[We the People] Development "diary"

Current situation for several team members is not necessarily easy.
(Real life, jobs, health, ... each of us has some burden to carry.)

So at the moment, our main priority is basically to prevent the fire from going out. Keeping a small flame alive.
We are keeping the doors open for our other team members to return again and new modders to come in as well.

We are still modding. We are still here. We try to keep up the spirit and try to recover our motivation and energy.
Good things need their time but if something is worth it, it will be fought for even if it is not always easy ...

Thus please have some patience even though things seem to take forever ... there is progress. :)
Game development ... and modding is nothing else than unpaid game development ... needs its time.
 
Here's a quick update from me:

I recently ported two features from BTS mods to the Plains branch:

1) "Cease bothering us" from RevDCM. This feature add a new option to the diplomacy dialogue box which instructs the AI to not contact the player until explicitly re-enabled by the player. Think of this as a way to pause\suspend the initiation of AI diplo requests. This is probably a necessity on the larger maps since most of the diplomatic requests from the AI are fairly uninteresting IMHO.

2) Pathfinding for hypothetical units from Caveman 2 Cosmos. Allows the AI to consider paths for units that do not currently exist. For example, when determining if a coastal transport should be built, the AI could trace a hypothetical path for it to determine if another coastal city is reachable. The result could then potentially veto the production of said vessel if no such path exists.
 
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1) "Cease bothering us" from RevDCM. This feature add a new option to the diplomacy dialogue box which instructs the AI to not contact the players until explicitly reenabled by the player. Think of this as a way to pause\suspend the initiation of AI diplo requests. This is probably a necessity on the largers maps since most of the diplomatic requests from the AI are fairly uninteresting IMHO.
Sounds like a neat feature for some players. :thumbsup:
Maybe post images about it, so players see how it looks?

2) Pathfinding for hypothetical units from Caveman 2 Cosmos. Allows the AI to consider paths for units that do not currently exist. For example, when determining if a coastal transport should be built, the AI could trace a hypothetical path for it and see another coastal city is reachable. The result could then potentially veto the production of said vessel if no such path exists.
Sounds like a good base capability for AI. :thumbsup:
Maybe it could one day also help to improve "Automated Transportation System"? :think:
 
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@Arkona has updated the German "Readme" for us.
(He adapted the English Readme changes of @Kendon and fixed a few bugs in the German version.)

Thanks for willingness to invest the effort.
Also thanks for the self-initiative.

It is highly appreciated. :thumbsup:
 
Hi dear modders, it is great to see you so productive atm. I am really looking forward to the next stable release. Actually I am on pause with playing the game for some months now, I even think I won't touch it again until the new version is done. I wanna say thank you already for everything you have achieved so far, I cant shake of the feeling that after the new release it is going to be a very different game. Hopefully you are having fun modding and make it through the boring parts well...
Danke Leute und liebe Grüße
 
Danke Leute und liebe Grüße
Thanks, nice words are always appreciated. :)
To the rest I am not sure what to say actually. :dunno:

Simply because I neither want to make promises nor sound negative.
Also I could only speak for myself and do not know what the others feel or think.

The most honest I might say is this:
Spoiler :

Modding is a very strange mixture of ...
  • motivation and apathy
  • dedication and indifference
  • success and failure
  • progress and stagnation
  • fun and grind
  • hope and despair
  • cooperation and selfishness
  • commitment and negligence
  • reliability and broken promises
  • team spirit and loneliness
  • ...
There is no telling if your own motivation and perseverance will suffice.
Modding is a constant fight against the weak and lazy part of yourself.

And let us be realistic, modding is not the most important thing in the world.
It is just a hobby. Real life like job, health, family and friends always have higher priority.

Thus there are a million excuses not to mod today and also not to mod tomorrow.
And it is a challenge to find that one reason strong enough to do it anyways.

However there is not much extrinsic that really motivates. Neither money, nor fame.
The only thing that might truly motivate you is intrinsic. Some may call it passion.

But that small flame of passion is fragile. And sometimes it is easily extinguished by the cold wind of frustration.
And once extinguished it is very very difficult to spark it again. Especially while the wind is still blowing.

So it is best to always keep a tiny flame alive and to protect it even if it is hard to do so.
But if you want to keep it alive you need to feed it with positive emotions from time to time.

At the moment all I care about is to keep my small flame of passion alive by having a bit of fun.
Once we have a large fire again that is a more resilient to cold winds we might talk about more again.

So let us see what happens ...
Let us see if there will be fire again ...
Let us see how many flames of passion there still are to get it burning ...
Let us see how many flames that have been extinguished we can spark again ...
Let us see if there are new flames we can spark and how light they burn ...
 
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Hehe Ray you sly old philosophing fox...
See I am glad for you though, that you have this hobby, which doesn´t just fill yourself with passion but also has the effect (when done) to fill other peoples lifes with some of it.
Of course this goes for all of you modders.

It seems to me that the thin line of balance you have described above applies to many parts of life as well.
For example just try to put "Raising children" in front of your description:

  • motivation and apathy
  • dedication and indifference
  • success and failure
  • progress and stagnation
  • fun and grind
  • hope and despair
  • cooperation and selfishness
  • commitment and negligence
  • reliability and broken promises
  • team spirit and loneliness
See the similarities?
But maybe this means that modding is a little bit more than a hobby for you....

Anyways, have a nice weekend!
 
Hi guys,

as you see this old modder is still around and has not yet completely lost his motivation.
So I am still working on my ideas and hoping to inspire some others to also be active.

---------

Currently my main focus is finishing branch "Yields", which I consider the actual completion of "Plains".
Actually for me branch "Plains" feels shallow and empty without the content of "Yields" on top.

e.g. "Plains" introduced all the new Terrains + Terrain Features which in "Plains" just have sligthly different balancing.
But only "Yields" gives them actual new gameplay of their own i.e. their own Yields + Resources + Production Chains.

---------

Of course, there is also Release Candidate 3.0.2 which should be finished and published. And then of course it should also be merged.
But since I completely lost overview which fixes and improvements it contains, I restrain from any statements related to it.

---------

Otherwise I feel that this mod has fallen in a strange nirvana of "nobody knows what is really going on".
There is hardly any communication anymore, there are hardly any public commits anymore, there is hardly any posts anymore ...

Thus I am not sure how far we can and want to take this mod, since internally it has become pretty silent.
(e.g. Currently I have no idea if I find the motivation to finish my prototype stuff in "Crime and Law" after "Yields".)

For me, this again strongly feels like the last days of TAC or like the last days of RaR to be honest. Lack of activity and lack of team spirit.
But on the other hand it has felt like this again and again in WTP ... and then there was always a stupid idiot that continued anyways.

---------

Summary:

For Release Candidate 3.0.2 it would be great if we might eventually get it published so we can finally merge it into "Plains".
For "Plains" + "Yields" I will continue working on them, still hoping we might eventually also publish them one day.

Generally the status is still pretty much unchanged since end of last year.
So I simply continue my modding and wait and see what happens ...

But I still dream of what this mod could become.
And I still want to achieve at least a little bit of that.
 
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I have seen internally that there is progress considering Release Candidate 3.0.2 and "Plains" by @devolution. :thumbsup:
Also I saw that @Nightinggale and @Mr. ZorG were around as well.

So I decided that I should also not be lazy and continue modding on my stuff in "Yields" ... :badcomp:
... having a bit of hope that it might actually one day be finished and published as well.

My other prototype branch "Crime and Law" has been archived now. :tourism:
Who knows, maybe one day in the future I may want to finish that one as well.

-----

So well, I guess some of us are still here.
Let us see what we can make out of it.
 
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Hm, actually I was hoping to have a bit more time for modding this week because I took a week of vacation.
But as it seems, I need to help my parents do renovation work on our old family house, which will keep me busy for the next days.

I sometimes miss the times when I was still a student living of the money of my parents and had almost no responsibility at all.
So much spare time I could just use for my hobbies, like going to the city lake for swimming in summer, playing computer games ...

That is the problem, when you grow up becoming an adult ... suddenly you have stuff to take care off.
Which also includes to help your old parents, that took care of you while you were young.

But well, I should still find a few hours this week - just a bit less than originally thought. :dunno:
(It is just that my "week of vacation" has turned into a "week of house renovation".)

-----

But generally I am still modding and even modding on new content again.
All I really care about currently is to have a bit of fun, thus creating motivation again to continue. :)

Yeah, I also still have my big branch "Yields" to finish, but I also have prototypes / concepts that I feel should be finished.
And yes, there are also other branches to publish like e.g. "Plains" and "develop2", which I would and will support.

But currently I mod to have fun - not to feel stressed.
 
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Hm, actually I was hoping to have a bit more time for modding this week because I took a week of vacation.
But as it seems, I need to help my parents do renovation work on our old family house, which will keep me busy for the next days.

I sometimes miss the times when I was still a student living of the money of my parents and had almost no responsibility at all.
So much spare time I could just use for my hobbies, like going to the city lake for swimming in summer, playing computer games ...

That is the problem, when you grow up becoming an adult ... suddenly you have stuff to take care off.
Which also includes to help your old parents, that took care of you while you were young.

But well, I should still find a few hours this week - just a bit less than originally thought. :dunno:
(It is just that my "week of vacation" has turned into a "week of house renovation".)

-----

But generally I am still modding and even modding on new content again.
All I really care about currently is to have a bit of fun, thus creating motivation again to continue. :)

Yeah, I also still have my big branch "Yields" to finish, but I also have prototypes / concepts that I feel should be finished.
And yes, there are also other branches to publish like e.g. "Plains" and "develop2", which I would and will support.

But currently I mod to have fun - not to feel stressed.
Keep up your great work! Don‘t want to stress you. But I’m eagerly wait for the new version 😅.
 
Update :coffee:
(Diaries of an old modder.)
-----------

Modding during the week or even at the weekends is not fun for me anymore - simply because of lack of longer phases to concentrate.
(Even a the weekend I simply have too much small stuff to do like family visits, cleaning, washing clothes, shopping, ...)

I simply do not have enough time to really work on something in a focussed but still relaxed fashion, knowing that stuff will get done.
It is just a constant start-stop-start-stop ... without actually getting into the flow and having the feeling of achievement once finished.

----------

Thus I decided to from now on only mod during vacations - just as a hobby as it should be.
So there will be longer times when I will be completely absent and some weeks where I will post more.

Modding first of all needs to be fun - not something that you stress yourself about.
In November I will have a week of vacation and also two weeks around Christmas and New Year.

Then I will actually have time to work on some of my bigger concepts and also fully finish them in one go.
Thus avoiding this empty stressful feeling of "I have not finished what I wanted."

---------

I am simply getting old. :old:

I have "powered through life" long enough.
Now it is time to slow down a bit and also enjoy it.

However I will continue to work on my stuff.
I just do not want to stress myself doing so.

---------

See you again latest in my next vacation in November. :wavey:
 
Some good news:

1) Our accidently broken dev-branch "develop2" was repaired by @devolution :hug:
2) Since it is my fathers birthday this week, I took a few days off and also plan to spend some time on modding. :badcomp:

------

Otherwise:

Myself and a few others as well are still modding on content. (WTP modding still exists, it is just a bit slower than it used to be.)
There are still discussions sometimes about "How to keep the mod alive?" i.e. cooperation and continuing work on branches.

However most of the time people also say that they are extremely busy with real life and they also admit that motivation is not what it used to be.
Thus if and when that stuff might be merged and published nobody knows. (Consequently there is also no ETA of another WTP core mod release.)

------

Where there is still a bit of life, there is still hope. :)
Currently I am already happy for every small step taken.
 
Thank you Ray for the Update, I am still hoping with you and everyone else.
In the meantime, since there is no new version of WTP, I see myself forced to play other turn-based titles, which make me quite bored after some time.
In the last six months I played

AoE Planetfall, lasted three hours.
Endless Legend, all DLCS, lasted about five hours, it is a good game overall though.
HoMM 7, lasted about half an hour.
AoW 3, now that one I love, but I´ve become too good for even the Emperor AI, also got bored after a few hours. (Really hope Paradox is going for a non Sci-Fi Setting for their next game, Planetfall just sucks)
Total War Troy, Empire TW, Warhammer TW, Napoleon TW, Rome TW... all of them for about 1-2 hours, got bored. Only really good title Imo is Medieval 2 with mods, e.g. Third Age and Submods, behold Creative Assembly that is how it is done.
Civ 5, some hours, good game, but have seen it too much, Civ 6 looks like a stupid mobile phone game, tried it for 5 minutes, deinstalled it.
Galactic Civilizations 3, also OK, some hours.

I could go on, but I think you see the problem here.
Still waiting for my personal favorite turn based thing, the great Civ Col WTP, wont touch the old release for at least another year, to make it feel fresh.
Thanks to all of you modders, I am very hyped for all the amazing new features of the next upgrade.
No pressure intended, but please fill my empty 4x heart soon.
Best wishes to you all.

P.S. Aside from strategy games, I can really recommend the old Gothic 3 with all mods available, also one of the newer mods from this russian guy called "Lively Towns Mod" and someone translated it, that kept me busy for at least 40 hours, it was the longest thing, along with the almost finished Bannerlord.
 
Thank you very much Ray, Nightingale and all the modders for their work on this amazing mod.
I understand that the 3.0.2 has no ETA, but can I use the fork "YIELDS" in single player, even if it is not finished? I do not care about missing descriptions in Colonopedia or missing strings if they do not have impact on gameplay. Will I be able to see the new terrains and use the new resources? Do I need to start on a specific map or are the changes applicable to the randomly generated maps, either the normal or the FairWeather ones?
Are there any issues with the AI using the new features?
 
... but can I use the fork "YIELDS" in single player, even if it is not finished?
Only if you are willing to run into bugs (incl. CTDs) and unfinished content not working. :dunno:
Do I need to start on a specific map or are the changes applicable to the randomly generated maps, either the normal or the FairWeather ones?
You would currently have to completely build a Map manually using WorldBuilder, that is the only option. :dunno:
Are there any issues with the AI using the new features?
For some unfinished features yes there may - or actually will - be issues. (e.g. New Movement System)
For the finished features I hope there are no issues, but these branches were never properly tested. :dunno:

----------
I do not care about missing descriptions in Colonopedia ...
Trust me, if "missing Colopedia" was really the only issue, I would already have published these branches.
Also I am pretty sure that this issue would get solved, once the issues below are solved.

I am not going to publish with:

1) Missing Maps (which I currently do not have time or motivation to do)
2) Missing MapScripts (which I simply cannot do myself)
3) Unfinished Content (Pathfinding for new Movement System)
4) CTDs (due to bugfix branches not being merged)
5) Unadjusted Screens (e.g. CityScreen needs to be adjusted to have 3 rows)
6) Untested and unbalanced content (meaning more than just developer tests)
...

----------

Seriously guys, how often do I have to repeat my answers ? :rolleyes:

My development branches are not finished and not ready to truly be "played".
Also these branches are
not merged with the other branches containing bugfixes like e.g. "develop2".

What do you guys expect from unfinished and unmerged "development branches" in the middle of their development ?
Should I tell you: "Sure those branches are working perfectly. I just did not release them because I am a mean person." :confused:

----------

You could download the dev branches if you want, compile a DLL, take a sneak peak, use the content for whatever you want.
But do not expect any smooth gameplay. If you want to play with bugs (incl. CTDs) and unfinished content, go ahead. :thumbsup:

Obviously me telling all the time "They are not ready to be played." does not matter anyways. :dunno:
But if you do, please at least do not complain afterwards about something missing, something not working or a CTD happening.

----------

Otherwise to tell it explicitly:

I am NOT interested in any bug reports from my development branches (e.g. "Yields" or "Plains") right now.
Because I know of at least 5 serious bugs including CTDs that are already fixed in other branches (e.g. "develop" / "develop2") that are simply not merged.
 
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Guys,
maybe I should try to explain what I am currently doing.

I am kind of working on a "Release 4.0" that is almost too big for me to handle it alone.
And it truly is the biggest release ever in the history of this mod and also the most complex.

There is so much new content and mechanics in these branches that it is hard to list it all.
As a result of this there are the following possible or at least most likely outcomes to this.

A) I continue working on this alone and require at least one more year to finish (but while I do so still enjoy modding.)
B) I lose my motivation to continue and simply fail and abandon my work (and maybe come back in 2 years again like when RaR ended.)
C) I get help from other experienced modders and we may finish "Release 4.0" in the next 6 months. (Which is surely the best option.)

-----

I still love this game and this mod ... RaR and thus also WTP are my babies. And I also still have dreams and lots of ideas for this mod.
But my time for modding is limited as well ... and having to "explain myself" all the time why my branches are not released already is frustrating.

So please give me at least the time to try without being pressured for a release of my branches all the time. :thumbsup:
(Because publishing something buggy, incomplete and unpolished will not satisfy anybody and just cause trouble.)
 
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Hello Ray,

I'm sorry to disappoint you. The branch Yield runs very stable in my opinion... :crazyeye: I played it for ~50 hours in the last 2 months and only saw a CTD once ...

But you have to modify the terrain files if you want to play with the new ressources. Since the terrains, or bonus resources for flax (canvas), clay (building material) and hardwood (shipbuilding) are not generated.
I have adjusted the terrain types a little bit.
In swamps you can now mine clay and loam. Grassland now provides flax, and timber and jungle giants now provide hardwood.
That's it ...
 
I played it for ~50 hours in the last 2 months and only saw a CTD once ...
Good to hear. :)

But before I would claim the branch to be stable I at least want to have 300+ turns autoplay.
Also before the "official release" I want to have a selected group of trusted testers play it for 2 weeks to go bug-hunting.

But even before that I want to have the stuff below done.
(Especially Maps, MapScripts and merging other development branches.)

... you have to modify the terrain files if you want to play with the new ressources.
All that is needed is that the new Terrains and and Terrain Features are generareted by MapScripts and Maps.
Then all the new Ressources and new Yields will be gererated as well. (Without any further XML adjustment needed.)

-----

As soon as all the Maps / MapScripts are adjusted this branch is one major step closer to being playable.
Still there are some other todos like e.g. merging the bugfix branches to have the CTDs found in 3.0.1 fixed.

-----

Also there is still "unfinished content" that I also want to have finished before publishing.
e.g. The Pathfinding for the new Movement System should also be adjusted.

-----

It is all doable and simply requires time, motivation and effort to be invested. :)
(Without these things being done I am not going to release. I will only release a polished and not a half-done version.)

-----

So can we please take the time so I can finish my work properly and possibly also get the work of the others merged ? ;)
(Because I really insist that we do not officially publish without at least having Maps and MapScripts and the bugfixes already existing being merged.)

And as I said there is also content / features in my local branches not yet finished and thus not yet added to branches on the server.
So let us please try to create a complete, bugfree and polished version before further discussing about publishing ?
 
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For all WTP team members and supporters, please read. :grouphug:

-----

Hi guys,

My next vacation will luckily already be in about 2 weeks and also soon after that there is Christmas holidays.
Then I will probably find some time to focus a bit on the mod again and maybe together we can get some stuff done.

Thus I am currently trying to plan and discuss with a few of you guys how to proceed. :)
The current plan (see below) is however only going to work if responsibility is distributed a bit.

The rough plan ...
(Please read and give feedback. We can adjust accordingly.)
Spoiler :

Goal 1: Getting a common base of development again
---> Coordinator: @Raubwuerger (is that ok?)

@Raubwuerger volunteered to try to merge the development branches during the next 2 weeks. :hug:
For me this is one of the major issues why we have been unable to release and development became so fragmented.
There were simply too many branches with nobody having the overview again and nobody feeling responsible for the mod as a whole anymore.

The new branch was symbolically called: "New Hope". (New "Hope" is currently a 1:1 copy of "Yields".)
(For Players: It is still in work, so PLEEAAAASSEEE do not start getting all fuzzy screaming "Where can I get it?".)

What has to be done:
Spoiler :

Basically what we should try to do is to
1. Get rid of "Plains" by merging it into the far more advanced "New Hope". (Comment: "New Hope" contains all of "Yields".)
2. Get rid of "develop2" by merging all the fixes inside into "New Hope". (Comment: "develop2" should contain all of "develop".)
3. Use "New Hope" both for bugfixing and finishing current work. --> "Main branch" for preparing next release.


Goal 2: Getting the Maps updated so at least there is something to play
---> Coordinator: @Mr. ZorG (is that ok?)

Liet (over at discord) volunteered to work on updating the Maps based on "Yields".
ignasito (over at discord) could also be asked if he could adjust some of the remaining maps.

What has to be done:
Spoiler :

There is this thread here on how to create Maps:
(But if you just give me WB SaveFiles that have the new Terrains I can do the rest.)

Here you will also find a guide / concept about the intended Land Terrains:

--------------

Generally follow these steps for "Random Maps":
(The Scenario Maps are already done.)

1. Start a game with an existing Maps, open Worldbuilder to adjust them and add the new Terrains. < ---- this is the most important step
2. Then add new Water Terrain Features Reefs / Streams / Streams, ... (except Winds, Storms and Fog < ---- those are randomly generated ingame)
3. Do not waste time to add Land Terrain Features or Bonus Resources or Goodies (since there are settings that can randomize them) < ---- ignore them
4. Remove all Natives and Europeans (since they will be generated at game start with the Map)
5. If you remove a Native City also remove the Road below, because otherwise there will be abandoned Roads in the Map
6. If you remove a Native City please take care that you do not also delete Rivers at that Plot (otherwise add it again)
7. After you are done, create a Worldbuilder Save with Notepad++ and adjust the header (until EndMap) of the file by coping it from the original version.

Hint:
In between from time to time save your work as a "normal ingame Save".
Once you are done, create a WB-Save.

--------------

This is the list of all the Terrains in the mod now:
(Green: old --- Red: new, to be placed)

Land:
TERRAIN_GRASS
TERRAIN_PLAINS_FERTILE
TERRAIN_ROCK_STEPPES
TERRAIN_WETLAND

TERRAIN_PLAINS
TERRAIN_DESERT

TERRAIN_SHRUBLAND
TERRAIN_SAVANNAH
TERRAIN_MARSH

TERRAIN_TAIGA
TERRAIN_TUNDRA
TERRAIN_SNOW


Water:
TERRAIN_COAST
--> Should already be placed
TERRAIN_SHALLOW_COAST --> This may still need to be placed
TERRAIN_LARGE_RIVERS --> Should already be placed
TERRAIN_LAKE --> Should already be placed
TERRAIN_ICE_LAKE --> Should already be placed
TERRAIN_OCEAN --> Should already be placed


Which maps still need to be adjusted:
Spoiler :

The 2 fixed Scenario 2 Maps have already been adjusted. But of coure they can be checked and improved again.
(Those are the only "non-random" Maps in the mod where all the Players are preplaced.)
  1. Americas Gigantic [DONE] by @ignasito
  2. Americas Huge [DONE] by @ignasito
All the randomized Maps still need to be adjusted.
@Mr. ZorG could you please take care to organize the work on them?

Priority 1:
  1. Americas Gigantic - random
  2. Americas Huge - random
  3. The New World Gigantic
  4. Two Continents Gigantic
  5. Amerayca Gigantic
Priority 2:
  1. Colonial America Large
  2. New England Huge
  3. North America Large
  4. Northwest Passage
  5. South America
  6. West Indies Huge
  7. Western Hemisphere Huge
  8. Western Hemisphere Standard
Priority 3:
  1. TAC America Huge
  2. TAC Central America Large
  3. TAC East Coast Large
  4. TAC Northwest Passage Large
  5. TAC South America Standard


Goal 3: Finishing the MapScript for all the new Terrains / new Terrain Features
---> Coordinator: @devolution (is that ok?)

@devolution:
Is there any chance to finish this until the end of this year / beginning next year?
It would really be a gigantic leap forwar for this mod.

Goal 4: Finishing the feature implementations already started
---> Coordinator: @raystuttgart


Well, I will simply try to finish as much as I can until end of the year.
Most importantly I want to finish at least the 3 "Economy Overhauls" to deepen gameplay.
Spoiler :

Mandatory Goals:
  1. Finishing remaining work in Yields (e.g. Advisor Screens)
  2. "New Economy System" (Overhaul of Markets)
  3. "Actual Triangle Trade" (Overhaul of "Europe" / "Africa" / "Port Royal)
  4. "New Movement System" (Pathfinding is not yet working as I want it to.)
Optional / Bonus Goals
(Just because first prototypes already exist - so it is mostly about "finishing")
  1. "Logistics System" (if I find the time and get enough support for other topics)
  2. "Crime and Law" (if I find the time and get enough support for other topics)
  3. "Immersive Population Growth" (actually 2 small concepts)


Goal 5: New Trade Quests (and Trade Quest Screen)
---> Coordinator: @Raubwuerger (is that ok?)

  1. Trade Quest Screen (showing progress of traded Yield Amounts)
  2. Adding Trade Quests for new Yields (already in progress)
-------------

Goal 6: Colopedia and other texts (new content)
---> Coordinator @Kendon (is that ok?)


@Kendon: I am not sure if you have time or motivation to continue working on the texts.
But it would be great if you could support us here again, once we have the branch
"New Hope".


----------

@Raubwuerger, @Mr. ZorG, @devolution, @Kendon, ignasito, Liet
Everybody ok with this? Please give feedback. I am not expecting you to "commit" on any date.
All I want is to know if you would support working on these packages within the next months or not.

@Nightinggale, @Ramstormp, @Windock ...
If you guys already work on other stuff that you want to be integrated / added to the list, please let me know.
Otherwise, since you are all skilled programmers, it would be great if you could support bugfixing or some of the other activities.

---

ignasito, Liet: Please get accounts here in the forum. :thumbsup:
(Also you may contact me if you want access to our Slack modders chat.)

----------

Basically what I am asking:
Do you guys want to try to work on a common release again?
If each of us takes over responsibility for some part of the work it should be possible.

To be perfectly honest otherwise:
If there are work packages without responsible at the end of the day they will most likely simply not be done.
Some may seem "optional" but some like e.g. Maps, MapScripts or merging the branches are absolutely mandatory to me.

About my availability:
My availability for modding is also limited, so I simply need people to take over repsonsibility of complete packages.
Whenever there are issues however or problems to be solved I will try to help as much as I can so work can continue again.

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Summary:
Well, all I am asking is to at least give it a try to achieve another core mod release. :)
If some of us join forces again and work together it is definitely possible.

Otherwise:
If you are too busy with real life or simply not motivated please be open about it and write me a private message. :thumbsup:
(I simply need to know because otherwise I cannot try to reorganize the work or react otherwise.)
 
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