New Bad People Mod

Hi Platy,

A couple of things I noticed while playing with this mod.

1 Bad people are providing the research bonus that all specialists give when civic is set to Representation. This could probably be fixed by fiding where the game checks for that and limiting it to specialists enums < 7 or whatever the basic number of specialists is. I vaugly remember doing something like this in my version.

2 Upon reloading a saved game with a mafia standing on an enemy city, pressing the join button gives a python error in the getChance() function where it is getting the list of buildings. Maybe something in the game is not yet initialized propperly because it went away a turn later and he was able to join.

3 (my merging problem no doubt). My police officer is way up on the specialist screen and I never get the +/- buttons even if I have buildings that would enable him. I've merged a lot of mods on the interface screen so no surprise something got messed up. Can you point me to the section of code that determines the placement and fonctionality for that button?

Thanks and, again, great to see someone take my humble idea and expand upon it so well.
 
1) There are 2 things in BTS that adds stuff to all specialists.
Representation and Sistine Chapel.
Since baddies are still specialists, well they will still provide benefits granted by those.
I believe the game checks for those in the dll, not within python means.
If you wanna fix that, you will probably want to add a new tag to baddies to differentiate them, or just do what I did for the pedia and check if type contains "BAD_", because Police is a good one, and future specialists you add to your mod will also be screwed by checking enums only.

I left them as it is, since normal baddies already provide -2 Yield, Rep at most change that to Net +1. But you take the risk that they grow to become great baddies which are hard to remove, and also their effects should be bad enough that you don't want to retain them.
For instance, prostitudes can send the city to disorder, so you won't even get to enjoy the rep benefits.

2) Tried as I might, I cannot replicate that. Can you do so in base Baddie mod before merging into your mod?

3) There is only one section there in the CvMainInterface file for Specialists.
Without it, in BTS the specialists are arranged in one single line that extends all the way up into the Bonus pane, which screws up everything.
I removed some unused codes there C&P over from Ultrapack though.
The original BTS codes for specialists placement are all removed.

If you find the negative effects are still not enough to deter you from keeping them during Rep, maybe can expand the idea with baddie buildings.
For instance, when 5 prostitudes gather in the same city, the city gets a free brothel which can then grant "benefits" not possible within the specialist xml, such as -10% espionage :D

Reuploaded with unused codes removal and updated pedia.
 
There is a bug in this. If a civ has not discovered the tech for a bad person and you have, and you send a bad person the bad person does not settle in the city. It gives a message saying it does but no bad person appears in the city.

Any ideas on how to fix this
 
Tested various baddies with victim in Ancient Era, while owner at Future Era.
No issue.
 
Multiplayer game mafia didn't work until the other player discovered the tech. I have a different tech tree so will check if its not my own code. It worked fine after the other player discovered the tech. All the messages etc worked but the mafia did not appear in the city screen.
 
Am I correct in assuming that this mod already incorporates its own version of a specialist stacker and therefore there would be no need to merge that sort of mod as well?
 
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