A Simple Great Person Mod

Great Farmer sounds a bit ordinary.
Great Politician, maybe?

Australia has a couple of Great Farmers in our history but usually they get included into Great Scientists in Civ. Graphics exist for Great Doctor, Statesman and a few others. I know 'cause I downloaded some mods with them in.
 
I knew I recognized the name RobO, but the computer I backed all that up on crashed something like a year ago. Sorry.

The farmer was more along the lines of to match up with all of the growth buildings. I like the idea of the great statesmen. Not sure what he would do though.

Maybe we could use the Great Doctor in place of the Great Farmer I was thinking, though just because you build agricultural type buildings, doesn't make sense to get a doctor out of it.

And I am still trying to figure out the modular stuff. I haven't modded civ since before they went modular. And I am no Afforess or Vincent or probably most others with ModMod's here. The last mod I was really good with was the same time frame as DyP with the Balancer for Civ3.
 
Yeah i got all that a plus a Great Doctor/Great Citizen/Great PUA/Lawyer in my NWA mod. Trying to put it in 2.8 but am having a problem with adding to GameUtil.

If you're planning on adding them to RoM via a Modmod, I suggest you make use of Afforess' DLL, as it has incorporated Specialist Health/Happiness modifiers that are of great use for Great Doctor specialists and other settled Great People.
 
ADD like me?

No ADD, I just got bored of my other games. Then I wondered what would happen if I made a "moat" building for castles. Then a "Siege Tower" and so on...

The rest is history... ;)
 
I knew I recognized the name RobO, but the computer I backed all that up on crashed something like a year ago. Sorry.
I think I lost mine in a crash as well ca. 2 years ago. It taught me to set up a backup, but keeping it up to date takes persistence.
I have the ROQC mod itself, I just lost the website.
The farmer was more along the lines of to match up with all of the growth buildings. I like the idea of the great statesmen. Not sure what he would do though.
You don't have to match Great People Points with every single building. Great Doctor (health bonus) is quite obvious. Perhaps a Great Statesman could modify your diplomatic relations along the lines you'd like (no idea how).

Oh, and there are a lot of buildings in the modmods. But one thing at a time, I guess.
 
Perhaps a Great Statesman could modify your diplomatic relations along the lines you'd like (no idea how).

Diplomacy modifiers, for the most part are all locked up in the SDK. It's trivial to add a new one, It took me all of 2 minutes to make the modifier if you have an embassy, but the SDK can be a barrier.
 
Yeah, that is how I got into modding civ3, bored, no skill or training, and lots of time on my hands. In fact, that is where the CDG website came from. Taught myself PHP too, not too complex really. But I am old now and with promotions at work now they actually expect me to do stuff there. So time is shorter and my focus is worse, being old and all, see I already forgot I told you I was old. :)

Right now the buildings only line up where you get great people slots as I like to call them. But I was thinking about expanding upon that so most buildings give a point to something. Of course I may have to extend the requirements to get great people if I do that.

How about a person that reduces the maintenance of the city? Or would that cause too many problems.

And is there a tutorial out there on creating it modular? So I can get this out to people that want to try it and we can really brainstorm.

I have to say I haven't messed with the SDK in probably two years, or maybe it just feels like two years. In fact, I don't really remember much. That's the problem when you are out of the game for so long, so to speak.

I just got done spending a good amount of time playing RoM with my wife and I have to say I do like the Mod I made for it. Playing with Afforess mods, the nuke mod, and I think the civics buildings, I don't remember really. I do have a couple of the icons purple and even one of the GPP icons on the bar, I get an error about icon 25 or something. Not too important I imagine, I can fix that later I am sure it is something I did.

I had made a farmer person, but I didn't have a great person or good graphic for it, but that was a long time ago.

Health and Happiness are two good additions, the doctor is obvious, and should we say the old entertainer from long ago, or change it up to a comedian or something?

What about a person that adds 1 XP like a great general but weaker. Maybe let them create a mini-general? Sorry, just kinda brain storming from all of the discussion, and my brain usually races along in random directions when I do.

Hmm, and what about techs to increase what a person gives you, I am sure I did that int eh past too. Though that may be there, I haven't often made it far into the game in this mod. Though our current game is going well.

I guess I will stop with the random thoughts for now.
 
Yeah i got all that a plus a Great Doctor/Great Citizen/Great PUA/Lawyer in my NWA mod. Trying to put it in 2.8 but am having a problem with adding to GameUtil.


What is a PUA and what does the lawyer do?
What about the great citizen?

Maybe a police officer, lower maintenance or something? I think I said the lower maintenance thing.

And RobO, I already did it for the buildings in RoM and the ModMods I have instealled. None of it is modular yet though, I'd be happy to work that out.

I have to warn you guys I am a bit of a perfectionist, take that however you want it. :D
 
Yeah, that is how I got into modding civ3, bored, no skill or training, and lots of time on my hands. In fact, that is where the CDG website came from. Taught myself PHP too, not too complex really. But I am old now and with promotions at work now they actually expect me to do stuff there.
:lol:

So time is shorter and my focus is worse, being old and all, see I already forgot I told you I was old. :)

I have a professor that tells our class that everyday. That's he's old and decrepit, and needs help when writing stuff on the board. Ironically, he's my Computer Science Prof...

How about a person that reduces the maintenance of the city? Or would that cause too many problems.
That would require SDK changes, for the new XML field, but I bet I could add it, fairly easily. Of course, that means you be stuckusing my dll, but, is that such a bad thing? ;)


And is there a tutorial out there on creating it modular? So I can get this out to people that want to try it and we can really brainstorm.

This tutorial was made for Fall Further, but applies. Basically, there are 2 types of modular:

A New object, whether it be a building, unit, or in your case, specialist. You include the files necessary in the modules folder of your choosing, (Usually named after yourself), but instead of having a massive XML file with all the specialists in it, you just need the one new specialist in the file. The rest of them get loaded from the base mod. So basically, you only put the delta (changed files) in the modules.

A changed object, if you changed a pre-existing unit, building, etc... Use World of Civilization format. The format is to only include the changed lines of code. So if you only changed a bank's production cost to 500 :hammers:, you would just have the Bank Building Type, BuildingClass and Production cost specified in the XML, nothing else. The rest is loaded from the base mod XML.

If that's still confusing, look at how I made some modules.

I have to say I haven't messed with the SDK in probably two years, or maybe it just feels like two years. In fact, I don't really remember much. That's the problem when you are out of the game for so long, so to speak.

It's probably better that you don't remember much. Basically, any SDK from Civ4 no longer applies with BTS. It's changed a lot.

I just got done spending a good amount of time playing RoM with my wife and I have to say I do like the Mod I made for it. Playing with Afforess mods, the nuke mod, and I think the civics buildings, I don't remember really. I do have a couple of the icons purple and even one of the GPP icons on the bar, I get an error about icon 25 or something. Not too important I imagine, I can fix that later I am sure it is something I did.

Lol. Errors are never important until one causes a CTD.

I had made a farmer person, but I didn't have a great person or good graphic for it, but that was a long time ago.

Health and Happiness are two good additions, the doctor is obvious, and should we say the old entertainer from long ago, or change it up to a comedian or something?

What about a person that adds 1 XP like a great general but weaker. Maybe let them create a mini-general? Sorry, just kinda brain storming from all of the discussion, and my brain usually races along in random directions when I do.

Interesting Ideas...

Hmm, and what about techs to increase what a person gives you, I am sure I did that int eh past too. Though that may be there, I haven't often made it far into the game in this mod. Though our current game is going well.

I did that with buildings. See my main thread, the 4th post or so is a guide to all the new XML modifiers in v1.4. There are like 6-7 for tech changes. None for specialists, but I bet I could make them, if pressed.
 
I think I would have to change the title of the thread to a not-so-simple great person mod. And I would be using your DLL anyway. :) Thanks for all of the feedback, especially breaking down my random thoughts.

I will look into making these things modular tomorrow.

One question, you said when changing the bank for example (and I haven't looked at the link you gave me yet) but would I have to create a separate file for every building I changed? Because I changed majority of the buildings with great people points and that sounds like a lot of work.

Okay off to bed for me...the wife says so. ;)
 
One question, you said when changing the bank for example (and I haven't looked at the link you gave me yet) but would I have to create a separate file for every building I changed? Because I changed majority of the buildings with great people points and that sounds like a lot of work.

No, you can have 1 file with all the building changes in it. Take a look at the castle modmod, or some other modules in the Afforess Folder.
 
What is a PUA and what does the lawyer do?
What about the great citizen?

OK heres what i have:

Andromeda Strain (Doomsday Device)
• An ICBM strength biological warfare weapon

Envoy (Diplomat), 2 Movement
• Requires Open Borders
• Can Bribe government officials (Vanilla Steal Plans Mission)
• Can investigate cities it’s stationary in

Great Citizen (Graphic Model taken from ‘Road to War’)
• Citizen Specialists now give +1 GPP (Great Citizen)
• Can join a city as any (non-super) specialist
• Can discover any technology at half the rate of the specialized great people
• Can start a golden age

Great Doctor (Graphic Model by Polycrates)
• Can spread the Bubonic Plague (‘Gods of Old’ plague effect)
• Can construct the Red Cross (at Medicine; no longer a national wonder)
• Can join a city as a Great Doctor specialist
• Can discover a growth related technology
• Can start a golden age
• Starts with the ‘Field Medic’ promotion

Great Statesman
• Can embark on a diplomatic mission (+4 attitude with an opposing civilization)
• Can pass legislation to improve the quality of life of your citizens (+2 population in targeted city, and 1 level upgrade of surrounding cottage/hamlet/village improvements)
• Can join a city as a Great Statesman Specialist
• Can discover a government related technology
• Can start a golden age
• Protects against rival Spies

Lawyer (Diplomat) 2 Movement
• Can remove corporations from a city

plus some other stuff
 
Nice. Here is a thought, this would just be flavor, but can you have the game change the names of the specialists. Like a scientist starts off as an alchemist? Just something I thought of while I was trying to sleep.

I will begin working on the modular-ness of the mod.
 
Another thing that has been bothering me for quite a while: Towards the end (actually, no that far down the road), the GPs don't give enough research point to finish a tech. It means that I very seldom use them to complete a tech. It would be good if the amount of research points they give could be increased with the percentage of turns played.
 
I have run into that myself. Definitely an interesting idea.

Well, this module creating is a bit monotonous. :)

So if I go back to the regular buildings and then add the module to basically have the same thing will that break our savegame?
 
I have run into that myself. Definitely an interesting idea.

Well, this module creating is a bit monotonous. :)

So if I go back to the regular buildings and then add the module to basically have the same thing will that break our savegame?

If the module adds no new content, merely alters the XML of an existing object, it will be savegame compatible. Adding content breaks saves.
 
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