow for the tech tree, it will have to be done eventually anyway. What's left is likely only the yield bar, which would require a rewrite to be able to handle both options. A rewrite is planned anyway since the whole colony screen code is horrible.

Yes it's more work to get up and running, but it will be much easier to maintain and the new code will by design allow other future projects.
The problem with this approach is it will add _more_ maintenance to the code in form of new switching code, and does not reduce the codebase. I think WTP's current number of yields is simply impossible to manage
without a rework of how things are stored in XML, to avoid megabytes of copypasted code. Removing yields completely, however, _does_ make maintenance easier by reducing the number of times you need to copypaste the XML property to add a new unit, for example. You also need to consider less things when making changes. IMHO, the 1/2 radius should probably be not dynamic, either.

Merging patches is still pretty straightforward compared to that.
 
Last edited:
The problem with this approach is it will add _more_ maintenance to the code in form of new switching code, and does not reduce the codebase. I think WTP's current number of yields is simply impossible to manage
without a rework of how things are stored in XML, to avoid megabytes of copypasted code. Removing yields completely, however, _does_ make maintenance easier by reducing the number of times you need to copypaste the XML property to add a new unit, for example. You also need to consider less things when making changes. IMHO, the 1/2 radius should probably be not dynamic, either.
I think we will agree to disagree on that one. The radius part used to not be dynamic and I put great effort into making it dynamic in order to reduce complexity. For starters each version had a unique savegame layout and they were incompatible. With dynamic switching, it's one DLL for all and we can much easier read savegames from bug reports.

I kind of agree that the XML layout can be improved, which is why that is actually on the roadmap and some work has been done in the branch xml_reader.
 
Back
Top Bottom