Health and Plague

If you're planning an update anytime soon, could you add a reference to the Community Patch...

I won't be updating this mod anytime soon. I'm integrating Health into another of my mods (Faerun), and have made many changes which I want to port over to the main mod here. That will be a few months at least, but I will put it on my to-do list.

EDIT: Interesting that you added GA points as a yield -- I've done the same for Faerun (I also added Minor Influence points as a yield) -- though I'm not nearly skilled enough to do this via DLL.
 
I won't be updating this mod anytime soon. I'm integrating Health into another of my mods (Faerun), and have made many changes which I want to port over to the main mod here. That will be a few months at least, but I will put it on my to-do list.

EDIT: Interesting that you added GA points as a yield -- I've done the same for Faerun (I also added Minor Influence points as a yield) -- though I'm not nearly skilled enough to do this via DLL.

That's fine. For anyone interested, selecting H&P after the CBP will resolve the issue.

Oh, I didn't. That effort was done by Whoward (who also added Great General/Admiral Points, Population, Tourism (which, looking it at, seems to be the yield kicked out by Health, so I was mistaken; GA points work fine), and Local Culture).
 
Which values do I have to change in order to make the plagues spread more commonly between cities? I'd like to see Black Death -style pandemics emerge during the game, but usually the disease stays in 1-3 cities only.

Also, some suggestions for the future:
- To make the different named plagues different gameplay-wise, that each one had values for spread and lethality (how much health is removed from the city). For example, Influenza/the Grippe would spread all over the world fast, but be quite easy a plague. Contrary, Ebola would kill a lot of population, but spread very slowly. The Plague would be somewhere between.
- Own notification for the plagues. Maybe a green skull icon and an ominous church bell, like in Civ IV's RFC. BTW, I would suggest replacing the plague font icon with something more universally historical-feeling, like a pale skull. (I have made one for my own modmodding) The biohazard icon just feels - somewhat - too modern and scientific, not suitable for terrible medieval diseases.

Otherwise, an excellent mod! One of my must-haves for every game - truly enhances gameplay. :)
 
Hi FramedArchitect.

I have to report that the "Faith Specialist" component of Health & Plague causes any specialist, who gives faith yield, to produce 3 times the amount it should give x turn (although not counted in the top panel).

If a Specialist is set to give 3 Fa. in the SQL, the top panel will indicate 3 but the amount added will be 9. If 6, it will be 18 and so on...

This bug can be observed both with Health & Plague or with Faith Specialist alone.

Since the Faith Specialist mod is fully integrated in Health & Plague, I thought to report this bug here, so that, if you don't want to or if you don't have time to fix it, maybe you'll consider just removing it.

Thank you again for this wanderful mod and keep up the good work!
Ulixes
 
Which values do I have to change in order to make the plagues spread more commonly between cities? I'd like to see Black Death -style pandemics emerge during the game, but usually the disease stays in 1-3 cities only.
Thanks for the suggestions! Right now there is a possibility that a plague will be "virulent", which causes it to last a bit longer and therefore have a larger effect on city food stores.

You can change the plague settings in the Plague.sql file under the Defines heading. PLAGUE_BASE_DURATION_TURNS controls how long the plague will last.

I have to report that the "Faith Specialist" component of Health & Plague causes any specialist, who gives faith yield, to produce 3 times the amount it should give x turn (although not counted in the top panel).
Thanks for the bug report! I will look at that component again.
 
A noteworthy thing: It seems H&P prevents most city-states growing in my game, maybe due to low health. The effect of that is that City-State trade is much less lucrative than usual. Would it be possible to combat this somehow, maybe even by removing growth penalties from CSs completely?

Though, it might be possible I'm completely wrong on this. :D
 
Am I the only one expierencing problems with this great mod? I have used it around a year ago, but when I use it now I expierence an issue where I can't pick a production in my capital when I place my first city.

I don't know if this is because I use it with other mods that conflict.
 
EUI and H&P are incompatible, AFAIK.
But isn't there an EUI compatible version of H&P in the CP/CBP download thread? Or a guide to which folders/files to delete in order to make it compatible?
 
That would be very interesting if anyone knows a way to solve this issue! I didn't find anything in the readme-file.

Cas anyone help here?
 
FramedArchitect (and others). Something that might be interesting to know. I've discovered the reason why some mods are incompatible with EUI and it's impossible to select any production in cities. bc1 have overwitten a Lua popup file and it's xml support because they are not used by EUI's CityView. However, when a mod using a custom city-view (such as Fearun, Health&Plague or Rob's AnnoDomini) is loaded over EUI, the old CityView is restored but not the production popup.
Including ProductionPopup.lua and ProductionPopup.xml (they are somewhere in the UI part of CiV assets folder) as vfs=true files will re-enable the production popup and, in addition to a custom CityView.lua based on the vanilla UI, effectively revert to the old CityView with full functionality rather than leave a broken UI.

Now, if only i knew how to integrate the H&P icons in EUIs Top Panel and City Banner. I can live with the old CityView, but those 2 parts i really have a hard time going back to the firaxis UI when playing AnnoDomini.
 
Considering how popular EUI seems to be it's sad that mods like Health & Plague isn't compatible with it.
 
I was reading this forum and searching for references of the CBP, but I almost failed on it... So, can someone clarify this to me? Is the H&P compatible with the CBP? And more, to make it compatible, do I need to select the H&P after the CBP on the mod selecting page of civ?
 
I was reading this forum and searching for references of the CBP, but I almost failed on it... So, can someone clarify this to me? Is the H&P compatible with the CBP? And more, to make it compatible, do I need to select the H&P after the CBP on the mod selecting page of civ?

Hello, fellow Catarina.
According to this post, it seems they are compatible, as long as you load H&P after CBP. :)
 
Hello, fellow Catarina.
According to this post, it seems they are compatible, as long as you load H&P after CBP. :)
Interesting! I just started using the CBP (which also includes the EUI). Will definitely try out H&P with CBP.
 
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