[MOD] Great Doctor BTS 3.13

What are the parameters of the plague effect? Seems to be 8 unhealthiness. But for how long does it last and what is % to spread along trade routes? 5% or 100% something inbetween?

I'm not actually sure what it is in the modcomp currently as this was the first version of the unit and it has since been play-tested and balanced in Thomas' War--which is what I originally made the units for. So Thomas' War would have the most balanced code.

As I said, I have to get around to updating the modcomps themselves. The most current version of the code in my mod is very similar to Gods of Old. -8 Health that lasts at most 10 turns (can decay earlier), chance to spread determined by a formula that takes into account distance to infected city, population, unhealthiness, and number of connected trade routes.

In my mod I also created a wonder that gives you immunity to the effect that I would add along, and the Specialists have more balanced Yield values.
 
tsentom1, is it possible for a specialist to increase happiness in a city?

The only way to have a specialist increase health or happiness is by moding the SDK. It's impossible with either just XML or Python. I know there's a mod or two that does this - I don't know if it includes the SDK changes or just a compiled DLL - but I forget which at the moment.
 
I don't suppose you could point me in the right direction?

I'm looking. I know it was a sci-fi type mod that had the health from a specialist (health and happy would use basically the same code anyway). I'll find it.
 
The only way to have a specialist increase health or happiness is by moding the SDK. It's impossible with either just XML or Python. I know there's a mod or two that does this - I don't know if it includes the SDK changes or just a compiled DLL - but I forget which at the moment.

What about a cripple-solution?
Cycle every turn through every city, count in the cities the specialists, and than change the extrahappiness/health.
But i don't want to know, how the performance would be with this :scared:.
 
What about a cripple-solution?
Cycle every turn through every city, count in the cities the specialists, and than change the extrahappiness/health.
But i don't want to know, how the performance would be with this :scared:.

I guess that would be possible but you can tell it's just waiting to cause problems. Plus, there would be now way of having the +1 Happy Icon show over the specialist without modding the SDK so most people would probably not even realize they give health or happy.
 
I'm looking. I know it was a sci-fi type mod that had the health from a specialist (health and happy would use basically the same code anyway). I'll find it.

There are all sorts of really cool new functions that are buried away in various mods. You could be a very popular guy if you extracted all those little gems and released them as ModComps.
 
edit: @tsentom:
mmh, is there no help-tag for specialists?

But yes, i think the same.

Actually, I guess I was mistaken, double-checking there does seem to be help tags for specialists. I'm not sure if they work though (the terrain features and improvement help tags exist as well, but don't actually do anything in game for some reason). So, I guess the visual cue wouldn't be a problem.

Still, yeah would cause tons of problems simply because you can so easily change how many specialists you have assigned. Also, since you're only checking at the beginning of the turn the happy / health bonus would always be a turned delayed. So for example your city is starving and you just need one more happy worker to put on a food tile. You won't get that extra happy till the next turn and then you'd already have lost one population!
 
So has anyone actually done a cleanup of this (end the other great people) - possibly merged it with BUG mod?

\Skodkim
 
Also CCV includes Doctor Specialists (with AI support!) and of course also the BUG mod is included.
 
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