View Full Version : [MODCOMP] Great Statesman
TheLopez Jan 26, 2006, 10:29 PM Great Statesman Mod
By: TheLopez
Last updated 11/08/06
Version: v0.9.4.1w
Patch Compatibility: Warlords v2.0.8.0
MP Compatible: ?
Download Mod v0.9.4.1w (http://forums.civfanatics.com/downloads.php?do=file&id=2827&act=down)
Version: v0.9.3+SDK
Patch Compatibility: v1.61
MP Compatible: ?
Download Mod v0.9.3+SDK (http://forums.civfanatics.com/downloads.php?do=file&id=115&act=down)
Version: v0.9
Patch Compatibility: v1.61
MP Compatible: ?
Download Mod v0.9 (http://www.aracnet.com/~opus/Civiv/GreatStatesmanv0.9.zip)
Version: v0.8
Patch Compatibility: v1.52
MP Compatible: ?
Download Mod v0.8 (http://www.aracnet.com/~opus/Civiv/GreatStatesmanv0.8.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 turning gold into hammers, hurrying up production,
etc. Several buildings have been updated to incorporate the features in
this mod.
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 Statesman
4) Load the game.
5) Then play as normal.
-----Game Play-----
- Great Statesmen that join cities provide an extra 4 production
- Citizens specialized as statesmen exchange money for production at a
2 for 1 rate and give +3 to great person points
- Great Statesmen can:
- Immediately end a war between that great statesmans civilization and
civilization that they are at war with
- Improve the relations between their civilization and another civilization
- Cause insurrections in player's cities with the chance that the targetted
city will revolt and join
- If the bureaucracy legal civic option is selected by a player they will get
a number of free statesmen in their capital city.
-----Buildings/Improvements-----
- The following buildings now provide points towards generating a great
statesman:
[TAB]- Forbidden Palace (2)
[TAB]- Versailles (2)
[TAB]- Kremlin (2)
[TAB]- United Nations (2)
[TAB]- Taj Mahal(2)
[TAB]
- The following buildings now allow the citizens to be specialized as
statesmen:
[TAB]- Forbidden Palace (2)
[TAB]- Versailles (2)
[TAB]- Courthouse (1)
[TAB]- Castle (2)
[TAB]
- The following buildings now provide free statesmen:
[TAB]- United Nations (2)
-----Notes to Modmakers-----
If you want to use the Greate Statesman 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 Statesman Start -->
<!-- -->
and
<!-- -->
<!-- Great Statesman End -->
<!-- -->
In the Python files I have added #<GS START> and #<GS END> in all of the
places that I have made changes to the original files. I have also included
the Specialist Stacker Mod v0.7 of CvMainInterface.py file.
All I ask is that you give me credit.
-----Version Information-----
-----v0.9.3------
- Updated the Specialist Stacker Mod to v0.8
-----v0.9.x------
- Updated CvMainInterface.py to actually read in the INI variables for the
great statesman. This part of the code was forgotten somehow when the update
happened in the v0.9 version.
- Updated all python code and XML to be compatible with the v1.61 patch.
- Merged all of the text XML data into a single file
- Integrated Talcha's Action Button Mod v2.0
-----v0.8------
- Updated the buildings that give out great person points, free specialists and
allow citizen specialization using OzzyKP's recommendation as a guide.
- Fixed the issue addressed by talchas in his action buttons mod comp where
sometimes an exception is thrown when a action button ID number is used.
- Added the option allowing players to specify if players changing their legal
civic option to bureaucracy should give them free statesmen in their capital
city.
- Added the option allowing players to specify the number of free statesmen
that should be added to a player's capital city if they changed their legal
civic option to bureaucracy.
- Updated civics screen to display the number of free statesmen added by
choosing the bureaucracy legal civic option.
- Updated civics civilopedia screen to display the number of free statesmen
added by choosing the bureaucracy legal civic option.
-----v0.7------
- Added seZereth's new modern statesman skin
- Integrated Specialist Stacker Mod v0.6.2
- Added the ability for great statesmen to make peace immediately between their
civilization and the civilization they are at war with
- Added the ability for great statesmen to improve the relations between their
civilization and another civilization they have contact with.
- Added the ability for great statesmen to start an insurrection in a players
city.
- Added fix to the INI parser code provided by Dr. Elmer Jiggle
-----v0.6------
- Integrated the Specialist Stacker Mod v0.4 code to the Great Statesman Mod
- Added unique graphics for the statesmen and great statesmen
-----v0.5------
- Incorporated suggestions made by Chalid:
[TAB]- Great Statesmen now give 4 to production without costing anything
[TAB]- Statesmen provide 2 production for 1 GOLD instead of 1 commerce
-----v0.4------
- Integrated the Specialist Stacker Mod code to the Great Statesman Mod
-----v0.3------
- Updated the join city image to match the other great persons join city
images
- Fixed bug causing TXT_KEY_UNIT_GREAT_STATESMAN instead of Great Statesman
- Great statesmen that join cities now exchange money for production at a
4 for 1 rate.
-----v0.2------
- Fixed the graphics from the Great General mod to use different
graphics
- Updated the statesman specialist to exchange money for production at a
2 for 1 rate.
-----v0.1------
- Setup Great Statesman Mod infrastructure
- Identified statesmen names - tried to balance from historical names, did
not include any names from leaders in Civilization 4
-----To Do-----
- Get unique graphics and models for the early statesmen
- Add great statesman actions: look for ideas.
[TAB]- Espionage missions?
[TAB]- Establish embassy
[TAB][TAB]- Maybe allow for the return of captured spies
[TAB][TAB]- Required for contact with other nations
-----Future Features-----
- Develop code allowing AI to use new features
- Add code and player configurable options to allow delaying the start of
insurrections in cities
-----===Credits & Thanks===-----
- Exavier
[TAB]Composite Mod - readme.txt format
- Snaitf
[TAB]Snaitf's Great General Mod - For redeveloping the CvMainInterface.py
[TAB]class and making it really easy to add new great persons.
- Chalid
[TAB]Good suggestions for balancing the mod.
[TAB]
[TAB]
- seZereth
[TAB]Provided the great new skin for the modern statesman. :)
- 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!!!
[TAB]
[TAB]
-Stone-D
[TAB]SD Toolkit
- Vadus
[TAB]For his excellent popup tutorial.
[TAB]
[TAB]
- OzzyKP
[TAB]For providing suggestions to balance out the Great Statesman mod.
- Talchas
[TAB]For his Action Buttons v2.0 mod
[TAB][TAB]
Chalid Jan 27, 2006, 03:16 AM - Citizens specialized as statesmen exchange money for production at a
2 for 1 rate and give +3 to great person points
A statesman actually is: +1 Production +3 GPP -2 Commerce
Is there an advantage to an engineer (+2 Production +3 GPP)?
The great statesman is: +4 Production -1 Commerce vs great Engineer: +3 Production + 3 Gold so you actuall buy here something like 1 Production for 3 Gold and 1 commerce.
If you change the statesmen to +2 Production and -1 GOLD as stated in the text, and the Great statesmen to +4 Production it should be Balanced more. Even as he is not as good as the Engineer it seem fais as you can create a statesmen from the beginning with your palace.
TheLopez Jan 27, 2006, 05:20 AM A statesman actually is: +1 Production +3 GPP -2 Commerce
Is there an advantage to an engineer (+2 Production +3 GPP)?
The great statesman is: +4 Production -1 Commerce vs great Engineer: +3 Production + 3 Gold so you actuall buy here something like 1 Production for 3 Gold and 1 commerce.
If you change the statesmen to +2 Production and -1 GOLD as stated in the text, and the Great statesmen to +4 Production it should be Balanced more. Even as he is not as good as the Engineer it seem fais as you can create a statesmen from the beginning with your palace.
Good points and suggestions Chalid, I will make the changes and make a new release
Exavier Jan 27, 2006, 05:31 AM Just a suggestion for you but I know its something I ran into with Snaif's Great General Mod (when I incorporated it into my mod)... I wouldn't attacks GPP generation to any building that comes before library. especially not the palace.
The reasoning for this is its impossible to micromanage the citizens. Even with the govenors turned off everytime the city grows I had to go in and adjust my workers. The problem is if you attack something to the palace or other early buildings that will be the only GP you will get for the rest of the game.
Basicly it will generate 2-4 before the first wonder is even built and after that the pool is so deluted with that one time that it just keeps giving them to you over and over. Personally I like focusing on getting Engineers or Scientists and this causes a problem for me :P
Just figured i'd let you know. :)
TheLopez Jan 27, 2006, 05:39 AM Just a suggestion for you but I know its something I ran into with Snaif's Great General Mod (when I incorporated it into my mod)... I wouldn't attacks GPP generation to any building that comes before library. especially not the palace.
The reasoning for this is its impossible to micromanage the citizens. Even with the govenors turned off everytime the city grows I had to go in and adjust my workers. The problem is if you attack something to the palace or other early buildings that will be the only GP you will get for the rest of the game.
Basicly it will generate 2-4 before the first wonder is even built and after that the pool is so deluted with that one time that it just keeps giving them to you over and over. Personally I like focusing on getting Engineers or Scientists and this causes a problem for me :P
Just figured i'd let you know. :)
Exavier,
I know what you mean. That's why it doesn't automatically hand out a statesman like Snaif's Great General Mod gave out free soldiers. You have to manually specialize a citizen as a statesman, giving you the choice to product the GPP or not. BTW did you like how I solved the multiple custom specialists issue in the Specialist Stacker Mod?
Rabbit, White Jan 27, 2006, 07:14 AM Great idea TheLopez. I just wanna comment on the pic use for the specialist - I think it'd be good if you removed the American flag and just left the background transparent, it would fit better with the other pictures and it would be neutral :)
Edit: Doh, forgot that I had couple of ideas about possible actions.
So the first one - I miss the fact that in Civ4 you can't be introduced to other Civs (i.e. if a civ you met knows another civ, there's an option to establish contact with them). Maybe that could be something that the great statesman can do. I'm just not sure if something like this is at all possible, plus by the time you generate one you'll probably have contact with all the civs.
The second action - how about giving him the ability to improve relationship with a civ, i.e. increase the -/+ score. It could be implemented different ways - just an action that gives you +3 (or whatever else number), or maybe it'll have a chance to actually decrease the score so that the whole thing is a bit risky, or maybe it could be a temporary boost that expires after a set number of turns.
Chalid Jan 27, 2006, 07:48 AM Now i have some more ideas for this guy.
Its is obvious he has no special abiltiy yet, but we have to stick to things AI understands. So there are some things that come to my mind.
a) Give him the possibilty to culture Bomb and to conduct a trade missioin, but both abilities at a smaller extend then with the merchant or the artist. You might even add the Engineers ability to, making the great statesman something like an allrounder, but less good at the thing he is finally used to do.
b) Add the possibility to build a building to the guy. It might be the United Nations (you have to make them unbuildable on the normal way of course) and add the specific tech requirement.
TheLopez Jan 27, 2006, 07:55 AM Now i have some more ideas for this guy.
Its is obvious he has no special abiltiy yet, but we have to stick to things AI understands. So there are some things that come to my mind.
a) Give him the possibilty to culture Bomb and to conduct a trade missioin, but both abilities at a smaller extend then with the merchant or the artist. You might even add the Engineers ability to, making the great statesman something like an allrounder, but less good at the thing he is finally used to do.
b) Add the possibility to build a building to the guy. It might be the United Nations (you have to make them unbuildable on the normal way of course) and add the specific tech requirement.
Hmmmm.... those are some good ideas.
A couple more ideas:
- Revamp the way diplomacy works basically requiring that you have an embassy in a foreign nation to do anything useful such as trade. The only way you could build an embassy is through the great statesman.
- A mission allowing your great statesman to repair/improve relations between your empire and another empire
TheLopez Jan 27, 2006, 07:58 AM Great idea TheLopez. I just wanna comment on the pic use for the specialist - I think it'd be good if you removed the American flag and just left the background transparent, it would fit better with the other pictures and it would be neutral :)
Already ahead of you, it is on my to do list in the mod description.
So the first one - I miss the fact that in Civ4 you can't be introduced to other Civs (i.e. if a civ you met knows another civ, there's an option to establish contact with them). Maybe that could be something that the great statesman can do. I'm just not sure if something like this is at all possible, plus by the time you generate one you'll probably have contact with all the civs.
Like Snaif's first contact mod? I was thinking about that but I was waiting for people to mention if they would like to see that or not. Maybe that should not happen automatically but could be a trade option?
The second action - how about giving him the ability to improve relationship with a civ, i.e. increase the -/+ score. It could be implemented different ways - just an action that gives you +3 (or whatever else number), or maybe it'll have a chance to actually decrease the score so that the whole thing is a bit risky, or maybe it could be a temporary boost that expires after a set number of turns.
I had thought about that and put it in my spiral notebook at home but forgot to add it to the mod notes.
Rabbit, White Jan 27, 2006, 12:22 PM Revamp the way diplomacy works basically requiring that you have an embassy in a foreign nation to do anything useful such as trade. The only way you could build an embassy is through the great statesman.
This is an awesome idea, but as you said this will require a revamp of diplomacy and maybe might be easier if we wait for SDK. One thing about it though, what happens if you don't generate a great statesman, whether because you don't invest in it or because the numbers don't work in your favor? So, basically there'd have to be a way to create an embassy without GS (weren't there embassies in Civ3, or maybe it was Civ2, can't remember how they worked).
So the first one - I miss the fact that in Civ4 you can't be introduced to other Civs (i.e. if a civ you met knows another civ, there's an option to establish contact with them). Maybe that could be something that the great statesman can do. I'm just not sure if something like this is at all possible, plus by the time you generate one you'll probably have contact with all the civs.
Like Snaif's first contact mod? I was thinking about that but I was waiting for people to mention if they would like to see that or not. Maybe that should not happen automatically but could be a trade option?
Well, actually if they (the MODs) were to work together, I would say that the dynamic would be as follows: when you make contact with someone, you can trade their connections with other civs, it would be just like trading "make peace/war with", one civ at a time, and for some sort of a price. But the GS would establish contact with all civs that a given civ knows, and he'll just have to be within their cultural borders (i.e. you'll need open borders with them, or war ;)). Obviously, if either method can get all connections at once then the other becomes pointless.
If there's only GS (without Snaif's mod) then maybe he could in fact discover all civs at once, but then you'd probably want another possible action for him (I find it annoying to get a prophet late in the game, when the only thing left for him to do is join a city, since all holy buildings have been built, and all religious techs discovered) just so there's something else to do.
TheJopa Jan 28, 2006, 01:48 AM Give him ability to construct building that acts like forbiden palace, but at slightly smaller scale, and that building should also give +25% industry/gold
Alcatraz Jan 31, 2006, 03:25 AM Diplomatic mission - A great statesman can be sent to an AI's captial and cause them to change their favorite civic to match one of your current civics.
TheLopez Jan 31, 2006, 05:02 AM Diplomatic mission - A great statesman can be sent to an AI's captial and cause them to change their favorite civic to match one of your current civics.
Hmmm.... Thats a good idea. Thanks
Alcatraz Jan 31, 2006, 06:12 AM Actualy there are 2 problems with my idea...
1) it's highly exploitable. Switch to paganism and force monty to adopt it as his favorite civ then switch back. Fixable by making the effect last only so long as you keep that civic.
2) the AI can't use it against humans. Fixable by requiring you to switch civics ala the UN
Other uses for a great statesman -
Force a peace treaty.
Steal a tech (more of a great spy thing probably)
Sacrifice great statesman for x number of votes at the UN
Gain access to a civic that you don't have the tech for (a mini pyramid - you don't get the tech, just access to the civic)
TheLopez Jan 31, 2006, 06:32 AM Actualy there are 2 problems with my idea...
1) it's highly exploitable. Switch to paganism and force monty to adopt it as his favorite civ then switch back. Fixable by making the effect last only so long as you keep that civic.
2) the AI can't use it against humans. Fixable by requiring you to switch civics ala the UN
Other uses for a great statesman -
Force a peace treaty.
Steal a tech (more of a great spy thing probably)
Sacrifice great statesman for x number of votes at the UN
Gain access to a civic that you don't have the tech for (a mini pyramid - you don't get the tech, just access to the civic)
One idea I have been toying around with was to allow you to sacrifice your great statesman to repair/improve relations between you and another civ.
Alcatraz Jan 31, 2006, 07:29 AM That's useful but once again has the problem that the AI could never use it on you.
What about using a great statesman to switch civics without any anarchy, even if you're changing 2 or 3 at once.
Or a great statesman is used to wipe out resistance in a frehsly conquered city. The city assimilates as if it had always been your culture.
surdanis Feb 01, 2006, 08:07 AM Missions for the Great Statesman where he is sacrificed (which is a great idea, btw, and I can't wait to see what you're going to do with it):
1. Adopt a Civic (as per Alcatraz, you gain access to any one civic)
2. Join a City as a specialist (for purposes of civic upkeep, adds bonus to output of gold)
3. Create a Legacy (for puposes of determining great person production, adds significant bonus in that city)
4. Start a Civil War (one enemy city revolts and joins the Barbarians, instantly producing the weakest units possible inside it, numbering 1 for every 4 population)
5. Start a Revolution (the enemy civ enters anarchy for 4 turns before randomly adopting one of your civs with a 25% chance of one city going Barbarian as above or joining you)
6. Force a Settlement such as a cease fire/peace treaty/defensive pact/alliance, etc. which lasts for 5-30 turns (your civ is barred from attacking the enemy civ until the time is up!)
7. Improve Relations (as per TheLopez, you might gain +10 relations with any one civ)
The Great Statesman should also have the following passive powers:
1. As per Alcatraz, no anarchy (but only if the Great Statesman is present in the capital city).
2. As per Alcatraz, complete assimilation of a freshly conquered city (but only if the Great Statesman is in that particular city).
3. During a time of war (with another civ), the Great Statesman doubles production in any city he resides in.
4. During a time of peace (at least ten turns with no fighting of any kind), the Great Statesman causes a "We Love the Leader Day!" for at least ten turns or until fighting resumes.
TheLopez Mar 19, 2006, 11:21 AM Alright, I have updated the great statesman to v0.7, download away!!
Zuul Mar 19, 2006, 12:08 PM Looks nice. Btw the link text says v0.6 :p.
TheLopez Mar 19, 2006, 12:58 PM details, details :D
edboltz Mar 31, 2006, 08:22 AM Is there a way to load this Mod and the Great General Amped Mod at the same time?
If not can you combine them?
TheLopez Mar 31, 2006, 08:54 AM Well right now there is the Great Specialist mod that combines both of these plus more, though it is not updated with the latest versions of my released mod components. If people want to see an updated version of the Great Specialist mod let me know in that thread.
OzzyKP Apr 03, 2006, 09:47 AM Good mod, and I like the current functions of the statesman.
I think big changes need to be made in the generation of great statesmen though. Allowing a statesman to be placed with the palace is unbalancing. The earliest way to generate GPP right now is building a temple (and placing a priest), building a library (and placing a scientist), or building a wonder. Allowing GPP to be generated from turn 1 is very unbalancing. Some of the other things seem inappropriate as well. Let me supply a list of suggestions:
- The following buildings now provide points towards generating a great
statesman (this section seems perfect to me):
- Forbidden Palace (2)
- Versailles (2)
- Mt. Rushmore (1)
- Kremlin (2)
- Pentagon (2)
- United Nations (2)
- The following buildings now allow the citizens to be specialized as
statesmen:
- Courthouse (2)
- The following buildings now provide free statesmen:
- Forbidden Palace (1)
- Versailles (1)
I think that is much more balanced with the rest of the game and other specialists. I see a lot of overpowered mods on this forum, and I know people are partial to their own creations, but they need to fit in seemlessly with the rest of the game I think.
Another possibility is giving out one or two free statesman specialists in the capitol when the bureaucracy civic is used.
OzzyKP Apr 03, 2006, 09:53 AM Another thought for a Great Statesman specialist is instead of just a straight 4 production, make it 2 production and -25% maintenance costs for the city. The maintenance bonus would stack. It seems to be a purpose more fitting with the idea of a Statesman, and certainly something that would be useful for all of us looking to cut maintenance costs.
Also while I was making suggestions in the last post to nerf the GS, I think the benefits of a regular statesman specialist seems a bit weak. If its basically turning 2 gold into 1 production, then why would someone use that over just a basic citizen who makes 1 production without any gold loss?
Based on the idea of the GS specialist I suggested above, how about just a weakened version of that? A regular statesman specialist gives 1 production and -10% city maintenence, stackable with the courthouse and everything else.
TheLopez Apr 03, 2006, 10:21 AM Good mod, and I like the current functions of the statesman. Thanks
I think big changes need to be made in the generation of great statesmen though. Allowing a statesman to be placed with the palace is unbalancing. The earliest way to generate GPP right now is building a temple (and placing a priest), building a library (and placing a scientist), or building a wonder. Allowing GPP to be generated from turn 1 is very unbalancing. Good point.
Some of the other things seem inappropriate as well. Let me supply a list of suggestions:
- The following buildings now provide points towards generating a great
statesman (this section seems perfect to me):
- Forbidden Palace (2)
- Versailles (2)
- Mt. Rushmore (1)
- Kremlin (2)
- Pentagon (2)
- United Nations (2)
How is this any different than what is there now?
- The following buildings now allow the citizens to be specialized as
statesmen:
- Courthouse (2)
Hmmm.... why not any of the palaces that are wonders? Or the United Nations? I can maybe understand taking out Mt. Rushmore, Kremlin and Pentagon.
- The following buildings now provide free statesmen:
- Forbidden Palace (1)
- Versailles (1)
Hmmm.... I don't think I agree with this. Why not the United Nations? It is full of statemen, same with the Pentagon and Kremlin.
Another possibility is giving out one or two free statesman specialists in the capitol when the bureaucracy civic is used. This is a brillent idea. This will definately be in the next version of the mod. :goodjob:
Also while I was making suggestions in the last post to nerf the GS, I think the benefits of a regular statesman specialist seems a bit weak. If its basically turning 2 gold into 1 production, then why would someone use that over just a basic citizen who makes 1 production without any gold loss? Because stateman specialists also give GPP, citizens do not.
Based on the idea of the GS specialist I suggested above, how about just a weakened version of that? A regular statesman specialist gives 1 production and -10% city maintenence, stackable with the courthouse and everything else.I like this idea. I'll update the mod when I am done with my current mod component.
Thanks for all your feedback OzzyKP.
OzzyKP Apr 03, 2006, 10:54 AM How is this any different than what is there now?
It isn't, if you see my note I said that you had it perfect to start with. :goodjob:
Hmmm.... why not any of the palaces that are wonders? Or the United Nations? I can maybe understand taking out Mt. Rushmore, Kremlin and Pentagon.
My thought was just that if the forbidden palace and versailles is providing a free statesman, then there isn't much need to allow them to place an additional one. Though I'd probably be more supportive of not having any buildings give out free specialists and then have the forbidden palace and versailles allow adding 2 statesmen specialists. Plus all the wonders you've listed will be giving out their own GSP anyways, so I"m just trying to have it stay in keeping with other wonders in the game. So yea, I'd rather allow placement for forbidden palace and versailles then giving out free specialists. And UN could definitely be included in that as well.
Hmmm.... I don't think I agree with this. Why not the United Nations? It is full of statemen, same with the Pentagon and Kremlin.
Oh certainly it makes sense historically. Just like universities are full of researchers and should provide free scientists, but thats not how the game works. Off the top of my head I can think of only one wonder or building in the entire game that gives free specialists, and thats the Great Library. So having like 4 or 5 buildings that give out free specialists seems like a massive change to the game.
This is a brillent idea. This will definately be in the next version of the mod. :goodjob:
Thanks :)
Because stateman specialists also give GPP, citizens do not.
I know. Even so though, merchants, scientists, artists, etc all give decent bonuses over and above what a citizen provides and gives out GPP. I think the statesman specialist should be equal to the others.
I like this idea. I'll update the mod when I am done with my current mod component.
Cool. :)
I'm not a modder though (or at least haven't been since Civ2), so I don't know if this is possible. If it is, it'd be great to see.
Thanks for all your feedback OzzyKP.
Yup, just trying to help and achieve that ever ellusive quest for balance. :)
TheLopez Apr 13, 2006, 05:20 PM Last pre v1.61 patch update.
TheLopez Apr 14, 2006, 11:46 AM Updated all code to be compatible with the v1.61 patch!
Impaler[WrG] May 02, 2006, 09:17 PM With the SDK is should be possible for specialists to get new types of Yield and for these to be used to make the newer specialist types more focused. My thoughts
Health (Doctors), Happiness (Priests), Raw Commerce (Statesman), Experience (Soldiars). Note that Experince would have to be doled out slowly to units after they are built, some people have already made some pyton mods along these lines.
TheLopez May 02, 2006, 09:49 PM You are correct, you can do new yields for the different specialists... In fact I have done it for the doctors. There is one problem though, I cannot get the happiness/unhappiness icon to show... well, that's not exactly true. I can hack-up the code to do it but it's not the right thing to do...
I just need more time to find the right way to do it...
Jaca Jun 19, 2006, 11:49 AM Have not played your mod yet TheLopez, but was browsing through the modpacks and I very much like the idea of having a specialist per civic trait, and so believe both the Great Doctor and the Great Statesman are excellent suggestions. Personally I was mostly charmed by one of Chalid's suggestions (which basically makes the Great Statesman a mix between a Great Artist and Great Merchant, creating both money and culture -- and thus, indirectly so, hapiness) ...
a) Give him the possibilty to culture Bomb and to conduct a trade missioin, but both abilities at a smaller extend then with the merchant or the artist. You might even add the Engineers ability to, making the great statesman something like an allrounder, but less good at the thing he is finally used to do.
... but then in a slightly altered form: generate an amount of money without having to abroad (as is required for the Great Merchant) and instead of culturally bombing one single city, let him inject culture in a single city (where you drop him), by an obviously much smaller amount then the Great Artist, and an (even) smaller amount of culture into the two nearby cities. This can get your local influence somewhere increase and would perhaps also serve well in your immigration mod, TheLopez, to stop migration... -- a mod I also did not play, but very much liked the ideas in there too!
As a superspecialist, the Great Statesman could also generate some money and culture in a city.
Just a thought.
Have fun and best regards,
Jaca
wotan321 Sep 18, 2006, 12:39 PM Is this mod Warlords ready?
TheLopez Sep 18, 2006, 01:46 PM No, do you want it to be?
Dom Pedro II Sep 18, 2006, 02:34 PM *nudges TheLopez*
If you decide to make it for Warlords... some commenting please :)
TheLopez Sep 18, 2006, 02:39 PM Yes, yes, I know :p
Impaler[WrG] Sep 18, 2006, 03:40 PM Get an Artist to make an Al Gore model for the Modern Statesman :D
Ket Sep 18, 2006, 03:45 PM I'm all for a WL version...
:)
wotan321 Sep 18, 2006, 05:18 PM Yes, this would be a good thing for Warlords, since its a diplomatic unit and in Warlords diplomacy takes on an added importance. It sure would go great in Ket's XL mod.
Ket Sep 18, 2006, 11:30 PM /em ponders if he would have a mod if it was not for all of lopez's mod comps...
Epicurist Sep 19, 2006, 09:14 AM i would be interested in a WL version...
Through the SDK..is it possible for the statesman to make the AI happier with you..maybe +3 to x# of AI's.
Maybe that could be a separate unit--great ambassador.
Ket Sep 19, 2006, 09:52 AM Epicurist, very possible. Although I'm not sure you would see the modifier in game it would none the less be there. We have buildings right now in my mod that can make people happier with you. (Its part of the CCCP as of version 2.0.0.4)
wotan321 Sep 19, 2006, 10:00 AM Ket,
In you XL mod, which buildings are you referring to?
Ket Sep 19, 2006, 11:17 AM The U.N. gives a +2 diplomatic relationship bonus with everyone.
We are planning more....
TheLopez Sep 20, 2006, 11:21 AM New Warlords compatible version posted!!!
wotan321 Sep 20, 2006, 11:54 AM Thanks TheLopez.
So Ket, will we see this in a future XL Mod update?
Ket Sep 20, 2006, 12:08 PM @Wotan:
You will see it in .6 as well as some other goodies....
@TheLopez
Thanks TheLopez!!!!
Any luck with that cultural influances issue? Or should I try to get you more data?
Ket Oct 01, 2006, 04:58 PM Are there plans to get the AI to use these properly or at least somewhat other than Golden Age Fodder, I see you have done some good work in the AI files with the Inquisitors.... possible to fork that over to both statesmen and doctors?
TheLopez Nov 08, 2006, 09:00 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.
Anthraxus899 Nov 13, 2006, 10:47 PM Hello, afraid you got stuck having a retard download your mod and attempt to merge it with another. I put the C++ files in the folder, and unfortunately, now I can't start the game, any help? :confused:
cotdamn Feb 01, 2007, 06:03 PM thanks for all the modcomps and the help
wotan321 Jan 09, 2008, 07:04 AM Is there something like this for BtS?
snipperrabbit!! Jan 09, 2008, 08:41 AM It has been tweaked by Firaxis and the result is great spy. Much better, IMO.
wotan321 Jan 09, 2008, 10:52 AM Thanks for pointing that out.
Can the Great Spy stop a war like the Great Statesman can?
snipperrabbit!! Jan 09, 2008, 12:49 PM I don't think so but he can still hurt the enemy enough to convince the enemy to stop the war( or try to ).
wotan321 Jan 09, 2008, 07:59 PM I looked over the code in this thing and I don't see any mention of stopping war between 2 civs..... whats up with that?
johny smith Jan 11, 2008, 09:45 AM Well it is almost complete. The WoC plans to add this and the great doctor into BtS. I made some new models for the units as well. And of course some new art for the city screen and buttons.
http://forums.civfanatics.com/uploads/112213/great_doctor.jpghttp://forums.civfanatics.com/uploads/112213/great_statesman.jpghttp://forums.civfanatics.com/uploads/112213/statesman_doc_screen.jpg
johny smith Jan 12, 2008, 03:19 AM Please if anyone has a chance tell me what you think of the units.
snipperrabbit!! Jan 12, 2008, 04:38 AM Statesman : Ok
Doctor : :shake:
I will try a doc specialist myself today and PM you if results are sufficient.
EDIT concerns 2D only
johny smith Jan 12, 2008, 05:01 AM Thanks snipperrabbit!! The files are available in the WoC if needed. Or I could send them to you. The doctor is a reskin of the CEO(Executive). The Statesman is a great modern spy with Churchill's hat.
johny smith Jan 12, 2008, 11:02 AM Thanks for new doc symbol snipper.
snipperrabbit!! Jan 12, 2008, 02:15 PM I have also done my own version of the action button :
http://forums.civfanatics.com/uploads/105110/altABforGDoctor.png
What do you think ?
Noticed as well you balded him. It's neat, IMO.
debrooks Feb 05, 2008, 08:56 AM Another possibility is giving out one or two free statesman specialists in the capitol when the bureaucracy civic is used.
I've been working on a remarkably similar mod to this one for private consumption, and registered here just to reply to this post. In my mod, I have given the priest specialist's abilities to the politician (my "statesman" ; GP is still called "Great Statesman") and replacing the priest's gold output with culture. This accomplished, it made perfect sense to replace Bureaucracy's base ability with a certain number of free politicians in the capitol. I keep vacilating between granting 2, 3, and 4. Too few, and it doesn't hold a candle to the basic version. Too many, and the GPPs start to get frightening. But when I drop the number granted, I look at Mercantilism and snicker.
surdanis Feb 22, 2008, 10:05 AM ok, dumb question, but i don't see an immediate answer. is this mod compatible with BTS 3.13? i know it says it's for warlords, but has anyone tried it with BTS yet? i'm gonna give it a go myself. i loved it in warlords when i first used it way back when. i still think it's a great idea.
lopez is the man.
snipperrabbit!! Feb 22, 2008, 01:12 PM surdanis, I think it is in the process of modularization under the WoC format. I don't know for sure but ask Johnny Smith.
surdanis Feb 22, 2008, 09:28 PM surdanis, I think it is in the process of modularization under the WoC format. I don't know for sure but ask Johnny Smith.
Yeah, i was reading about that in this thread. However, I'm not sure I wanna download the WoC. I mean, how does it work? Do I just have to download it and try it out? What if it doesn't have the mods I want in it? Can I put mods I already have IN it?
Currently, I am running Chiyu's Expanded Next War, where all the dumb stuff is taken out while retaining the future units. In addition, I've merged Trojan Sheep's Super Spies Mod (which, btw, is just EXCELLENT!) into it along with the Mil MI 26 Transport Helicopter (which is a great addition to any game) by nautil. Would I be able to run those with WoC?
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