WTP 4.0.2 Published - Community Feedback

1. On the one hand, when loading the mod having my language, Spanish
The mod is not fully translated into Spanish and the Spanish translation was never properly tested - since we lack a Native Spanish speaker in the mod.
I tried to correct that one TXT_KEY (in your Screenshot) but please use English until somebody really took care of Spanish in our mod.

2. The other error (of which I attach a screenshot, see above right) occurred when I loaded Hernán COrtez, in giant magician.
You are using a MapScript that is currently simply not yet perfect and may sometimes not generate all Terains - we still improve it.
So if it does not generate all Terrains we implemented a "balancin warning" in it that will report "Not all Terrains generated". (That is not a bug.)

... but I understand that there were more maps available besides this one mentioned.
There are many more Maps available but we use now only one MapScript. (And you are currently starting that one.)
You simply did not chose "Play Scenario / Custom Scenario" for starting a Game with Maps, but "Play Now / Custom Game" for starting a Game with a MapScript.

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* Attached my 'Assets' folder in addition to the 3 screenshots.
Thanks but there is no need for it. :)

Simple solution for now:

1) Please play English until the Spanish translation is actually ready and tested.
We have no Native Spanish speaker in the team, so it was never really used / tested.

2) Play Maps instead of MapScripts. Maps give better gameplay and have explicitly been tested for all Terrains.
The MapScript works generally but may not always generate all Terrains. --> In such a case it shows a warning.
 
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2. The other error (of which I attach a screenshot, see above right) occurred when I loaded Hernán COrtez, in giant magician.
I added that error message because if the map generator fails to produce a useful map, at least you will know right away. You most likely ended up with a map without clay, which means it renders you unable to build a bunch of buildings unless you import from Europe.
 
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Is it OK to delete a few of the soundtracks - can it affect the game in any bad way?
Some of that new music is ridiculously epic and feels way off for me...
 
Is it OK to delete a few of the soundtracks - can it affect the game in any bad way?
Some of that new music is ridiculously epic and feels way off for me...
To be honest I don't actually know what will happen if you remove an audio file and then let the game try to play it. It's possible that it is just skipped. If that's the case, then you can remove them.

Best I can say is backup the audio folder and then try to remove whatever you want to remove and see what happens. If it works, then great. If not, then restore from the backup. The worst, which can happen is the game throws some error or crashes. Both would be annoying, but if it can be fixed by moving the files back, then it's not catastrophic.
 
Is it OK to delete a few of the soundtracks - can it affect the game in any bad way?
Some of that new music is ridiculously epic and feels way off for me...
Simply remove the XML entries for that piece of music entry in this file:
CIV4EraInfos.xml

Do not simply delete music files from the file system.
However you could replace that music file with something you like as long as the filename stays the same.

Alternatively in Game Options you can define your own "Custom Soundtrack" that should be played.
So you do not even need to use the Soundtrack that comes with the mod at all.
 
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We released 4.0.1

It's a hotfix for the bugs, which have been uncovered within the last two days. When you literally get hundreds of people to play your game, somebody will notice something you overlooked and this is no exception. We did have semi public beta testing with people compiling New Hope themselves and still bugs were missed.

Download it here: https://github.com/We-the-People-civ4col-mod/Mod/releases
 
Amazing work that you all have done!
I am in awe. :bowdown:

The graphics, music and new mechanics have massively improved the game and makes it feel like a fresh 2023 release.

Thank you to all modders who have contributed on this release and dedicated your time to this gem.
 
Great job overall with the mod, really enjoy most of the changes, feels like a much more balanced and challenging game overall. My only big issue is the change to domestic markets, in that the goods sell for a much lower price than what they do in external markets. This has basically nerfed the market building chain to the point of being actually detrimental to your overall economy if you build and upgrade it, even with founding father bonuses. Without being able to toggle on and off goods available in the market, the feature is basically entirely broken at least through the mid-game, when both your tax rates increase nearer to its max and the value of complex goods decrease substantially. I'd personally prefer reverting it to how it was previously, where goods sell above their foreign rates but at a limited demand than the current system, but if goods are going to sell for a lower price domestically than elsewhere, the market will need an extensive rework for balancing purposes.
 
My only big issue is the change to domestic markets, in that the goods sell for a much lower price than what they do in external markets.
I corrected that. :thumbsup:

Now (in most of the time) the Domestic Market prices should be at least a little bit higher than in Europe. (Because private people usually pay more than big market.)
But that is not 100% guaranteed, since there is still some randomness, so the player may still have to think a bit about what he wants to do.

Also please remember:
In colonies you do not pay taxes and sales do not drive up tax rate.
Thus selling in colonies - different to Europe - will not increase REF of your King.
 
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Strangely, in my test games, goods on the domestic market in cities with high happiness and law cost no less than twice as much as in Europe/Africa/Port Royale...
 
Strangely, in my test games, goods on the domestic market in cities with high happiness and law cost no less than twice as much as in Europe/Africa/Port Royale...
It may depend e.g. on the size of the Colony and also on the actual demand.
Now everything should be fine almost all the time. - Also it is possible to balance it in XML with my change.
 
First of all, awesome work guys.

However I am having an issue with household goods. The Colopedia doesn't specify what raw resources are required. By trial and error I figured out that one resource is exotic wood, not sure what the other resource is. I have exotic wood in my city, yet it tells me I don't have any at the beginning of the turn and says the worker can't continue working.

What is the other resource for making household goods? Why is it telling me that I don't have exotic wood when I do? Should it not be telling me I don't have the other resource to produce?

Anyways, not a big deal, just wondering.

Also, everything works fine. Will get the odd shut down every now and then. Can play for two hours and the game just shuts down and back to windows. Should WTP4 be played on release version or updated steam version?
 
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I too am having issues when it comes to goods. I can see that scouts now need something else in addition to horses but I have no idea what it is.
 
Strangely, in my test games, goods on the domestic market in cities with high happiness and law cost no less than twice as much as in Europe/Africa/Port Royale...
I'd never seen domestic prices lower than foreign ones, but most of my goods were selling for literally half of what they would have sold for in europe, meaning my tax rate would have had to be over 50% for domestic market sales to be profitable. Worse, I had the FF that boosted PR prices, so my markets were substantially damaging my economy. ~1600 ad, governor difficulty, positive law and happiness.

Glad to hear it's fixed, I am otherwise enjoying the new economic changes
 
I don’t know how it happened, but the prices in the domestic market in my test games 4.0, under the condition of high happiness, were higher than European ones. but in cities with low happiness, they went down.

but let's see how it will look now. it will be great if you do a little analytics and publish it here after a while. it will be great for the development of the mod.
 
Simply remove the XML entries for that piece of music entry in this file:
CIV4EraInfos.xml

Do not simply delete music files from the file system.
However you could replace that music file with something you like as long as the filename stays the same.

Alternatively in Game Options you can define your own "Custom Soundtrack" that should be played.
So you do not even need to use the Soundtrack that comes with the mod at all.
This should be with the instructions or at least pinned.

Awesome, amazing and all together fantastic work as I enjoy this mod more than the base game or any newer games, for that matter. Thank you!
 
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