Hi
I would like to ask if there is a way to have other europeans as AI's that will:
1) not buy FF (or that the FF is not taken away from my list at least)
2) not do the revolution (or at least that their revolution does not make a counter on mine "X turns to finish)
As at the moment if i want to play a relaxed waty i need to make a game where:
> independence only victory (so no time limit)
> no other european players set up (so no competition for FF and for independence)
I would still love to have them as competition but without the time element.
A) What files should i change / modify to make the mod work that way?
B) Am i the only one interested in thease type of games / or can a mod option be considered for this?
Mohreb

Simply use a lower level of difficulty and you should be able to expand faster than the AI europeans and so claim the areas you want for your colony.
 
Also going for libertarian/sophisticated really helps. AI cannot match your bell production in late game anyways, it only matters from early to mid game.
 
Sid Meier would be proud to see what this game has become. You guys should invite him to play after next major release.
Thanks, modders like us really like to hear that. :)
It helps us to stay motivated.

We do this because it is fun:
  • We like to play the game ourselves and are thus happy when it gets better.
  • It is a great feeling of success to solve technical challenges and to create a mod like WTP.
  • It has a socially binding component to work in a team and to discuss with community.
But as you see, it has taken many years of work and joined forces of several modders since we are no professional / paid development team.
Sometimes private life or job also make it really hard to find motivation to work in our spare time as well.

TAC had been abandoned because its modders had become too busy with real live and lost motivation ...
RaR had been abandoned because its modders had become too busy with real live and lost motivation ...
So many other Civ4Col mods had been abandoned ...

If people like Nightinggale and devolution would not have started WTP (based on RaR) and thus kept the Civ4Col modding scene alive, there would basically be no Civ4Col modding community at all anymore. :thumbsup:
Now however people like me, Schmiddie and others start to come back again, which can be considered a small "wonder" (because a month ago I would not have believed myself to start modding again). :crazyeye:

I do have confidence, that we (the remaining modders) can achieve to continue creating a great mod with many improvements and a few new features to come. :)
I do also hope that more modders will join us in the future and more players will discover our mod and like it as well.
 
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FYI: "Big Military Overhaul" <- This is probably my most wanted feature (along with a tech tree \ civics)
For me those are the most interesting - because heavily expanding game play - features as well. :thumbsup:

But let me give you an analogy to explain my view:
We are currently still building the 2nd floor of our building ("Perfect Mod" WTP) and first need to finish and stabilize it. (All the smaller features we are discussing currently.)
Once we did that, we know exactly how the roof needs to and can be built and can do it because the 2nd floor is finished ans stable. (The final big features e.g. "Big Military Overhaul", "Civics" and "Techs")

Summary:
Let us first finish the "small features" and all potential improvements and bugfixes we need to do for these (to become stable).
Then we can build the "really big stuff" on top of it because they will depend on / use the "small features".

Basically this all comes down to "the vision" as we discussed in the internal chat.
It is more or less a kind of "architecture" to build a mod.
 
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Design by consensus leads to just average outcomes.
I know, but I believe we - the remaining Civ4Col community - can only "survive" like that.

A) Our community is already very small and we can not riks to loose too many more players.
B) Our community seems to not be used to big experiments considering new features anymore because these simply did not happen the last few years.
C) We are only very few skilled modders left and can not risk to make any modder in the team unhappy and have him/her stop contributing.
D) Most of us will most likely never create a full (personal taste) mod on their own again, because we can not or do not want to invest all the efforts needed on our own.

The "Golden Times of Civ4Col" modding with several mods and many feature experiments being developed in parallel seem to be over. :c5unhappy:
But I am happy that we are able to at least keep WTP (based on RaR) alive. :c5happy:
And if at least a few new features will also make it into the mod I personally will be satisifed.
 
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So - are units a bit faster the larger the mapsize?
No, but actually I like that movement on Mapsize Gigantic is not faster than normal.

Otherwise you would just get too much gold by Scouts (Goody Huts and Native Villages)
A lot of other aspects e.g. Warfare would also get unbalanced if movement gets too fast.

I personally play nothing else than Mapsize Gigantic because it is the only map size that feels realistic to me. :dunno:
As I said, we should not make movement there faster and we could also not make it any slower on the smaller maps either.
 
I have no idea if that is a bug or actually WAD. The free colonists on the dock in Europe are the usual "black hat, white vest"-guys. But the "free colonistst" not yet hired that could be rushed wear different clothes while everyone else looks identical on the dock and on dry land...?

FreeColonists.jpg
 
Are you playing the Netherlands?
(Because then it is working as designed. - The animated Colonists in the queue have the national colour as shirt.)
 
Yes, it is all correct. The unit on the dock in the right corner is 3d, animated and shows unit color, the unit on the dock itself is a 2d graphic which is all the same for all European nations (this is similar for all specialists and military units but it might not be so clear because they have more colors). If you have the time to create 2d graphics for all European nations in their own colors - feel free. ;)
 
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I would like to add additional options to the diplomacy feature in which the king grants you military units.

Which file should I look into?
 
I would like to add additional options to the diplomacy feature in which the king grants you military units.
Which file should I look into?
Adding options to the DLL-Diplo-Event is not doable by a simply XML-change.
You will need to do actual programming. (C++ for the actual logic and Python for the Diplo-Dialog-UI)
But yes, you will need XML changes as well (for e.g. texts).

But if you are able to do programming, simply look for code comments "European Wars".
This thread will give you more information as well.

Python Event System however is very much exposed to XML.
(It is however not as powerful because it cannot access the complete DLL capabilities, which contains all the complex core logic.)

All you can do considering DLL-Diplo-Events by XML only is slightly change the balancing.
(e.g. min turn to get triggered, number of Units you get, ...)
 
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Quick question on the size of a colony screen. It' must have been 2 years since I played this the last time, I think with the RaR mod, not with WTP. As far I remember - but maybe I am just wrong - the colony screen was 5x5 tiles and now it is 3x3 tiles. I could not find a post in this forum and no setting in the start games screen to change this.

Is there an option to have 5x5 tiles in the colony or is it 3x3 in any game setting ?
 
Is there an option to have 5x5 tiles in the colony or is it 3x3 in any game setting ?
There are 2-DLLs included in the download in 2 separate folders.

If you want to play "RaR"-style with 5x5 cities you need to copy the DLL from folder "2 city plot" into folder "Assets".
Personally that is the way I prefer to play WTP myself and WTP is actually best balanced for "2 city plot" (because balancing is pretty much still RaR). :)

For further information please read "install instructions". :thumbsup:
(a txt readme included in the download as well)

Edit:
Please start a new game though.
Sorry for any inconvenience. :c5unhappy:
 
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In my current game I noticed that in the score list all nations had "cannot declare war" below them.

Colonizationcannotdeclarewar.jpg



However when I enter diplomacy I can declare war. Is the red statement of cannot declare war only true that THEY cannot declare on ME - and if so, why?
 
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