Health and Plague

I've tried using DXTBmp and the image turned into blurred colors. I'm also using paint shop pro, using a plugin to edit .dds files but I can't seem to be able so save an image that is not a multiple of four, no matter what .dds format I use.

If you could do it using the images I posted and send me the file, it would be greatly appreciated. I've abandoned modding a few years ago and I have some difficulty getting it back together.


Thanks,

EDIT: Upon further research, I've found the problem and managed to save the image!
 
Ok. I was wondering as having the two mods working together erases the prosperity indicator in the city screen. I haven't tried it during enough turns to see if there would be any migration.
 
Ok. I was wondering as having the two mods working together erases the prosperity indicator in the city screen. I haven't tried it during enough turns to see if there would be any migration.

If the emigration mod changes the cityview.lua then whichever mod is loaded last will have its version of the CityView screen activated. The only way to have both would be to merge the changes.
 
This mod looks awesome! May I make a suggestion though? What if there were Great Doctors, that could immediately remove plague from one city or increase a city's health by 20 temporarily or something? Then you could add doctor specialists and apply them to, I dunno, hospitals and research labs, maybe? They could give +2 health and +3 points towards GDs, I guess...

Anyway, just a thought.
 
I can't tell you how long I have waited to see a mod like this one :-). Just a thought-have you considered food diversity as a source of extra health...a al Civ4? Could allow for expanded trade opportunities IMHO.

Aussie.
 
OK, so I've had a bit more time to play with your mod now, & these would be the suggestions I might make for possible improvement:

-allow health bonus for food diversity....either within a city or empire....& allow food resources to be tradeable (as they were in Civ4).

-either change the bonus for surplus health (maybe a production/culture bonus) or curb some of the food bonuses for some of those buildings that boost health (like Aqueducts & Hospitals).

-aside from a chance of plague, perhaps negative health could have a similar effect to what it did in Civ4 (not sure exactly, but I think it was something like each population point consumed double food....or something like that), or perhaps a production/culture penalty.

-maybe outside of your bailiwick, but I'm also thinking that the Ideological Tenet for Universal Health needs changing-perhaps an across the board reduction in plague likelihood, plus a bonus for hospitals (maybe +2 tourism or gold in Freedom; +2 culture or happiness for Order; +20% HP's for Cities-& units stationed there-with a hospital or a medic promotion for any unit built in a city with a hospital for Autocracy).


Anyway, just a thought....but I do love this mod, it's brilliant!

Aussie.
 
Sorry, one other minor thing...any chance of making this mod compatible with the Civ4 Diplomacy mod & the Corporations mod? Would be excellent to have back all of the best elements of Civ4 in Civ5.

Aussie.
 
Great idea indeed. Love playing it but would it be better if there are more ways to stop a plague(like building a specific buiding or units)
 
Hi Framed Architect,

I've noticed a bug with your mod-namely the population of cities seems to be growing in fits & starts-so one turn there will be 10 turns until growth, then the very next turn it will be 3 turns left etc. I was hoping you might be able to look into this as, with the exception of this bug, your mod is fantastic & I want to be able to keep using it :-).

Aussie.
 
I've incorporated this fantastic mod into the next iteration of Anno Domini - it suits an ancient/dark ages scenario really well! Naturally, I've changed some of the techs and buildings affecting the health output to match the techs and buildings in the mod.

However, I wondered if you could help with two other items:

01. I am incorporating a "Health" policy tree and would like to do a couple of things connected to the modcomp with it. The first is to increase the health output of wells from 1 to 2; the other is to decrease the likelihood of plague. I am also reducing the cost of hospitals in another policy in the tree, but I know how to do that.

02. I would like to have one of the civs have a health-related Unique Ability - probably something like "doubles the health benefits of all wells and granaries" as part of it (the other part will be "starts with the health policy tree open" and I know that trick ;)).

Hopefully you can help with those two things :).
 
01. I am incorporating a "Health" policy tree and would like to do a couple of things connected to the modcomp with it. The first is to increase the health output of wells from 1 to 2; the other is to decrease the likelihood of plague. I am also reducing the cost of hospitals in another policy in the tree, but I know how to do that.
Hi Rob, this sounds like an interesting addition to your mod. I think the above would require changes to the lua script to to make this happen. Sadly, I was not smart enough to build a modular, database approach to the new health yield, so it all has to be done as a pseudo-yield via lua.
02. I would like to have one of the civs have a health-related Unique Ability - probably something like "doubles the health benefits of all wells and granaries" as part of it...
Again this would have to be done with lua. Unfortunately, I haven't access to SDK right now, but after April 1st I should be able to help out by editing the scripts to accommodate your changes.
 
Thanks! I have managed to create a health policy tree using some of the standard practices now, though it would be great to have some of the elements replaced - as I've resorted to things like, "Hospitals cost half as much to build" and "+1 culture with all wells". A couple of items directly connected to your mod would be better. Health doubled/+1 health with all wells and a plague reducer for the finisher would be great. I noticed the policybranch health modifier, so I've used that as the basis for the free policy upon opening the Health branch. The trait could be something like +1 health with x building and y building - and a lower chance of plague. Sounds catchy, I know! Any help you can give with this would be amazing.
 
I have a request for any modder who is willing to tackle this. It would make for a better playing experience if the user interface files for this mod and Emigration were merged. I have been too busy working on my own mods to spend any time on this.

I removed the UI file from Emigration but I'm still getting the "Health!" on the top bar. Even if I could get just Health and Plague to appear properly in the top bar I would be somewhat satisfied. I haven't looked at this any deeper but this almost seems like a conflict with a Text file.
 
So, I'm trying to merge the toppanel, cityview, and citybannermanager lua and xml files of this with the ones from Enhanced UI. I figure I must be doing something wrong, though, as it's causing the UI to become messed up:
http://i.imgur.com/645M37R.png

I've just been copying the tagged bits from this mod's files into the appropriate location in EUI's files, and then overwriting the H&P's files with the merged ones. I've never messed with any of this sort of thing before, is there something else I should be doing?
 
I successfully merged this mod with Enhanced UI v1.21beta1. I believe it should also be fully compatible with EUI 1.20.
Requires both EUI and Health and Plague, and does not actually replace either in full.
https://www.dropbox.com/s/8fuua14nierb2b0/EUI%20v1.21beta1%20-%20Health%20%26%20Plague%20V7%20-%20MERGE%20-%20V1.rar
Just grab that, and copy it into your Health and Plague folder, overwriting when prompted.
By extension, this also increases compatibility with City-State Diplomacy.

I also made another version that, in addition to the above merge, also merges with Emigration:
https://www.dropbox.com/s/loi4vaf8zax4g10/EUI%20v1.21beta1%20-%20Emigration%20V5%20-%20Health%20%26%20Plague%20V7%20-%20MERGE%20-%20V1.rar
NOTE: The Emigration merge will also require you to install my EUI-Emigration merge, which is still a bit buggy, and can be found here:
http://forums.civfanatics.com/showpost.php?p=13287568&postcount=376
 
Is there a way to make this mod work with EUI ? I tried by removing the TopPanel.lua and the CityView.lua files, but it messed the game up.
 
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