I feel like a giant dunce having to ask this, as it seems self-evident to everyone else, but how I exactly do I compile the .dll files for the New Hope build?

Feel free to explain it as if you were explaining it to someone who has extremely limited computer knowledge, because I assure you, that would be appropriate.
I used this explanation - only had to do it 3 times to get it right. My main mistake was that I used the MODS folder outside the location where the game is installed. I have never compiled anything before, so as I ultimatly was succesful, I would say its a pretty good guide. And its worth it! https://github.com/We-the-People-civ4col-mod/Mod/wiki/How-to-play-the-development-version
 
get this with the compiler no matter what option I pick

'nmake' is not recognized as an internal or external command,
operable program or batch file.

I think I must resign myself to the fact that I am just a dumb dumb.
 
'nmake' is not recognized as an internal or external command,
operable program or batch file.
This means the compiler is not placed next to the mod. Somebody else had the same problem and it was due to the get compiler script not finding git, hence throwing an error rather than downloading the compiler. If the compiler is there and it still doesn't work, not only should you report it, you could copy nmake.exe from the compiler folder into project files.
I think I must resign myself to the fact that I am just a dumb dumb.
This seems to be a hardware issue and sadly I can only solve software issues.
 
i got past that error, actually, but now a different error is being thrown with fastdep.exe when running the compiler. MSVCR100.dll was not found. Doesn't matter where I put that file.

It's no big deal. I can wait for the full official release.
 
i got past that error, actually, but now a different error is being thrown with fastdep.exe when running the compiler. MSVCR100.dll was not found. Doesn't matter where I put that file.
Another known issue with a known solution.
 
it would be great if you attach screenshots (and sometimes game saves) in such cases.
SInce you ask, and it happened again here are screenshots. It is no problem for me, just letting you know.
Spoiler Cannot found city :
nzDFbCI.jpg

Spoiler Turn it off and on again, can found city :
r8KM9wK.jpg
 
I see that you are playing in 3.0.1. in my test games 4.0, I did not encounter such a problem, so I do not even know what to tell you about this. there may have been some kind of bug that occurs extremely rarely, but I hope it is fixed at the moment.
 
Can maximum tax rate reach some "cap value" or is it possible for it to grow ad infinitum, reaching 100% eventually in some late game/very late game scenario or even surprasing it and making you effectively paying the King for goods Europe "buys" from you?
I mainly ask because despite playing on easiest settings and playing nice to the King (I prefer victory settings turned off for long-term playthrough), my max tax rate has cap of 30% below which it won't get lower and the tax rate seems to consistently grow towards max tax rate and when for example King wants me to attack other colonies which I don't want to, the max tax rate grows further which (if the tax rate was already at its "max" value) is followed by tax raise. Thus I am worried whether the tax rate will keep growing ad infinitum, potentially making trade with Europe eventually unviable for me if I didn't revolt. Or if, just as lowest max tax rate cap, there's highest max tax rate cap and if there's one, what value is it?
I am a bit of peaceful player and play Civ IV Co with your mod more like civilisation builder aspect than competetive way. Thus I want long term games mostly centered around slowly expanding and developing my colonies rather than fighting AI colonies or natives, or fighting for independence. I do a lot of trading with Europe and I see my max tax rate consistently growing long term over course of the game - that's why I seek to know if there's any permament cap over which it won't grow further.
 
I was trying to compile but I got this error, how can I fix it?

EDIT:
I was trying to compile but I got this error, I was following the instructions from this link https://github.com/We-the-People-civ4col-mod/Mod/wiki/How-to-play-the-development-version .

I downloaded SmartGIT and with it later I cloned the "New_Hope" branch to a MODS folder that I created in the folder where Coloniztion.exe is.

I renamed this cloned folder "We-The-People".

so I double clicked on "Get Compiler" in MODS/We-The-People/Project Files and then it created itself a compiler folder, inside the MODS folder I created.

I already had Strawberry perl, as I had tried to compile it before but without success.

Now when I double click on "Compile" (which is a perl program file .pl) but then when I choose either the 6 or the 2 way to compile it displays this error .

NMAKE : fatal error U1045 spawn failed.


What can it be?

1680624141518.png
 
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I was trying to compile but I got this error, how can I fix it?

Please try to follow this guide:

Most likely you have not yet gotten the compiler.

Just a few points to take care of:

1) Make sure you installed GIT
2) Make sure you installed Strawberry Perl
3) Make sure you installed the mod in the /Mods directory of the game itself (where the colonization.exe is)
4) Start "Get Compiler" and make sure it is properly copied (from GIT) into the /Mods directory (see above)
5) Only after that start "Compile" and chose Option 2 (this is the standard option unless you know what you do)
6) Make sure that in the /Assets folder of the Mod you find CvGameCoreDLL.dll --> It is the result of 5)

Also make sure that you followed these instructions before you try to start the game:
 
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GIT and Strawberry perl are installed.

I put New_hope via git cloning in the folder with Colonization.exe.

double clicking on GetCompiler generated this prompt screen and then it created this Compiler folder by itself.

Only after that I tried Compile.pl , choosing option 2, but it gave this same error NMAKE : fatal errors U1045

I noticed that the Assets folder doesn't have CvGameCoreDLL.dll, could that be the error? and where to get this file?

1680626475307.png

1680626509081.png
 
I noticed that the Assets folder doesn't have CvGameCoreDLL.dll, could that be the error? and where to get this file?
It is the result of the successful compilation. :)
But yes, you have the Compiler now. :thumbsup:

----

So the next step would be to actually compile.
If it fails to compile we need to see a screenshot.

Is it still the same problem as above?

----

If there was a bug with compilation it is also a good idea to aftewards delete "/temp_files".
This ensures that it is cleanly compiled again.

----

Also if you already messed around with compliation and downloading mods.
Please ensure that the other /Mods directory in the User directory under "My Documents" is empty !

So the mod and the compiler should exist only in the /Mods directory of the game installation.
If they exist in both, there may be an issue.

----

Also, did you follow these instructions already ?
 
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continues with the error
NMAKE : fatal error U1045

1680629691002.png


i delete temp_files folder.

I also left the mods folder in my documents empty.

regarding multi-threading I copied both .dll files to colonization.exe
 
This is usually the message when the Compiler is in the wrong folder.
But from your screenshots everythign seemed correct. :dunno:
continues with the error
NMAKE : fatal error U1045

Because then the "Compile.pl" cannot find the Compiler directory.
Maybe @Nightinggale still has an idea, because I think the folders are correct.
 
continues with the error
NMAKE : fatal error U1045
The makefile calls something, which fails, through it doesn't tell what it calls. Only hint is that it is building the source list. I don't recall ever having had problems with that, which couldn't be solved by deleting temp_files.

I will give you a new makefile. It does precisely the same as your current one, but it will reveal more about what it is doing. Maybe that will give a hint to what the problem is.

The makefile is supposed to replace the Makefile in project files.
 

Attachments

even using this new file continues with the error NMAKE : fatal error U1045

EDIT:
temp_file ZIP add.

1680631422834.png


Could the fact that I double-clicked "Setup debugger.pl", "Convert project to 2010.pl" and "Convert project to 2017.pl", in previous attempts that I tried to compile, be the cause of this problem?
 

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Could the fact that I double-clicked "Setup debugger.pl", "Convert project to 2010.pl" and "Convert project to 2017.pl"
No, those should not have affected the compilation by the script.
Still never ever randomly click stuff you do not understand what it is for.

Randomly clicking those files would only have broken your development project in Visual Studio if you had such a setup - which you do not.
But as I said, it should not have affected the Compilation by Script because those Perl-Scripts you clicked are not related to it.

By the way:
The mods folder is usually just called "\Mods" and not "\MODS" (in capital letters).
But I do not think that this makes a difference, since Windows is not case sensitive.
 
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