WTP 4.0.2 Published - Community Feedback

They don`t. You can trust on that. :)
Storms may damage but not completely destroy ships.

Also the absolutely only thing that was changed related to Storms in WTP 4.0.x is the graphics.
We have had Storms in the mod since 13 years - trust me there is no problem with them.
Yeah I've been playing this mod since it was TAC. I've just noticed, with the reefs and rocks and shallow coasts, my Ships have been coming into port more damaged on average than they used too.
 
Yeah I've been playing this mod since it was TAC. I've just noticed, with the reefs and rocks and shallow coasts, my Ships have been coming into port more damaged on average than they used too.
Damaged yes, but not destroyed. :)
 
Known bug and I fixed it a few days ago (like after 4.0.2). It will be included in the next release.

Just a question, is this bug fix going to be published via a "Hotfix 4.0.x", or would it be such a big change in the system that it would only come out in a 4.1 edition?

and if yes, it would probably be compatible with a save from a play created in this latest version 4.0.2, (I'm Brazilian and I would like to play, precisely with Martim/Portugal) I ask this because I'm thinking about starting a new play and how each game it takes a long time for me, I don't know if I could start a game now with Martim/Portugal and then update to fix the bug, or if I should wait for a HotFix 4.0.x to start there without the bug and not have a compatibility problem of save versions.
 
Just a question, is this bug fix going to be published via a "Hotfix 4.0.x", or would it be such a big change in the system that it would only come out in a 4.1 edition?
It will be included in 4.0.3, but the release date for that one is unknown right now. The biggest problem is that there are people reporting crashes, but so far nobody has given me any crashing savegame or any other clue to what might be wrong. I don't feel like releasing and then fixing a crashing bug the following day so right now the next bugfix release seems to depend heavily on that new unknown crashing bug.

and if yes, it would probably be compatible with a save from a play created in this latest version 4.0.2
Yes. Not just "happens to be compatible", I explicitly added code to recreate a cache from scratch on game load to ensure the game will use the new values (well the correct ones) even if the game was made prior to the fix.
 
So far my crashes seem random and the game is playable from the save.
I seem to remember, that options had the choice for the frequency of autosave, but I can`t find it...
Is there a way to autosave after every turn? That way a random crash is less annoying and faster to salvage.
 
Is there a way to autosave after every turn? That way a random crash is less annoying and faster to salvage.
The settings are in My Documents/My Games/Civ4Colonization/CivilizationIV.ini
(Civ4Colonization might be named differently depending on if you got the game from steam, GOG, disc etc)
Code:
; The maximum number of autosaves kept in the directory before being deleted.
MaxAutoSaves = 30

; Specify the number of turns between autoSaves.  0 means no autosave.
AutoSaveInterval = 1
Those two settings are the interesting ones. I think they are 5 and 4 respectively by default, but the numbers posted here are the ones I'm using.
 
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The biggest problem is that there are people reporting crashes, but so far nobody has given me any crashing savegame or any other clue to what might be wrong.

I have the crashes, but it is so random. Have tried to reproduce, but am unable to.
Reloading makes it go past the point of crash, even doing same exact moves as before crash.

Last crash I had was before even first move of new game, made me think I would finally have a save to send over, but reloading the save everything worked fine.

Always play on FaireWetherTweakEx map though, if that helps a little.

I also used to have random crashes on 3.x though on a different computer setup. Only thing that is the same is my 3080.

The crashes are not so common that I am unable to enjoy the game though.
 
Are you playing on a map size like huge or larger?
The game might come to its memory limitations on these sizes, and that seems to happen randomly, but it is usually only after you have played for a while.
I have no idea if some graphics driver might have a larger impact on virtual memory requirements and therefore make certain systems more prone to crash the game ...
 
Are you playing on a map size like huge or larger?
The game might come to its memory limitations on these sizes, and that seems to happen randomly, but it is usually only after you have played for a while.
I have received some savegames for a crashing game, through I can't reproduce any crash, or at least not yet. I let the game idle as that is one way to get it crash and nothing happened. Memory usage dropped to 221 MB so it doesn't look like an out of memory issue.
 
After a couple of weeks of playing, here are my thoughts:

1. The game looks beautiful, and many of the changes are positive.
2. The game is different, which is cool. Keeps me on my toes, forces me to re-think strategies that were on auto-pilot on previous versions.
3. It's extremely difficult to figure out what each picture is. I have no clue most of the time. I didn't even realize rubber was now in the game - I thought that was rice.
4. My biggest issue - the game is ultra-complex now, and while I completely understand that the Colopedia updates take time, the lack of updates or more explanations on the in-game pop-ups/mouse-overs makes the new gameplay doubly frustrating.

Bottom line... I'm enjoying the game quite a bit, even if I simply don't know what to do with many of the new resources because there's a lack of "connect the dots" explanations between resources/terrain, professions, buildings, and final products. For instance, some new resources are used to make something else, some are just there for increased food production or some other reason I can't figure out. Stuff like fruit appears to just increase food production, but there are no terrain improvements or further refining/production associated with them, you just stick someone in the field to pick it. The explanations in the Colopedia look identical to some of the other resources that we actually do use to make something else. But take coal, for example. I have no idea what to do with it, and I can't find a single explanation between the resource, terrain, individuals, building, or potential product that tells me what to do with it. By trial and error, I think I've figured out that 6 coal and 6 iron will produce guns, but I lucked into that finding, and I don't know if that's all it can be used for. It feels like there are dozens of similar "figure out the puzzle yourself" situations throughout the game. All of the animals, people who can hunt/herd them, and produce something out of them are similarly difficult to figure out. I still can't figure out what wild bird feathers are used for. Same thing with all the different types of wood.

Anyway, just my two cents. Thank you for the game. I'm trying to figure out how best to play by trial and error, but it's still fun and that's the most important thing.
 
Fruit can be turned into brandy in the distiller's house, and benefit from building fruit plantations

Note: I discovered those factoids completely by accident, which goes to your larger point

Also, most of those extra food resources provided additional health when worked, which is something I suggested a few years ago and I am very excited to see implemented
 
Are you playing on a map size like huge or larger?
The game might come to its memory limitations on these sizes, and that seems to happen randomly, but it is usually only after you have played for a while.
I have no idea if some graphics driver might have a larger impact on virtual memory requirements and therefore make certain systems more prone to crash the game ...

I play on the biggest map available, on marathon and highest difficulty.

Civ;
Portugal - Martim Afonso

FaireEX:
Few Isles, regular, less amount of large rivers, min 5 plots river size, 55% land.

System:
Win 11, AMD 5800X3D, 32 GB RAM, RTX 3080 and always updated drivers.
 
Just two issues:
I have difficulty grabbing yields from the city screen. I have to grab from the top part above the text (1080 resolution)

...and it has been mentioned many times but the amount of goods are overwhelming and info regarding production chains seems hard to find. UI improvement to switch displayed city yields between all/produced/present will really help.

Seriously amazing what you guys have achieved. I always loved the mod, but 4.0 has taken it to impossible levels of brilliance.

Congratulations
 
I have difficulty grabbing yields from the city screen. I have to grab from the top part above the text (1080 resolution)
Not the first report we have had of this. It seems to heavily depend on screen resolution and we admit we didn't test every single aspect of the mod in every single resolution prior to releasing.

UI improvement to switch displayed city yields between all/produced/present will really help.
You mean something like this :)
 
After a couple of weeks of playing, here are my thoughts:

1. The game looks beautiful, and many of the changes are positive.
2. The game is different, which is cool. Keeps me on my toes, forces me to re-think strategies that were on auto-pilot on previous versions.
3. It's extremely difficult to figure out what each picture is. I have no clue most of the time. I didn't even realize rubber was now in the game - I thought that was rice.
4. My biggest issue - the game is ultra-complex now, and while I completely understand that the Colopedia updates take time, the lack of updates or more explanations on the in-game pop-ups/mouse-overs makes the new gameplay doubly frustrating.

Bottom line... I'm enjoying the game quite a bit, even if I simply don't know what to do with many of the new resources because there's a lack of "connect the dots" explanations between resources/terrain, professions, buildings, and final products. For instance, some new resources are used to make something else, some are just there for increased food production or some other reason I can't figure out. Stuff like fruit appears to just increase food production, but there are no terrain improvements or further refining/production associated with them, you just stick someone in the field to pick it. The explanations in the Colopedia look identical to some of the other resources that we actually do use to make something else. But take coal, for example. I have no idea what to do with it, and I can't find a single explanation between the resource, terrain, individuals, building, or potential product that tells me what to do with it. By trial and error, I think I've figured out that 6 coal and 6 iron will produce guns, but I lucked into that finding, and I don't know if that's all it can be used for. It feels like there are dozens of similar "figure out the puzzle yourself" situations throughout the game. All of the animals, people who can hunt/herd them, and produce something out of them are similarly difficult to figure out. I still can't figure out what wild bird feathers are used for. Same thing with all the different types of wood.

Anyway, just my two cents. Thank you for the game. I'm trying to figure out how best to play by trial and error, but it's still fun and that's the most important thing.
We are currently working on improving the Colopedia, but that takes some time. However, we're also getting close to completing a spreadsheet for all the goods and production chains (including images of the goods). That will help a lot...
 
Hi guys,

after almost 2 years of development the WTP team is proud to present its newest major release:
We The People 4.0.2 - aka "New Hope"

It was tough two years with a lot of hard work for the team and almost endless waiting for community.
We thus thank all team members and supporters for their commitment and motivation and community for its patience.

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.

Of course this project is not done yet, we will continue to develop and are looking forward to further releases.
Now of course we should all take a few days to relax again and have fun playing our new release.

Your WTP team

EDIT: updated to 4.0.1. People started reporting a few "must fix now" bugs.
You guys are the greatest.

Has anyone had any success playing through steam native on Chromebook *OR* a Linux partition on chromebook?
 
You guys are the greatest.

Has anyone had any success playing through steam native on Chromebook *OR* a Linux partition on chromebook?
This is a whole thing. Does anyone have their filepath handy? Need to work inside a VM
 
I like a lot of the new features, the terrain variety is nice and the graphical upgrades are appreciated. But... I'm really just overwhelmed by the huge number of extra goods and professions to a point that I find them detrimental to gameplay, for a variety of reasons:

- there are just so many goods it's hard to remember how they're sorted in town/dock screens, and it takes longer to scroll through when loading into transports. The actual order they're sorted in doesn't seem to make much sense either.
- as other people have mentioned, the icons are tiny and many are difficult to distinguish. I don't know if you even can make this many icons easily distinguishable.
- the extra goods are also reflected in a wider variety of tile yields, and it honestly just gets hard to remember what a given tile can produce once it's deforested and to decide what to do with it.
- 3+ capacity land/sea transports are now more valuable as you need, for example, tools + stone + clay for new colonies' buildings. That means two trips with a wagon train for a town hall instead of one. Similarly, colonies are more likely to produce a wider variety of goods than before.
- any given specialist that shows up on your docks is that much less likely to be useful even in the late game. The feeling of existential ennui I get at seeing the fourth pearl diver show up to immigrate to the new pearl-free continent is now compounded by e.g. confectioners flocking to my high-latitude colonies.

In addition, some of the new goods and production chains just seem overly complicated for the sake of it, and I can't tell if they're there for verisimilitude or for game balance reasons. Some examples:

- there's both clay and peat. Clay is needed for buildings and pottery, whereas peat only seems to be used for pottery, so it's just straight up worse? Why does peat need to exist at all?
- rice exists I guess because it was a valuable cash crop in the Carolinas. But it gets used by bakers (??) to make goods that some out-of-town professions need? Why not just make baked goods use food, or rename barley to a more generic grain if it needs to be separated from generic food?
- does the game really need chickens, geese, pigs and goats? Chickens and geese needing an entire wetland tile to raise is nonsensical. For that matter, high latitude wetlands don't seem particularly conducive to rice-growing either. Hilly wetlands look like Scottish highlands to me, not like anywhere you'd actually grow rice.
- Do fieldworker tools really need a completely separate production chain from regular tools? As far as I can tell, I can't even produce hardwood anywhere in my colonies, which seems absurd for a good that should be commonplace if it needs to exist (which IMO it shouldn't).
- the powder maker is one of an increasing number of buildings that makes two different goods, but as far as I can tell, it is the only one where one of the products (charcoal) is an input for the second (gunpowder), a strange and IMO unintuitive pattern.
- olives & rapeseed and their oils should probably just be removed. Maple syrup and other goods too. I understand some of these have cultural importance but they should be abstracted away if they were historically of modest economic significance.
- the number of different types of clothing is just bewildering. On top of that, separating wool cloth from other cloth types seems unnecessary.

Sorry if this sounds overly negative but do consider that if veterans of v3 are finding the new economy overwhelming, how will complete newbies cope? The production chain spreadsheet is very useful but I didn't need it in v3 whereas now it's basically essential unless you just want to completely ignore a majority of the goods in the game.
 
Sorry if this sounds overly negative but do consider that if veterans of v3 are finding the new economy overwhelming, how will complete newbies cope?
Most of the players actually said that they love all the new Yields after a bit of time to get used to it. :dunno:
 
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