[MOD] Tsentom1's MedMod including Great Doctor BTS and Great Bath by Smeagolheart

smeagolheart

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[MODCOMP] Great Doctor BTS 3.19 (Tsentom1's MedMod) by Smeagolheart

Based on this: http://forums.civfanatics.com/showthread.php?t=273555


"This is a whole medical related mod"
doc.jpg


V1.0

Thanks to Female Great People ModComp by SaibotLieh and TsenTom1 for his great python work

Features:

Units

Great Doctor:
- Spread Bubonic Plague (‘Gods of Old’ plague effect)
- Construct Red Cross (at Medicine; no longer a national wonder, see below)
- Starts with ‘Field Medic’ (new promotion, see below)
- Can Attach to a City as Specialist
- Discover a Growth Related Technology
- Start a Golden Age


Medic (Recon Unit) 5 Strength, 2 Movement
100 Hammers, available at Medicine

National Unit (3 Allowed)
Can Only Defend
Starts with Medic I, Medic II


Specialists

Doctor: +1 Food, +3 GP Doctor Points
Great Doctor: +2 Food, +1 Research

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New Wonders

The Asklepieion of Kos (World Wonder) +4 Culture, +2 GP Doctor Points
250 Hammers, available at Polytheism and Pottery

No Unhealthiness from Buildings (An early game recycling center)
Can add 1 Doctor Specialists

The Great Bath of Mohenjo-daro (World Wonder)
- Once you build it the city plot becomes a source of fresh water (for farms etc). This does not obsolete.
- If you own the wonder any settler will found a city starting with 2 population. (This does obsolete)
- Protects against Plagues


New Promotion

Field Medic (Not actually available for promotion, default ability of Great Doctor)

+15% Heal Rate Enemy Lands
+25% Heal Rate Neutral Lands
+35% Heal Rate Friendly Lands

Changes to BTS

Red Cross: No longer a national wonder, grants an additional +25% city heal rate, can only be constructed by Great Doctor
Hanging Gardens: Doctor points instead of Engineer
National Park: Doctor points instead of Scientist
Aqueduct: Allows 2 Doctor Specialists
Hospital: Allows 2 Doctor Specialists
Public Transportation: Allows 1 Doctor Specialist
Explorer: Can now be upgraded to Medic
Woodsman III: Recon Units can now receive this promotion
Medicine: First to discover receives a free Great Doctor


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I've always liked the Moderator Action: Great Doctor BTS 3.13 by Tsentom1. I've updated it to 3.19 and cleaned up a lot of useless code. There still might be some left over stuff but not a whole lot and not nearly the mess it was.

I made this mod in preparation of adding the 'doc' to my mod, I like the unit and think he's a neat addition to the game. Tsentom1 has not been around to clean up the old file or update it to the latest version of BTS so I did the job. Hope it works for you post any problems. I also added his Great Bath wonder into the mod based on his usage of the wonder in his mod, Thomas' War. I've also tried to fix up the mod based on his last notes in post #22 on this page: http://forums.civfanatics.com/showthread.php?t=273555&page=2;)

Enjoy!

Download Link:
http://forums.civfanatics.com/downloads.php?do=file&id=14997

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
Well, here's the thing. The code was pretty much ported over whole-hog by tsentom1 from Gods of Old mod included with BTS. I "assume" they have the steps in there for the AI use it, also it's the same code that thousands (maybe) of people have run from Thomas' War mod.

To be honest I had to pour over the code line by line and delete useless lines (and extra files) from the original. I compared the appropraite lines in Thomas' War xml and python to see if he did any updates there and then I tested and retested this thing until it is as sharp as it is now, I don't really want to dig through all the code again right now to check for the AI. Give me a couple days to build up the stamina to jump in there again. Feel free to peek in there yourself or just fire it up for a quick game and watch the plagues broil the filthy sweaty peasants!
 
I tried merging it with my Bug based mod and it didn't work, I've made a few more modifications to the code to clean it up (I'm talking about the doctor code here not my mod).

Once I've figured out how to merge it with my mod I'll be happy to share notes. The problem I ran into is that Bug throws out the window the default cvgameutils and cveventmanager. I ran into problems in that I have no idea how to get the new events from the mod to "go". The error log is saying they don't exist after I cut and paste them into the custom event manager for my mod.
 
Strategyonly, I did get this working. Here are the changed files from my mod. They won't work if you just cut and paste, but you should be able to adapt them to your mod.

It should be a matter of plugging the greatdoctor python folder in your python folder and just look for "doctor" in the cveventmanager and cvgameutils and adapting it for your mod.

Those files call the python files from the actual greatdoctor folders.

One issue that I ran into is that Bug does not have room on the cityscreen for the doctor icons despite the code saying it does.

Best would be to ask OrionVeteran what he did as this issue was discussed at length in his healthcare mod's forum. It looks like he did figure out how to fix it according to his mods notes.

http://forums.civfanatics.com/downloads.php?do=file&id=15078
 

Attachments

I'd like to add the field hospital improvment from the old great doctor mod, but I am unsure how to make it so that an improvment heals. I think it is in the sdk, but it is for an older patched version. Any suggestions?
 
interesting. Apparently the FFH2 Mod has added <ihealratechange> to improvmentinfos.xml. It also has a tage for bonuses that heal. This would be good for resources that have well known health effects. It is a huge mod so I'm not sure if I could isolate the python or sdk code from it, but it looks like it is possible. I might try asking in that mod forum on what to do.
 
Could this sort of thing work with a terrorist type doctor unit that causes the plague and a CBR type unit that could cure it?
 
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