[MOD] Colonization: 2071

Thanks Ray and Nightingale; I haven't been back to these forums regularly in awhile but glad some people are still downloading & playing the mod such as it is!

Like Ray and NG said it does look to me like the old download link is still working for those who'd like to play it; you can follow the Install Instructions at the top of this thread (copied below) to install and apply the latest patch.

Although I was able to download it looks like Google Chrome was giving some security alert for the weplayciv.com site which I had to override, perhaps that was the issue when you tried Alpaya. There's also a direct link from the weplayciv.com page if that works better, I will paste that into the top post as a backup in case that helps.

Anyway I'm afraid there are still some bugs in this old version I was never able to track down, but it should be playable through to the end with Human or Alien factions and hope you will enjoy it!

https://www.weplayciv.com/forums/topic/1979-mod-colonization-2071/


Installation instructions:

* ensure you are using Colonization with the latest patch
* delete any old versions of this mod, download mod zip file from the current download link on this page
* unzip into your civilization iv colonization/mods folder
* see top post of this thread for the latest patch if any, unzip this in your Colonization 2071 folder
* start Colonization, choose Advanced, Load a Mod, Colonization 2071
* read through the Game Concepts entries in the in-game Colopedia for a summary of new game features including Tech research and the option of playing as the Alien natives
* when generating your map, select Planets to explore a unique system of spherical planets floating in a "sea" of space :borg:
* blast off and colonize some New Worlds!
 
@orlanth
Wow, did not think to see you here so fast again. :wow:
Nice that you are visiting Civfanatics again though. :hug:

Suddenly old modders like you and @Kailric start showing up again at Civfanatics ... :hmm:
Something is strange ... I smell something coming up ... maybe old mod projects being revived again ... :think:
 
0Hi, was looking to download and replay one on my favorite colonization 2 mods of all time, but it appears that the links are all dead (except the patch download which isn't the full mod ): ). Since this appears to be the master post wanted to let you know.
 
0Hi, was looking to download and replay one on my favorite colonization 2 mods of all time, but it appears that the links are all dead (except the patch download which isn't the full mod ): ). Since this appears to be the master post wanted to let you know.
Thanks for posting! Some browsers such as Google Chrome appear to be blocking the weplayciv download site, but I was still able to download using Microsoft Edge and the link in the top post (http://www.weplayciv.com/forums/downloads/Colonization_2071.zip) :borg::cool:
 
Thanks for posting! Some browsers such as Google Chrome appear to be blocking the weplayciv download site, but I was still able to download using Microsoft Edge and the link in the top post (http://www.weplayciv.com/forums/downloads/Colonization_2071.zip) :borg::cool:
Just started to get back to playing Civ4Col and noticed your post indicating you're still watching this thread. Do you still have a link to this mod but without the tech tree? I could have sworn I saw a link to a version of this mod without the tech tree somewhere, but the link didn't work IIRC.
 
Just started to get back to playing Civ4Col and noticed your post indicating you're still watching this thread. Do you still have a link to this mod but without the tech tree? I could have sworn I saw a link to a version of this mod without the tech tree somewhere, but the link didn't work IIRC.
Thanks for checking in! Due to new computers over the years I only have access to the most current version on the web, though anyone can feel free to upload any version they might have. (TBH due to my having no modding knowledge when starting, much earlier versions were not very stable/playable or fun so probably not really worth trying to dig for).
 
Thanks for checking in! Due to new computers over the years I only have access to the most current version on the web, though anyone can feel free to upload any version they might have. (TBH due to my having no modding knowledge when starting, much earlier versions were not very stable/playable or fun so probably not really worth trying to dig for).
In any case, it would be cool to have a version of this mod without the tech tree. Maybe I'm missing out on some common knowledge, but I can only seem to get convicts and proletarians no matter what. I had a game going, but it froze after I attempted to train a convict in an alien (native) settlement.
 
In any case, it would be cool to have a version of this mod without the tech tree. Maybe I'm missing out on some common knowledge, but I can only seem to get convicts and proletarians no matter what. I had a game going, but it froze after I attempted to train a convict in an alien (native) settlement.

Alien settlements training are opened by discoveries. There are citizens available at the beginning with the two europeans civ, by initial discovery. You can also buy or exchange it when you meet one of them in game. Sorry, I can't help for the tech tree mod, I only know this tread.

The ingame civilopedia is full of informations to begin a game, like the knowledges brought by each leader.
 
This is one of the most enjoyable mods I have ever downloaded. Funny and interesting. The graphics are amazing. Great job!
 
In the Colonization 2071 mod, although I searched for "Metadimensional Theory" and "Orbital operations" that allows "Intrepid archaeologist" and "Corvette" respectively in the research advisor, the specilist and the ship were not available for purchase on "Earth". On the other hand, I researched "Soil enrichment" and the "Expert Farmer" unit was available for purchase. Is there an error in my save or what am I doing wrong?
 

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Thanks very much all; it's very cool to see so many people still playing and enjoying this old mod of a much older game! :cool: :borg:

Over New Years, I'd tracked down some bugs in older versions that were due to mislinking in NIF graphics files, and uploaded an updated version of the mod hosted on Google Drive (linked at the top post of this thread) to also avoid problems with the weplayciv.com download. It does seem to have improved stability vs older versions, as it appears some crashes had been due to the NIF file issues.

To address @Cacaso's question, I just uploaded a March 2023 patch to the top post of this thread. This makes Corvettes and specialists in harvesting alien resources (Intrepid Archaeologist, Xenomycologist, etc) recruitable on Earth after unlocking the relevant techs. I also applied some gradual cost inflation to continued recruitment of the same unit type, to encourage players to find more ways of becoming more independent of Earth (e.g. education of skilled citizens in Academies or learning from Aliens, and domestic manufacturing of ships in local Drydocks).
 
Thanks very much all; it's very cool to see so many people still playing and enjoying this old mod of a much older game! :cool: :borg:

Over New Years, I'd tracked down some bugs in older versions that were due to mislinking in NIF graphics files, and uploaded an updated version of the mod hosted on Google Drive (linked at the top post of this thread) to also avoid problems with the weplayciv.com download. It does seem to have improved stability vs older versions, as it appears some crashes had been due to the NIF file issues.

To address @Cacaso's question, I just uploaded a March 2023 patch to the top post of this thread. This makes Corvettes and specialists in harvesting alien resources (Intrepid Archaeologist, Xenomycologist, etc) recruitable on Earth after unlocking the relevant techs. I also applied some gradual cost inflation to continued recruitment of the same unit type, to encourage players to find more ways of becoming more independent of Earth (e.g. education of skilled citizens in Academies or learning from Aliens, and domestic manufacturing of ships in local Drydocks).

I downloaded it in February. I have noticed that if I advance pretty far in the game, it will eventually crash. It has happened with 2 games. In both cases I expanded and explored quite a bit, but in the 2nd one I had also reached 100% support for rebellion and had declared war on the corporation or whatever it's called. After about another 3-5 turns, it crashed.
 
I played this mod again after a long time. I installed files from the newpatch folder and the Mar 3 2023 patch. (files from the newpatch folder→Mar 3 2023 patch) After the visionary researcher was created, I brought him to my colony and when I clicked on him, an error window was endlessly generated, so I can no longer play. From my old memory, various events occurred during gameplay. For example, when a colony was built, a soldier was given. I installed this mod again, but no events occur at all. I'm curious about what I did wrong. I used a translation tool due to my poor English skills. Thank you.

I received an email asking me to upload my save file and uploaded it. I don't know how to reply, but I hope this helps to solve the problem.

K-785.jpg
 

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Thanks. On loading the save file to try to reproduce that on my machine, surprisingly I did not encounter any error and was able to land the Visionary Researcher and settle him in New Tokyo ok, so I wasn't able to figure out what may have went wrong.

Since I'm not a programmer by training and had made this in some spare time years ago, there are likely some bugs I've not been able to fully track down and unfortunately probably won't fully be able to. Here are some troubleshooting tips for particular issues that might help people who are stuck in some cases, I'll add these to the top post in the thread.
  • Set autosaves to occur every few turns; if you experience a crash after a prolonged play session that may be due to a memory leak, a save/reload may resolve this.
  • If you experience issues that appear to be limited to seeing repeated Python popup windows, you can try the following: in your Colonization folder open the shortcut _Civ4Config (CivilizationIV.ini) in a text editor and set HidePythonExceptions equal to 1.
Sorry for not being able to provide more detailed tech support, but it looks like you've done a great job on New Tokyo so far so hope you're able to continue! :borg: :cool:

Civ4ScreenShot0000.JPG

Civ4ScreenShot0001.JPG
 
I solved the problem by tinkering with the mod file. I opened the CIV4ArtDefines_Unit.xml file and changed the following in the <Type>ART_DEF_UNIT_INVENTOR</Type> section:

<NIF>Art/Units/inventor/ancientspy_fx.nif</NIF>
<KFM>Art/Units/inventor/ancientspy.kfm</KFM>

To:

<NIF>Art/Units/colonist/Great_Spy_Modern_FX.nif</NIF>
<KFM>Art/Units/Great_Spy_Modern/Great_Spy_Modern.kfm</KFM>

After doing this, I was able to play the game stably.

It seems that something went wrong when I installed several patches.
 
I played this mod years ago and recently got back into it, I'm very pleased to see it is still being worked on!

I have a question, was the Syndicate civilization removed? I remember playing as it back in the day, and can find references to The Lady in Black and the Syndicate Crimelord in the civilopedia and the mod files (specifically CIV4LeaderHeadInfos.xml), but the Syndicate civilization seems to be missing. The CIV4CivilizationInfos.xml appears to be the pertinent file, it has the details of the Caliphate, Consortium, Japanese, Chinese, European, NAFTA and Russian colonies (as well as the alien civilizations and the Terran colonial overlords) but no mention of the Syndicate.

I have checked both the v1.4 and v1.42 versions, the Syndicate is not present in either version.

Thanks in advance to anyone that can help!
 

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