Ah, I see, I only read a recommendation to use FaireWeather Ex (instead of other, older scripts) written a few months ago; not a gamebreaking problem anyway. :)

BTW, fantastic work on the mod, captures the great feel of ColDOS while adding so much in the way of options and choices :thumbsup:


The above link is for directions on how to end up playing the develop version, where the modders are working on fixing the issues that are reported and that is referred to as internal version. This develop version is also a bug reporting venue for players who would like to assist the project but are not programmers and such.

*Reminder to use search function for any guidance needed, as there are posts created with explicit instructions on how to, for just about everything with this mod.
 
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I am having issues with automated transport.In R&R it worked flawlessly, but here I have a feeling sometimes it work, other time it doesn't.My vehicles often do not move at all.
I am wondering what am I missing?
 
I am wondering what am I missing?
You are not really missing anything.

Since WTP 3.0.1 we had issues with Automated Transports sometimes - most likely related to "Large Rivers".
But until now nobody really found time and motivation to analyze and improve / fix it.

All I can say:
It is on the todo list.

If you want to provide a savegame it may help to analyze.
But as I said, it needs somebody motivated to work on the topic.
 
You are not really missing anything.

Since WTP 3.0.1 we had issues with Automated Transports sometimes - most likely related to "Large Rivers".
But until now nobody really found time and motivation to analyze and improve / fix it.

All I can say:
It is on the todo list.

If you want to provide a savegame it may help to analyze.
But as I said, it needs somebody motivated to work on the topic.
Ok, thank you for the info.I thought it was maybe linked to storage limit.
 

Attachments

Active list is located in Quest log.
My question is where I can see current status?For example I need to sell x amount of resources, but I don't know how to see quantity left.
Also interested in this.. It seems that the quests are broken since I transported dozens of thousands of the requested goods but never got a "Well done!" from the King... Furs for example.. Am I missing something?
 
Also interested in this.. It seems that the quests are broken since I transported dozens of thousands of the requested goods but never got a "Well done!" from the King... Furs for example.. Am I missing something?
That one requires 12k furs, or forty full slots of furs.

Which I'm pretty sure I've done by this point too.
 
1. How exactly does one get a Mission to employ an Evangelist to get the Cross bonus inside the colony? I have fortified an Evangelist inside the Mission, worked the corresponding tile inside the colony both with another Evangelist and non-Evangelist but to no avail. Mission is functioning to some degree because the Natives will deposit gifts occasionally but really want that Cross bonus and no dice as of yet.
2. Does anyone know the formula for what the game "charges" a player to finish/rush production on a building? I've had a pretty wild array of prices come in and I'm trying to nail down what the key factors are. Stuff like I had all the Hammers, Stone and Tools needed on a Fortress and it wanted about $7,500 for just the remaining 25 Clay and other colonies of similar sizes had the same relative price come back on similar building situations. In smaller colonies where the same amount of material was needed the prices were exponentially lower.
 
Active list is located in Quest log.
My question is where I can see current status?For example I need to sell x amount of resources, but I don't know how to see quantity left.
Yeah, the quests are fun but extremely difficult to manage w/o a tracker of the amount shipped.
 
Thanks, we always appreciate nice feedback.:)

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@bookaneer
Adding new Yields
is currently only possible by DLL modding / programming.
(You e.g. need to program AI so it knows what to do with it.)

I have an old concept "Military Accademy" that e.g. creates Yield "Military Training".
(It is buried under a huge pile of more important concepts though.)

There is no way to add new game logic / completely new game features by XML modding only.
(XML is no programming language. It is just configuration for logic already existing.)

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You need to learn programming / DLL modding and then take a look how we introduced all other new Yields in the code.
(Learn from existing examples in the DLL logic, XML and Python.)

You would also need to learn how to edit GameFonts (and for a Plot Yield also ressource_icons_ea_64).
Those are really very tricky to edit. (Much more difficult than e.g. simpel buttons.)

Additionally you would most likely need to program Python for the Screens.
(e.g. City Screen or Advisor Screens - unless you are really lucky.)

It is massive amount of effort also for XML if you want to make all the balancing properly.
Configuring the balancining of Units, Professions, Buildings, ...
(Maybe even Founding Fathers and Traits.)

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Summary:
Adding a new Yield is one of the most difficult tasks in modding Civ4Col and I have never heard of a beginner modder even trying.
(It goes way beyond XML and also includes programming DLL, graphical modding and most likely also Python for the Screens.)

But of course, you can try to learn all that stuff. :thumbsup:
It is just not like "Here is a short answer and all is done".
Military Academy is an idea I've had myself with the backbone of the idea simply starting units off at a higher level of XP so hopefully I can get a few to finish the entire promotion tree by the end of a game. Would also be to give some new commands to units that are Generals or Officers and maybe require that they have command of a group of units over a certain size for those to apply.
 
Military Academy is an idea I've had myself with the backbone of the idea simply starting units off at a higher level of XP so hopefully I can get a few to finish the entire promotion tree by the end of a game. Would also be to give some new commands to units that are Generals or Officers and maybe require that they have command of a group of units over a certain size for those to apply.
There's also the simpler possibility of a building that passively gives XP over time up to a cap - it's implemented in several of the FFH submods for Civ4 proper, so it's probably doable in CivCol too? Wouldn't need a new yield or yet another set of employees.
Maybe tie it to the fortification building line as a prerequisite?
 
There's also the simpler possibility of a building that passively gives XP over time up to a cap - it's implemented in several of the FFH submods for Civ4 proper, so it's probably doable in CivCol too? Wouldn't need a new yield or yet another set of employees.
Maybe tie it to the fortification building line as a prerequisite?
I like the idea of having at least a commandant who runs the academy and decreases the time to train new officers. This is a matter of purely personal opinion but I don't see the point in making tiny little half-hearted additions to the mod. Stuff like slaves having overseers is one of the most glaring weaknesses in the game because it's so easy to exploit. You just take as much spare revenue as you have and keep grabbing more and you can colonies where every tile has an output of 25 food and the game has no remedy because people assumed it wouldn't be exploited. To be clear I've not seen enough details on your suggestion to know how it would go but I think each addition should have multiple angles and drawbacks so players have to make intelligent choices. Being part of the building chain doesn't make a lot of sense to me as that's really just architecture but you could say that after a fortress reaches a certain size it requires a commanding officer to maintain order and so there would be a cap on either the efficiency of the unit's defending without one or just a limit on the number of troops.
 
Different topic:
I'm new to 4.02. Is it normal that a colony with three people can have -3 health?
Spoiler :
Health.jpg
 
Please note that the current -3 is the cummulative result from the -1 per turn.
What causes the -1 per turn would be explained by the detailed information, as Hrvoje mentioned.
 
Just came back to WTP after a few years, and am impressed by the additions! Great work!

I am working on my own mod for Beyond the Sword; would it be okay if I used some assets from WTP, such as terrains and unit textures?
 
I am working on my own mod for Beyond the Sword; would it be okay if I used some assets from WTP, such as terrains and unit textures?
Sure, just give credits to the WTP team for using these graphics.
 
Sure, just give credits to the WTP team for using these graphics.
Thanks, and I will!

Just curious if anyone here knows, but when I've tried to import unit/building graphics (NIF and KFM) from Civilization Colonization to Civ Beyond the Sword, I've had trouble. The unit models have weird vertex glitches where one or two vertices will shoot off the screen, and the game eventually crashes. I thought that bringing 3D graphics between Civ Col and base Civ would be fine, since they're the same engine. Has anyone encountered this, or am I doing something wrong?
 
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