View Full Version : [MODCOMP] Professions Mod: Journeyman
Kailric Aug 27, 2009, 09:37 PM What is this Mod:
Units that are working in your cities or in the field now have a chance to reach Journeyman status and even to become Masters at what they do most. Journeymen have a slight bonus for their profession. As a unit works he gains skill in the profession he is working at. You can see the Progress of all his Professions by holding shift and mousing over the unit.
Download Here (http://forums.civfanatics.com/downloads.php?do=file&id=13108)
Patches:
None
Version 1.4 Changes
- You no longer have to hold shift to see Journeyman Progress List
- Pioneers and Scouts are now added to list of possible promotions
- Journeyman promotions are no longer effected by the cool down of 10 turns only Masters
- Scouts earn Journeyman Progress by spending all movement points in territory not controlled by the player or by Speak with Chieftan command.
- At the moment Journeyman Scouts have no additional effect other than the possiblity to make Seasoned Scouts
Source Code: 242957
This version needs to be tested for stability. If you experience crashes please post your Saved Game.
Version 1.3 Changes
- When a Colonist is first Promoted to Journeyman status he will continue working his assigned profession
- Text can now be displayed instead of Icons when viewing a Units Journeyman List or Progress
Also note:
-All his Journeyman promotions are displayed in the Unit Help text when you mouse over the unit
-At Journeyman status of 49% the Unit will each turn get a chance to be promoted to a Journeyman of the Profession he is in. This can take between 7 to 13 turns or longer for Criminals and Servants.
-Journeymen who continue to work a Profession have a chance each turn to become Masters.
-Journeymen receive a bonus of 1 extra Yield in a worked plot, 1 extra Bonus Yield in a worked plot, or 50% increased Yield in a worked Building
-A Unit can be a Journeyman of any number of Professions but only Master of one.
-Master and Expert units can not gain another Mastery but can become a Journeyman of all other profession
-When a Unit reaches Journeyman status the first time, his Graphic will be updated and he will be called a "Journeyman Colonist".
-Only Free Colonist, Indentured Servants, and Petty Criminals become "Journeyman Colonist". The time it takes to become a Journeyman is modified by the Unit's Learn Time.
-Each player can only gain one Unit Journeyman/Master Promotion this way once every 10 turns. After a unit is promoted, units will not gain in skill until ten turns have passed.
Customizing this Mod
These attributes can be modded in the GlobalDefinesAlt.xml
TEXT_DESCRIPTIONS - set this to 1 for Text Descriptions when listing Journeyman Professions or 0 to use Icons. Default is currently Text. Note the linked pictures below show Icons.
JOURNEYMAN_PROGRESS_VALUE - how much each turn a Unit gains in Journeyman Skill minus his Learn Time Modifier
JOURNEYMAN_YIELD_MODIFIER - the amount of increased % of Yield in a worked building
JOURNEYMAN_YIELD_CHANGE - amount of increased Yield in a worked plot
JOURNEYMAN_BONUS_YIELD_CHANGE - amount of increased Yield that has a Bonus
PROFESSION_RESET_TIMER - the amount of turns between Unit Journeyman/Master promotions. Set to zero to have no turns to wait.
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drjest2000 Aug 27, 2009, 10:26 PM as much as a Col2 mod can be, this is one sexy mod! Thank you, Kailric! This resolves a serious gripe I have with the game!
EDIT
A small glitch in the promotions, I get Converted Natives ( UNIT_CONVERTED_NATIVE / UNITCLASS_CONVERTED_NATIVE ) instead of Master Carpenters ( UNIT_CARPENTER / UNITCLASS_CARPENTER ); the other skills ( Lumberjack, Fisherman, etc ) appear to all work seamlessly and as expected.
I tested it as a stand-alone and as a module in Modular United Mods 1.3 and all seems working as advertised except for the Carpenter promotion.
Great work, Kailric, I will be using this mod frequently!
Kailric Aug 28, 2009, 05:45 AM as much as a Col2 mod can be, this is one sexy mod! Thank you, Kailric! This resolves a serious gripe I have with the game!
EDIT
A small glitch in the promotions, I get Converted Natives ( UNIT_CONVERTED_NATIVE / UNITCLASS_CONVERTED_NATIVE ) instead of Master Carpenters ( UNIT_CARPENTER / UNITCLASS_CARPENTER ); the other skills ( Lumberjack, Fisherman, etc ) appear to all work seamlessly and as expected.
I tested it as a stand-alone and as a module in Modular United Mods 1.3 and all seems working as advertised except for the Carpenter promotion.
Great work, Kailric, I will be using this mod frequently!
Thanks I'll look into this. There is one other glitch that I forgot to mention and that is When you use the command to "Change Profession", the bonuses for being a Journeyman are not factored in. I haven't quite figured this one out yet but I'll fix that when I do.
Kailric Aug 28, 2009, 06:15 AM Well, hmmm, I just tested turning a Journeyman into a Carpenter and he appeared to me as a Carpenter. The way the code determines Masters is by checking each Units YieldModifiers and or YieldChanges. Simply put if the Unit has a positive modifier for the Journeyman's Profession then the Code knows that this Unit is the Master graphic and converts the journeyman into that unit. So check the Civ4UnitInfos for your Converted Natives it should read as below...
<YieldModifiers/> should look like this and Hammers should be -1 for Converted Native
<YieldChange>
<YieldType>YIELD_HAMMERS</YieldType>
<iChange>-1</iChange>
</YieldChange>
You said you played the Mod as a standalone so somehow you may have changed the Converted Natives in your Vanillla xmls?
The only other thing I can think of at this moment is that your Master Carpenter units where changed somehow to look like Converted Natives? Does the promoted Converted Native act like a Mater Carpenter or a Converted Native? Check those two things for me if you would please.
I plan on adding Hardy Pioneers to the list of possible Master promotions at some point.
TC01 Aug 28, 2009, 08:16 AM This is kind of implemented in Age of Discovery II, I know, where it's possible to have your workers become "Master" or "Expert" at whatever they are doing.
Still, it's good to have it expanded on it's own. (For instance AoDII has no "Journeyman status").
drjest2000 Aug 28, 2009, 08:17 AM Ah there's the thing! I hadn't remembered it until you mentioned it, but I did muck about in my vanilla game XMLs trying to figure out how all the parts worked. Now that I think about it, this certainly explains why the other colonists are doing so much better than me LOL
I will remedy that bugaboo by restoring the original XML for units and get back to you.
Kailric Aug 28, 2009, 09:06 AM Ah there's the thing! I hadn't remembered it until you mentioned it, but I did muck about in my vanilla game XMLs trying to figure out how all the parts worked. Now that I think about it, this certainly explains why the other colonists are doing so much better than me LOL
I will remedy that bugaboo by restoring the original XML for units and get back to you.
Ok, cool. I forgot to add in the Source Code so I'll do that a little later.
Kailric Aug 29, 2009, 03:52 PM K, New version is up. Version 1.1. Get it on first post
-Journeyman Yield increases now show up when you use the command to Change Profession
-Pioneers now added to the list of possible Promotions. They must be working a plot to gain in skill
-added source code
Edit: ha, just uploaded 1.1a. Put the wrong DLL in the zip.
Androrc the Orc Sep 03, 2009, 05:52 PM Cool! Are you planning to add apprentices later on?
Kailric Sep 03, 2009, 08:23 PM Cool! Are you planning to add apprentices later on?
Well, I figured that when you put a colonist to work by default he is considered an "apprentice". But I did think about that. I don't want to make the system to complex. I put in a "wait" between promotions so the Player would not be overwhelmed with "Masters" toward the end of the game. If I added in an apprentice level then it would change up the training times and players would have less amount of Masters at the end game.
The system as it is gives bonus Masters that the player would not normally have. So I figured that is good enough for now. In the next update I'll turn on the AI's use of Journeyman so that the player want have any advantage over the AI and even things out a bit more.
I have thought about adding a bonus to journeyman time to Colonist who works a building if there is a Master in that building working with him. That would give a little more "apprentice" feel to the system as it is. Thats my thoughts on that at the moment.
Androrc the Orc Sep 05, 2009, 05:58 AM Well, I figured that when you put a colonist to work by default he is considered an "apprentice". But I did think about that. I don't want to make the system to complex. I put in a "wait" between promotions so the Player would not be overwhelmed with "Masters" toward the end of the game. If I added in an apprentice level then it would change up the training times and players would have less amount of Masters at the end game.
The system as it is gives bonus Masters that the player would not normally have. So I figured that is good enough for now. In the next update I'll turn on the AI's use of Journeyman so that the player want have any advantage over the AI and even things out a bit more.
Ok. :)
I have thought about adding a bonus to journeyman time to Colonist who works a building if there is a Master in that building working with him. That would give a little more "apprentice" feel to the system as it is. Thats my thoughts on that at the moment.
This would be great :goodjob:
By the way, one question - where do I change (in the source code or otherwise) in order to restrict the journeyman professions to just the industrial ones (weaving, etc.)?
Kailric Sep 05, 2009, 07:36 AM By the way, one question - where do I change (in the source code or otherwise) in order to restrict the journeyman professions to just the industrial ones (weaving, etc.)?
Edit: I just upload v 1.2 so you may want to get it first
Add this line to CvCity.cpp at line 5886 and see what happens. I haven't tested it but it should work. isWorkPlot() checks if the Profession works a plot instead of a building.
if (isHuman() && GET_PLAYER(getOwnerINLINE()).getProfessionsReset() <= 0 && !GC.getProfessionInfo(eProfession).isWorkPlot())
Then to remove Journeyman Pioneers delete the below code in CvUnit.cpp between lines 4968 and 5006.
///tkProfessions
if (isHuman() && GC.getUnitInfo(getUnitType()).getLearnTime() != -1)
{
int iTestTurn = GC.getGameINLINE().getGameTurn() * -1;
if (getMasterLevel() < 0)
{
iTestTurn = (getMasterLevel() * -1) + 1;
if (iTestTurn == GC.getGameINLINE().getGameTurn())
{
if (GC.getUnitInfo(getUnitType()).getLearnTime() == -1)
{
setMasterLevel(2);
}
else
{
setMasterLevel(1);
}
finishMoves();
return false;
}
}
changeJourneymanYieldStored(getProfession(), (GC.getDefineINT("JOURNEYMAN_PROGRESS_VALUE") - GC.getUnitInfo(getUnitType()).getLearnTime()));
if (isDead())
{
return false;
}
}
//tkend
Zuul Sep 06, 2009, 01:51 PM Nice mod. I wanted something like this for a long time :).
Androrc the Orc Sep 06, 2009, 03:59 PM I finished integrating this into my game, and it works great!
By the way, in line 4788 of CvPlot.cpp, you left a change undocumented.
I'll try now to incorporate the industrial-journeymen only code you posted (thanks!).
EDIT: Incorporated it, and it worked! One thing though: how do I make it so I don't get journeyman preachers, statesmen and ranchers?
dewbak75 Nov 22, 2009, 08:24 PM Does this mod work with the official 1.01f patch? I installed this mod, and I love the enhancement it brings to the gameplay, but now my game is randomly crashing within the first 30 turns or so. I've tried saving the same every few turns to see if it's a random thing, but now I've got a savegame that will load, play one more turn, then crash. the error message says the problem is with the cvgamecoredll.dll, and I've tried using both the default and the one that prevents the AI from using journeymen. anyone know what might be going on?
Kailric Nov 22, 2009, 08:50 PM Does this mod work with the official 1.01f patch? I installed this mod, and I love the enhancement it brings to the gameplay, but now my game is randomly crashing within the first 30 turns or so. I've tried saving the same every few turns to see if it's a random thing, but now I've got a savegame that will load, play one more turn, then crash. the error message says the problem is with the cvgamecoredll.dll, and I've tried using both the default and the one that prevents the AI from using journeymen. anyone know what might be going on?
Hmm, does your game work fine without the mod? Is there any chance you can attach your saved game as a zip file to this forum in a post? That way I can better track down the bug if its my code that is the problem.
dewbak75 Dec 04, 2009, 12:36 PM Hmm, does your game work fine without the mod? Is there any chance you can attach your saved game as a zip file to this forum in a post? That way I can better track down the bug if its my code that is the problem.
I never got crashes like that without the mod. Obviously I can't use the same savegame file without loading the mod first, but starting a different game from the same install of the game doesn't have the same problems.
I've got a week off coming up so I'll have some more time to play around, I'll try and come up with something I can post for you. I may also try to reinstall the game from scratch and use the mod without patching the game first, see if it works with the game unpatched on my system.
I'd really like to be able to use this mod, it's a very cool idea :)
Kailric Dec 04, 2009, 03:56 PM I never got crashes like that without the mod. Obviously I can't use the same savegame file without loading the mod first, but starting a different game from the same install of the game doesn't have the same problems.
I've got a week off coming up so I'll have some more time to play around, I'll try and come up with something I can post for you. I may also try to reinstall the game from scratch and use the mod without patching the game first, see if it works with the game unpatched on my system.
I'd really like to be able to use this mod, it's a very cool idea :)
If there is a bug its prolly due to the AI using the mod as well and should be an easy fix if I can isolate it. So you say you started a new game and it didn't have any problems?
Also note that you do have to have the latest Col offical patch or the mod want work at all.
If I get the chance this weekend I'll look into the code and turn off the AI's use of it and upload that version and you can test the game that way. If there is no crashes then we know the AI's use is causing the crash.
dewbak75 Dec 04, 2009, 04:59 PM If there is a bug its prolly due to the AI using the mod as well and should be an easy fix if I can isolate it. So you say you started a new game and it didn't have any problems?
Also note that you do have to have the latest Col offical patch or the mod want work at all.
If I get the chance this weekend I'll look into the code and turn off the AI's use of it and upload that version and you can test the game that way. If there is no crashes then we know the AI's use is causing the crash.
What I meant to say was, C4Col works fine without the mod, I only get the crashes when I activate the mod. I'm pretty sure I tried using the version of the .dll where the AI doesn't use journeymen, but I can't be sure. I'll give that another shot to be certain I tried it correctly.
Kailric Dec 04, 2009, 10:36 PM What I meant to say was, C4Col works fine without the mod, I only get the crashes when I activate the mod. I'm pretty sure I tried using the version of the .dll where the AI doesn't use journeymen, but I can't be sure. I'll give that another shot to be certain I tried it correctly.
Ah, k I forgot I had added an Extra dll to the download for turning off the AI. I will check this out asap which may be a couple days as I am pretty busy this weekend. I may have uploaded the wrong dll though. Anyway, If you haven't tried playing with the AI turned on try that if you get the chance.
dewbak75 Dec 06, 2009, 03:11 PM I tried using the DLL where the AI doesn't use journeymen, and I still got crashes. I tried to simplify things as much as I could, and started a modest-sized map with no AI players, where I was the only group on the map. It still crashed eventually. I'll see if I can upload a savegame file to you if that'll help.
Kailric Dec 06, 2009, 03:16 PM I tried using the DLL where the AI doesn't use journeymen, and I still got crashes. I tried to simplify things as much as I could, and started a modest-sized map with no AI players, where I was the only group on the map. It still crashed eventually. I'll see if I can upload a savegame file to you if that'll help.
Yeah, attach a saved game if you can. Then I can run error diagnostics on it.
dewbak75 Dec 06, 2009, 03:48 PM Ok, here is a savegame that should show you what I'm seeing. It's a very simple game, nobody on the map but me, Pilgrim level. I managed to save it the turn before the crash, so hopefully it'll help you figure out what's going on.
236500
Kailric Dec 08, 2009, 10:39 AM K, thanks for the saved game. I figured out what unit it was that was causing the crash, its Pioneers becoming journeyman.
I have turned off the Pioneers ability to become journeyman and will upload a patched dll on the first page. I'll have to look into the code at another time to fix that bug.
Please test the patch and see how it goes. K, thanks.
dewbak75 Dec 08, 2009, 04:33 PM The mod includes two versions of the .dll, one with AI using journeymen and one without. Which one is the patch .dll based on?(It doesn't matter all that much to me, I'm just curious)
Kailric Dec 08, 2009, 05:37 PM The mod includes two versions of the .dll, one with AI using journeymen and one without. Which one is the patch .dll based on?(It doesn't matter all that much to me, I'm just curious)
Its based on the one that has the AI turned on.
KJ Jansson Dec 09, 2009, 12:43 AM This mod is a very interesting and very useful addition to the game. :goodjob: I already incorporated "Professions Mod: Journeyman" in my "1492: Global Colonization" mod.
However, I would like to propose some improvements.
To my opinion, all units in the game can be divided into three types:
Type 1. Units without profession (Colonist, Criminal, etc.)
Type 2. Units with "field" professions, that is units who harvest food or resources (Farmer, Fisherman, Lumberjack, Sugar planter. etc.)
Type 3. Units with "city" professions, that is units who is working inside the city buildings (Stateman, Weaver, Fur trader, Tobacconist, etc.) + Pioneer.
The possibility of additional education should be different and should depend on the unit type.
For instance type 1 units can be educated for both type 2 or type 3 professions, however, only for one of them.
For type 1 units:
If a Colonist without profession takes the Lumberjack profession (type 2), he cannot more be educated as a Farmer or a Stateman. Of course, such colonist can work as Farmer or as Stateman, however without additional education.
If a Colonist without profession takes a Blacksmith (type 3) profession (first Journeyman and then Master), he cannot be more educated for a Lumberjack (type 2) or for Stateman (type 3) professions.
For type 2 units:
Such units can be educated only for type 3 professions. For instance a Lumberjack can be educated only as Tobacconist, Pioneer, etc. (type 3 professions), however cannot be educated as Fisherman or Farmer (type 2 professions).
For type 3 units:
No additional education at all! They are professionals and cannot be re-educated.
Let's return in our time: Can you imagine that your City-mayor is working on the field as a farmer?
I guess this is much more logically clear education system. The education in the past required a lot of time (many-many years) and only for one profession.
And additional question/proposal.
Now you can send your colonist to harvest food as a Farmer, for instance. After few turns he will be Journeyman and then Master (or Professional Farmer).
My question is:
How difficult to ask the player something like: "Are you plan to educate your Colonist to Farmer profession?"
- If the answer "Yes", the Colonist will be educated to Farmer profession.
- If the answer is "No", the colonist will work as a Farmer but without education.
In this case the player has a chance to give to his colonist more important profession.
dewbak75 Dec 09, 2009, 10:04 AM I think there are definitely some interesting possibilities for enhancing a mod like this. One that definitely comes to mind is individualizing the number of turns it takes to learn each profession. I'm not sure if the differences should be all that large, but since some skills cost more to recruit, it's reasonable that they would take longer to learn. Another interesting one would be a degradation in a journeyman's skills if he doesn't use them for an extended time. Ideally the degradation wouldn't be immediate, as long as a colonist works at a particular profession at least one every X turns, they maintain their skill level. Once a colonist becomes a master/expert, they no longer have to "keep their hand in", so to speak. There could even be a similar threshold at journeyman level, once a colonist reaches it, their skill level can't degrade back below journeyman, but they have to keep working the job regularly to progress toward expert. There could also be something like a requirement for some jobs that the colonist be working alongside an expert in order to learn the skill(an apprenticeship, basically), while some jobs would allow anyone to learn just from experience. My gut says it'd probably split between field jobs and shop jobs. I have no idea how difficult it would be to code any of this, and I certainly don't have the skill to do it myself, but the general concept of "on the job training" is a great idea, with a whole lot of possibilities.
Aside from the crash bug I've been experiencing(I haven't had time to test the patched .dll yet), there are only two things about this mod that present any annoyance. One, dealing with all the colonists popping out of the job they're working when they increase their skill level. Which wouldn't be so bad except for the second annoyance, the icons that indicate a journeyman's skill levels are a little difficult to make out(granted, I'm playing at 1920x1200), and one journeyman looks like another. Could it be possible to tweak it so a colonist achieving journeyman-level on a job doesn't pop out of what they're doing, only at expert? Especially when I've locked them into the job they're working inside the colony?
Thanks for your continued work on this mod, it's a great addition to the game. :)
Kailric Dec 13, 2009, 04:57 PM Thanks guys for the feed back and suggestions.
@ KJ Jansson: While your suggestions are very interesting they are outside the scope of this mod considering I work alone basiclly and to add features such as that would take a lot of coding and testing. But I'll keep those ideas in mind when next I am working on this.
@ dewbak75: Individualizng the learning times would be more of an easy addition. I already have learning time modified by the type of colonist like for Criminals and Indetured servents its longer. Also, I know what you mean about Journeymen poping out and thats one of the things I mean to fix. And I will look into the icon size issue at higher resolutions as well.
K, glad you guys enjoy this little addition.
Kailric Dec 15, 2009, 06:53 AM Ok I upload version 1.3 of this mod. See first page for changes. Thanks guys for the encouragement on this Mod.
dewbak75 Dec 17, 2009, 10:20 PM Ok I upload version 1.3 of this mod. See first page for changes. Thanks guys for the encouragement on this Mod.
And thanks to you for your hard work on it. I tried out v1.3, I'm VERY pleased that I no longer have colonists popping out of their job assignments so often now. I haven't taken a close look at the text vs. icon changes yet.
KJ Jansson Jan 10, 2010, 03:05 PM Hi, Kailric!
Thank you very much for your great mod. :goodjob: I included "Professions Mod: Journeyman" 1.3 in my "1492: Global Colonization".
Your addition cardinally changed a style of the game. Instead of buying units in Europe now I can educate all my specialists directly in the city buildings. This is exactly what I need! Great!
Everything looks OK, however I found a very strange effect.
I tried to educate my colonist in my college. The colonist started his education as usually, however, he could not finish his education and remains as Journeyman Colonist. Moreover, after such "education" (when I see message "Graduation after 0 turn") I have no possibility to choose any profession for such colonist (carpenter, farmer, etc.). Colonist appears in my city as Journeyman Colonist.
I have such problem only with Colonist. Converted native can be educated in schools as usually. I have no information for Criminals and Indentured servants. I didn't tested them.
Do you have any ideas how to fix this problem?
Kailric Jan 10, 2010, 07:54 PM Hi, Kailric!
Thank you very much for your great mod. :goodjob: I included "Professions Mod: Journeyman" 1.3 in my "1492: Global Colonization".
Your addition cardinally changed a style of the game. Instead of buying units in Europe now I can educate all my specialists directly in the city buildings. This is exactly what I need! Great!
Everything looks OK, however I found a very strange effect.
I tried to educate my colonist in my college. The colonist started his education as usually, however, he could not finish his education and remains as Journeyman Colonist. Moreover, after such "education" (when I see message "Graduation after 0 turn") I have no possibility to choose any profession for such colonist (carpenter, farmer, etc.). Colonist appears in my city as Journeyman Colonist.
I have such problem only with Colonist. Converted native can be educated in schools as usually. I have no information for Criminals and Indentured servants. I didn't tested them.
Do you have any ideas how to fix this problem?
Hey, thanks for this report. I just looked over the code really quick and I may have found the problem. I don't have time tonight to test it out though so I'll post the new dll and if you get the chance let me know if it fixes the problem.
Just replace the old dll with this new one...
KJ Jansson Jan 11, 2010, 12:18 AM Hey, thanks for this report. I just looked over the code really quick and I may have found the problem. I don't have time tonight to test it out though so I'll post the new dll and if you get the chance let me know if it fixes the problem.
Just replace the old dll with this new one...
239839
Thank you, Kailric! I will try today evening when my PC with your mod will be available. I will check Colonist, Indentured Servant and Criminal to educate in the school and report here my results.
KJ Jansson Jan 11, 2010, 09:53 AM I tested a school education for Colonist, Indentured Servant and Criminal with a new CvGameCoreDLL.dll. I could start and finish the education process as usually, without any problems. Everything is working correctly now. Thank you very much, Kailric, for your fix.
And last question. Could you, please, publish your changes in source codes? I would like to fix this error in my CvGameCoreDLL.dll that I use in "1492: Global Colonization" mod.
Kailric Jan 11, 2010, 07:31 PM K, here is the one file I edited to make the fix. Just replace this new CivCity file with the old one in the source code.
Edit: Patches are included with 1.4
KJ Jansson Jan 30, 2010, 02:27 AM Hi, Kailric!
I found a wrong graphics in [MODCOMP] Professions Mod Journeyman 1.3 with last patch dated Jan.11.2010.
I made a set of screens from Civilopedia/Professions section. Instead Armed Brave, Mounted Armed Brave and Mounted Brave we have Journeyman.
http://img715.imageshack.us/img715/7978/010203.th.jpg (http://img715.imageshack.us/img715/7978/010203.jpg)
This error is not critical and happens only in Civilopedia/Professions section, however quite common during modding. I found also that such graphics glitch takes place in both "normal" and "modular" mods.
It would be very nice if the forum community could find the reason of such graphic glitch.
Kailric Jan 30, 2010, 07:56 AM Yeah, I know about this error and its caused by how the Python Civilopedia file handles professions. It wasn't coded to be mod friendly like most other code as you can't just drop in a new profession and have it show up in the Civilopedia correctly.
I'll look into this more and maybe make a seperate mod that fixes this one error if someone doesn't beat me to it.. hint hint :)
KJ Jansson Jan 30, 2010, 09:50 AM I had a similar error in "1492: Global Colonization. Resource Pack" for couple professions. When I transformed a "normal" "1492:GC.RP" mod in "modular" one this error vanished.
I was very happy, however, now when I start to work on the "Livestock" mini mod for "1492:GC" and used the similar modular system I accidently again catched this graphics error on the first new profession. Why and how prevent it?
Probably you are right and Python uncorrectly understands the information from the data files.
Good luck in your search. The results will be very usefull for many modders.
Thank you for your time and patience!
Kailric Feb 13, 2010, 09:27 PM Just uploaded version 1.4. Please test this for stability. If you have any crashes please post your saved game. Thanks.
Version 1.4 Changes
- You no longer have to hold shift to see Journeyman Progress List
- Pioneers and Scouts are now added to list of possible promotions
- Journeyman promotions are no longer effected by the cool down of 10 turns only Masters
- Scouts earn Journeyman Progress by spending all movement points in territory not controlled by the player or by Speak with Chieftan command.
- At the moment Journeyman Scouts have no additional effect other than the possiblity to make Seasoned Scouts
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