1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Health and Plague

Discussion in 'Civ5 - Mod Components' started by FramedArchitect, Jun 24, 2013.

  1. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
    Mar 25, 2012
    Messages:
    798
    Location:
    Missouri
    Thank you for the report. I'm going to be releasing v.17 in the next day or two that fixes some bugs and makes some additions and deletions. I don't think there will be a lot of changes to the text strings, but just wanted to give you a heads up.
     
  2. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
    Mar 25, 2012
    Messages:
    798
    Location:
    Missouri
    BNW v.17 / GnK v.10 Changes (not compatible with previous saved games)

    • Bugfix: Occupied, original capitals cannot be destroyed by Plague.
    • Bugfix: Units garrisoned in plagued cities will become diseased.
    • Bugfix: Plague status now properly reported in City View screen.
    • Bugfix: Empire Health affected by unhappiness now properly reported in Top Panel.
    • Addition: Health yield support for Belief_FeatureYieldChanges, Belief_BuildingClassYieldChanges
    • Addition: Healing Vapors (Pantheon): +1 Health from unworked Marsh and Flood Plains tiles
    • Addition: Animal Sacrifice (Follower): Temples provide +1 Health
    • Removed: Gurdwaras
     
  3. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
    Mar 25, 2012
    Messages:
    798
    Location:
    Missouri
    BNW v.18 Changes available via link in top post. Compatible with previous saved games.

    • Bugfix: Plague cure grants immunity to all cities.
    • Addition: Unique graphic for Plagued Unit Promotion.
    • Addition: Events and Decisions mod support. New Decision -- "Fund Plague Cure"
    • Change: Plague no longer randomly reduces city population; instead Plague decreases city Health by an amount equal to the duration of the Plague. Plague allows negative Health to reduce city population and removes the positive Health bonus.
     
  4. Rob (R8XFT)

    Rob (R8XFT) Ancient Briton Super Moderator

    Joined:
    Aug 11, 2002
    Messages:
    10,863
    Location:
    Leeds (UK)
    Super update. I'd just put decisions into Anno Domini, so to now have a plague decision is a nice addition.
     
  5. ldvhl

    ldvhl ніщо

    Joined:
    May 15, 2013
    Messages:
    2,209
    FA, would you be interested in having named plagues in the mod? I could probably research a goodly number of them for you if you wanted. Players would probably feel a lot more invested in plagues (not that this isn't already an awesome mod) if they see the Black Death or Ebola has popped up.
     
  6. 123nick

    123nick Chieftain

    Joined:
    Mar 14, 2015
    Messages:
    20
    hey is there a already configured xml file for merging this with emigration? i i have seen one with emigration and eui, but i only want one for emigration and health&plague. ive looked at the files, and im not sure how to merge them. i assume you just copy the contents from one file, and them paste it in the other file at the end of the already there text. but im afraid that, due to spacing, i might mess something up. also, how does one see the load order? i know whether or not some things show up/get overriden is because of the load order, but i dont know where to see said load order.
     
  7. ldvhl

    ldvhl ніщо

    Joined:
    May 15, 2013
    Messages:
    2,209
    I believe the load order is based on the order the mod folders were put into CiV's MODS folder.
     
  8. 123nick

    123nick Chieftain

    Joined:
    Mar 14, 2015
    Messages:
    20
    what if you used the steam workshop?
     
  9. ldvhl

    ldvhl ніщо

    Joined:
    May 15, 2013
    Messages:
    2,209
    No idea.
     
  10. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
    Mar 25, 2012
    Messages:
    798
    Location:
    Missouri
    Yes that's an interesting idea! It might be a bit odd if one were playing a sci-fi mod but otherwise fairly appropriate.

    Try the attached merged files (untested). Copy/replace those files into the Plague mod. Delete the same named files from Emigration mod.
     

    Attached Files:

  11. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
    Mar 25, 2012
    Messages:
    798
    Location:
    Missouri
    I noticed that v.18 was somehow corrupted in the civ5mod file, so I've re-uploaded it here and on Steam. I recommend you re-download and re-install. This will not conflict with saved games (if you were able to start a game with H&P).
     
  12. ldvhl

    ldvhl ніщо

    Joined:
    May 15, 2013
    Messages:
    2,209
    Here you go:

    Spoiler :
    • AIDS
    • Bubonic Plague
    • Chikungunya
    • Cholera
    • Dengue Fever
    • Ebola
    • Hemorrhagic Fever
    • Hepatitis
    • Influenza
    • Leishmaniasis
    • Leptospirosis
    • Malaria
    • Measles
    • Meningitis
    • Mumps
    • Poliomyelitis
    • Relapsing Fever
    • SARS
    • Smallpox
    • Trypanosomiasis
    • Tuberculosis
    • Typhoid
    • Typhus
    • Yellow Fever


    I could do a quick copy/paste from Wikipedia if you want Civilopedia entries for those also.

    Also, I forget, do plagues pop up in civs after contact between remote civs is made (ala Smallpox did with peoples Europeans came in contact with)?
     
  13. dilophosaur

    dilophosaur Prince

    Joined:
    Dec 9, 2013
    Messages:
    509
    As syphilis did, when two distant strains of commensal Trypanosoma "gave birth" to the STD we know today.
     
  14. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
    Mar 25, 2012
    Messages:
    798
    Location:
    Missouri
    BNW v.19 Changes available via link in top post. Probably not compatible with previous saved games.

    Bugfix: Health from adjacent features is now accurately calculated.
    Bugfix: Plague cures only have an effect if a civ is currently plagued.
    Change: Spies can unleash plagues in foreign cities even if the owner civ has never been plagued
    Addition: Named plagues, which vary by era
    Addition: Plagues have a 10% chance to be virulent, lasting 50% longer than normal.

    Not visible in game, but the save routine has been updated.
     
  15. ldvhl

    ldvhl ніщо

    Joined:
    May 15, 2013
    Messages:
    2,209
    Yay! Glad the named plagues made it in!
     
  16. topresch

    topresch Warlord

    Joined:
    Sep 5, 2009
    Messages:
    218
    Hi. I tried this in an earlier game, and it worked nicely, but now I've started on Flood plain and it seems that the city in fact cannot grow at all, which is a major disadvantage. Can this be right? If I settle on Grassland it grows up to 2 (although not further), but when settling on Flood plain it just stalls (every turn the "turns" counter goes one UP and then back down to the original).
     
  17. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
    Mar 25, 2012
    Messages:
    798
    Location:
    Missouri
    Marshes and flood plains adjacent to a city affect health (see city view screen). It's important with this mod to choose your city settle plot carefully.
     
  18. topresch

    topresch Warlord

    Joined:
    Sep 5, 2009
    Messages:
    218
    Aha. So a city next to Flood Plain will not be able to grow, as it gets -3 (extreme risk) already at pop lvl 2? That's quite harsh. Seems also counterintuitive and difficult to circumvent if one actually starts next to a desertic river. How is the actual game mechanic? I couldn't figure it out from the thread.
     
  19. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
    Mar 25, 2012
    Messages:
    798
    Location:
    Missouri
    All the health yields are documented in game just as other yields: mouseover a tile to see its yield or in city view for details. There's also in game help:
    CIVILOPEDIA ->CONCEPTS -> CITIES

    For an unhealthy start, move your settler or develop enough health and food resources to overcome the health deficit.
     
  20. JFD

    JFD Kathigitarkh

    Joined:
    Oct 19, 2010
    Messages:
    9,117
    Location:
    The Kingdom of New Zealand
    If you're planning an update anytime soon, could you add a reference to the Community Patch (d1b6328c-ff44-4b0d-aad7-c657f83610cd). The CP and H&P both add new yields to the database, but CP's yield IDs are hardcoded, so if H&P is loaded first, it adds Health in the spot that needs to be taken by Golden Age Points. Adding a reference will ensure that Health as a yield is placed after all the CP ones, recognised by the DLL.
     

Share This Page