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Is there a general guide that explains what to do? Looking at the overhaul is a little overwhelming but amazing.
You could watch these:

Otherwise there are just many discussions in different forums and discord.
But no there is no "general guide" as the mod is just too big and for a simplified guide.
 
You could watch these:

Otherwise there are just many discussions in different forums and discord.
But no there is no "general guide" as the mod is just too big and for a simplified guide.
Thank you. I found the article below helpful too. The grand scale is very appealing. Just getting over the newness hump. Like building a cart or wagon to trade with natives, takes oxen or horses or sail material. I'm probably not doing things right because having the $ for buying that stuff in Europe is hard.

 
I'm confused about this, does it mean a pasture does help sheep? It has -2, but then the words say it helps sheep. Thank you.
1703630859405.png
 
the descriptions on Pedia are still far from perfect. many texts have not yet been corrected after the changes made. Focus on numbers, not descriptions.
 
I'm confused about this, does it mean a pasture does help sheep? It has -2, but then the words say it helps sheep. Thank you.

There is something wrong in your image / version.
I just checked Colopedia of develop (which should be almost identical to WTP 4.1)

It correctly shows:
+2 for Sheep

I also checked XML and everything is correct there as well. :dunno:
XML: Civ4ImprovmentInfos.xml --> IMPROVEMENT_PASTURE

1703665633034.jpeg
 
There is something wrong in your image / version.
I just checked Colopedia of develop (which should be almost identical to WTP 4.1)

It correctly shows:
+2 for Sheep
I just checked the git log for that xml file. It has been +2 for sheep since the WTP git repository started. Whatever went wrong here, it looks like it has never been part of any development or release version. I have no real explanation for this other than somebody edited the xml file, but if that's the case, then I have no explanation for why it's negative or why it was done without RagingChimp knowing or remembering it.

the descriptions on Pedia are still far from perfect. many texts have not yet been corrected after the changes made. Focus on numbers, not descriptions.
Yeah as a general rule, the numbers will be the same as what the game is using. If there is a bug in the number, then that bug will apply to the game too.
 
I just checked the git log for that xml file. It has been +2 for sheep since the WTP git repository started. Whatever went wrong here, it looks like it has never been part of any development or release version. I have no real explanation for this other than somebody edited the xml file, but if that's the case, then I have no explanation for why it's negative or why it was done without RagingChimp knowing or remembering it.


Yeah as a general rule, the numbers will be the same as what the game is using. If there is a bug in the number, then that bug will apply to the game too.
I just installed WTP a few days ago and certainly didn't mod anything. I'm not that savvy. Should I uninstall/reinstall?

Another issue, I have a galleon in europe that won't load people. It's empty and I was able to put guns/horses in it, but can't load people from the dock. Is that me not understanding a mechanic or a game issue?
 
Spoiler :
1704478022819.png


In the relationship with King, I'm gaining a Malus called "The potential for rebellion is growing in the colonies". This malus has grown a lot and even very quickly. I would like to know what factors impact this, and how I could look at this in more detail.

Does the total number of "liberty bells" produced in all cities count? or is it the percentage of the population that supports independence? (because from the experience I'm having in my play, this value has grown very quickly when it arrives in Middlegame, I still have 12% of support independence and I'm already at -17 of that malus).

If someone could please explain to me how this mechanics works, I would be very grateful.
 
Hi. I am big fan of Civ games, since Civ1...ahem. And i am glad there are still some people appreciates Civ4Colonization game :) I have a question about WPT Mod. I want to increase Pioneer movement and workrate since the cities are bigger and improvements take too much time. Anyways; in original game i go to
Civilization IV Colonization\Assets\XML and edit CIV4Unitinfos.XML file:
<iMoves>
<iWorkRateModifier>
lines should be edited. It is easy.

But WTP mod doesnt have that file and changes original file values. How do i edit those values on WTP? Which file, which line?

Thx in advance for answers :)
 
Civilization IV Colonization\Assets\XML and edit CIV4Unitinfos.XML file:
You are not looking in the correct folder, but the file does exist.
(And it is also in the same folder as it is in Vanilla.)

Look here:
<Name_of_WTP_Folder>\Assets\XML\Units\Civ4UnitInfos.xml

A simple file name search in Windows Explorer would also have given you the file location. ;)
Spoiler :

1704652932560.png
 
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Does the total number of "liberty bells" produced in all cities count?
Yes, it is the Bells Produced * Rebel Rate / 100.

So the absolute amount of Bells - which is related to the size of your empire - and the Rebel Rate matter both.
So the bigger your empire gets and the more rebellious, the more you will anger the King.

Having 0 Rebel Rate will of course drop the negative multiplier to 0.
Also he worst negative you can get is -20. So it is also capped at some point.

But there are also many many possibilities to get positive Attitude from the King. (e.g. by Events.)
Also the worst this attitude malus will do is to trigger some more tax increases or to make some DLL-Diplo-Events more costly.

-----------------

GameSpeed balancing and King Personality balancing are also considered.
(But the two variables above are the most important in the formula.)

Spoiler :
int CvPlayerAI::AI_getRebelAttitude(PlayerTypes ePlayer) { if (GET_PLAYER(ePlayer).getParent() != getID()) { return 0; } if (GC.getLeaderHeadInfo(getPersonalityType()).getRebelAttitudeDivisor() == 0) { return 0; } int iBells = GET_PLAYER(ePlayer).getBellsStored(); iBells *= 100; iBells /= std::max(1, GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getGrowthPercent()); iBells /= GC.getLeaderHeadInfo(getPersonalityType()).getRebelAttitudeDivisor(); // Erik: Negative attitude from bells now scale with the rebel sentiment. // This effectively disables the exploit that allows players to request discounted // units from their king as long as the king is at least cautious const int iRebelPercent = GET_TEAM(GET_PLAYER(ePlayer).getTeam()).getRebelPercent(); // TODO: The maximum should be a XML parameter const int iCappedBells = static_cast<int>(std::max(-20.0, iBells * ((100 - iRebelPercent) / 100.0))); return iCappedBells; }
 
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How to enlarge size of Import/Export screen? The are lot of space in city management. Very annoying to list so lot of goods :(. Sorry for my english.
 

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How to enlarge size of Import/Export screen? The are lot of space in city management. Very annoying to list so lot of goods :(. Sorry for my english.
This is a feature, which is high on the wishlist. Vanilla doesn't intend this window to be able to resize, so it takes some very creative thinking to get it working. Either that or remaking it from scratch.
 
I'll start as I always do, by thanking the amazing WTP team. Thank you for what you have lovingly crafted.

Two questions:
1) I like to play with particular settings. No land or sea wildlife, reduced REF, larger land percentage. Is there some way I can set these as the default settings when I open the game set up?

2) I find the amount of weather to be a distraction. Is there a way of reducing the amount of favourable/unfavourable winds, fogs and storms?

I'm guessing some of these are just as simple as adjusting variables in the files but after a quick look I can't find anything.

Thanks in advance.
 
1. these options can be changed in the CIV4GameOptionInfos file
2. I don’t remember where I can change this because I’ve never done it.
 
I'll start as I always do, by thanking the amazing WTP team. Thank you for what you have lovingly crafted.

Two questions:
1) I like to play with particular settings. No land or sea wildlife, reduced REF, larger land percentage. Is there some way I can set these as the default settings when I open the game set up?

2) I find the amount of weather to be a distraction. Is there a way of reducing the amount of favourable/unfavourable winds, fogs and storms?

I'm guessing some of these are just as simple as adjusting variables in the files but after a quick look I can't find anything.

Thanks in advance.

For #2, I don't remember the file of the top of my head; but there was a topic on this forum a few weeks? month or two? ago about this topic, and I used it to stop most weather and fog from spawning. So, definitely possible!
 
I'll start as I always do, by thanking the amazing WTP team. Thank you for what you have lovingly crafted.

Two questions:
1) I like to play with particular settings. No land or sea wildlife, reduced REF, larger land percentage. Is there some way I can set these as the default settings when I open the game set up?

2) I find the amount of weather to be a distraction. Is there a way of reducing the amount of favourable/unfavourable winds, fogs and storms?

I'm guessing some of these are just as simple as adjusting variables in the files but after a quick look I can't find anything.

Thanks in advance.
1) https://forums.civfanatics.com/threads/tipps-and-tricks.657370/page-4#post-16034149 wordilly answers the default land size question, without mentioning it since it didn't exist at that point.

2) In ...\Mods\WeThePeople\Assets\XML\Terrain\CIV4FeatureInfos.xml you can change the <iAppearance> tag to the likelihood of different weather or terrain features showing up each turn. The <iDisappearance> tag is the odds of a cloud disappearing on a turn. If you set the number to zero the feature should not appear in the game. The odds range is 0 - 10,000... I think.

Example:


Code:
<FeatureInfo>
<Type>FEATURE_FOG</Type>
<Description>TXT_KEY_FEATURE_FOG</Description>
<Civilopedia>TXT_KEY_FEATURE_FOG_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_FEATURE_FOG</ArtDefineTag>
<YieldChanges/>
<RiverYieldIncreases/>
<iMovement>3</iMovement>
<iSeeThrough>1</iSeeThrough>
<iDefense>15</iDefense>
<iAppearance>0</iAppearance>
...
 
I started a game with WTP 4 and noticed some goods aren't being stocked. I produce cheese, rum, olive oil but they aren't showing up in storage. Does anyone know why?
 
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