I was just wondering about Production, I like playing really long games with 1 to 5 cities, I have got to the point where I don't have anything I wish to build, but am force to continue building things in the cities, so I have been creating production crates and deleting them, will you implement a way to turn off production, or maybe the ability to just generate money or something instead of building structures or ships?
 
I was just wondering about Production, I like playing really long games with 1 to 5 cities, I have got to the point where I don't have anything I wish to build, but am force to continue building things in the cities, so I have been creating production crates and deleting them, will you implement a way to turn off production, or maybe the ability to just generate money or something instead of building structures or ships?
The `statue of the governor` produces crowns and crosses.
 
Capture d’écran 2024-08-29 154452.png

the icons for defense and freedom have appeared for me in the mod for quite some versions as ? on the map view for each city. (also at least one other icon which does not always appear)
anybody know how to remedy or at least where is the code in the python files so i can take a look at?
i managed to find where it is set for the city percentage bar (where it works), but i cannot find the code for city display on the map.

thanks again for the mod.
 
anybody know how to remedy or at least where is the code in the python files so i can take a look at?
Did you follow these instructions?

That looks very much like the "Steam Version Bug".
It is easily solved by following the guide above.
 
that's it. thanks. i played for years using tac / r&r / wtp, i had no idea. thanks.
It does not always manifest ... it depends if changes of the mod have dependencies to the exe.
Which in recent releases of WTP simply was the case ... Steam uses a modified exe ... not the original one.
 
To WTP team - Thanks for this super amazing Mod.

However coming back to Civ IV/Col I just cannot find the buildings I'm looking for in the Icons in the build list. Is it possible to have text build list?

Thanks
 
To WTP team - Thanks for this super amazing Mod.

However coming back to Civ IV/Col I just cannot find the buildings I'm looking for in the Icons in the build list. Is it possible to have text build list?

Thanks
If I understand your question correctly, the build que is in the middle-right of the city screen. Keep in mind a lot of the buildings have a pre-req to build, and appropriate resources on hand in order to build them. You'll also need to have someone in your carpenter slot for construction purposes.
 
I share your pain. I often have to mouse over the full selection several times before I find the one I want. A text list would be nice.
The thing is a list of buildings to be build already exist - as per pic below - Normally pop up if the colony build que is empty.

So I don't know if someone could maybe implement it in the colony build list. Myself and many others would probably be very happy
1730055808150.png
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Has anyone been able to play the new world gigantic map? I get a python error and crash to desktop.
I've been playing one of the Scenario Maps "Two Continents Gigantic" as the name implies it's a Gigantic map and I've been playing it for more than 100 turns without a problem. I haven't tried a custom Gigantic map
.
 
Has anyone been able to play the new world gigantic map? I get a python error and crash to desktop.
I don't tend to play it but I suspect it might crash eventually due to memory.
I have the 4gb patch applied but I don't actually know if this is required. Maybe someone could confirm whether the col exe is already flagged as large address aware.
 
After how many turns do you get the crash ? I play on a random gigantic map but not too long yet as I don't have much time for games at the moment.
As I said, I haven't really played long enough on gigantic to ever get a crash. Gigantic size has always been fine for me in the early game.
I was just speculating that eventually, possibly either in the late game or maybe never, you will run the risk of running out of RAM if it has a 2GB limit
I suspect that the col exe already has the large address aware flag so this is less likely to happen, but it is certainly an issue in large civ IV mods.
 
Hi everyone, it's great to be back here after a while. The WTP MOD is really good!!! I've been really enjoying it.

I'd like to ask a few questions.




- Since the last version of the MOD was released over a year ago (I think it was version 4.1.1 or 4.1.2, which is 4.1 that had some bug fixes), are you planning on releasing a new version, 4.1.3, recently?

I'm asking this because I'm thinking about starting a new game at the end of the year, and if there was a release date I would wait. I also saw that some bugs were identified and it seems that they were even fixed (like a pirate unit capturing a unit inside a boat at sea, etc.), so I wanted to know if there will be a version 4.1.3, even if it only has bug fixes.

But without any pressure/demand, if this version is not planned, just go to the GIThub repository and download+compile the latest version that is there and, then, these bugs will already be fixed in this version? How could I do this?





- Another issue is the game balance in relation to the issue of African Slave Units having a higher productivity than Specialist Units, due to the Unit Overseer promotions in the City. I saw that there was a person on the forum who suggested the idea of Slave Units not receiving productivity bonuses for Liberty Bells, which would make the Slave Unit more useful in the early/middle game and have a little less strength in the end. I think this could be a simple/realistic/historically correct way to do this balance. Or did the developers have any discussions about some other ideas regarding this balance? If possible, I would like to hear something about it, because I think that in the rest of the game things are very good and the MOD has really gotten more and more fantastic.

Overall that's it, congratulations once again for your great work. You guys are great. The WTP MOD is simply very complete, the potential that you managed to raise in this game is fantastic. Without a doubt one of the best MODs in this community.
 
... are you planning on releasing a new version ...
There was recently discussion if we would want to publish WTP 4.2 ... meaning the current development branch including bugfixes.
But there honestly was no clear decision on this ... in general yes we would like it ... but motivation currently to invest major efforts is also low.
... just go to the GIThub repository and download+compile the latest version that is there and, then, these bugs will already be fixed in this version? How could I do this?
That is probably the smartest thing to do ... there is no point in endlessly waiting.
Waiting might only save you an hour or so to follow the guide below.

... it seems that they were even fixed ...
develop is almost 1 year of fixes, translations, graphics improvements, balancing corrections, MapScript improvements ... so yeah, it is much better than current public WTP 4.1
Maintenance
as it can be done with reasonable efforts by the remaining team members keeps going ... also some things were contributed by community members.

----

Summary:

If you really want to play again ... don`t wait ... get the develop branch.
An official bugfix release end of the year is possible ... but I will not promise anything.

Thus, please check this guide:

----

P.S.
CivFanatics is not our main site anymore ... many team members do not even look here at all anymore ... especially the new guys that joined us over at discord.
Allmost all discussions related to WTP are currently happening over at discord ... there we still have an active community as well.
 
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