• 📚 Admin Project Update: Added a new feature to PictureBooks.io called Story Worlds. It lets your child become the hero of beloved classic tales! Choose from worlds like Alice in Wonderland, Wizard of Oz, Peter Pan, The Jungle Book, Treasure Island, Arabian Nights, or Robin Hood. Give it a try and let me know what you think!

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

With the last update, I can't build a city hall or fort?? What date are they available, I'm guessing it changed
 
Perhaps this is a bug
he can't chage his profession, but still can join city. In city, he can change his profession
 

Attachments

  • K-760.jpg
    K-760.jpg
    500.9 KB · Views: 63
  • K-761.jpg
    K-761.jpg
    322.5 KB · Views: 58
  • K-762.jpg
    K-762.jpg
    513.4 KB · Views: 53
  • K-763.jpg
    K-763.jpg
    447.2 KB · Views: 64
Last edited:
Perhaps this is a bug
he can't chage his profession, but still can join city. In city, he can change his profession
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 out
 
Is 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?
 
Is 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?
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
 
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
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?
 
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?
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.
 
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
 

Attachments

  • PR_CanLoadSlaves_Notingelse.png
    PR_CanLoadSlaves_Notingelse.png
    1.1 MB · Views: 30
  • Russia_NoRoad1578.png
    Russia_NoRoad1578.png
    2.1 MB · Views: 25
  • ScreenInAfrica_MissingInEU.png
    ScreenInAfrica_MissingInEU.png
    1.5 MB · Views: 24
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
- 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).
- Thank you for pointing out that I can't transport non slaves from Port Royal
- I have been trying to figure out how to get the Natives to have greater populations, the best I am coming up with so far is to make them have a lot more defenders. For some reason they prioritize standing around waiting to fight.
- Pioneers have been programmed by the resident Norwegian, I suspect, to be a bunch of cowardly sissies when close to a neighbor's borders so that they don't get kidnapped. I am not sure that it is specific to Russian pioneers, but maybe you are right.
- I need to see if I can make Portugal weaker somehow, they do seem to do a lot better than anyone else.
- In my test game of the merge with the most recent version of We The People the Netherlands had at least 3 cities, and one of them was destroyed by the Natives, so maybe some of these issues have been resolved.
- Good!

Thank you for the encouragement!
 
Thanks for the submod, really enjoyed my first wipe by Natives! :D

It seems that using 5-plot cities locks all Native villages to 4 pop, right?
 
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.
 
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.
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.
 
Back
Top Bottom