[We the People] Mod overview

Guys, let us stop bashing that guy. :thumbsup:
Otherwise it can also fall back negatively on the community.

It would also just put further oil in the fire. Also it would further waste our time.
Our complete community fighting this one guy would also become quite unfair.

And please we should definitely not get unfriendly and impolite ourselves.
At least we should not be writing posts calling others cuss words even if their posts really anger us.

I am not even really angry at that guy, since I can understand that the OOS issue frustrates him.
I just wanted to exlpain to him that some of the other things he posted were utterly incorrect and not ok.

Now however I believe that eveything that is important has been said. :hug:
(Every further post in this aweful thread will only make it worse and not help anybody.)
  1. We tried to explain why we still have OOS and that we make no secret of it.
  2. @Nightinggale expressed that he still tries to solve it - although it is really difficult
  3. We tried to explain here what this mod is and who participates in which manner
I look forward to every update.
Yes, let us concentrate on our next release again. :)
 
We play this game heavily in multiplayer and suffer the OOC constantly (in fact this is the only thing putting us away from playing this every weekend). I think that at this point I know what desynchs the game a lot.
Off the top of my head I can quote:
-Natives moving through players territory
-Wild animals
-Events
-Bargaining with natives

the OOC is so frustrating that once you hit mid-game it happens basically every single turn. The problem is that not only you need to relog but it messes up with citizens in cities and trading route automation ( a cool feature we are now longer able to use)
 
... the OOC is so frustrating that once you hit mid-game it happens basically every single turn ...
We know about that but we simply could not yet fix it. :(
And we are sorry that it ruins MP experience of our mod.

Please post such issues in our thread for bug reporting though :thumbsup:
 
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Version 2.9 has been released
[party] (download link) [party]

Large Rivers finally made it into a release
This is a major milestone since on top of the gameplay value, it required such a varied skillset that it became teamwork to get done. All team members and many contributors worked hard and thus, making it the most people to contribute to a single feature in years.

English is getting a major overhaul

Some of the text dates back to TAC, which started out in German and then later translated to English. The quality varies and in some cases updates haven't been translated. We now for the first time ever have people dedicated to improving the English text like an editor would improve while preparing to publish a book. Due to the high amount of text in the game, this is an ongoing process.

Bugs are evil
We The People has focused on bugfixes since day 1. We still do and we stepped up the game a bit. Now there is also focus on preventive measures against bugs. This means adding systems, which will test for various types of bugs either during compilation or when starting the game and as such certain types of bugs should be detected and fixed before making it into a release and in most cases before making it into the git repository.

Increased mod activity
Activity around the mod has increased recently. More people have shown up and started contributing. This has allowed for extra activity, both in the obvious way like starting the English text overhaul, but also more indirectly by doing tasks, which would otherwise have to be done by experienced modders. As such doing something like playtesting will free up programmers to make new features. In fact playtesting can be quite time consuming.

Thank you for your contributions, big or small. This includes bug reports from "outsiders", who decided to compile the dll themselves to playtest river_merge.

changelog said:
Features:
- Large rivers (not in random maps yet)
- Goody huts with guards, which periodically spawns hostile natives/raiders/animals (depending on type)
- New file icons for shortcuts

Improvements:
- Multiple updated graphics
- More events/quests
- Added specialist settler
- New Swedish audio for units (now they actually speak Swedish)
- New sounds for Africa and Port Royal
- Added large rivers to premade maps + varous small adjustments to them
- Pointless vanilla game options are no longer displayed
- Rearranged import/export popup in the colony screen and added a colopedia concept page on how to use it

Fixes:
- Loading a savegame will no longer risk incorrectly removing fog of war from plots
- #425 Auto export is now saved correctly
- Roads can now be build on peaks even if it's surrounded by only peaks
- Buildings providing a road on the colony plot will no longer downgrade the road quality
- #442 Fixed multiple bugs, which caused automated transports to not move
- Removed case where raiding natives could report burning down a building without removing any buildings
- #401 Blocked vanilla from trying to load map scripts (and fail) while starting vanilla
- Fixed vanilla bug where circles on the map might not update correctly if a team has more than one player
- Shipwrecks discovered by founding a colony will no longer causes bugs due to referring to the ship doing the discovery
- Barbarian units are no longer called "wild animals" in mouseover help text
- Ships using automated exploration will now aim for shipwrecks just like automated scouts on land search ruins
- Clearing a unit speciality in a revolting colony will no longer crash the game
- Forts now updates field of view as intended
- #437 Scrolling up will no longer move the "unit pointer icon" behind the bottom panel
- #459 Founding Fathers and traits providing extra yield on the colony plot will now provide the bonus (vanilla bug)

AI:
- AI will now actively search shipwrecks. It's now a race to get them first

Modding features:
- #438 Generic parameters in events now accept both ints and type strings (still stored as ints internally)
- Introduced a new way of packing data in network packages (hopefully this will prevent trade routes from breaking again)

World Builder:
- Changing profession anywhere is once again allowed
- Allows premade maps to randomize features (forests)
 
- Large rivers (not in random maps yet)

Oh, that explains why in 20 tries it didn't generate a single river. Sometimes it's adviced to read first. ;)

Btw is there going to be some kind of option to force or disable a generation of the Large Rivers?
 
Btw is there going to be some kind of option to force or disable a generation of the Large Rivers?
It's not trivial to answer that before we have large rivers working in random maps, but ideally there will be a map option where you can choose large river density/length where one of the options is no large rivers. However I can't promise that prior to knowing how the implementation works.
 
hi guys, maybe it is clear and I missed it, but I cannot find the post about the new release (2.9.1), after I think I saw a reference to it in some other post. Is there a specific please where you are publishing the latest link?
I do not play much and do not even enter the forum as often as I would like too, but I only play WTP , and it is actually the only game I am still playing since a few years (do not have much time after work, family and "out of home" time. I love it, and the turns systems is ideal to let it open in a laptop while doing other things :))... As every time I say something here, I'd like to thank you all for your great work.
Cheers!
 
hi guys, maybe it is clear and I missed it, but I cannot find the post about the new release (2.9.1),
We have not yet published it. :)
We are still collecting changes and fixes.

It is most also too big already to be called 2.9.1
We will most likely directly cal it 2.10 or 3.0. (Depending on how much we further add.)

... but I only play WTP , and it is actually the only game I am still playing since a few years I love it, ...
Thanks, that is truly a compliment. :hug:
Our baby WTP gets weak knees when she hears it.

I'd like to thank you all for your great work.
We also thank our loyal fans and players. :)

----

So, bear with us for approximiately 2 or 3 more weeks with the next release. :thumbsup:
It depends how much time @Nightinggale needs for his current fixes and how much time I need myself for "Lakes".

Working on the mod - except a few bug fixes and answering in the forum - during the week has become pretty hard for me.
I only really have more time for modding at the weekends or when I take vacation.
 
Same here - I have logged hundreds of hours on WTP in the last couple of years. It is my go-to game. You guys have done amazing work!
 
Would you please post a plan what will be in the 3.0 release?
Everything that is already finished until today + all other bugfixes / improvements during running test phase. :dunno:
Every concept thread that does not have an "IMPLEMENTED" in its name is not contained in Release 3.0.

e.g. "Lakes" however is contained and it has "IMPLEMENTED" in the name of the thread.
All the bugfixes and small improvements we posted about in the last weeks are contained.

There is also lots of small stuff in it we have never posted about. (Small enhancement, text improvements, bugfixes, ...)
In 2 weeks you will most likely get the release and a massive changelog with it. :thumbsup:

-----

Again:

If a concept thread is not already marked as "IMPLEMENTED" it is not contained in Release 3.0.
We are still working on that stuff. We will tell you when it is finished. Do not worry.

-----

Please understand:

We need time to finish that big stuff properly and in quality. We also need to teach that e.g. to AI.
"Environment Overhaul", "Health Overhaul", ... are massive features that take months to fully implement, balance, write texts for, test, ...
 
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We have really good news today. :)
And it is time for it again ... :mischief:

@Kendon , @Fürstbischof :

Both of you have shown dedication and commitment to WTP that has gone far beyond normal supporters.
Thus we hereby offer you both team member status.

Incl. all rights to speak for WTP (as team member) and according decision rights.
(e.g. decisions on release dates, mod philosophie, "team member veto" ...)

If you like you may join equally the ranks of the current team:

It is up to you of course if you accept or not. :)
(But the currently active team has discussed and likes to offer it to you.)

Welcome on board! :grouphug:
Let us continue to have fun modding together.

We would need to write you in the credits of Release 3.0 anyways ... ;)
 
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I want to point to @Elirector and his auto downloader. It's third party, but it seems to work.

changelog said:
Version 3.0

Major milestone in AI. It now knows how to develop an economy to allow proper colony development as the game progresses. Text has once again been given a major overhaul, making the game generally look more impressive. Backward compatibile with savegames from 2.9.

Improvements/rebalance:
- Learning by doing works faster if there is an expert (teacher) present in the colony
- Learning by doing now remembers the past two professions, allowing to switch to another profession for a turn or two without clearing progress
- Pioneers can now remove roads
- Guarded goodies rebalanced
- Promotions now allow for a bonus modifier for getting gold from defeating animals
- New terrain type: lakes
- Docks now add a bit of warehouse storage space
- Statue of governor now also adds cross production
- Gather boats can no longer trade with natives
- New game option to remove world builder
- The king's requests for gold now depends on multiple factors like population and isn't just a percentage of your stored gold

Fixes:
- Dragging a unit to a plot in the colony screen will no longer fail if it hits the "plot info corner"
- #449 AI units no longer gets stuck while crossing large rivers
- Land units crossing rivers will no longer board transports if there just happens to be one on the plot
- Sail to Europe button is now only displayed if the unit can reach Europe (read: not landlocked)
- Raiding natives can no longer cause negative cargo to be stored
- #472 Natives can no longer sell more cargo than they have causing negative cargo stored in the settlement
- Random events can no longer cause negative food stored in colonies (happened only on game speeds slower than normal)
- Price of settler now considers modifers from game speed, difficulty(AI only) and Founding Fathers
- #465 Barbarian player can no longer conquer colonies and then crash the game as it lacks settings to run colonies
- #466 Destroying a colony now removes all traderoutes to that colony even if feeder service is active
- Units can't leave colonies during unrests (prevents the units from disappearing for a turn)
- Ships in a colony/settlement will no longer defend if attacked by land units
- Ships no longer stop for hostile units if said units are on land
- Fixed plots not updating visibility correctly (for the last time this time... hopefully. Entire code is rewritten)
- Fixed 3 events, which had incorrect xml data, causing them to misbehave (likely fail to trigger when they should)
- European only random events can no longer trigger for natives
- Animals are no longer able to pillage roads or improvements
- The two cargo slows added by EVENT_CARGOSPACE will no longer vanish after saving and loading (won't restore if the slots already vanished in a game)
- #469 tribal villages no longer try to trigger a non-existing effect
- Animal spawning starting time now takes game speed into account
- Big coastal ships can now gain promotions
- Pioneers can no longer plant forests on peaks
- Promotion buttons now provides the promotion you would expect when editing a unit in world builder
- Livestock breeding speed now takes game speed into account
- Fixed issue with events triggering incorrectly because events used map width instead of looking for Europe access plots
- AI will no longer attack with units after they moved and spent all their movement points
- Cached power value for each player is now calculated correctly and is recalculated on load (might affect OOS)
- #399 pressing F10 will no longer trigger an assert due to action not being handled by the DLL (it's handled by python)
- The button to rest until healed is no longer available if healing is negative (like inside a storm)
- Rebel production modifier no longer applies to happiness (that's how it was coded in the GUI, but not game logic)
- EVENTTRIGGER_TRADEFORT3 no longer causes a python error
- The king's diplo events now takes place before the player can trade in Europe (to avoid the player from gaining/losing money before the window pops up)

AI
- New rules for picking which buildings to build makes the AI develop colonies way more than it used to

Performance:
- New building rules replaces old code, which was way slower
- #439 Updating map view while moving weather much faster (typically 90% CPU reduction)
- Natives no longer spends time checking if European only random events will trigger for them
- Lakes are now identified by terrain rather than more complex (slower) code, which takes number of plots into account

Release:
- All files are now placed in Assets, not split between Assets and assets (affects Linux, but not windows)
- MD5 and sha1 checksums provided for release builds

Modding Features:
- InfoArray will now cause compile error if used with incorrect types (like reading a unit from a building array)
- CvPlot can now determine if a certain terrain/feature/plottype/... is within X plots from it (searching for either single value or InfoArray values)
- Some invalid xml assert messages now show up as error messages even if asserts are disabled
- Added more error messages for incorrectly configured xml files (mainly for events/event triggers)
- World Builder will automatically convert between coast, ocean and lakes when closing
- Converts non-ascii to ascii when on non-western European languages (prevents errors/crash)
 
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