[We the People] Mod overview

Signed up here just to say thank you to the community for revitalizing this game. I loved the original and had such high hopes for the reboot, but it was tremendously disappointing. Gave up on it for almost a decade and then got the itch to play again, went down a Google rabbit hole, found the R&R mod and now WTP, and love it. I've played hundreds of hours over the past year or so.
 
Seriously Firaxis has released a vastly inferior product compared with the 1994 Colonization.
Both yes and no. Vanilla gameplay yes, particularly if you take into account what could be made at the time given the hardware people had available. However Civ4Col is extremely modable meaning it beats more or less any game regarding what a mod can do to the game. Sure today we have some games, which allows multiple mods loaded at once and harmony allows patching vanilla code in unity games. However that is more than 10 years later than the civ4 engine and it's still possible to do certain technical stuff in civ4, which harmony patching doesn't allow.

I will say Firaxis made a great game engine with great mod support and then they used it for a not so great game. However I still appreciate that they did make something we can use to make a great game when we mod.
 
We have really good news today. :)

New modders have officially joined our WTP team.
(Meaning they now have full team member privileges and can decide on features to be merged into the core project.)

@Schmiddie - One of the best Civ4Col graphical modders of all times and "core team member" of RaR who also already contributed many graphics for WTP
@Mr. ZorG
- One of our most loyal community members and always a reliable tester of our internal releases
@Raubwuerger - One of the most skilled new modders of our community who already implemented and contributed several great improvements

Many thanks for your interest and dedication to our project. :thumbsup:

Welcome on board! :grouphug:
Let us continue to have fun modding together.
 
Both yes and no. Vanilla gameplay yes, particularly if you take into account what could be made at the time given the hardware people had available. However Civ4Col is extremely modable meaning it beats more or less any game regarding what a mod can do to the game. Sure today we have some games, which allows multiple mods loaded at once and harmony allows patching vanilla code in unity games. However that is more than 10 years later than the civ4 engine and it's still possible to do certain technical stuff in civ4, which harmony patching doesn't allow.

I will say Firaxis made a great game engine with great mod support and then they used it for a not so great game. However I still appreciate that they did make something we can use to make a great game when we mod.
I play on Steam and I'm always checking the Forum and recommending WTP
 
I've finished proofreading We the People, doing my best to stay true to the existing style while making the syntax more natural for native English speakers, more idiomatic. I've made changes only to the English text. The fastest way to check the changes is in Colopedia.

I've attached my compressed folder which can replace the Text folder in We.The.People.2.8/Assets/XML/Text. To do the transfer I rename that folder Text WtP Apr2020 because that's when the documents were updated, move it to the desktop and change the name of the new edited folder in XML to Text.

I've played four new games with no problems and continued an old game using the new text.

I've enjoyed these mods for a long time. Elsewhere I've done proofreading for publication. I hope this helps.
 

Attachments

@Kendon

Thanks a lot for your efforts for improving our texts. :thumbsup:
I will try to check your improvements and integrate them into one of our current dev branches.

I can not simply overwrite the existing files though, since we also have added new texts for new features.
So I need to check and integrate a little bit more carefully depending on the files.

The effort should not be that much - maybe an hour or so.
(Basically a file based compare / merge with a quick check of each change.)

Still need to see when I find the time and motivation for it at the weekend.
Currently I am wasted during the week when I come home from work.

But we really appreciate such contributions from community. :hug:
 
I can not simply overwrite the existing files though, since we also have added new texts for new features.
So I need to check and integrate a little bit more carefully depending on the files.

The effort should not be that much - maybe an hour or so.
(Basically a file based compare / merge with a quick check of each change.)
Git has a bunch of tools for a task like this. The easiest approach is likely to overwrite the files and then use smartgit to review all changes. This way both the new changes can be reviewed and removal of new lines can be canceled. It's far from the only way to do it though.
 
@Kendon:
I have merged your text improvements now to the current development branch. :thumbsup:
Thanks again for your efforts.

By the way:
Next time if you want to work on texts, please tell us. :)

It would be much easier if you could work on one of the current dev branches than on outdated public Releases.
(Release 2.8 is really old already.)
 
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Thank you so much. Glad to see Religion and Revolution modification was revived and improved. It was my favorite mod and now I get new content. You are great!
 
@team:

@Schmiddie and myself agreed that we want to get active again once "Large Rivers" has been published. :)
We would need it as a base for our future feature development and for all new graphics Schmiddie wants to create.

Take your time though to finish "Big Merge" so it can finally be merged with "Large Rivers" and published together. :thumbsup:
We should really go back to having one common development base again and avoid ending up with 2 completely split main branches as we did this time.

However there is no need to hurry from my side. :coffee:
My priorities are currently other ones anyways and Schmiddie is also busy with real life of course.

I will also need time to intensively play / test Large Rivers and fine tune it a bit.
While I do so I might integrate a few balancing changes that we agree on from V's Submod.

Just wanted to let you guys know that we are still here. :salute:
Simply keep us up to date from time to time.
 
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Hi guys,

I have seen some very strange discussions over at Steam that I reacted to. :(
Generally it was about a player getting quite impolite about us still having OOS and not using Steam as main forum.

I hope this discussion is over now or at least becomes more polite and reasonable.
(Really tried to stay friendly and polite and just explain.)

It seemed to me though that there were some really strange misunderstandings that I tried to clarify.
(It almost felt like people believed we are a partly professional or commercial project ...)

Maybe check this post if there is anything you disagree with. :thumbsup:
 
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Hi guys,

I have seen some very strange discussions over at Steam that I reacted to. :(
Generally it was about a player getting quite impolite about us still having OOS and not using Steam as main forum.

I hope this discussion is over now or at least becomes more polite and reasonable.
(Really tried to stay friendly and polite and just explain.)

It seemed to me though that there were some really strange misunderstandings that I tried to clarify.
(It almost felt like people believed we are a partly professional or commercial project ...)

Maybe check this post if there is anything you disagree with. :thumbsup:

Thanks, after reading the negative post over at Steam, I was already a bit worried and confused what had happened the last months while I was gone ... :undecide:

It is ONE negative person!

@ Ray (and team) - 99% of players are (silently) enjoying your creation.

Most discussion is not about bugs or errors but on balance issues, a clear sign how polished this modification is.

(since the topic of OOS errors will come up in the future, maybe the team could revive the thread about this issue? a clear place to describe bugs, talk about possible fixes or lament on Firaxis could help with communication to players affected by OOS games)

Regards
XSamatan
 
(since the topic of OOS errors will come up in the future, maybe the team could revive the thread about this issue? a clear place to describe bugs, talk about possible fixes or lament on Firaxis could help with communication to players affected by OOS games)
Step one would be to ensure the bug isn't in our code. I'm kind of stuck on that one for the time being as I lack anybody who logged an OOS after my last log update.
 
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