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Releases: We-the-People-civ4col-mod/Mod

4.1

20 Oct 19:55
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Version 4.1

Changes:

  • New MapSize "Massive" + some new Maps for it
  • Reduced generation of Coral Reefs on Ocean
  • "Bakery Products" have been renamed to "Provisions"
  • Immigration Overhaul (too many Units on Dock waiting reduces Immigration)
  • The flag on the Danish Schooner is no longer mirrored
  • Buttons to import/export all yields now include more yields
  • More background music added
  • Changes to when some events will trigger (no spoilers with specifics here)
  • Production help text (like mouseover on hammers) now has the leader contribution listed as a standalone line
  • Domestic Advisor gained mouseover help text on the production page
  • Event help text now informs more about production changes
  • Wild Feathers are now used to produce (padded) Goat Hide Boots.
  • #427 #820 Build road to location now allows the player to pick which type of road to build
  • Readme is now html as that allows index with links to each section
  • Savegames will no longer break if more buildings or units are added to xml
  • Added more achievements
  • #723 Map sizes have changed to avoid black map when zooming out (random maps only, doesn't affect existing savegames)
  • Added proper error message windows. Also message windows will no longer show error icon and error sound.
  • #813: Button to filter Yields in City Screen to only available ones
  • Random map adjustments to terrain and land mass
  • Removed source code from releases (mod starts faster). Source code is still available in a seperate release zip file
  • Added new game speed for builders (slower than Marathon)
  • Names of colonies, generals, admirals and ships now support Cyrillic (Russian only, manually entering colony names still has issues)
  • City billboards now support Cyrillic without manually replacing GameFont.tga (game restart required when switching to/from Russian)
  • Random map generation is now updated to handle new terrains and terrain features in a more balanced way

New Units:

  • Added failed native trader
  • Seasoned trader
  • Eccentric architect
  • Prisoners of war (incl. Events to exchange them in Missions / Forts)
  • A new unique unit for each European civilization

Graphic updates (new or improved):

  • Achievements: 71
  • Bonuses: 7
  • Buttons: 9
  • Units: 26

Colopedia:

  • Major improvements

Translations:

  • Improved quality of English text
  • French translation is being maintained again due to the arrival of a new translator
  • Major updates to French
  • Significant updates to Russian
  • German is still being maintained and is still up to date

Balance:

  • Native raids no longer destroys all production
  • Cross cost of immigrants now increases slower, but max price has increased
  • Slave Overseer and Slave Hunter are now less overpowered
  • Town guard is now a bit stronger
  • Master carpenters now reqiures a college for education
  • Cargo price changes
  • Dutch Mercantile trait now provides trade goods in colonies
  • French now gets 2 baked goods per colony per turn
  • Hemp and flax planters are now available in Europe
  • Rebalanced what some of the terrains can produce
  • More terrains now produce clay (should reduce the risk of not being able to produce any)
  • Corrected Balancing of REF to not get Terrain Defenses

Fixes:

  • Goodies no longer spawn on mountain peaks
  • Domestic prices are no longer unattractive compared to European prices
  • Full barracks no longer blocks civilians and cargo from being unloaded
  • Founding fathers will no longer be able to reveal shipwrecks as that would discover the Pacific without going there
  • Russian dragoons will no longer have greatly oversized heads in some situations
  • Event where servant steals money will now remove money rather than adding them to the player
  • Peace granted through a founding father will now have a minimum duration (prevents declaring war the following turn)
  • Failed Missionary could not use the school system
  • #808: leader traits granding production bonuses to all colonies will now always provide those in all colonies
  • Production help text (like mouseover on hammers) will now display the correct numbers
  • Taiga no longer prevents pioneers from building farms or plantations
  • Danish ship (which?) now has a Danish flag, not English
  • Fixed issue where docks could not be built on certain small lakes
  • Great general can now join artillery professions
  • FF Verrazano now reveals goodie huts
  • Fixed a missing ambient sound for Terrains
  • Sea animals no longer spawns under ice
  • Fixed issue with wool related to storage capacity view
  • Fixed issue with Cochineal using wrong Improvement
  • #842 Fixed issue caused by cashing of Slave Production Modifier
  • Foreign kings offering immigrants will now offer a random unit and not just the same as what other kings offer
  • #846 starting a game in another era than discovery will no longer crash the game (still not recommended to start in anything but discovery)
  • #854 Buying deep water ships from king without any suitable colony no longer crashes the game
  • Fixed issue where construction supplies didn't take up cargo space as intended
  • #865 with Construction supplies that could not be loaded on Wagon Trains, Smuggling Ships
  • Fixed vanilla bug where AI assumed it could construct all buildings due to a typo
  • Attacking smuggler ships no longer reveals their owner
  • Fog no longer prevents pioneers from building improvements
  • #845 European wars will no longer be able to end right after they started
  • Port Royal, not Africa is where new world resource experts can be bought
  • #872 Colony screen no longer breaks completely by trying to draw the icon of NO_YIELD
  • Carriages can now use ferries across large rivers
  • Fixed pathfinding issue where ships would sometimes prefer to go through storms
  • Iron Mines, Iron Mills and Peat Pits no longer destroys bogs (ore boosting improvements should not remove a +2 ore bonus)
  • #804 Ice lakes are no longer generated in deserts
  • Fixed a number of seemingly random crashes caused by selection groups containing a NULL unit
  • Citadels ands Bastions will no longer view all units as infrantry
  • #874 Automated scouts will now take enemy units into account when moving
  • #874 Automated scouts will now stop automation if they are done exploring, hence making the player aware that the scout is available
  • Units can no longer move after bombarding a colony
  • Fixed (vanilla?) bug where selling to natives increases the counter of what has been sold in Europe
  • AI settlers will no longer permanently take up a cargo slot on a ship if it can't find a suitable location to settle
  • Ranchers no longer lists domestic requirements, which it doesn't actually require
  • #900 Fixed issue where tax increases could cause tax to decrease (only happened with taxes above 60%)
  • #902 createAnimalsSea now uses xml settings for sea animals rather than land animals
  • Fixed rare issue where Town guard could end up with blue skin

Internals:

  • Added wrapper classes to avoid exe and python from calling our code directly (adds modding freedom)
  • Complete rewrite of OOS logging to allow savegame to dump all saved data to the log output

Checksums WeThePeople-4.1.zip
MD5 c21ead9d98c4edae2b1b3abdf0f00911
sha1 fb787f39d966dd945c710cbea8161d2392b988a2

4.0.2

12 Apr 22:37
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Version 4.0.2

Changes:

  • Loading We The People from the ingame menu now configures Colonization to start We The People by default (no more config setup to avoid starting in vanilla)
  • Added setup file to simplify installing the mod (install step 5 only)

Fixes:

  • Fixed seemingly random crash when the game tries to display the scattering birds animation on terrain features other than forests (such as storms)
  • Fixed transports not being able to unload cargo when barracks are full

Since this update only change a single file (CvGameCoreDLL.dll), it is possible to make a much smaller download for people, who already have 4.0.1 working.

Checksums WeThePeople-4.0.2-upgrade-from-4.0.1.zip
MD5 bf7ac9027c60a42ea34633bf72c7728a
sha1 7c6d7d4f7be0cd93bf7e6e3c3cfce45b78f42e09
Checksums WeThePeople-4.0.2.zip
MD5 5262cf011a3d56b54a2c75b4224e9ec5
sha1 7a036502950737d01b6450426cba5daec4ca0b90

4.0.1

09 Apr 17:15
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Version 4.0.1

Please read install instructions.txt as it now has an extra step.

Changes:

  • Desktop Icon replaced with one, which matches our forum thread image

Fixes:

  • Winning an attack on a colony or settlement will no longer make the other defending units leave
  • #799: emphasize no longer resets between turns
  • Fixed bug, which turned some lakes into shallow coast
  • Switching the language to Spanish will no longer cause an error

Please read install instructions.txt as it now has an extra step.

Checksums WeThePeople-4.0.1.zip
MD5 e66f495f2e1e14480c71a6df6de252f5
sha1 f06acf8d4830f04280e3b463e32ead627bcae019

4.0

07 Apr 16:20
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4.0

Please read install instructions.txt as it now has an extra step.

Major Changes:

  • Several new terrains, terrain features and Bonus Resources
  • Many new yields and manufacturing products
  • Buildings and specialists for the new yields and manufacturing products
  • Buildings require additional different resources (e.g. clay)
  • Equipping units now requires additional different resources (bakery products, gunpowder)
  • Artillery are now colonist units with equipment (cannons + gunpowder) and have specialists
  • Diversified naval units and royal units - note that some ships now have limitations on what they can transport!
  • Crime/Law System: Larger cities will cause crime which will need to be countered by judges (producing law)
  • (default off) New Movement System: Moving through a tile can now require several turns, making slow units much slower in difficult terrain (no more 1 plot/turn)
  • Barracks System and Harbour System, that limit the amount of troops and ships in a city
  • Cargo Overhaul (ships may have now restrictions what they may carry)
  • Ref Overhaul (e.g. Ref comes with more Ship Types, Generals, Admirals, ...)
  • Artillery Units have been rebuilt into Professions that need to be equiped but also have experts
  • Health Overhaul (Terrain, Terrain Features, Bonus Resources, ...) may impact Health
  • Taverns allow Professions to employee Experts for Happiness and Culture

Other Gameplay Changes:

  • Coastal tiles can now be "shallow coast", a terrain type which only small ships can enter
  • Oceans now have "streams", increasing movement in the direction of the stream
  • City growth now gives different types of colonists depending on the people that work in the city (free/forced laborers, ancestry)
  • Slaves will sometimes not run away, but start an armed rebellion against their oppression in the colonies
  • Several new units have been added (buccaneer, slave overseer, slave hunter)
  • Brave Lieutenants and Capable Captains can be earned in battle (like a "small version" of generals/admirals)
  • Your king will now allow you to buy a used ship from time to time
  • Other kings will allow you to buy a random colonist from time to time
  • Battle damage will now sometimes cause a "negative promotion" which can only be removed by fully healing the unit.
  • Many new Founding Fathers have been added (especially covering the new yields)
  • A huge amount of new events and improvements in Event System (e.g. Events may spawn hostile Units)
  • Length of game (turns) increased, game speeds adapted. Length of turns in months is now constant throughout the game.
  • Culture is more important now, it may also produce Political FF points (less than however Liberty Bells)
  • Massive rebalancing of Traits, including changes that give completely new gameplay strategies
  • Domestic Market Events that may heavily impact prices and demand in Cities.
  • Many new DLL Diplo Events (e.g. related to Privateers, Wars with Natives or Royal Interventions)
  • New Plot Improvements that add effects to a City (e.g. additional Storage, bonus on Production, ...)
  • Other new Plot Improvements like Irrigation in Deserts, Salinas or Canals
  • New Goody rewards both on Map Goodies but also when talking to Chieftain of villages
  • Fishing Boats may also build Water Improvements on Bonus Resources (e.g. Fishing Nets and Hunting Stages)
  • Domestic advisor now has new sections for education and happiness
  • Domestic advisor is mostly rewritten to properly use the screen resolution instead of upscaling 1024x768

Maps:

  • All maps have been revised for the new terrains
  • Most of the new terrain is now generated by FaireWeatherTweakEx.py
  • FaireWeatherTweakEx.py can now generate large rivers

Translations:

  • English and German translation have been updated
  • Russian translation is quickly progressing
  • Other translations might not be completely updated to the current version

AI:

  • Many AI improvements (including several critical issues that greatly impaired the AI)
  • Logging of AI actions (to enable ensure that LoggingEnabled = 1 is set in CivilizationIV.ini, the log itself is found in Logs\BBAI.log
  • AI won't get stuck so easily in early game because we start with a period of forced open borders

Graphics & Sound:

  • Unit sizes harmonized
  • Size of buildings on the map harmonized
  • Enhanced the soundtrack by many royalty free titles
  • WTP improved version of "Captured City Art Mod".
  • Zooming allows now "Dynamic Scaling" (just try which Zoom / Scale level you like best)

Bugfixes:

  • We fixed so many bugs we don't remember all of them ... ;)
  • Multiple OOS (multiplayer desync) bugs have been fixed

Internals:

  • Added multi-thread support to certain tasks to use all CPU cores for better performance
  • Improved performance unrelated to number of CPU cores
  • Ported and adapted Karadoc's pathfinder (originally written for the Civ4 mod K-Mod)
  • Brand new logging system intended to find network desync bugs
  • Many hardcoded values in the source code now either rely on autogenerated code or reading xml to make the code maintainable
  • More type strictness to the code (readability/bug avoidance), so far enum types and a new coordinate class
  • Added an "engine" for domestic advisor, which results in one file for each ingame page, making it much easier to add more

Please read install instructions.txt as it now has an extra step.

Checksums WeThePeople-4.0.zip
MD5 98b5ddebf5a553c5b7e39a8bb39de306
sha1 8281d96f82e903966b273fb8af016463b19984ed

3.0.1

21 Jun 17:30
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Fixes:

  • Livestock (including horses) will no longer apply modifer for game speed twice (growth was way too slow in Marathon speed)
  • Ships, which can't load civilian units will no longer get nothing from exploring ship wrecks

Checksums WeThePeople-3.0.1.zip
MD5 0cb819c895523daa3ade38893bddc90a
sha1 dd1070d5c17886738893872157c4d7397b9c650e

3.0

19 Jun 19:50
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3.0

Version 3.0

Major milestone in AI. It now knows how to develop an economy to allow proper colony development as the game progresses. Text has once again been given a major overhaul, making the game generally look more impressive. Backward compatibile with savegames from 2.9.

Improvements/rebalance:

  • Learning by doing works faster if there is an expert (teacher) present in the colony
  • Learning by doing now remembers the past two professions, allowing to switch to another profession for a turn or two without clearing progress
  • Pioneers can now remove roads
  • Guarded goodies rebalanced
  • Promotions now allow for a bonus modifier for getting gold from defeating animals
  • New terrain type: lakes
  • Docks now add a bit of warehouse storage space
  • Statue of governor now also adds cross production
  • Gather boats can no longer trade with natives
  • New game option to remove world builder
  • The king's requests for gold now depends on multiple factors like population and isn't just a percentage of your stored gold

Fixes:

  • Dragging a unit to a plot in the colony screen will no longer fail if it hits the "plot info corner"
  • #449 AI units no longer gets stuck while crossing large rivers
  • Land units crossing rivers will no longer board transports if there just happens to be one on the plot
  • Sail to Europe button is now only displayed if the unit can reach Europe (read: not landlocked)
  • Raiding natives can no longer cause negative cargo to be stored
  • #472 Natives can no longer sell more cargo than they have causing negative cargo stored in the settlement
  • Random events can no longer cause negative food stored in colonies (happened only on game speeds slower than normal)
  • Price of settler now considers modifers from game speed, difficulty(AI only) and Founding Fathers
  • #465 Barbarian player can no longer conquer colonies and then crash the game as it lacks settings to run colonies
  • #466 Destroying a colony now removes all traderoutes to that colony even if feeder service is active
  • Units can't leave colonies during unrests (prevents the units from disappearing for a turn)
  • Ships in a colony/settlement will no longer defend if attacked by land units
  • Ships no longer stop for hostile units if said units are on land
  • Fixed plots not updating visibility correctly (for the last time this time... hopefully. Entire code is rewritten)
  • Fixed 3 events, which had incorrect xml data, causing them to misbehave (likely fail to trigger when they should)
  • European only random events can no longer trigger for natives
  • Animals are no longer able to pillage roads or improvements
  • The two cargo slows added by EVENT_CARGOSPACE will no longer vanish after saving and loading (won't restore if the slots already vanished in a game)
  • #469 tribal villages no longer try to trigger a non-existing effect
  • Animal spawning starting time now takes game speed into account
  • Big coastal ships can now gain promotions
  • Pioneers can no longer plant forests on peaks
  • Promotion buttons now provides the promotion you would expect when editing a unit in world builder
  • Livestock breeding speed now takes game speed into account
  • Fixed issue with events triggering incorrectly because events used map width instead of looking for Europe access plots
  • AI will no longer attack with units after they moved and spent all their movement points
  • Cached power value for each player is now calculated correctly and is recalculated on load (might affect OOS)
  • #399 pressing F10 will no longer trigger an assert due to action not being handled by the DLL (it's handled by python)
  • The button to rest until healed is no longer available if healing is negative (like inside a storm)
  • Rebel production modifier no longer applies to happiness (that's how it was coded in the GUI, but not game logic)
  • EVENTTRIGGER_TRADEFORT3 no longer causes a python error
  • The king's diplo events now takes place before the player can trade in Europe (to avoid the player from gaining/losing money before the window pops up)

AI

  • New rules for picking which buildings to build makes the AI develop colonies way more than it used to

Performance:

  • New building rules replaces old code, which was way slower
  • #439 Updating map view while moving weather much faster (typically 90% CPU reduction)
  • Natives no longer spends time checking if European only random events will trigger for them
  • Lakes are now identified by terrain rather than more complex (slower) code, which takes number of plots into account

Release:

  • All files are now placed in Assets, not split between Assets and assets (affects Linux, but not windows)
  • MD5 and sha1 checksums provided for release builds

Modding Features:

  • InfoArray will now cause compile error if used with incorrect types (like reading a unit from a building array)
  • CvPlot can now determine if a certain terrain/feature/plottype/... is within X plots from it (searching for either single value or InfoArray values)
  • Some invalid xml assert messages now show up as error messages even if asserts are disabled
  • Added more error messages for incorrectly configured xml files (mainly for events/event triggers)
  • World Builder will automatically convert between coast, ocean and lakes when closing
  • Converts non-ascii to ascii when on non-western European languages (prevents errors/crash)

Checksums WeThePeople-3.0.zip
DM5 c3d3e903b2de102cb22318b08aec0783
sha1 1823bb52dbccf4f0889b22bcbe1dcfd3017cdc7f

2.9

16 May 12:01
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2.9

Version 2.9

Features:

  • Large rivers (not in random maps yet)
  • Goody huts with guards, which periodically spawns hostile natives/raiders/animals (depending on type)
  • New file icons for shortcuts

Improvements:

  • Multiple updated graphics
  • More events/quests
  • Added specialist settler
  • New Swedish audio for units (now they actually speak Swedish)
  • New sounds for Africa and Port Royal
  • Added large rivers to premade maps + varous small adjustments to them
  • Pointless vanilla game options are no longer displayed
  • Rearranged import/export popup in the colony screen and added a colopedia concept page on how to use it

Fixes:

  • Loading a savegame will no longer risk incorrectly removing fog of war from plots
  • #425 Auto export is now saved correctly
  • Roads can now be build on peaks even if it's surrounded by only peaks
  • Buildings providing a road on the colony plot will no longer downgrade the road quality
  • #442 Fixed multiple bugs, which caused automated transports to not move
  • Removed case where raiding natives could report burning down a building without removing any buildings
  • #401 Blocked vanilla from trying to load map scripts (and fail) while starting vanilla
  • Fixed vanilla bug where circles on the map might not update correctly if a team has more than one player
  • Shipwrecks discovered by founding a colony will no longer causes bugs due to referring to the ship doing the discovery
  • Barbarian units are no longer called "wild animals" in mouseover help text
  • Ships using automated exploration will now aim for shipwrecks just like automated scouts on land search ruins
  • Clearing a unit speciality in a revolting colony will no longer crash the game
  • Forts now updates field of view as intended
  • #437 Scrolling up will no longer move the "unit pointer icon" behind the bottom panel
  • #459 Founding Fathers and traits providing extra yield on the colony plot will now provide the bonus (vanilla bug)

AI:

  • AI will now actively search shipwrecks. It's now a race to get them first

Modding features:

  • #438 Generic parameters in events now accept both ints and type strings (still stored as ints internally)
  • Introduced a new way of packing data in network packages (hopefully this will prevent trade routes from breaking again)

World Builder:

  • Changing profession anywhere is once again allowed
  • Allows premade maps to randomize features (forests)

2.8.2.4

07 Apr 20:39
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Version 2.8.2.4

Improvements:

  • Better optimization at compile time (Whole Program Optimization)
  • Scripted release building for consistency between releases (easier to download newest release)

Fixes:

  • Fixed fog of war not appearing on some plots
  • #409 Fix bug where ships could try to flee instead of defending if attacked. Fleeing then failed, causing instant destruction of the ship.

Version 2.8.2.3

Improvements:

  • Various performance improvements

Fixes:

  • Native Advisor: clicking on a settlement icon is now a shortcut to jumping to the settlement (doesn't always work)
  • Merging treasures is no longer able to create treasures containing 0 gold
  • Various fixes to town guards
  • Fixed freeze if AI transport can't reach any colony

2.8.2.2

23 Dec 22:00
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2.8.2.2 Pre-release
Pre-release

Improvements:

  • "Jump to settlement" in native advisor now works by clicking a button rather than mouse over (no more accidental jumping/closing)

Fixes:

  • Fixed severe slowdown related to exploring AI and ship loading
  • Hot seat multiplayer will no longer crash during the diplomacy screen
  • #394 units with invalid professions will no longer crash the game
  • Happiness cooldown counter (turns since last happy event) will not longer become corrupted
  • Fixed network OOS related to happiness cooldown counter
  • Colopedia improvement page now always links to bonuses as intended (no more units)

Old savegames still work, but time since last happiness event in colonies will be reset to get rid of corrupted counters.
Not a major issue because it only happens while upgrading.

The dynamic DLL unlocks the ability to alter the xml files yourself. You will have no need for it unless you plan to change the files yourself.

2.8.2.1

13 Dec 22:42
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2.8.2.1 Pre-release
Pre-release

Fixes:

  • Pioneers will now calculate correct work rate on load (not stacking cache on each load)
  • Units stuck in colonies with NO_PROFESSION will now be kicked out to make then reachable for the player again
  • Changing from a military profession will now always remove the free promotions from that profession

The last fix prevents new units from getting corrupted promotion cache, but units already affected in 2.8.2.0 savegames will not be fixed.

DLL only update. Unzip and overwrite the DLL in Assets.