[MODMOD] PTSD v.2.8.x for We The People 4.1 - NEW: Simple Basic Changes

Hmm, don't know if I installed things incorrectly, but I got the new version and if I try to select or unload the starting settler the game crashes. I've unloaded other units, moved around the ship, killed a bear, talked to a chief, but anything with that settler is broken. Also, when I moved my native trader onto land he looked like a brown rock.
 
You don't understand how it works... or why I did it?

Well, yeah, it probably needs to be improved on, and clarified, to make it more fun. I am just keeping it simple to start out (since it took me forever just to get to this point).

Population does not grow from food anymore. Food only serves one purpose, to keep the people from starving, and well maybe sell it overseas too.

Food has its own separate storage, which is increased by building granaries and some other buildings.

Every 10 population of a city gives a heart, or growth point, which accumulates to eventually cause population growth. So if your population is less than 10, there will never be any new people
born in that city.
Okay, that sounds good. Is there anything I could change in XML to slow the rate of the immigrants i receive in Europe? I get way too many
 
Hmm, don't know if I installed things incorrectly, but I got the new version and if I try to select or unload the starting settler the game crashes. I've unloaded other units, moved around the ship, killed a bear, talked to a chief, but anything with that settler is broken. Also, when I moved my native trader onto land he looked like a brown rock.
Sounds like that chief may have supplied your men with some weird plant medicine which ozzyosmosed into your skin through the keyboard!?

Did you base it off WtP 4.1, or something else like the development version?

Clearing cache (by holding shift when starting up... I think) sometimes helps, or starting a vanilla game for a few moves. What type of unit was the settler?
 
You don't understand how it works... or why I did it?

Well, yeah, it probably needs to be improved on, and clarified, to make it more fun. I am just keeping it simple to start out (since it took me forever just to get to this point).

Population does not grow from food anymore. Food only serves one purpose, to keep the people from starving, and well maybe sell it overseas too.

Food has its own separate storage, which is increased by building granaries and some other buildings.

Every 10 population of a city gives a heart, or growth point, which accumulates to eventually cause population growth. So if your population is less than 10, there will never be any new people
born in that city.

I think it might not be working as intended, though I like the idea. Once a city reaches the growth point it doesn't reset, so it never stops creating new pops every turn.
 
Sounds like that chief may have supplied your men with some weird plant medicine which ozzyosmosed into your skin through the keyboard!?

Did you base it off WtP 4.1, or something else like the development version?

Clearing cache (by holding shift when starting up... I think) sometimes helps, or starting a vanilla game for a few moves. What type of unit was the settler?
Yea, looks like I had the wrong WTP version. It is working now, thanks!
 
I think it might not be working as intended, though I like the idea. Once a city reaches the growth point it doesn't reset, so it never stops creating new pops every turn.
just reached that point and i can confirm this. btw this and AI moving their population surplus btw cities with just 1 defending unit guarding them my bucaneers do even better capturing pops than this bug :P
 
@Ramstormp , I'd love to hear your feedback on my new goods proposal. If you liked it, I'd love to help implement it into PTSD. The But the People modmod seems to demonstrate an appetite for fewer goods.
Yes, I have thought about merging with his work. That would make me a modmodmodder, which sounds absolutely fantastic, like being a great grandchild again... those were the days.

I'll have to analyze your proposal more deeply later, but some of it looks great. I think 58 goods would look better visually though... I have an eye-strain problem with the tiny icons.
 
Yes, I have thought about merging with his work. That would make me a modmodmodder, which sounds absolutely fantastic, like being a great grandchild again... those were the days.

I'll have to analyze your proposal more deeply later, but some of it looks great. I think 58 goods would look better visually though... I have an eye-strain problem with the tiny icons.
Here is a version with 58 goods:
1752265635132.png


I cut jewelry, vanilla, chocolate, pottery and instead of importing silk to make fancy clothes, I just got rid of silk and made fancy clothing an import only good. Though I love that chocolate gave sugar another use, I think it would be worth it to get rid of the confectioner unit & building altogether.
 
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I'd need to look at the proposal more closely before I go "oh yes please", but I've played around with but the people this week and really would like to see some kind of simplification, whether that's folding goods into each other or removing some altogether.
 
If we went with my 58 good proposal we'd eliminate these units:
Expert Cassava Planter
Expert Fruit Picker
Expert Herder
Expert Olive Picker
Expert Peat and Clay Cutter
Expert Rapeseed Planter
Expert Red Pepper Planter
Expert Rice Farmer
Expert Rubber Collector
Expert Vanilla Collector
Expert Yerba Planter
Master Confectioner
Master Charcoal Burner
Master Baker
Master Cooking Oil Trader
Master Dyer
Master Potter
Master Roper
Master Spice Trader
Master Tanner
Master Yerba-Mate Trader
Skilled Milkmaid

And get rid of seven buildings (hopefully that would help with eye strain as well):
1752266542128.png


Though I'd like to create a new line for smelting iron ore: Bloomery -> Blast Furnace

I suppose you could add the powder maker to the armory. Oh, and I figure the blacksmith would create the Tack good. Leather would come from the butcher and the leathermaker would make both boots and leather coats. I'd recommend getting rid of the poultry butcher as a separate unit as well, one butcher could kill all the animals.
 
If we went with my 58 good proposal we'd eliminate these units:
Expert Cassava Planter
Expert Fruit Picker
Expert Herder
Expert Olive Picker
Expert Peat and Clay Cutter
Expert Rapeseed Planter
Expert Red Pepper Planter
Expert Rice Farmer
Expert Rubber Collector
Expert Vanilla Collector
Expert Yerba Planter
Master Confectioner
Master Charcoal Burner
Master Baker
Master Cooking Oil Trader
Master Dyer
Master Potter
Master Roper
Master Spice Trader
Master Tanner
Master Yerba-Mate Trader
Skilled Milkmaid

And get rid of seven buildings (hopefully that would help with eye strain as well):
View attachment 736797

Though I'd like to create a new line for smelting iron ore: Bloomery -> Blast Furnace

I suppose you could add the powder maker to the armory. Oh, and I figure the blacksmith would create the Tack good. Leather would come from the butcher and the leathermaker would make both boots and leather coats. I'd recommend getting rid of the poultry butcher as a separate unit as well, one butcher could kill all the animals.
To start out I'd probably be what BtP has (66?), since he somehow got the font icons to match with that amount, and then I would carve downward in the following versions.

But I like the ideas - feels refreshing and fun.

Someone needs the blender and graphics skills to make an entirely new building, but maybe that is not as hard to do as I think it is.
 
View attachment 737091I bought a veteran cavalryman in Europe, but he didn't have the heavy cavalry profession. I brought him back to my colony and even though I have blades and horses I can't make him a heavy cavalry. What am I missing?
Interesting. There is a mismatch in the dates between when you can buy some of these units and when you are allowed to have them as a profession. I didn't think about it too deeply and assumed a bought unit would automatically have its profession. The dates can be changed in units.xml and professions.xml, and if you know more than me about when the appropriate dates should logically fall, please give them up.
 
@NillerDNK Yes, changing the last define to

Code:
    <DefineName>ENABLE_RUSH_BUILDING_MATERIALS</DefineName>
    <iDefineIntVal>1</iDefineIntVal>

should change that... though I have not tested it to make sure, so please let me know if it doesn't.

[EDIT]
I see that it was coded wrong. Sorry about that... I fixed it and will post a bugfix shortly

I think the no rush bug has returned.
 
with this latest update civpedia is buggy again :P
I noticed that too to my great confusion. I think there is something I don't know about compressing files. I need to delete more and overwrite less. I fixed it and the other issue.

I also removed the ability to get advanced units from fathers or build ships before the proper date (which I sort of regret since I kind of enjoyed building my own boats for once).
 
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