CurtnoAnna
Chieftain
With the last update, I can't build a city hall or fort?? What date are they available, I'm guessing it changed
Yes, I need to make it clear in the colopenia. They are available 1648With the last update, I can't build a city hall or fort?? What date are they available, I'm guessing it changed
okay, I missed that partYes, I need to make it clear in the colopenia. They are available 1648
Yeah, well he shouldn't be available that early. I thought I changed that in GlobalDefinesAlt, but either I need to change it more, or the timing is controlled somewhere else. I will hopefully get back into it in the next few days and figure it outPerhaps this is a bug
he can't chage his profession, but still can join city. In city, he can change his profession
If you search for "everyone can have every dad"(or something close to that) in the DLL sources you could copy all those code snippets (sometimes contained with a '... - start' and '... - end' comment line) over to the same places in the WtP source code and recompile. Also the 2 python files involving founding fathers can probably be copied and pasted over into the WtP python/screens folderIs it possible to somehow modify the original WTP so that the Founding Fathers aren't blocked when other players open it? How do you implement this feature in your submod?
Thank you. Decompiling and compiling the DLL is too complicated for me. Could you share the DLL source code and the necessary files with the original WTP developers so they can add this feature? Or maybe you can modify the DLL yourself for WTP 4.2.1?If you search for "everyone can have every dad"(or something close to that) in the DLL sources you could copy all those code snippets (sometimes contained with a '... - start' and '... - end' comment line) over to the same places in the WtP source code and recompile. Also the 2 python files involving founding fathers can probably be copied and pasted over into the WtP python/screens folder
I can probably do it myself since it looks like I will need to merge the hard way again in either case based on the amount of changes they threw in there.Thank you. Decompiling and compiling the DLL is too complicated for me. Could you share the DLL source code and the necessary files with the original WTP developers so they can add this feature? Or maybe you can modify the DLL yourself for WTP 4.2.1?
- Yes, if you disable the Triangle Trade game option you don't get the popup to choose which city to sail to in the New World, and you don't sail through Africa, so that is what you must have done (I need to fix that).Great work with this MOD. I really enjoy playing with those restrictions given. Also all other changes just make you feel you achieved big accomplished when you finally build lvl3 building, or do anything big.
Just a few concerns I have:
- From Europe screen I cannot set ships to sail anywhere directly. It has only "Sail to New World button". Ships basically return back from where they came. I use to send ships to Africa so I can move then around the map.
- In Port Royal even if I buy Buccaneer or any other colonist, I cannot transport them to NewWorld. Pirate ships and Smugglers cannot transport colonist. And slave ships can transport only slaves. Could be I missed how to do it right.
- Indians are far easy target at beginning. With just 1 population they are very weak. Playing on Epic speed this is even worse. They should be much bigger threat from start. Maybe gave them 3 population at start? On my current gameplay they did bother me much.
- Russia AI never build any road. Even that they have bunch of tools, looks like they never built pioneer, or if they did they probably died somewhere.
- Portugals, as in all MODed games I played, are most powerful. Not sure if that is because of place of they first landing, or maybe Indians did not stop them from beginning. Or maybe other countries don't bother them much.
- Netherland never build more than 1-2 cities. Soon as I destroyed second their city, very early in the game, they never went for another.
- Other AI countries did quite well, and I had a tough time to deal with them.
Anyhow, I was still able to overcome these things. Maybe would sweat more having more powerful Indians. But overall love this MOD on top of WTP. Thank you

Well that makes sense... They need some pemmican/provision maker professions or something to fill the spots up a little. Glad for you that you got smashed!It seems that using 5-plot cities locks all Native villages to 4 pop, right?
Wow that certainly is a terrible balancing miss on my part. I guess the building availability should be year 1600 for city hall and a few other buildings so that doesn't happen. I think I tested on normal speed, but I don't rush buildings all that much so still had things to build.What is the ideal speed to play this modmod on? I played on Marathon and now one of my cities has nothing to build for over 100 turns until I reach the right year to build city hall.