[MODCOMP] Professions Mod: Journeyman

I tried using the DLL where the AI doesn't use journeymen, and I still got crashes. I tried to simplify things as much as I could, and started a modest-sized map with no AI players, where I was the only group on the map. It still crashed eventually. I'll see if I can upload a savegame file to you if that'll help.
 
I tried using the DLL where the AI doesn't use journeymen, and I still got crashes. I tried to simplify things as much as I could, and started a modest-sized map with no AI players, where I was the only group on the map. It still crashed eventually. I'll see if I can upload a savegame file to you if that'll help.

Yeah, attach a saved game if you can. Then I can run error diagnostics on it.
 
K, thanks for the saved game. I figured out what unit it was that was causing the crash, its Pioneers becoming journeyman.

I have turned off the Pioneers ability to become journeyman and will upload a patched dll on the first page. I'll have to look into the code at another time to fix that bug.

Please test the patch and see how it goes. K, thanks.
 
The mod includes two versions of the .dll, one with AI using journeymen and one without. Which one is the patch .dll based on?(It doesn't matter all that much to me, I'm just curious)
 
The mod includes two versions of the .dll, one with AI using journeymen and one without. Which one is the patch .dll based on?(It doesn't matter all that much to me, I'm just curious)

Its based on the one that has the AI turned on.
 
This mod is a very interesting and very useful addition to the game. :goodjob: I already incorporated "Professions Mod: Journeyman" in my "1492: Global Colonization" mod.

However, I would like to propose some improvements.

To my opinion, all units in the game can be divided into three types:

Type 1. Units without profession (Colonist, Criminal, etc.)
Type 2. Units with "field" professions, that is units who harvest food or resources (Farmer, Fisherman, Lumberjack, Sugar planter. etc.)
Type 3. Units with "city" professions, that is units who is working inside the city buildings (Stateman, Weaver, Fur trader, Tobacconist, etc.) + Pioneer.

The possibility of additional education should be different and should depend on the unit type.

For instance type 1 units can be educated for both type 2 or type 3 professions, however, only for one of them.

For type 1 units:
If a Colonist without profession takes the Lumberjack profession (type 2), he cannot more be educated as a Farmer or a Stateman. Of course, such colonist can work as Farmer or as Stateman, however without additional education.

If a Colonist without profession takes a Blacksmith (type 3) profession (first Journeyman and then Master), he cannot be more educated for a Lumberjack (type 2) or for Stateman (type 3) professions.

For type 2 units:
Such units can be educated only for type 3 professions. For instance a Lumberjack can be educated only as Tobacconist, Pioneer, etc. (type 3 professions), however cannot be educated as Fisherman or Farmer (type 2 professions).

For type 3 units:
No additional education at all! They are professionals and cannot be re-educated.
Let's return in our time: Can you imagine that your City-mayor is working on the field as a farmer?

I guess this is much more logically clear education system. The education in the past required a lot of time (many-many years) and only for one profession.

And additional question/proposal.

Now you can send your colonist to harvest food as a Farmer, for instance. After few turns he will be Journeyman and then Master (or Professional Farmer).

My question is:
How difficult to ask the player something like: "Are you plan to educate your Colonist to Farmer profession?"
- If the answer "Yes", the Colonist will be educated to Farmer profession.
- If the answer is "No", the colonist will work as a Farmer but without education.
In this case the player has a chance to give to his colonist more important profession.
 
I think there are definitely some interesting possibilities for enhancing a mod like this. One that definitely comes to mind is individualizing the number of turns it takes to learn each profession. I'm not sure if the differences should be all that large, but since some skills cost more to recruit, it's reasonable that they would take longer to learn. Another interesting one would be a degradation in a journeyman's skills if he doesn't use them for an extended time. Ideally the degradation wouldn't be immediate, as long as a colonist works at a particular profession at least one every X turns, they maintain their skill level. Once a colonist becomes a master/expert, they no longer have to "keep their hand in", so to speak. There could even be a similar threshold at journeyman level, once a colonist reaches it, their skill level can't degrade back below journeyman, but they have to keep working the job regularly to progress toward expert. There could also be something like a requirement for some jobs that the colonist be working alongside an expert in order to learn the skill(an apprenticeship, basically), while some jobs would allow anyone to learn just from experience. My gut says it'd probably split between field jobs and shop jobs. I have no idea how difficult it would be to code any of this, and I certainly don't have the skill to do it myself, but the general concept of "on the job training" is a great idea, with a whole lot of possibilities.

Aside from the crash bug I've been experiencing(I haven't had time to test the patched .dll yet), there are only two things about this mod that present any annoyance. One, dealing with all the colonists popping out of the job they're working when they increase their skill level. Which wouldn't be so bad except for the second annoyance, the icons that indicate a journeyman's skill levels are a little difficult to make out(granted, I'm playing at 1920x1200), and one journeyman looks like another. Could it be possible to tweak it so a colonist achieving journeyman-level on a job doesn't pop out of what they're doing, only at expert? Especially when I've locked them into the job they're working inside the colony?

Thanks for your continued work on this mod, it's a great addition to the game. :)
 
Thanks guys for the feed back and suggestions.

@ KJ Jansson: While your suggestions are very interesting they are outside the scope of this mod considering I work alone basiclly and to add features such as that would take a lot of coding and testing. But I'll keep those ideas in mind when next I am working on this.


@ dewbak75: Individualizng the learning times would be more of an easy addition. I already have learning time modified by the type of colonist like for Criminals and Indetured servents its longer. Also, I know what you mean about Journeymen poping out and thats one of the things I mean to fix. And I will look into the icon size issue at higher resolutions as well.

K, glad you guys enjoy this little addition.
 
Ok I upload version 1.3 of this mod. See first page for changes. Thanks guys for the encouragement on this Mod.

And thanks to you for your hard work on it. I tried out v1.3, I'm VERY pleased that I no longer have colonists popping out of their job assignments so often now. I haven't taken a close look at the text vs. icon changes yet.
 
Hi, Kailric!

Thank you very much for your great mod. :goodjob: I included "Professions Mod: Journeyman" 1.3 in my "1492: Global Colonization".

Your addition cardinally changed a style of the game. Instead of buying units in Europe now I can educate all my specialists directly in the city buildings. This is exactly what I need! Great!

Everything looks OK, however I found a very strange effect.

I tried to educate my colonist in my college. The colonist started his education as usually, however, he could not finish his education and remains as Journeyman Colonist. Moreover, after such "education" (when I see message "Graduation after 0 turn") I have no possibility to choose any profession for such colonist (carpenter, farmer, etc.). Colonist appears in my city as Journeyman Colonist.

I have such problem only with Colonist. Converted native can be educated in schools as usually. I have no information for Criminals and Indentured servants. I didn't tested them.

Do you have any ideas how to fix this problem?
 
Hi, Kailric!

Thank you very much for your great mod. :goodjob: I included "Professions Mod: Journeyman" 1.3 in my "1492: Global Colonization".

Your addition cardinally changed a style of the game. Instead of buying units in Europe now I can educate all my specialists directly in the city buildings. This is exactly what I need! Great!

Everything looks OK, however I found a very strange effect.

I tried to educate my colonist in my college. The colonist started his education as usually, however, he could not finish his education and remains as Journeyman Colonist. Moreover, after such "education" (when I see message "Graduation after 0 turn") I have no possibility to choose any profession for such colonist (carpenter, farmer, etc.). Colonist appears in my city as Journeyman Colonist.

I have such problem only with Colonist. Converted native can be educated in schools as usually. I have no information for Criminals and Indentured servants. I didn't tested them.

Do you have any ideas how to fix this problem?

Hey, thanks for this report. I just looked over the code really quick and I may have found the problem. I don't have time tonight to test it out though so I'll post the new dll and if you get the chance let me know if it fixes the problem.

Just replace the old dll with this new one...
 
Hey, thanks for this report. I just looked over the code really quick and I may have found the problem. I don't have time tonight to test it out though so I'll post the new dll and if you get the chance let me know if it fixes the problem.

Just replace the old dll with this new one...

View attachment 239839

Thank you, Kailric! I will try today evening when my PC with your mod will be available. I will check Colonist, Indentured Servant and Criminal to educate in the school and report here my results.
 
I tested a school education for Colonist, Indentured Servant and Criminal with a new CvGameCoreDLL.dll. I could start and finish the education process as usually, without any problems. Everything is working correctly now. Thank you very much, Kailric, for your fix.

And last question. Could you, please, publish your changes in source codes? I would like to fix this error in my CvGameCoreDLL.dll that I use in "1492: Global Colonization" mod.
 
Hi, Kailric!

I found a wrong graphics in [MODCOMP] Professions Mod Journeyman 1.3 with last patch dated Jan.11.2010.

I made a set of screens from Civilopedia/Professions section. Instead Armed Brave, Mounted Armed Brave and Mounted Brave we have Journeyman.



This error is not critical and happens only in Civilopedia/Professions section, however quite common during modding. I found also that such graphics glitch takes place in both "normal" and "modular" mods.

It would be very nice if the forum community could find the reason of such graphic glitch.
 
Yeah, I know about this error and its caused by how the Python Civilopedia file handles professions. It wasn't coded to be mod friendly like most other code as you can't just drop in a new profession and have it show up in the Civilopedia correctly.

I'll look into this more and maybe make a seperate mod that fixes this one error if someone doesn't beat me to it.. hint hint :)
 
I had a similar error in "1492: Global Colonization. Resource Pack" for couple professions. When I transformed a "normal" "1492:GC.RP" mod in "modular" one this error vanished.

I was very happy, however, now when I start to work on the "Livestock" mini mod for "1492:GC" and used the similar modular system I accidently again catched this graphics error on the first new profession. Why and how prevent it?

Probably you are right and Python uncorrectly understands the information from the data files.

Good luck in your search. The results will be very usefull for many modders.

Thank you for your time and patience!
 
Just uploaded version 1.4. Please test this for stability. If you have any crashes please post your saved game. Thanks.

Version 1.4 Changes

- You no longer have to hold shift to see Journeyman Progress List
- Pioneers and Scouts are now added to list of possible promotions
- Journeyman promotions are no longer effected by the cool down of 10 turns only Masters
- Scouts earn Journeyman Progress by spending all movement points in territory not controlled by the player or by Speak with Chieftan command.
- At the moment Journeyman Scouts have no additional effect other than the possiblity to make Seasoned Scouts
 
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