WTP 4.0.2 Published - Community Feedback

As for the varying size of 3D models, depending on zoom level, I guess my main issue is the "bounce" occurring.
That is actually working as intended, so the player has different ways of playing.
It was implemented to follow a "U-Curve" to consider specific Use Cases for gameplay.

The Use Cases are e.g.

1) Player can look at Unit details if he likes at extreme close up.
2) Player can play in "immersive mode" at slightly lower zoom.
3) Player can play in "normal mode" at normal zoom.
4) Player can zoom out and still see details for differentiating the Units (without them looking ugly).

Simply select the Zoom and Scaling you like and play with it, so where is the problem ? :confused:
Really do not understand the endless complaining about every tiny detail we implemented ...

If you do not like it, simply change it for yourself. :dunno:
I however very much like the current system and the Use Cases it allows.
 
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Mmmh, perhaps because I play with different zoom levels depending on what I do? But I must be alone in any case.

But it's ok, it's your mod, I'm not complaining, I'm just surprised. I'm commenting on it because I never saw it in any game and this is the Community Feedback thread, nothing less, nothing more.
 
As for the varying size of 3D models, depending on zoom level, I guess my main issue is the "bounce" occurring.
Honestly I don't zoom in often. I usually play at a zoom range where the music plays loud enough, but I can also see everything clearly.
I don't know. I'm playing on Gigantic, and this is the advised map size, so I'll gather enough points to buy thrice all the Explorers FF I believe.
Yes, I love the Americas Gigantic map at Marathon speed as a testbed for checking out a new mod from the perspective of different Nations and start locations. But as far as Exploration FF points, I believe it's just a game characteristic. And it's done this way so people playing any sized map can afford all the Exploration FF's.
 
I tried to install this latest build but the game crashes before starting. It claims that tbb.dll is missing, then after saying OK there are a bunch of errors with XMLs which I guess is entries that no longer make sense without tbb.dll.
However when I did a search on the 4.0.2 folder in MODS there was a tbb.dll file plain as day.
Maybe I needed to move that into a higher folder, or I'm missing some other little patch thing?

Had no issue loading 2.X or 3.0.1(?).
 
I tried to install this latest build but the game crashes before starting. It claims that tbb.dll is missing, then after saying OK there are a bunch of errors with XMLs which I guess is entries that no longer make sense without tbb.dll.
However when I did a search on the 4.0.2 folder in MODS there was a tbb.dll file plain as day.
Maybe I needed to move that into a higher folder, or I'm missing some other little patch thing?

Had no issue loading 2.X or 3.0.1(?).
You've skipped over step 5 in the instructions as those 2 files from "Copy to Colonization.exe" folder needs copied in the main folder, where colonization.exe is located.
 
You've skipped over step 5 in the instructions as those 2 files from "Copy to Colonization.exe" folder needs copied in the main folder, where colonization.exe is located.

Where is this mentioned though? Originally I was just going by the Readme, then after your above comment I see there is an install instructions.txt, but it just says to run setup.bat. I ran that and it still doesn't load...

*Edit* Okay there is a note under that step about moving things from folders etc. I'll see how I go now..
 
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Where is this mentioned though? Originally I was just going by the Readme, then after your above comment I see there is an install instructions.txt, but it just says to run setup.bat. I ran that and it still doesn't load...
In Readme would be step 8 but I see that installinstructions.txt got modified with the setup.bat and before it was to manually copy those files.

In any event, it seems that the setup.bat did not work as intended, so copy those files to the main folder and it should work.
 
Thanks for the prompt replies, I'm guessing you were just hanging around online when I barged in?

So I got it working. I wont post something too massive, especially as I haven't played it that far. But I noted down some dot points on the nearest old envelope:


  • Elephant in the room is the number of resources and professions. Wowzers.
  • Visual bug with George Washington's eyelashes. (pic 1)
  • Europe/Africa buttons low res. Seems like some buttons are low res, others aren't. Dunno why shellfish got changed, the old icon was fine right?
  • Visual bug of trees extending onto water. From what I can tell it wasn't a bug of accidentally placing that feature on that base terrain (pic 2)
  • Good clouds and bad clouds look similar and I found them less confusing before. They also blended in with the environment better. Ocean reef looks nice.
  • Hostile natives (and similar) guarding goody huts are so weak.
  • Why do forests on hills still give less lumber than flatlands ones? what is the point of this?
  • Crime seems like a really cool idea but I haven't worked with it much yet to see if the systems are interesting.
  • Why differentiate between wetland and marsh? btw wetlands look really good.
  • Same thing with taiga/tundra
  • Harbor space is an interesting idea, is it affected by geography? I think that would be very cool to have natural harbors; this could make some cities strategically important due to geography instead of just their infrastructure (which can ultimately be made anywhere).
  • Not sure how I feel about construction supplies. Does it make sense the target city can build things without there actually being laborers/carpenters there? Can't you already simulate this by sending wood from established cities to little ones?
  • Many specialists seem to get a raw deal, part of the good thing about secondary specialties (like tobacco planter also picking grapes well) was that most could still be useful for something, but I had a peat and clay cutter that was basically useless without any secondaries, and a bird butcher, and wondered why that wasn't just a normal butcher.
  • I had that problem that's been brought up before that after getting some immigrants in the early game, they couldn't fit in my starter city, but then they couldn't settle any new cities either so they practically did nothing. It was absurd and they just went to waste. After the first city built a pier, I got very lucky and the king sold 3 slaves to me, as at least they were good enough at fishing to let one of those freemen do something.
  • By the time I was able to afford another settler at the European docks, I spent so much money on that I couldn't afford a pioneer. I still haven't got to the point of having a pioneer yet. More importantly I forgot that under the 2-tile radius cities system you can't settle within 3 tiles, so basically the entire peninsula I settled Jamestown on was ruined, and there was no decent way to bridge between the Atlantic and Pacific by having a second port on the Pacific side (pic 3).
  • I was feeling disheartened and put off by the the number of systems and bewildering resources but considering I had gold and luck with the slaves, I was thinking maybe I'd persevere with this game and possibly see some later mechanics, but after this 3-tile setback I decided I couldn't be bothered. I was actually getting excited about building the infrastructure to let coastal boats service the Pacific and the ice lake seen in Pic 2. but the whole thing got thrown to the wind. Not to mention there were resources in the south I wanted but there was little food; I'd planned on moving food from the crabs to the south to fuel this, but it ended up I was barred from settling either spot lol.

I still think the settler change is a problem. I don't think I ended up posting it, but after trying 3.0.1 or whatever when the change was first made, my first game I had 3 expert settlers on the docks at game start, and a fourth popped behind one of those. Within say 15 turns I had 4 cities which was giving me a massive lead over anyone that didn't pop any. Was that game already a foregone conclusion? Could I lean back in my chair and pat myself on the back for a job well done and close the game knowing I'd beaten it?

Coming into this new update made me feel a bit like when I first started playing Dwarf Fortress (circa 2017 or so, before the Steam launch with actual graphics). It was completely bewildering and I it took me a few sessions and quite some time to even know what I was looking at. Another similarity IMO is the vast number of products or foods, but for example, pretty well all foods in DF are interchangeable and the only difference is source biome and the string of letters making up their name. Similar story with woods, wildlife, tradeable goods etc.
Kind of funny that the DF meme of "Proficient Milker, Cheesemaker and Soaper" migrants being immediately conscripted into the military or forced into braindead labor was transplanted into this mod, too.

I think the addition of environmental health was a good one. Stuff that accentuates the importance of the map/geography is almost always a good thing IMO.

P.S. I also noticed the zoom bounce.
 

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Where is this mentioned though? Originally I was just going by the Readme, then after your above comment I see there is an install instructions.txt, but it just says to run setup.bat. I ran that and it still doesn't load...
It is possible that if you have the mod installed in the /Mods directory in "My Documents" (user diretory) instead of the /Mods directory in the game installation folder that the setup does not work correctly.
That is why we keep repeating again and again that players should use /Mods directory in the game installation folder.

Simple solution:
1) Move the mod to the the correct mods directory
2) Execute setup.bat again and check what the console says
3) If there are no warnings / error in the console window everything should be fine

Edit:
Ok, it seems you got it working already. :thumbsup:
 
Hi there, first of all I wanted to say a huge, huge thank you for making this project. I've gotten hundreds of hours of fun out of WTP.
Since downloading the 4.0.2 version I've been having a lot more crashes than I was having before, I've tried to troubleshoot myself - I followed the instructions on the install instructions exactly and I have the game via Steam, so it's definitely not the game version.
I don't get any errors when loading the game or anything, the only thing I can potentially think of being a problem is having the two separate mod folders? As I have WTP 4.0.2 installed in the new "Mods" folder I created in the game's directory for WTP as per the installation instructions, and I still have the old "Mods" folder in "My Documents". Is anyone else having these issues?
 
Hi there, first of all I wanted to say a huge, huge thank you for making this project. I've gotten hundreds of hours of fun out of WTP.
Since downloading the 4.0.2 version I've been having a lot more crashes than I was having before, I've tried to troubleshoot myself - I followed the instructions on the install instructions exactly and I have the game via Steam, so it's definitely not the game version.
I don't get any errors when loading the game or anything, the only thing I can potentially think of being a problem is having the two separate mod folders? As I have WTP 4.0.2 installed in the new "Mods" folder I created in the game's directory for WTP as per the installation instructions, and I still have the old "Mods" folder in "My Documents". Is anyone else having these issues?
2023-05-21.jpg


Sorry for replying like this but there's a moderator approval waiting period if I link the post from Bug reporting thread
 
I don't get any errors when loading the game or anything, the only thing I can potentially think of being a problem is having the two separate mod folders? As I have WTP 4.0.2 installed in the new "Mods" folder I created in the game's directory for WTP as per the installation instructions, and I still have the old "Mods" folder in "My Documents". Is anyone else having these issues?
You will likely have issues if you have one mod in each location and you name those mods the same as then the game will mix them up.

Other than that I'm hard at work finding/fixing whatever people encounter in 4.0.2. I wish I would be faster doing that, but there is a limit to how fast I can work.
 
Thanks for the quick responses! I just wanted to check if it was something on my end or outside of that :), I look forward to seeing the next release!
 
Now we hope you will have a lot of fun playing this monster of a release.
Of course we are looking forward to feedback that may help us to further improve the mod.

Thanks a lot for the massive amount of time and dedication you have put into this. It's a masterpiece.

Due to family and work I have limited time to play computer games but I played the new mod maybe 4 times but I never played it through to the independence due to so many features I still find all the time. First two times I was still in the mindset of 3.x and only realised after the 3rd or 4th colony founded that I need to plan completely different in terms of getting resources. In the other games I came across so many new features that I would have approached the game completely different if I would have know this and that. Well done on adding so many features, it's so interesting to find something new all the time. I'll try a new approach this night as I have 2 or 3 hours to start a new game.

Keep up the good work and well done.
 
Just wanted to pop in and say THANK YOU for all your hard work!

I'm looking forward to many new game sessions :)
 
Is there a reason why stagecoach's cargo space was not raised to 2 as it's bit low at 1 for an advanced unit?
Conestogas got an upgrade to 4 from 2 and I wonder why the stagecoach was left wanting :)
 
I decided to cheat a bit to plant a city in my desired place and give the mod another chance. I got my 3 slaves on turn 25. On turn 30 one slave escaped. I returned that slave to the new, slave-free city, but by turn 37 all three slaves revolted on consecutive turns leaving me with none at all by turn 40. They weren't even worth the ~450 bucks I paid for them.
Then I noticed that after the slave had fled the second city, it had both unhappiness and crime with a single population. Let's investigate.

1 crime "caused by unhappiness". Okay, so now I look at unhappiness: 1 unhappiness "caused by crime".
So the city is now trapped in a vicious cycle? Is this for real?
 
So the city is now trapped in a vicious cycle?
It is not a "vicious cycle" since you can easily end it by producing either Happiness or Law.
Again, it does not keep continously building up / enforcing itself - thus no vicious cycle.

Is this for real?
Just relax and take care of a bit of Happiness or Law in your City and you will not have any problems. :thumbsup:
There are endless sources for those in the game mechanics.

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By the way:

Slavery game mechanics are now extremely powerful.
You just need to learn how to use them ... e.g. with Slave Masters / Slave Hunters.

But you of course do not try to learn the game rules and mechanics ... well then you may have results as you described.
WTP is a mod that simply needs a bit of time to really become good ... it is a bit complex by design.

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But generally nobody else really has a problem handling these mechanics either.
They are not that diffcult to work out if you at least try to understand how they work. :)


Decisions in WTP like acquiring slaves simply need some strategic thinking based on the current game situation ...
e.g. Acquiring slaves may in early game be a bad choice and later in midgame once you are prepared an excellent one.

Simply do not expect the mod to reward you for everything you do ... it would be pretty boring actually.
Wrong decisions in this mod simply also have negative effects, just like good decisions are rewarded.

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In other words:
Using slaves in tiny cities with low Happiness and low Law and without Slave Hunters and without ... is simply no the best way to do it.
And the reaction you got by the game mechanics most likely kind of tried to tell you that ...

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By the way:
Posts like this are the reason why I currently stopped modding and take a couple of months time out. :dunno:
If what I did was so horribly bad ... it is probably better I take a break for a while and let others do it better. :thumbsup:
 
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By the way:
Posts like this are the reason why I currently stopped modding and take a couple of months time out. :dunno:

People that don't want to learn either by reading in here or Colopedia and expect guides are really not worth your energy.
For every bad post you read, make a mental note that there's x10 that of praising posts.

Enjoy the time out and gather your mojo as your ideas to implement are great and the whole team working on this mod does an amazing job.
 
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