View Full Version : [MODCOMP] Great Doctor


TheLopez
Jan 26, 2006, 10:22 PM
Great Doctor Mod
By: TheLopez

Last Updated 11/08/06

Version: v1.1.1w
Patch Compatibility: Warlords v2.0.8.0
MP Compatible: ?
Download Mod v1.1.1w (http://forums.civfanatics.com/downloads.php?do=file&id=2826&act=down)

Version: v1.1
Patch Compatibility: v1.61
MP Compatible: ?
Download Mod v1.1 (http://www.aracnet.com/~opus/Civiv/GreatDoctorv1.0.zip)

Version: v0.7
Patch Compatibility: v1.52
MP Compatible: ?
Download Mod v0.7 (http://www.aracnet.com/~opus/Civiv/GreatDoctorv0.7.zip)

Description:

This mod adds a new great person and specialist to the game. These work
mostly like the other great people and specialists in the game. Some of
these benefits include improving city health, helping with research,
etc. Several buildings have been updated to incorporate the features in
this mod. The Heal promotion from Zuul's Promotions & Perks Mod has been
included but modified. Two new promotions have been added, Heal II and
Heal III.


Installation Instructions:

1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Great Doctor
4) Load the game.
5) Then play as normal.

-----Screenshots-----


http://www.aracnet.com/~opus/Civiv/greatdoctorscreen1.jpg

http://www.aracnet.com/~opus/Civiv/greatdoctorscreen2.jpg

http://www.aracnet.com/~opus/Civiv/greatdoctorscreen3.jpg

http://www.aracnet.com/~opus/Civiv/greatdoctorscreen4.jpg


-----Game Play-----

- Great Doctors are automatically given the following promotions:
[TAB]- Medic I
[TAB]- Medic II
[TAB]- Medic III
[TAB]- Heal I
[TAB]- Heal II
[TAB]- Heal III
[TAB]- March

- Great Doctors that join cities give +2 to city health, +3 to research
and +2 to culture

- Citizens specialized as doctors give +1 to city health, +1 to research
and +1 to culture

- Units in the same plot as a great doctors have a very small
chance that they may be taught one of their skills. Players are
notified when a unit is taught a new skill by a great doctor.

- Great Doctors that join cities provide cities with at least double
extra production, research and culture points than regular doctors

- Great Doctors can build the military hospital building in cities to increase
city health, happiness and healing rate.

- Citizens specialized as doctors provide cities with extra production,
research and culture points

- Great Doctors can build the field hospital plot improvement, this new
plot improvements provide medical support to damaged units.


-----Units-----

- Combat Medic:
[TAB]- Can only be built in cities with a military hospital
[TAB]- Cost: 40 hammers
[TAB]- Combat: 5
[TAB]- Can only defend
[TAB]- Starts with Medic I, Medic II and March
[TAB]- Can withdraw from combat (20% Chance)


-----Buildings/Improvements-----

- The following buildings now provide points towards generating a great
doctor:
[TAB]- Red Cross (1)
[TAB]- Military Hospital (1)

- The following buildings now allow the citizens to be specialized as
doctor:
[TAB]- Red Cross (3)
[TAB]- Hospital (2)
[TAB]- University (2)

- The following buildings now provide free doctor:
[TAB]- Red Cross (2)

- Military Hospital:
[TAB]- Heals units 15% extra each turn
[TAB]- Required to train combat medics
[TAB]- Can only be built by great doctors

- Field Hospital:
[TAB]- By default increases unit healing by 15%
[TAB]- Can only be built by Great Doctors[TAB]
[TAB]
[TAB]


-----Promotions/Traits-----

Modified:
- Heal I:
[TAB]- +7% heal in friendly lands
[TAB]- +6% heal in neutral lands
[TAB]- +5% heal in enemy lands
[TAB]- +10% defense
[TAB]- Requires the March and Medic II promotions instead of the Combat III promotion
Added:
- Heal II:
[TAB]- +7% heal in friendly lands
[TAB]- +6% heal in neutral lands
[TAB]- +5% heal in enemy lands
[TAB]- +5% defense
[TAB]- Requires Medic III and Heal I promotions

- Heal III:
[TAB]- +8% heal in friendly lands
[TAB]- +7% heal in neutral lands
[TAB]- +6% heal in enemy lands
[TAB]- +5% defense
[TAB]- Requires Heal II promotion


-----Notes to Modmakers-----

If you want to use the Greate Doctors Mod in your mod I have tried to make
things as easy as possible for you. In the XML files modified sections are
enclosed by:
<!-- -->
<!-- Great Doctor Start -->
<!-- -->
and
<!-- -->
<!-- Great Doctor End -->
<!-- -->

In the Python files I have added #<GD START> and #<GD END> in all of the
places that I have made changes to the original files. I have also included
the Specialist Stacker Mod version of CvMainInterface.py file.

All I ask is that you give Snaitf and me credit.


-----Version Information-----

-----v1.1------

- Updated the Specialist Stacker Mod to v0.8



-----v1.0------

- Added the code needed in the SDK to implement the health yield type. This
change in the SDK now allows for doctors that join cities to provide +1
towards the health of the city and great doctors that join cities to provide
+2 towards the health of the city.

-----v0.8------

- Updated all python code and XML to be compatible with the v1.61 patch.


-----v0.7------

- Updated the buildings that give out great person points, free specialists and
allow citizen specialization using OzzyKP's recommendation as a guide.

- Added military hospital building

- Updated great doctor so they can build either the military hospital or
academy as their special building.

- Added the combat medic unit.


-----v0.6------

- Added seZereth's new modern doctor skin

- Integrated Dr Elmer Jiggle's event manager and INI parsing code.

- Integrated Specialist Stacker Mod v0.6.2

- Added new terrain improvement that can only be created by the great doctors
field hospitals.

- Added code that will enable the field hospitals to give extra healing to units
who stay there every turn.

- Updated the Medic III promotion image, the old one seemed blurry to me.

- Updated field hospital terrain improvement model with the ones provided by
C.Roland


-----v0.5------

- Integrated the Specialist Stacker Mod v0.4 code to the Great Doctor Mod

- Fixed a critical bug causing game to crash when great doctor trains
other units

- Added unique graphics for the doctors and great doctors

- Updated the Heal I, II and III percentages as suggested by Zuul

-----v0.4------

- Integrated the Specialist Stacker Mod v0.3 code to the Great Doctor Mod


-----v0.3------

- Units in the same plot as a great doctors now have a very small chance
that they may be taught one of their skills

- Modified Heal I promotion to be 1/3 as effective
- Added new promotion Heal II
- Added new promotion Heal III


-----v0.2------

- Updated buildings to provide bonuses relating to the great doctor and
doctor specialists
- Added doctors provide that cities with extra production, research and
culture points
- Added Great Doctors that provide cities with at least double extra
production, research and culture points than regular doctors
- Updated Great Doctors so that they automatically get the following
promotions when created: Medic I, Medic II, Medic III, Heal and March


-----v0.1------

- Setup Great Doctor Mod infrastructure

- Identified doctor names - tried to balance from historical names




-----To Do-----

- Get unique model for the early doctors

- Add a new terrain improvement that great doctors can build, Field Hospitals.

- Document code


-----===Credits & Thanks===-----

- Exavier
[TAB]Composite Mod - readme.txt format

- C.Roland
[TAB]For providing the wonderful field hospital terrain improvement models
[TAB]and skins

- Snaitf
[TAB]Snaitf's Great General Mod - For redeveloping the CvMainInterface.py
[TAB]class and making it really easy to add new great persons.


- Zuul
[TAB]Promotions & Perks Mod - v0.72 - All of the medic related promotions
[TAB]and traits that the good doctors can use now.[TAB]
[TAB]

- seZereth
[TAB]Provided the great new skin for the modern doctor. :)


- Dr Elmer Jiggle
[TAB]For providing the INI file parser code allowing for players to
[TAB]customize this mod without having to touch the python code!!!


-Stone-D
[TAB]SD Toolkit

- OzzyKP
[TAB]For providing suggestions to balance out the Great Doctor mod.

Zuul
Jan 27, 2006, 12:34 AM
You know the healing effects add up, so Heal I+II+II gives +24% heal in freindly. The effects should be a bit more equal, now few would want Heal I.

TheLopez
Jan 27, 2006, 05:02 AM
You know the healing effects add up, so Heal I+II+II gives +24% heal in freindly. The effects should be a bit more equal, now few would want Heal I.

Any suggestions Zuul?

Zuul
Jan 27, 2006, 08:12 AM
Maybe somewhat like this?

- Heal I:
- +7% heal in friendly lands
- +6% heal in neutral lands
- +5% heal in enemy lands
- +10% defense
- Requires the March and Medic II promotions instead of the Combat III promotion

- Heal II:
- +7% heal in friendly lands
- +6% heal in neutral lands
- +5% heal in enemy lands
- +5% defense
- Requires Medic III and Heal I promotions

- Heal III:
- +8% heal in friendly lands
- +7% heal in neutral lands
- +6% heal in enemy lands
- +5% defense
- Requires Heal II promotion


Also, must check how you do the "and" and not "or" for double requerment on a promotion.

Sarkyn
Jan 27, 2006, 01:01 PM
This may seem obvious (I'm not a modder yet in Civ4, but a frequent user of mods both Civ3 and Civ4) .. but why does not Doctor or Great Doctor add +health to a city?

TheLopez
Jan 27, 2006, 03:13 PM
This may seem obvious (I'm not a modder yet in Civ4, but a frequent user of mods both Civ3 and Civ4) .. but why does not Doctor or Great Doctor add +health to a city?

Specialists from what I have seen can only affect Food, production, and commerce (YieldTypes) or gold, research and culture (CommerceTypes).

JohnSearle
Jan 27, 2006, 04:27 PM
Specialists from what I have seen can only affect Food, production, and commerce (YieldTypes) or gold, research and culture (CommerceTypes).

Why not have the Great Doctor create a building, similar to the Great Prophet, that adds health to the city? Perhaps a Medical Lab type thing... Or whatever you wish to call it.

-- John Searle

TheLopez
Jan 27, 2006, 10:35 PM
Why not have the Great Doctor create a building, similar to the Great Prophet, that adds health to the city? Perhaps a Medical Lab type thing... Or whatever you wish to call it.

-- John Searle

John, I agree that the Great Doctor should be able to do something like this, that's why the mod is at v0.4 and not v1.0. It is still not complete, needs some fine tuning, etc. But I do appreciate the suggestion and will definately try to get something like that in one of the future versions. Hmmm.... in fact. There is the red cross building, why not something like the mayo clinic...

TheJopa
Jan 28, 2006, 01:54 AM
Medical lab should give lot health and also research, and your new Heal upgrade to units built in that city. Standard Doctor specialist could give extra 1 food production, to represent new increase in natality and decrease in mortality.

stgelven
Jan 30, 2006, 01:36 AM
TheLopez
what do you think about adding all your mods in a big one? i'll love to do this (i tried to) but i have to admit i don't have the knowledge :cry:

your mode ideas are really great thx :worship:

:thanx:

Zuul
Jan 30, 2006, 04:33 AM
He has....
"Great Specialists"

Landstander
Feb 23, 2006, 07:07 PM
I love what your doing with great people Lopez - keep it up! It was one of those features I ignored at first but now cant get enough! Just an idea - Great Explorer? I haven't modded since the early days of Civ3, so maybe someone else can run with it!

TheLopez
Feb 23, 2006, 08:49 PM
I love what your doing with great people Lopez - keep it up! It was one of those features I ignored at first but now cant get enough! Just an idea - Great Explorer? I haven't modded since the early days of Civ3, so maybe someone else can run with it!

The Great Explorer is on my list, but there are some issues with it, such as they might be obsolete very early in the game ...

Unless ... they could later in the game help with building the space shuttle ...

EDIT: I won't be able to get to it though until after I release the Mercenaries Mod.

TheLopez
Mar 26, 2006, 11:16 AM
Alright, the Great Doctor mod is now updated, enjoy.

Nexushyper
Mar 26, 2006, 05:16 PM
EDIT:

Nevermind I figured it out

OzzyKP
Apr 03, 2006, 10:35 AM
I agree with what has been said that doctors should affect health in some way. I wonder if there is a way around the script limitations for specialists. How about joining a GD to a city also creates a building in that city that produces the effects we want?

So a Great Doctor when joined to a city gives 2 science and also creates a building that gives 3 health.

I don't like using extra promotions because if one were to add this mod to a regular game it would require changing the whole promotion structure around, which seems a bit outside the scope of this mod (or should be). But I think this mod could be useful and successful without adding the heal promotions.

Since none of the other packaged GP have any benefits for the GP unit itself, maybe adding that is not in keeping with the spirit of GP in the game. And I know people like to make more radical changes to the game, but I think radical changes can be saved for scenarios or modpacks with a bunch of radical changes. For small mod components like this, I think they should be limited and fit in seemlessly with the existing vanilla game.

So instead of the GD having a bunch of promotions and a percentage chance of teaching its promotions to units it is stacked with (which could end up being unbalancing), how about have it build a building that allows the city to build a field medic unit, that starts with Medic I, Medic II, and March? It can't attack and has a relitively low strength rating, of like 4 or 5. I'd suggest that building also giving off 4 health.

I think that would be better than the field hospital. You say its a plot improvement? So its on the map like a mine or a farm? That doesn't seem useful. First it can be pillaged, and if it can't move it can't be a true "field hospital" since the front of the war would soon leave it behind and it'd be useless.

And I've got some suggestions for generating GD points too. :D

So.... my complete list of suggestions for the Great Doctor:


-----Game Play-----


- Great Doctors that join cities give +2 to research
and auto create a building that gives +3 health

- Citizens specialized as doctors give +1 to production, +1 to research
and +1 to culture

- Great Doctors can build the military hospital building


-----Buildings/Improvements-----

- The following buildings now provide points towards generating a great
doctor:
- Red Cross (3)


- The following buildings now allow the citizens to be specialized as
doctor:
- Hospital (2)
- University (1)
- Red Cross (3)

- The following buildings now provide free doctor:
- Red Cross (1)

- Military Hospital:
- +4 health
- City can build Field Medic unit
- Can only be built by Great Doctors


-----Units-----


Field Medic
- Starts with Medic I, Medic II, and March
- Can only defend
- Has strength 5, movement 2
- Costs 40 shields




btw, sorry for picking on all your mods Lopez, I'm just here cause I care :)

TheLopez
Apr 03, 2006, 01:06 PM
...btw, sorry for picking on all your mods Lopez, I'm just here cause I care :)Oh no, not you again.... just joking :D.


I agree with what has been said that doctors should affect health in some way. I wonder if there is a way around the script limitations for specialists. How about joining a GD to a city also creates a building in that city that produces the effects we want?

So a Great Doctor when joined to a city gives 2 science and also creates a building that gives 3 health. That shouldn't be too hard.


I don't like using extra promotions because if one were to add this mod to a regular game it would require changing the whole promotion structure around, which seems a bit outside the scope of this mod (or should be). But I think this mod could be useful and successful without adding the heal promotions. Actually, the extra promotions and their changes are in line with the promotions in Zuul's Promotions and Perks mod. Also, how does it change the entire promotion structure around?

Since none of the other packaged GP have any benefits for the GP unit itself, maybe adding that is not in keeping with the spirit of GP in the game. And I know people like to make more radical changes to the game, but I think radical changes can be saved for scenarios or modpacks with a bunch of radical changes. For small mod components like this, I think they should be limited and fit in seemlessly with the existing vanilla game.
Honestly, this isn't that small of a mod component. You are correct in stating that this mod comp, great general amped, great statesman, etc. don't keep in the spirit of GP in the vanilla game. My changes actually allow people to use the great people in the field instead of having them build a building, join a city, hurry up production of a tech or building, etc.

So instead of the GD having a bunch of promotions and a percentage chance of teaching its promotions to units it is stacked with (which could end up being unbalancing),... Well you can always turn off the teaching function through the configuration file.

...how about have it build a building that allows the city to build a field medic unit, that starts with Medic I, Medic II, and March? It can't attack and has a relitively low strength rating, of like 4 or 5. I'd suggest that building also giving off 4 health.Hmmm... that is an iteresting idea. It's now on my todo list.

I think that would be better than the field hospital. You say its a plot improvement? So its on the map like a mine or a farm?
Yep, just like any other plot improvement.

That doesn't seem useful. First it can be pillaged, and if it can't move it can't be a true "field hospital" since the front of the war would soon leave it behind and it'd be useless. Why? Field hospitals were typically behind the front. Yes, it can be pillaged just like in the real world.
Now, as for moving a field hospital, great doctors can build multiple field hospitals if configured to do so.

Again, thanks for all your feedback.

OzzyKP
Apr 03, 2006, 01:34 PM
Oh, so the field hospital doesn't consume the GD?

And I guess I was unclear on the promotions, would the heal and extra medic promotions be available for all units or just the great doctor?

TheLopez
Apr 03, 2006, 01:37 PM
Oh, so the field hospital doesn't consume the GD?

And I guess I was unclear on the promotions, would the heal and extra medic promotions be available for all units or just the great doctor?

It depends on how the mod is configured through the "Great Doctor Config.INI" file.

One of the things I have been trying to do in all of my mod components is to provide as many configuration options as I can through INI files.

OzzyKP
Apr 03, 2006, 02:02 PM
No offense, but that seems like a cop-out response. I don't want to tweak your mod and release it here as a competing version, i'd prefer to just have one definative great doctor (and the others) mod that everyone can use and enjoy.

TheLopez
Apr 03, 2006, 02:07 PM
How is that a cop-out? If someone decides to include the great doctor mod comp in their mod then they can configure it how they want. I am trying to build my components to be as flexible as possible. If you wanted to tweak it, you would do so in the INI file and release the INI file or ask me to post it in the thread.

TheLopez
Apr 13, 2006, 05:24 PM
Last pre v1.61 patch update

TheLopez
Apr 14, 2006, 08:08 PM
Updated to be compatible with the v1.61 patch!!

TheLopez
May 19, 2006, 05:26 PM
Bump... Hey check out the new screen shots in the first post!!!

Impaler[WrG]
May 19, 2006, 10:27 PM
I see you have implemented a new Health yield to use with your Doctors. I have been working on this problem as well and it seems you beat me too it but I implemented it as a new form of Commerce. I wasn't able to get the Icons to display correctly but after having a look at your code I managed to have .getchar() correctly return the Health and Happy chars. Now as we are both working on the CCP we will likly going to have to have to choose one or the other method.

I advocate commerce because their are a wider range of things the game already dose with Commerce that can be taken advantage of such as blocking spending untill a specific tech is reached. Health obviosly should open up with Medicine. Its also a bit more realistic to think of Commerce/goverment budgeting for healthcare and the ability to do a "Build Health" (with Genetics perhaps) much like the "Build Culture".

In any event the set of Local Building Commerce&Yield modifiers along with the Tec Commerce&Yield modifiers I have implemented will work great with your Specialist mod. No longer will specialists fall behind in output compared to your highly improved terrain, they can maintain high desirable outputs all game.

TheLopez
May 19, 2006, 10:59 PM
Impaler,

The reason why I opted to use health as a yield instead of a commerce is because it is something that a specialist provides. A doctor yields health to a city, while an artist produces works of culture and art, hence why culture is a commerce and not a yield.

It is not a matter of choosing one method over the other. It is choosing which one to use depending on the circumstance. See the thing is also that not only did I implement a health yield but if you use it in the negative it become an unhealthy yield as represented in my usage of it in RogerBacon's Bad Person Mod for prostitutes. See:

http://www.aracnet.com/~opus/Civiv/badpeoplemod.jpg


EDIT:

BTW, it took me over a month to figure out what the "right" way to display the correct positive and negative health icons... I still feel it's a hack but it works. I might extend this to correctly represent things like the negative food yield that Roger is using, but before that I need to finish some other stuff...

Arecibogk
May 27, 2006, 09:52 AM
i may be wrong, but wouldn't the name ''great physician'' be more accurate?:coffee:

TheLopez
May 27, 2006, 11:13 AM
i may be wrong, but wouldn't the name ''great physician'' be more accurate?:coffee:
Why is it more accurate?

Arecibogk
May 27, 2006, 03:05 PM
according to webster's dictionary, a doctor is a person highly skilled in any particular branch of knowledge (medicine or otherwise) and a physician is a person who is qualified to practice medicine. also i think that the term doctor started to be used relatively recently (20th century) concerning medicine.
just a thought:old:

TheLopez
May 27, 2006, 03:27 PM
Actually, Wiki says 19th century, but why quibble over +/- 100 years?

Anyways, if you are willing to go through all my mod components that use the Great Doctor mod and change them to Great Physician then I will use it.

Right now I am too busy to go through and change something which, yes, technically it might not be 100% historically.

TyBoy
May 27, 2006, 10:09 PM
As I understand it there's no point to having a unit that can only defend and has a withdraw chance. Withdraw only works in civ4 when you're attacking.

TheLopez
May 27, 2006, 10:33 PM
As I understand it there's no point to having a unit that can only defend and has a withdraw chance. Withdraw only works in civ4 when you're attacking.

I was under the impression that withdraw could happen on either side of the battle no matter who started the fight.

TheLopez
Sep 20, 2006, 11:12 AM
New warlords compatible version posted!!!

Ket
Sep 20, 2006, 12:11 PM
God damn boy you've been busy!

:)

TheLopez
Sep 20, 2006, 12:14 PM
Yep, I didn't sleep much last night :crazyeye:

Dom Pedro II
Sep 20, 2006, 01:27 PM
*Dom Pedro II imagines TheLopez rocking a little baby back to sleep in one hand and coding with the other*

Ket
Sep 20, 2006, 01:31 PM
I often do that with my Guinea Pig...
He helps me Mod... No seriously, often late at night he's sitting on my lap...

Ok yea I need to get a life...

TheLopez
Sep 20, 2006, 01:40 PM
*Dom Pedro II imagines TheLopez rocking a little baby back to sleep in one hand and coding with the other*

Hey, how did you guess that I was doing that last night/early this morning?

Ket
Sep 20, 2006, 04:54 PM
This question is for the great statesman as well...

Does the A.I. use it at least somewhat other than fodder for Golden Age's?

TheLopez
Nov 08, 2006, 08:56 AM
Updated Warlords version to be compatible with the v2.0.8.0 patch.

EDIT:
Updated both mods to use the new versions of the specialist stacker code.

HulaLoula
Nov 19, 2006, 06:48 PM
Sorry to be bothersome but I've downloaded several of your Mods Lopez and I've properly installed them.2 problems:The Mod doesnt seem to take effect at all and when I finally figure out how to get a Mod working I'd like to use several Mods at once if possible.Sorry for being programmer-illiterate but I'm a philosophy student and retarded in comparison to you guys when it comes to anything pertaining to computers.Any help would be greatly appreciated.

TheLopez
Nov 19, 2006, 10:55 PM
To get multiple mods to work at the same time you will need to merge them together. Which ones are you looking for to be merged?

Optimizer
Oct 09, 2007, 10:24 PM
Is it possible to have a raw version of this mod, where you can make specialists create both happiness and health?