View Full Version : [MOD] Great Doctor BTS 3.13


tsentom1
Apr 30, 2008, 07:42 PM
Re-download; version 2.2 is up!

EDIT v2.0
Changed the unit graphic icons.
Fixed a bug that prevented you from using the plague when on an enemy city tile.
Lowered the diplomatic penalty for using the plague by 1.
Fixed a typo in the text files.

EDIT v2.1
Tweaked the AI. The computer should actually use the plague against you now, as long as you have low enough relations with them.

EDIT v2.2
Changed the Medic's AI priorities.

Download (http://forums.civfanatics.com/downloads.php?do=file&id=9321)

Multiplayer Compatible

http://img.photobucket.com/albums/v22/The_Ubiquitous_Devil/DOCTORTWO.jpg
Ancient Great (Witch) Doctor, Great Doctor, & Medic

Great Doctor

Can:

- Spread Bubonic Plague (‘Gods of Old’ plague effect)
- Construct Red Cross (at Medicine; no longer a national wonder, see below)
- Starts with ‘Field Medic’ (new promotion, see below)
- Attach itself to a city
- Discover a Growth Related Technology
- Start a Golden Age


Specialists

Doctor: +1 Food, +3 GP Doctor Points
Great Doctor: +2 Food, +1 Research


Actually, this is a whole Medical related mod:

New Unit

Medic (Recon Unit) 5 Strength, 2 Movement
100 Hammers, available at Medicine

National Unit (3 Allowed)
Can Only Defend
Starts with Medic I, Medic II

New Wonder

The Asklepieion of Kos +4 Culture, +2 GP Doctor Points
250 Hammers, available at Polytheism and Pottery

No Unhealthiness from Buildings (An early game recycling center)
Can add 1 Doctor Specialists

New Promotion

Field Medic (Not actually available for promotion, default ability of Great Doctor)

+15% Heal Rate Enemy Lands
+25% Heal Rate Neutral Lands
+35% Heal Rate Friendly Lands

Changes to BTS

Red Cross: No longer a national wonder, grants an additional +25% city heal rate, can only be constructed by Great Doctor
Hanging Gardens: Doctor points instead of Engineer
National Park: Doctor points instead of Scientist
Aqueduct: Allows 2 Doctor Specialists
Hospital: Allows 2 Doctor Specialists
Public Transportation: Allows 1 Doctor Specialist
Explorer: Can now be upgraded to Medic
Woodsman III: Recon Units can now receive this promotion
Medicine: First to research receives a free Great Doctor

Credits

African Ancient Great Spy & Modern Scientist Models: Polycrates
Medic Model: asioasioasio
Doctor Icons & Names: TheLopez
Specialist Stacker: TheLopez

Let me know if I forgot anyone : )


To install, just unzip to your MODS folder

[NOTE: There might be some junk Gods of Old code left in the mod - mainly for my own future use - if you encounter anything weird let me know.]

tsentom1
Apr 30, 2008, 07:44 PM
EDIT v2.0
Changed the unit graphics.
Fixed a bug that prevented you from using the plague when on an enemy city tile.
Lowered the diplomatic penalty for using the plague by 1.
Fixed a typo in the text files.

EDIT v2.1
Tweaked the AI. The computer should actually use the plague against you now, as long as you have low enough relations with them.

EDIT v2.2
Changed Medic's AI priorities.

tsentom1
Apr 30, 2008, 07:44 PM
reserved................

rockinroger
Apr 30, 2008, 08:03 PM
Looks good, thanks.

Chuggi
May 01, 2008, 02:59 AM
Sounds like a cool idea, just have to get the AI sorted out. :p I really like this though.

tsentom1
May 01, 2008, 03:48 AM
/\

Tweaked it a bit, the computer should actually use the plague now as long as you have low enough relations with them.

Chuggi
May 01, 2008, 03:57 AM
Cool, so they won't try and attack you with medics now? Also, the plague idea seems to be a bit on the "terrorist" side, so to speak. Especially in the modern era.

keldath
May 01, 2008, 06:25 AM
very nice one!!
ill use it for my overlord mod!

tsentom1
May 01, 2008, 09:04 AM
Cool, so they won't try and attack you with medics now? Also, the plague idea seems to be a bit on the "terrorist" side, so to speak. Especially in the modern era.

True, but to make him have the ability only pre-modern would have been way too much work and it came from wanting to give the unit a unique ability that wasn't currently in the game. Besides, once industrialism rolls around he gains the ability to build the Red Cross which redeems his morales just a tad.

The AI should use the medic as an additional city defense unit or in large stacks now, as of v2.2.

Of course, I'll never get the AI perfect : / (At least not without some serious SDK coding which is beyond the scope of this simple mod).

Maniac
May 01, 2008, 10:44 PM
Why, this looks useful for the Planetfall Great Doctor.

tsentom1
May 03, 2008, 02:53 PM
Hey, the download was bad for some reason. I re-uploaded it so it should be working now.

Let me know (works on my comp)

Desert-Fox
Jun 08, 2008, 04:15 AM
Does the The Asklepieion wonder obsolete later? For example with ecology? Then you need to build recycling centres? Or with medicine?

Wolfshanze
Jun 08, 2008, 09:53 AM
I should think Medics should not have a combat value (even if defense only)... they should be more like Settlers and Workers... ie: surrender immediately if attacked.

They should be accompanied by soldiers at all times... if all the soldiers are killed-off, then the medics just surrender like a settler or worker.

Nishdog
Jun 12, 2008, 07:04 PM
I should think Medics should not have a combat value (even if defense only)... they should be more like Settlers and Workers... ie: surrender immediately if attacked.

They should be accompanied by soldiers at all times... if all the soldiers are killed-off, then the medics just surrender like a settler or worker.

Agreed. While medics might have basic combat training, their primary function should prevent them from having such a high combat value. And if you don't like the idea of medics surrendering (which I think is a good idea), then maybe give medics a combat value of 1. That should pretty much assure its defeat in most battles.

hun+celt
Jun 23, 2008, 05:35 PM
Is there a way to have a Doctor specialist or a settled Great Doctor add health and/or happiness to a city without resorting to the SDK or is that beyond what python can do?

tsentom1
Jun 24, 2008, 10:25 AM
Sorry I've been gone for a while - real life got really busy for a few weeks. I'll be getting to all the questions, in all my threads, and finish posting my mod when I get time.

Desert-Fox - I didn't set the Asklepieion to obsolete. If I set it around the time of the other Greek wonders it would've been useless as the only unhealthy building up to that point was the forge (also why I gave it a free doctor specialist to add some early game use). Again at medicine you can get to without researching assembly line (the factories being the prime unhealthy buildings). The only other point would be at ecology and I figured that if you had it this long, and since now it's no longer giving any benefit everyone else can't have there's no point. It may not make sense so to speak, but if you want to logic it, Hippocrates came from that Asklepieon and we still use his oath today.

Wolfshanze & Nishdog - Well they only have a value of 5, they'll die no matter what currently. They have a combat value for technical reasons. If they didn't you couldn't add a Great General to them so you can give them the Medic 3 promotion. I think 5 is appropriate considering by the time you get them you have 20 and 24 combat value units running around. Changing it to 1 really won't make a difference.

hun+celt - Sadly no, you need to do it through the SDK which I usually like to avoid doing as it won't work the next patch and can mess up multiplayer games. Functionally, 1 Food does equal 1 Health in the game though, it's just a matter of how you see it.