Bad People Mod -- adds prostitutes, druglords, and mafia.

hello
i merged your mod with mine it works well (with assassin, techconq, sheperd, great gen, killlist and others)
i added the trait "highly nasty" to catherine...............
i think i will make the bonus modif for the dealer with cannabis
i also will make 3 dealers appearing for free with my wonder "woodstock concert" (buildable with "free love" tech........)
 
ice2k4 said:
Ever get the download page working? When I click on it it loads and all, but it shows no public servers to download from, only the fastpass ones.

I just tried it and it is working for me. If you still can;t ge it working I can email you a copy. Let's wait until next week though because I will have a new version out at that time. TheLopez was nice enough to go though the code and make it a little more configurable with more options. In the next version you will have a choice of where your people respawn instead of it always being the capital.

ice2k4 said:
hello
i merged your mod with mine it works well (with assassin, techconq, sheperd, great gen, killlist and others)
i added the trait "highly nasty" to catherine...............
i think i will make the bonus modif for the dealer with cannabis
i also will make 3 dealers appearing for free with my wonder "woodstock concert" (buildable with "free love" tech........)

LOL. Woodstock. Too funny.:lol:

Looking over the code in the mod I realize that I left some code in there that was unintended. If you are playing the Japanese civilization your bad people have an advantage. I meant to take that out before release but I forgot. It will be commented out in the next version. If you want to remove it now, comment out lines 125-126. Do that by putting a number sign symbol at the beginning of the line (#). The mod will work fine as is but the Japanese civilization will have +15% of having their bad people survive.

Roger Bacon
 
hello
i only added the trait highly... to catherine and added the trait in traitinfo.xlm that's it. About python codding, i'm only able to do things like copy paste exept one or two things like : if building is X y units appears that's it and add messages. i'd love to do more because in my mod 280Mo now.....i could use some units for a special scenario. i made some "scenario" like some kind of quest : if animal pegasus captured, it becomes a hellmount and hellmount build "gates of hell", then a griffon appears and when thech poisons is discover, griffon can build "the door" etc......The AI will definitivly will not use ot and pegasus is hard to capture but if you dod it you win real bonuses.
there's alot of things to do but +++ than NOVICE with python.
Anyway if i could send a cd with the mod to somedy which is really good with python it could be great. added a lot of units, tech extended times, etc....)
but could be better with more scripts. I live in France
 
PS: about woodstock : yes i loved my idea and is it possible to make appears 2 free dealers with woodstock without perturbing the script?
 
It'd be better for hippies to appear from Woodstock than dealers.

I think this is a great idea. Especially the hard-automated units that pop up based on civic choices and such. You could do so much with that. That'd be the best way to incorporate immigration. Unhappy people in your city have a percentage chance of leaving the city and traveling to a different city or civilization. Modified by civics and such. I think it'd be more realistic if you actually lost that population point and the city it travels to would gain one - a specialist that was mentioned earlier that gives a hammer, eats food, and sends money back home (I'd disagree on the -2 culture). I'd say +1 hammer, -1 food, and 1 gold back home. The 1 gold wouldn't be deducted from the host city though. And it'd only happen if the person went to a different civ.

Immigrants would only be attracted to cities that had excess health, happiness, and food. But they could go to one of your own cities or a different civ. I think they'd be attracted to culture as well. If they go to your civ then they would just count as a new population point, no different than any other. If they go to another civ then they have the traits listed above. Civic choices could allow civs to incorporate the illegal immigrants into their cities as full citizens, an amnesty civic, or deport them all.

I like the idea about sometimes criminals opperate under your control and sometimes they opperate independently depending on civic choices.

I think these mods would probably be too much of a distraction for the standard game, but would be amazing to have in a modern world scenario. Like a Columbia civ could start with a bunch of drug dealer units, and Mexico could be a source of a lot of illegal immigration to the United States.
 
ample lines..... :

</UnitInfo>
<UnitInfo>
<Class>UNITCLASS_PROSTITUTE</Class>
<Type>UNIT_PROSTITUTE</Type>
<UniqueNames>
<UniqueName>Dirty Brianna</UniqueName>
<UniqueName>Dirty Jane</UniqueName>
<UniqueName>Dirty Yasmin</UniqueName>
<UniqueName>Dirty Jenna</UniqueName>
<UniqueName>Dirty ingrid</UniqueName>
<UniqueName>Nasty Patricia</UniqueName>
<UniqueName>Nasty Jennifer</UniqueName>
<UniqueName>Ulla</UniqueName>
<UniqueName>Carolyn</UniqueName>
<UniqueName>Erica</UniqueName>
etc etc
 
:lol:

This mod is fantastic!!

I'm going to try to find a way to code in a latent potential for such in all cities, perhaps much lower chance of implementation than is the case if a bad person infiltrates a city. This would better simulate the social problems that grow from within a culture, not necessarily from a foreign infilitration.

This mod, along with others, really adds a new dimension of reality to the game. And it's fun!!

Thanks RogerBacon!!

Spocko
 
Spocko said:
:lol:

This mod is fantastic!!

This mod, along with others, really adds a new dimension of reality to the game. And it's fun!!

Thanks RogerBacon!!

Spocko


Thanks. I should have had the next version out by now but you can blame Dual. It's because of all the beautiful Star Wars tie fighter models he's been posting it got me in a Star Wars mood so I ran out and bought Star Wars: Empire at War and I've been spending all of my free time playing that.

TheLopez reformatted my code, making it easier to integrate with other people's mods. I just need to add a couple of new features that simply MUST make it in there and then I'll release a new version. I'll probably do it this weekend.

Roger Bacon
 
Roger, I was playing around with your code this morning around 2:30 and came up with something interesting...

By keeping track of the bad people after they infiltrate a city, in particular the mafioso, you can create the concept of a turf war. Meaning lets say civ x mafioso has infiltrated Paris. Mafioso from civ y can only infiltrate Paris once they knock off the mafioso from civ x. This could happen through assasination, etc. Or better yet, imagine this mafioso from civ x is in Paris, mafioso from civ y wants to infiltrate Paris as well... boooooom, there goes the city market due to an explosion, killing mafioso from civ x causing a lot of unhappiness, etc.

What do you think?
 
Thanks, I try... especially now a days since I don't get much sleep.

now can you go read your PM? :D.
 
TheLopez said:
Roger, I was playing around with your code this morning around 2:30 and came up with something interesting...

By keeping track of the bad people after they infiltrate a city, in particular the mafioso, you can create the concept of a turf war. Meaning lets say civ x mafioso has infiltrated Paris. Mafioso from civ y can only infiltrate Paris once they knock off the mafioso from civ x. This could happen through assasination, etc. Or better yet, imagine this mafioso from civ x is in Paris, mafioso from civ y wants to infiltrate Paris as well... boooooom, there goes the city market due to an explosion, killing mafioso from civ x causing a lot of unhappiness, etc.

What do you think?

Yes, in the next version I'm going to use Bhruic's DataStorage class (I like it better than the SD one) to keep track of several things including the civ each bad person is from. Once I know which civ each person is from I can have them send money home. This was going to be the basis for my illegal immigrant person but instead I think I just have all of the bad people send 1 gold back home each. That way I won't need to ask anyone to make a new unit graphic. I'll still put the code in seperatrely for each type of bad person so everyone can customize it. Maybe druglords produce mroe money than prostitutes. I haven't even looked at Civ for the past 2 weeks though. I've been playing Star Wars: Empire at War. I'm starting to mis Civ though. Empire at War is good but it isn't anywhere as moddable.

Roger Bacon


Roger Bacon
 
have you thought about perhaps with the druglords that they create more of their own and the main drug lord say stays in paris while the others move to other civs and then you have another unit known simple as "the mule" who goes between them transporting the drugs. that would be far more realistic as in the real world druglords don't move drugs around themselves they hire others to do it and they also tend to be based in one country unless the local authorities find them and they slip through to somewhere else.

would anyone have any ideas on how to change barbarians into terrorists?
what would be the best way?
 
Really needs to be modern mujahideen. Reskinned infrantry blended with immortal or SAM infrantry blended with immortal. Code it in so they appear after certain techs, or when islamic cities are under cultural or military threat. They attack non-islamic civs or islamic societies without theocracy.

Course they could just be extra military units for Islam, to go with the medieval mujahideen.

Damn that would be a great idea.
 
Could the units be done to appear like great engineers they just spawn in a city that has unhappiness specifically they spawn in cities of non islamic civs and they could perhaps do sabotage like a spy but it's called a suicide bombing. Then perhaps there could be an announcement saying 200 people dead or something?.
 
That could fly. But if they were barbarian they would be attacked by units in the city. If they were yours, well maybe it might work if they detonated once appearing. Look at your city, oh crap its doing something! 200 dead, anarchy.

Dont think we should give up on state sponsored terrorism. After all it has such a long history...
 
hello
i updated my mod to 161 and the bad people doesn't work anymore (assassin works)
 
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