Adding a new City Specialist

So I grabbed it just now to take a look, and it has a WoC Version folder inside. What do I do with this? BUG and BULL don't use WoC.

I'll take a look at CvMainInterface.py and see if I spot something obvious in the meantime.
 
Did you try the other specialist methods: Stacker and Chevrons? Can you post a screenshot of each?
 
Did you try the other specialist methods: Stacker and Chevrons? Can you post a screenshot of each?

I've merged in the Stacker Mod, which appear to have located the doctor specialist correctly. However, I still don't have the buttons for doctor. Also, it looks like a specialist priest is out of place. :crazyeye:
 

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  • Stacker1.jpg
    Stacker1.jpg
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To figure out what's wrong I really need to be able to put your new great person into BUG without your custom merge or WoC. Can you extract just the unit and specialist info into a barebones set of XML files that I can plug into BUG?
 
To figure out what's wrong I really need to be able to put your new great person into BUG without your custom merge or WoC. Can you extract just the unit and specialist info into a barebones set of XML files that I can plug into BUG?

Sure. Give me a few minutes and I will post it.
 
To figure out what's wrong I really need to be able to put your new great person into BUG without your custom merge or WoC. Can you extract just the unit and specialist info into a barebones set of XML files that I can plug into BUG?

Any progress yet?
 
I got a chance to check it out, and the problem is that you put the SPECIALIST_DOCTOR at the end of the list in CvSpecialistInfos.xml. You need to move the normal doctor specialist up to be right after the spy specialist. The icons are drawn in file order, and the main interface doesn't know anything about "great" specialists.
 
I got a chance to check it out, and the problem is that you put the SPECIALIST_DOCTOR at the end of the list in CvSpecialistInfos.xml. You need to move the normal doctor specialist up to be right after the spy specialist. The icons are drawn in file order, and the main interface doesn't know anything about "great" specialists.

OK I have made the XML change that moved the location of the SPECIALIST_DOCTOR within the CvSpecialistInfos.xml file. I'm also running the CvMainInterface.py file from the latest version of BUG, not the modified version in the Bare Bones zip. Purpose? I wanted to confim this problem with BUG:

BUG already has the Specialist Stacker mod.

The attached file shows the image of the doctor city specialist is still out of place (see attachment Left side). The plus button now appears for the doctor, but is not operational. Conclusion: BUG's built in Specialist Stacker mod is broke. :cry:

However, if I use the modified CvMainInterface.py file from the zip file, the doctor is better located and the buttons work, but the button alignment is not quite right (see attachment right side). :crazyeye:

My Request: I would love to see a good BUG fix to permanently resolve the Specialist Stacker mod issue for everyone. :please:
 

Attachments

  • Stacker Compare.JPG
    Stacker Compare.JPG
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What change can I make to allow me to assign doctor specialists to a city?

I not refering to a "doctor" specialist specifically. My thought is more general. The change I want to see, would allow any specialist to be added to the CvSpecialistInfos.xml file. Once added, BUG would dynamically show the new specialist(s) and the respective plus/minus buttons in the correct place in the city view. The changes would make the specialist stacker feature actually work. Right now, we know the stacker feature in BUG is broke. I want to see this feature get fixed for the benefit of everyone who uses BUG.

Very Respectfully,


Orion Veteran :cool:
 
Yes, I understood that. What I'm asking is how I can take the mod files you posted and change something so that the add/remove buttons for the doctor should enable. This will allow me to test it in BUG.

BTW, once I moved the specialist in the file you posted the specialist showed up in the correct place for all three specialist views, but since no buildings allowed me to add a doctor the add/remove buttons didn't appear at all.
 
Yes, I understood that. What I'm asking is how I can take the mod files you posted and change something so that the add/remove buttons for the doctor should enable. This will allow me to test it in BUG.

I think it is safe to assume the required changes must be located in one file: CvMainInterface.py

I made some python edits to this file, which is close to what we need, but falls short of perfection -- in terms of alignment.

BTW, once I moved the specialist in the file you posted the specialist showed up in the correct place for all three specialist views, but since no buildings allowed me to add a doctor the add/remove buttons didn't appear at all.

I expected that. The comparison image I posted shows what would happen if a prerequisite tech (Education) was assigned for a building, which allows the doctor to be enabled. For testing, I suppose you could add a temple, as a prerequisite building.

So basically, the problem comes down to a python issue for alignment, if we use the code I added. I just can't seem to get all of the specialists to line up perfectly. If you notice the image file, right side... The specialist images appear to be farther apart than the images shown on the left. Additionally, the button for the doctor is way off. This alignment problem is what I need help with. If we fix this problem, we fix BUG as well.
 
It has been a while. Have you had any progress with your test in BUG?

My understanding of the status is different:

emperorfool said:
What I'm asking is how I can take the mod files you posted and change something so that the add/remove buttons for the doctor should enable. This will allow me to test it in BUG.

I find that if I make it as easy as possible for somebody to add a feature for me, it is more likely that person will take the time to investigate.
 
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