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RimWorld => Releases => Mods => Outdated => Topic started by: Nandonalt on January 22, 2017, 04:27:35 PM

Title: [A17] Colony Leadership and Teaching v1.3
Post by: Nandonalt on January 22, 2017, 04:27:35 PM
(http://i.imgur.com/jHS5B9W.png)
This mod add leaders and teaching to RimWorld. Works on current saves.

DOWNLOAD
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=848250236)
A17: Dropbox (https://www.dropbox.com/s/hcortwt4n8oktfb/Nandonalt%20-%20Colony%20Leadership%20A17.rar?dl=0)
A16 (old): Dropbox (https://www.dropbox.com/s/ri6at8mfjci75hp/Nandonalt%20-%20Colony%20Leadership.rar?dl=0)

LEADERSHIP TYPES
-> Democracy: the normal type of leadership, where leaders are elected by vote.
-> NEW: Dictatorship: you make the rules and you select which colonist will be the leader. No elections and no "rebellions".

ELECTIONS
-> From the new "Leadership" main tab on the game window, you can manage leaders.
-> Build a ballot box so colonists can "use" them to gather the colony for an election.
-> Elections can be held on day 1, 7 or 15 of each season. Elections can be cancelled if something bad happens during it. Also, remember to build it on a nice spot safe from rain. (If you don't like this feature, you can use dev mode to trigger it)
-> When the election finished, the leaders will be elected.
-> 1 leader limit if the colony has less than 5 colonist. Otherwise, the limit is 2.
-> Be sure that the colonists have good needs before starting an election.
-> The colonists will decide who will be their leader and which type the leader will be.
-> Colonists unable to do social jobs will never be leaders.

LEADERS
-> Leaders will have a always-on buff that will increase some of its stats.
-> Leaders have improved trading prices, gift impact and chance to recruit prisoners.
-> Leadership level can be checked on the "Needs" tab and will influence the buffs.
-> Leaders emit an aura of stat-buffs to nearby colonists in the same room and is also influenced by the leadership level.
-> Leaders can inspire other colonists and give them a small mood buff.
-> The leadership level is calculated by what the colonists think about the leader and the skill levels have a little of influence on it.
-> Unpopular leaders can be asked to step out of power and, on worst cases, the colony can rebel against them and proceed to arrest them.
-> You cannot change leader types.
-> Leader mandate is 1 year.

LEADER TYPES
-> BOTANIST: specialized in Growing, Medicine and Animals. Stat buffs include plant work speed, immunity gain speed, taming chance and more.
-> WARRIOR: specialized in Shooting and Melee. Stat buffs include move speed, accuracy, hit chance and more.
-> CARPENTER: specialized in Crafting, Mining and Artistic. Stat buffs include construction speed, work speed, mining speed and more.
-> SCIENTIST: specialized in Research. Stat buffs include research speed, surgery success chance, learning speed and more.

TEACHING AND LESSONS
-> New buildable objects: teaching table, chalkboard and globe. Found on Architect/Misc.
-> Right now, only leaders can teach.
-> Teaching table is where leaders can hold lessons and teach the skills they are specialized in.
-> Build it, click on it and open its "Schedule" tab. There you can schedule lessons for the whole season, meaning each day you can choose if you want a lesson and which teacher will teach. You can also set which time of day the lesson will start.
-> You can also select which colonists will not join the lectures.
-> Leaders will only teach skills that are level 8 and above.
-> Assign leaders to colors, and use yellow if you want a random teacher that day.
-> You can only hold one lesson each 24 hours, to avoid exploitation.
-> Build the chalkboard and the globe to improve learning. The chalkboard is dynamic!

THANKS TO: The RimWorld mod community for being cool, FlatIcon for some textures I used and Jecrell who helped me getting lessons to work by allowing me to use his code as a reference.
Mods featured on screenshots: FashionRIMSta, Vegetable Garden, Facial Stuff.

Want to support me and my mods? Check out https://www.patreon.com/nandonalt

CHANGELOG


VERSON 1.3:
-> Updated for RimWorld Alpha 17
-> (Dev Mode) Added a button to change government type
-> Added keys for translation
Bugfixes:
-> Fixed a few typos.
-> Government types won't reset after changing home bases.

VERSON 1.2:
-> TYPES OF LEADERSHIP:
-> DEMOCRACY is the default leadership, and the leaders are elected by vote.
-> (WIP) A new type of leadership: DICTATORSHIP. On this type of government, you choose the leader and it'll last until it dies, and public opinion doesn't matter for dictators.
(Dictatorship is just a variation requested by users that prefer to choose who will lead the colony, it doesn't necessarily mean that it's an evil thing with propaganda and such).
-> Classrooms are now classified as such by the game.
-> Fixed a bug where the game would not consider leaders in caravan

VERSION 1.1:
->BALLOT BOX. You no longer can trigger elections on your own. You'll have to build the ballot box (found on Misc) on a safe spot and wait for the colonists start a election by themselves. Elections can happen on days 1, 7 and 15.
(If you didn't like this change, the button to start election is enabled on dev mode but will be removed on a later version)
-> You can now select which colonists will not attend lessons by using the new 'Ignore List' button on the schedule window.
-> Leaders now have a star on their colonist icon.
-> Fixed error showing up when there's no able leaders to select on the dev option.
-> Fixed caravan related bugs.
-> Fixed a bug where you could build multiple teaching table blueprints.


SCREENSHOTS
(http://i.imgur.com/JET4on8.png)
(http://i.imgur.com/V9KTLzS.png)
(http://i.imgur.com/T1OOwYH.png)
(http://i.imgur.com/4yAtzOS.png)
(http://i.imgur.com/Uh173B0.png)
-----------------------
** If you want to cheat leaders in, enable dev mode and use the add leader button. However going past the limit is a choice of yours and the effects can be different.
*** If you want to uninstall the mod, purge the leaders using dev mode and clicking the purge leaders button. This will remove traces of leadership on your colonists.
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: milon on January 22, 2017, 04:40:01 PM
Subscribed
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: Justas love on January 22, 2017, 04:41:21 PM
Yes, more depth to the game, awesome, is this save game compatable, can i load this into an existing colony?
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: Fluffe on January 22, 2017, 04:46:30 PM
Would be cool if like in dwarf fortress leaders could request stuff to be made or a pawn faces punishments or some type of downside cause at the moment it seems there is absolutely no reason not to get a leader so some possible problems would be nice lol
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: System.Linq on January 22, 2017, 04:53:55 PM
Dude! I swear to all that is holy, as soon as I put a feature down on my design doc, someone makes a mod about it.

Oh well, it's not really that similar. Good work!
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: Nandonalt on January 22, 2017, 04:58:15 PM
Quote from: Justas love on January 22, 2017, 04:41:21 PM
Yes, more depth to the game, awesome, is this save game compatable, can i load this into an existing colony?

It is! Just plug and play.

This is only the first release. I plan to add more things so leaders feel more important :)
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: Madman666 on January 22, 2017, 05:08:18 PM
Ho. ly. Crap. This community just keeps making this game deeper and deeper! Cool idea, I am sold. It doesn't screw with social mods like Psychology or Rumors and Secrets, does it?
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: System.Linq on January 22, 2017, 05:20:11 PM
Quote from: Madman666 on January 22, 2017, 05:08:18 PM
Ho. ly. Crap. This community just keeps making this game deeper and deeper! Cool idea, I am sold. It doesn't screw with social mods like Psychology or Rumors and Secrets, does it?

It should be fine but be aware that Psychology is going to have something like this pretty soon anyway.
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: Madman666 on January 22, 2017, 05:26:04 PM
Quote from: Psychology on January 22, 2017, 05:20:11 PM
It should be fine but be aware that Psychology is going to have something like this pretty soon anyway.

Thanks for the info, I really do enjoy your mod - it gives a friggin life to Rimworld colonists. They actually look more like people and less like programmed patients from neighboring asylum, hitting on each other 6 times a day even if shot down every time and then flipping out and burning everyone to Hades.)) I look forward how your implementation of this will differ from this one))
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: Senio on January 22, 2017, 10:20:58 PM
wow , Subscribed
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: Goldenpotatoes on January 22, 2017, 10:35:03 PM
It would be pretty interesting if leaders could 'rule' based on their traits (teetotalers ban recreational drug use and can scold/jail colonists seen using them, hard workers try to limit joy/recreational time.) As of right now, it seems like a colonist can fairly easily hold their leader status until next election, so making them create some potential conflict between pawns with opposite traits would be cool.

Suggestions aside, this really does help give the colony an actual 'colony' feel, along with other social mods. The teaching option really does give a purpose to the older colonists who aren't in their prime anymore but still have plenty of wisdom to teach the more able-bodied colonists. Suddenly gramps with the bad back and poor sight is suddenly more valuable when he can still pass on his trade.
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: vlad_1492 on January 23, 2017, 01:29:06 AM
Adds all kinds of charm.

Can't seem to find how I designate which colonists are to go to class, my entire population drops what they are doing to listen to the lecture.
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: Hydromancerx on January 23, 2017, 03:12:14 AM
Yes yess! Like this mod!
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: sirgzu on January 23, 2017, 04:34:54 AM
Quote from: Psychology on January 22, 2017, 04:53:55 PM
Dude! I swear to all that is holy, as soon as I put a feature down on my design doc, someone makes a mod about it.

Oh well, it's not really that similar. Good work!

I sweat some ideas just float in the air ;)
https://www.reddit.com/r/RimWorld/comments/5ogvec

Keep up the good work anyway you guys are amazing!
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: Nandonalt on January 23, 2017, 10:00:07 AM
Quote from: vlad_1492 on January 23, 2017, 01:29:06 AM
Adds all kinds of charm.

Can't seem to find how I designate which colonists are to go to class, my entire population drops what they are doing to listen to the lecture.

Currently, all colonists will attend the class if they aren't in some states(sleeping, resting to heal, stuff like that). But I'm thinking about adding a way to select which ones will attend and who will ignore it.
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: azulusthra on January 23, 2017, 10:17:02 AM
System.StackOverflowException: The requested operation caused a stack overflow.
  at Nandonalt_ColonyLeadership.IncidentWorker_LeaderElection.ElectLeader (System.Collections.Generic.List`1 toBeIgnored) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Attempted to start an election after getting a 5th colonist for 2nd leader. Lags the game until CTD. Any ideas ?
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: Madman666 on January 23, 2017, 10:19:39 AM
Quote from: Nandonalt on January 23, 2017, 10:00:07 AM
Currently, all colonists will attend the class if they aren't in some states(sleeping, resting to heal, stuff like that). But I'm thinking about adding a way to select which ones will attend and who will ignore it.

That would be very good, having them all drop everything to attend kind of inconvenient at times. Also some lost cases just don't really expected to learn anything (a janitor and a coma child that has disabled pretty much everything but dumb labor and shooting isn't really needed there, he might as well be sweeping the yard instead of wasting his time).
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: Cassiopea on January 23, 2017, 01:00:23 PM
I like the premise of your mod and I've downloaded it to test it alongside a slew of other mods. While I can elect a leader, I've noticed an error that loops when sending them in a caravan. Said caravan cannot move and the error keeps looping in the log. That being said, if the leader is not among the caravan member, the caravan mechanic works just fine.

System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenGrid.InBounds (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.GenRadial+<RadialDistinctThingsAround>c__Iterator21D.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Nandonalt_ColonyLeadership.HediffLeader.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Full log is here:
https://gist.github.com/HugsLibRecordKeeper/f8a9e039f6246dc85854fdc501f3ad96
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: Nandonalt on January 23, 2017, 01:58:41 PM
Quote from: Cassiopea on January 23, 2017, 01:00:23 PM
I like the premise of your mod and I've downloaded it to test it alongside a slew of other mods. While I can elect a leader, I've noticed an error that loops when sending them in a caravan. Said caravan cannot move and the error keeps looping in the log. That being said, if the leader is not among the caravan member, the caravan mechanic works just fine.

System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenGrid.InBounds (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.GenRadial+<RadialDistinctThingsAround>c__Iterator21D.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Nandonalt_ColonyLeadership.HediffLeader.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Full log is here:
https://gist.github.com/HugsLibRecordKeeper/f8a9e039f6246dc85854fdc501f3ad96

Thanks for the report! I already submitted the bugfix to steam and dropbox! :)

@azulusthra: oh my, a stack overflow! I'll look into the code to see if I can find what can cause this. Thanks :)
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: asquirrel on January 23, 2017, 02:03:43 PM
Cool! :)
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: XeoNovaDan on January 23, 2017, 03:41:55 PM
This mod is definitely something!

Haven't played with it yet, but will in the very near future!
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: Napple on January 23, 2017, 07:49:55 PM
The Caravans aren't moving where I want them when I'm using this mod.
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: Pichu0102 on January 23, 2017, 07:52:35 PM
Could we get a blue message after teaching summarizing what was taught and if any levels were gained?
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: AnNyeong on January 23, 2017, 08:34:54 PM
Just having the mod enabled without even trying it out (I actually forgot I had installed it) really messed my FPS hard! Down to 5-10 fps for some reason. I'm using about 15 other mods, can't tell if it's a conflict. I'll test it later.
Title: Re: [A16] Colony Leadership and Teaching v1.0
Post by: Nandonalt on January 23, 2017, 09:33:36 PM
@AnNyeong: I don't think my mod would do that because if there's no leaders/teaching tables/etc, my mod isn't running anything.

VERSION 1.1:
->BALLOT BOX. You no longer can trigger elections on your own. You'll have to build the ballot box (found on Misc) on a safe spot and wait for the colonists start a election by themselves. Elections can happen on days 1, 7 and 15.
(If you didn't like this change, the button to start election is enabled on dev mode but will be removed on a later version)
-> You can now select which colonists will not attend lessons by using the new 'Ignore List' button on the schedule window.
-> Leaders now have a star on their colonist icon.
-> Fixed error showing up when there's no able leaders to select on the dev option.
-> Fixed caravan related bugs.
-> Fixed a bug where you could build multiple teaching table blueprints.
Title: Re: [A16] Colony Leadership and Teaching v1.1
Post by: Zakhad on January 24, 2017, 01:28:06 PM
An awesome mod I was wondering if it was mechanically possible to do this, after my last masterwork dwarf fortress session where I was focusing on my millita training, I thought why hasn't rimworld got a teaching mechanic yet :S
Title: Re: [A16] Colony Leadership and Teaching v1.1
Post by: kcirdor on January 24, 2017, 02:40:54 PM
Is that star going to conflict with Killface's Colonist bar?
Title: Re: [A16] Colony Leadership and Teaching v1.1
Post by: Nandonalt on January 24, 2017, 04:13:36 PM
Quote from: kcirdor on January 24, 2017, 02:40:54 PM
Is that star going to conflict with Killface's Colonist bar?

I detour the drawIcon method of the class that draws the colonists on the bar, but if Killface's mod overwrite it there's no worries, as it's only a visual indicator.
Title: Re: [A16] Colony Leadership and Teaching v1.1
Post by: minakurafto on January 24, 2017, 11:50:48 PM
it would be nice if ,leader can influence colony policy like, if the leader is psycopath or something, it can turn colony to pirate which make mood penalty for cruelty(sell slave, organ harvest)  is reduced greatly if not eliminated.
ability to forcefully make a pawn become a leader, in order to access some policy like above, and depend on pawn connection (friend will agree, rival or friend of rival will have mood debuff) other pawn will make riot (mental breakdown)
Title: Re: [A16] Colony Leadership and Teaching v1.1
Post by: Beathrus on January 25, 2017, 12:53:15 AM
YES! Time to rename all my pawn who become leader to 'Mr/Ms Bossy'!
Title: Re: [A16] Colony Leadership and Teaching v1.1
Post by: Trigon on January 26, 2017, 12:09:44 PM
I can't wait to try this out.
Title: Re: [A16] Colony Leadership and Teaching v1.1
Post by: drakulux on January 27, 2017, 04:20:13 AM
Hi, can this be uninstalled from a save without issue? Ofcourse making sure all items from the mod are deconstructed first.
Title: Re: [A16] Colony Leadership and Teaching v1.1
Post by: Canute on January 27, 2017, 04:59:50 AM
And no leader should be active, then you can try it.
Title: Re: [A16] Colony Leadership and Teaching v1.2
Post by: nmarshall23 on January 29, 2017, 06:49:59 PM
Here is a bug report.

Lessons overrides all other actions that a colonist may take.

Starving colonist will attend Lessons and not eat first.
Marriage ceremonies will be interrupted.
Title: Re: [A16] Colony Leadership and Teaching v1.2
Post by: thecookiemaker on January 29, 2017, 08:51:46 PM
My first year the election took place a couple days after they built the box. Then at the end of that year they were removed from leadership, but no new leaders were elected. It has been over a year without a new election. I recently tried removing and replacing the ballot box, but even 2 seasons later they still won't use it. I get the message ever few days that no teacher was assigned, but there is no way to assign them until the election takes place.
Am I missing something?
Is there any way to force an election?
Title: Re: [A16] Colony Leadership and Teaching v1.2
Post by: LordMunchkin on January 30, 2017, 08:00:48 PM
I built the ballot box and, even though all my pawns show up for a election, no one gets elected. Instead it says there was no election because no one showed up. I tried locking my colonists in the room with nothing but the ballot box but nothing happened.  :-\
Title: Re: [A16] Colony Leadership and Teaching v1.2
Post by: Navy1227 on January 31, 2017, 10:34:41 AM
Quote from: thecookiemaker on January 29, 2017, 08:51:46 PMIs there any way to force an election?
Enable Dev mode in the options menu, then I believe you simply click on the ballot box and there should be something like "DEV: Start Election."
Title: Re: [A16] Colony Leadership and Teaching v1.2
Post by: Pichu0102 on February 01, 2017, 07:15:49 PM
Can you add an option to forbid the teacher's desk to temporarily suspend lessons during events without changing the schedule?
Title: Re: [A16] Colony Leadership and Teaching v1.2
Post by: azulusthra on February 01, 2017, 09:24:05 PM
Any way to change from Dictatorship to Democracy mid-game ?

If there's a way, would the leader be purged along when you change the leadership type ?
Title: Re: [A16] Colony Leadership and Teaching v1.2
Post by: Goldenpotatoes on February 02, 2017, 08:22:12 AM
Any chance of separating the teaching part of the mod as a standalone?
Title: Re: [A16] Colony Leadership and Teaching v1.2
Post by: Techgenius on February 02, 2017, 11:51:46 AM
Nice to see fellow brazilians doing so well for themselves on international communities. That said, irmão[brother]...

How about including more goverment types? some corporation-like megacorps, science directorates, these including strickly structured leadership ranks, with one or more leaders, board of directors, the Chief Executive Officer and its underlings (Junior CEOS) or perhaps, a Military Order, Mercenary Group with captains, quartermasters, and soldiers ranks, allowing people to rise in ranks based on their... abilities/skills and gain both social and mental buffs
Title: Re: [A16] Colony Leadership and Teaching v1.2
Post by: duduluu on February 04, 2017, 08:48:43 AM
Hi, Nandonalt!
I'd like to translate your mod, but because of the lack of method .Translate() some text cannot be translated.
Could you add this method to your mod's dll? If you could open the source code on github, that will be perfect.
You could see about how do I add method .Translate() at this mod: https://github.com/RimWorld-zh/IzzyHRC-Mind-Altering-Device
Title: Re: [A16] Colony Leadership and Teaching v1.2
Post by: joaonunes on February 04, 2017, 10:20:49 AM
I think there are backstories where the pawns were/are actual teachers. Are you considering adding something for the "real" teachers? Maybe each could have a specification too depending on the stats they have and they could do the teaching instead while the leaders gave the buff and maybe some other stuff...

Great idea though :D Will install right away
Title: Re: [A16] Colony Leadership and Teaching v1.2
Post by: Trigon on February 04, 2017, 12:46:08 PM
Funnily enough the prepare carefully pawn I have who's a teacher always ends up a leader. Probably because of her really high social skills.
Title: Re: [A16] Colony Leadership and Teaching v1.2
Post by: Endconquerer on February 04, 2017, 02:39:07 PM
Can someone make this mod using a file type other than .rar? I can't use this mod because I'm on a Mac.
Title: Re: [A16] Colony Leadership and Teaching v1.2
Post by: danielee on February 04, 2017, 03:49:57 PM
Quote from: duduluu on February 04, 2017, 08:48:43 AM
Hi, Nandonalt!
I'd like to translate your mod, but because of the lack of method .Translate() some text cannot be translated.
Could you add this method to your mod's dll? If you could open the source code on github, that will be perfect.
You could see about how do I add method .Translate() at this mod: https://github.com/RimWorld-zh/IzzyHRC-Mind-Altering-Device
Updated for chinese simplified except keyed as duduluu said. https://www.dropbox.com/s/vrxdgkpw3bywycr/ChineseSimplified.zip?dl=0
Title: Re: [A16] Colony Leadership and Teaching v1.2
Post by: Nandonalt on February 05, 2017, 12:26:09 PM
Quote from: duduluu on February 04, 2017, 08:48:43 AM
Hi, Nandonalt!
I'd like to translate your mod, but because of the lack of method .Translate() some text cannot be translated.
Could you add this method to your mod's dll? If you could open the source code on github, that will be perfect.
You could see about how do I add method .Translate() at this mod: https://github.com/RimWorld-zh/IzzyHRC-Mind-Altering-Device

Hi,
I'll do that on a future version of the mod. There's a lot of strings to adjust so it'll take some time.
I know you mean the best but I'm not comfortable yet on putting my mod on github (I'm still learning to code C#).
Thanks :)
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: Igan on February 08, 2017, 02:36:38 AM
I created a sort of "Council Room" where I put my ballot box and a table + chairs.

Every week my pawns attend the elections, roam around in the room as it was a party, and then they go to their business somewhere else.

Then I got a messages "The elections have finished!" and "No colonist went to vote!" (or something like that).

Am I missing something...?
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: tobi1449 on February 08, 2017, 07:27:33 AM
How do I get my colonists to do another election? I've activated it at the ballot box, but they don't hold another election at the appropriate days.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: AngleWyrm on February 08, 2017, 06:40:20 PM
Quote from: tobi1449 on February 08, 2017, 07:27:33 AM
How do I get my colonists to do another election? I've activated it at the ballot box, but they don't hold another election at the appropriate days.
I run into this problem every game as well: The colonists gather around the ballot box, hang out for a bit, then scatter to their other tasks, and a couple messages say something like "no one attended the election."

Whatever the test is for attending the election, GET RID OF IT! :P
P.S. Love the addition of school to the game.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: Old Marm on February 08, 2017, 11:44:13 PM
This is one of my favorite mods.  It adds a bit of humor and charm and depth of gameplay to Rimworld.  I wonder if you could add a desk building that, added to a room, would designate the mayor's office?
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: joaonunes on February 09, 2017, 06:05:09 AM
A berserker has been elected in my colony as a military leader and now I am scared about what he might do if he rages xD
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: SpaceDorf on February 09, 2017, 07:13:57 AM
This. Is. Awesome. !
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: TheSoloGamer on February 11, 2017, 10:03:16 PM
Can you add more types of leadership? I think it would be fun to play a dictatorship or a totalitarian colony.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: AngleWyrm on February 11, 2017, 10:48:09 PM
Quote from: Old Marm on February 08, 2017, 11:44:13 PM
I wonder if you could add a desk building that, added to a room, would designate the mayor's office?

These are the droids you're looking for, and yes it comes with a manager's desk:

Colony Manager (2 minute youtube video) (https://youtu.be/zCRGuDf7pQk)
Colony Manager download link (https://github.com/FluffierThanThou/ColonyManager/releases)
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: AngleWyrm on February 17, 2017, 02:45:43 PM
Elections have often failed for me, and among the things I've done is deconstructing and then reconstructing the ballot box. So in my latest game I decided to skip the whole fail process and just deconstruct and reconstruct the ballot box before an election takes place.

It worked.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: Lennbolt7 on February 18, 2017, 12:36:24 AM
So how do I start a dictatorship?
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: Trigon on February 18, 2017, 01:58:32 AM
Quote from: Lennbolt7 on February 18, 2017, 12:36:24 AM
So how do I start a dictatorship?
Select it at the very beginning of a new colony. By default it's democracy, so click on that and in the side menu select dictatorship.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: Ruisuki on February 21, 2017, 04:13:28 AM
Sounds like a badass mod. Though I think it would be cooler if the leader could assign roles. So there could be a teacher role for instance and maybe theyd get a slight relationship bonus for assigning them to it. It seems better than having the leader of the colony do the actual teaching. You'd think that would fall to someone else. Same with doctor, guard captain, chef etc
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: Grabarz on February 21, 2017, 10:51:52 AM
well i got strange problem

my colony counts 12 people - i used prepare carefully mod to obtain all doing colonists, now my leaders are always scientists

even if i force elections and somehow new leader will be the worst of the whole colony in research the type of leader is scientist ...


any idea what's going on ?
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: AngleWyrm on February 21, 2017, 04:50:42 PM
Quote from: Grabarz on February 21, 2017, 10:51:52 AM
I used prepare carefully mod to obtain all doing colonists, now my leaders are always scientists.
...new leader will be the worst of the whole colony in research the type of leader is scientist ...
I have a guy with top tier Social/Negotiating skills and he's not selected as leader. So I don't know what rules the mod uses during election. Might check the source code on that.

EDIT
Seems that health is a factor, social/negotiating can't be disabled, being asleep, or the election taking place during a non-joy designated time period. Not sure about that last bit, but it may be an unnecessary source of failed elections.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: AngleWyrm on February 21, 2017, 05:19:44 PM
The Defs folder shows what characteristics are improved through teaching and they aren't what I thought was being taught. It seems classes aren't teaching skills, they are teaching buffs to the benefits of having a skill. For example, a student might gain a permanent buff to their disease immunity.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: Trigon on February 21, 2017, 05:24:23 PM
I think they're elected based on how popular they are. In my experience it seems to be whoever has the most friends, as opposed to who would actually be the best for the job.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: AngleWyrm on February 21, 2017, 06:08:15 PM
On the theory that elections are being cancelled because they take longer than a single joy-period, I declared the 7th to be a holiday by designating all non-sleep time as joy time. The election took place early in the day, and succeeded.

Leaders Elected
Jon, Social-10, Construction-9 was elected as a Carpenter Level-2
Ben, Social-5, Shooting-10 was elected as a Warrior Level-3

Relations map at the time of election
(https://s6.postimg.org/vjr26tqz5/Rimworld_Relations_Map.png)
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: Igan on February 21, 2017, 06:44:39 PM
Yep, usually the one wih more friends (more and better green relations) usually win the elections.

Pretty and beautiful pawns overwhelm the elections and got re-elected a lot.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: romanrez13 on February 21, 2017, 09:34:14 PM
Hi, Nandonalt , could you tell me what need to change in your mod for more radius of aura? I think its not efficiently do aura radius to small. Maybe in future you do aura on "house zone" or more bigger radius.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: rsdworker on February 22, 2017, 05:36:35 PM
looks great i love leaders - i would use them to mange colonies
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: rogerbacon on February 22, 2017, 05:50:35 PM
Is there a way to change from dictatorship to democracy without starting a new colony?
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: Ruisuki on February 22, 2017, 06:43:25 PM
Quote from: AngleWyrm on February 21, 2017, 06:08:15 PM
On the theory that elections are being cancelled because they take longer than a single joy-period, I declared the 7th to be a holiday by designating all non-sleep time as joy time. The election took place early in the day, and succeeded.

Leaders Elected
Jon, Social-10, Construction-9 was elected as a Carpenter Level-2
Ben, Social-5, Shooting-10 was elected as a Warrior Level-3

Relations map at the time of election
(https://s6.postimg.org/vjr26tqz5/Rimworld_Relations_Map.png)
Is it possible to schedule worktime and sleeptime based on dates? If not, I wonder if theres a mod for that, because itd be sweet. I like the holiday idea.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: Ruisuki on February 26, 2017, 10:11:32 PM
Quote from: Ruisuki on February 21, 2017, 04:13:28 AM
Sounds like a badass mod. Though I think it would be cooler if the leader could assign roles. So there could be a teacher role for instance and maybe theyd get a slight relationship bonus for assigning them to it. It seems better than having the leader of the colony do the actual teaching. You'd think that would fall to someone else. Same with doctor, guard captain, chef etc
any chance of something like this happening?
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: SpaceDorf on February 28, 2017, 04:55:43 PM
I like this mod, and It works without problem with my other 120 odd mods.

Could you set the Ballot Box and the Teaching table to be re-installable ?
Especially the Ballot Box, which has to be destroyed to rebuilt it else where.

Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: AngleWyrm on March 04, 2017, 07:09:14 PM
Just had an event take place on the 7th of the month, the two leaders stopped being leaders. My guess is it was probably the result of reaching the end of their 1-year term of service, but no new election took place that day, leaving them leaderless for a week.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: Darkmark8910 on March 06, 2017, 10:46:05 AM
How do I trigger the ransom event in the debug menu?

My leader was kidnapped by raiders. This has resulted in -hundreds of thousands- of bug errors in the debug as nothing leader-related can trigger. It's really lagging the game and I'd love to get my leader back.

Any thoughts? Thanks so much!

BUG REPORT/EDIT: found a bug which resolved my issue. When a leader colonist is kidnapped, the bug from azulusthra's post (on page 2) triggers. Once my kidnapped colonist was no longer a leader (a random message appeared saying "Skye is no longer a leader"), the bug stopped. Now I don't need to remove the mod, hope this helps :)
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: AngleWyrm on March 08, 2017, 07:32:33 PM
Teachers and Skills
I did some study of the xml files to see what all is required of the teachers and what they can teach, and here's a summary of what I found.

All Teachers
Every class of teacher can improve their students in these skills:

Warrior
Skill 8+ in: Shooting, Melee(?), Doctoring(?)

Carpenter
Skill 8+ in: Construction, Crafting, Art

Scientist
Skill 8+ in: Research, Doctor(?), Handler(?)

Botanist
Skill 8+ in: Growing, Handling, Doctoring(?)

The skills marked with a question were added to the list by me as the most likely skill responsible for the gains. They may or may not be required as they weren't mentioned in-game.

EDIT: The pop-up message text when a teacher begins class seems to change depending on the skill set of the teacher; it's showing what the current teacher can provide rather than what's needed.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: Ruisuki on March 08, 2017, 08:23:17 PM
Teaching should be a skill!
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: SpaceDorf on March 09, 2017, 12:25:23 PM
@AngleWyrm I think you are mixing up the taught skills and the bonus of the leader aura :)

From The First Page :

LEADER TYPES

-> BOTANIST: specialized in Growing, Medicine and Animals.
Stat buffs include plant work speed, immunity gain speed, taming chance and more.

-> WARRIOR: specialized in Shooting and Melee.
Stat buffs include move speed, accuracy, hit chance and more.

-> CARPENTER: specialized in Crafting, Mining and Artistic.
Stat buffs include construction speed, work speed, mining speed and more.

-> SCIENTIST: specialized in Research.
Stat buffs include research speed, surgery success chance, learning speed and more.


The specialisations are the Skills the Leaders will Teach.
But only if those skills are equal or above Level 8.

The Stat Buffs are the Leaders Aura, you can check it in the Medical Tab of a Colonist. Those are always active on the Leader and on Pawns near the leader.

I am pretty miffed about this at the moment, because my best Warrior is a better Researcher .. so he always gets elected as Scientist Leader *grmbl*


======== EDIT ========

I forgot my actual request :)

@Nandonalt

I would like to have a Teacher based Restriction of Students.
So everybody goes to the Warrior.
Only Selected for the Botanist, Carpenter and Scientist.

And the Scientists should also Teach Medicine, so he is not completely Useless :-D
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: Ruisuki on March 09, 2017, 06:09:02 PM
Yes being able to choose teachers is something I'm hoping happens in the future. Is this mod compatible with psychology mayor position though? How do they interact?
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: AngleWyrm on March 09, 2017, 08:19:13 PM
Quote from: SpaceDorf on March 09, 2017, 12:25:23 PM
@AngleWyrm I think you are mixing up the taught skills and the bonus of the leader aura :)
Anything's possible, I suppose. Which stat bonuses are related to Leadership Auras? Is it this set?
Or is it something else, such as maybe a mood buff?

@Ruisuki, isn't the psychology (https://ludeon.com/forums/index.php?topic=24648.0) mod a major re-write of basic functionality, and thus incompatible with most other mods?
QuoteThis mod is a complete overhaul of Rimworld's psychological and social systems. The stories that emerge from your pawns' quirks are the most fun part of RimWorld, and this mod aims to expand on that emergent storytelling by increasing the extent and complexity of its systems.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: SpaceDorf on April 02, 2017, 08:24:37 AM
@Nandonalt ..

YO ! are you still active ? I would really miss this one.

Also I have a follow up question/suggestion on teachers :

Are you working on a option to cap the ability to teach to the actual level of the teacher ?
My shooting 10 teacher keeps training everyone beyond awesome ..

Or the teacher would gain some xp by teaching, I have heard some teachers actually still learn something in their field ^^
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: AngleWyrm on April 23, 2017, 03:03:55 AM
If visitors or traders are nearby when the lesson is in progress, they get ping-ed to go to class. Anything they are attempting to do gets interrupted frequently, like once per second.

If they are eating, they drop their food. Then they pick it up and get interrupted again. That happens continuously while class is in session, and then stops when class ends.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: SpaceDorf on April 23, 2017, 06:57:34 AM
I noticed that too, but I had my eating area assigned as classroom as well,
so I thought it might have to do with this ..

I will look again, now that I have a dedicated classroom.

===== EDIT =====

I can confirm AngleWyrms findings.
During a scheduled lesson visitors were interrupted from their activities and tried to go to a different joy item every few seconds.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: Canute on April 23, 2017, 10:29:07 AM
Similar when your pawn holding a cult- sermon. But not even at the altar room, its colony wide.
But beside a strange movement no bigger problems with that.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: ZE on May 07, 2017, 03:15:37 PM
not sure if its been mentioned before, but those unable/unwilling to do a task, still attends a class for that task

i.e. colonist cannot research, will still attend research class
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: timeandtherani on June 02, 2017, 02:08:40 PM
Quote from: ZE on May 07, 2017, 03:15:37 PM
not sure if its been mentioned before, but those unable/unwilling to do a task, still attends a class for that task

i.e. colonist cannot research, will still attend research class

Maybe they're auditing the course!  :)

By the way, is this being updated for A17? It's a fun mod and I'd like to add it back.
Title: Re: [A16] Colony Leadership and Teaching v1.2.1
Post by: Alexander_Lem on June 06, 2017, 05:13:23 PM
Quite unimportant note, but it's still buggin me like hell

Why 1st, 7th and 15th?
7th is kinda a midpoint between 1st and 15th (actually it isn't, 8th is), But 15th and 1st are consecutive days. Mathematically it seems logical to do elections on 1st, 6th and 11th days of season, dividing it into three equal time periods.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: jts1702 on June 18, 2017, 07:47:24 PM
Well, I'll add myself to the failing list, as when dev mode is on, the ballot box has no options, and after years, the elections are still not on, and last election was -.-.

I had to force the election event, which then leaders are immediately selected with no gathering. I wonder if it's a conflict with another mod - such as Prepare Carefully or Quality Builder.

Error window doesn't give any useful messages.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: AngleWyrm on June 18, 2017, 08:09:46 PM

(http://4.bp.blogspot.com/-Oo2I3HmrBhI/UsYJnD1nISI/AAAAAAAA2-4/nn2qtuEShDg/s1600/world_on_wire_by_robshields-d5u1yxp.jpg)
Quote from: jts1702 on June 18, 2017, 07:47:24 PM
I had to force the election event, which then leaders are immediately selected with no gathering. I wonder if it's a conflict with another mod - such as Prepare Carefully or Quality Builder.

After some exploration within the code I found a reference to pawn work restrictions, a note about joy assignment. So whenever an election begins I assign everyone a block of about four hours of joy activity, and they have been able to complete the elections.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: jts1702 on June 18, 2017, 11:05:45 PM
That does not help. My colonists' scheduling does not matter.

Also, please see the following, which I have no idea where it came from:
Verbs count is not equal to verb props count.
Verse.Log:Error(String)
Verse.VerbTracker:UpdateVerbsLinksAndProps()
Verse.VerbTracker:ExposeData()
Verse.PostLoadIniter:DoAllPostLoadInits()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: AngleWyrm on June 19, 2017, 03:10:51 PM
Works for me.

(https://s6.postimg.org/40lmzec0h/election.png)
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Tanelorn on June 19, 2017, 10:55:57 PM
I couldn't find an answer here: If we initially choose dictatorship is there a way to change the leader or switch to democracy? I'd really like to know. On top of that, we are only allowed to choose the dictator to teach, and I think we should be able to choose anyone to teach.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Tenshi~Akari on June 22, 2017, 10:48:29 AM
I don't know if this was intended effect in this mod or not, but I literally just had a large visiting caravan make a bum-rush towards an active lesson one of my colony's pawns was giving.

Never have I seen a more enthusiastic bunch to learn about construction. Just thought I'd put that out there, hadn't seen if this was reported or not, but funny nonetheless. XD
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: kaptain_kavern on June 22, 2017, 06:28:22 PM
Man, this looks quite promising. Will try ASAP
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: manelmp66 on June 23, 2017, 05:43:46 AM
Quote from: Tenshi~Akari on June 22, 2017, 10:48:29 AM
I don't know if this was intended effect in this mod or not, but I literally just had a large visiting caravan make a bum-rush towards an active lesson one of my colony's pawns was giving.

Never have I seen a more enthusiastic bunch to learn about construction. Just thought I'd put that out there, hadn't seen if this was reported or not, but funny nonetheless. XD

I noticed also.
And a buff relations with the visitors
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Jecmenn on June 25, 2017, 05:43:18 PM
Hello

In theory good mod, but for me it simply doesn't work. I have ballot box but no elections happening. Tried this with clean, new game running only few basic mods and no elections after 3 years.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: AngleWyrm on June 25, 2017, 05:57:20 PM
Quote from: Jecmenn on June 25, 2017, 05:43:18 PM
In theory good mod, but for me it simply doesn't work. I have ballot box but no elections happening. Tried this with clean, new game running only few basic mods and no elections after 3 years.

This happens to just about everyone who installs this mod.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Exoray on June 25, 2017, 05:59:10 PM
Quote from: Jecmenn on June 25, 2017, 05:43:18 PM
Hello

In theory good mod, but for me it simply doesn't work. I have ballot box but no elections happening. Tried this with clean, new game running only few basic mods and no elections after 3 years.

Same issue for me, mod was working great then after the year term ended no more elections, tried a new game running just a few mods and same thing, elections no longer happen.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Eluxor on June 25, 2017, 06:29:23 PM
Quote from: Exoray on June 25, 2017, 05:59:10 PM
Quote from: Jecmenn on June 25, 2017, 05:43:18 PM
Hello

In theory good mod, but for me it simply doesn't work. I have ballot box but no elections happening. Tried this with clean, new game running only few basic mods and no elections after 3 years.

Same issue for me, mod was working great then after the year term ended no more elections, tried a new game running just a few mods and same thing, elections no longer happen.

Have you checked if the N (allow elections to happen) is activated when you select the box? For some reason after every election it desactivates.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: VelesLek on June 25, 2017, 07:17:52 PM
It does not seem to be recognizing that I have built a ballot box. The leaders tab still says that I need to build a ballot box, and elections are not happening at all. And the option to allow elections is turned on.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Tanelorn on June 26, 2017, 03:57:30 AM
We REALLY need to be able to switch to democracy from dictatorship. Even when the dictator dies we just have the option of picking a new dictator.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Exoray on June 26, 2017, 09:16:53 AM
Quote from: Eluxor on June 25, 2017, 06:29:23 PM
Quote from: Exoray on June 25, 2017, 05:59:10 PM
Quote from: Jecmenn on June 25, 2017, 05:43:18 PM
Hello

In theory good mod, but for me it simply doesn't work. I have ballot box but no elections happening. Tried this with clean, new game running only few basic mods and no elections after 3 years.

Same issue for me, mod was working great then after the year term ended no more elections, tried a new game running just a few mods and same thing, elections no longer happen.

Have you checked if the N (allow elections to happen) is activated when you select the box? For some reason after every election it desactivates.

Yep its on and says that elections will happen on the days, very strange I started a new game using more mods than the few I tested with but not as many as the max mods I tested with and its again working? to explain that better, during testing I started with most mods on say 40+ that's when it first started to stop working, then I tested with just 3 mods running and still no elections happened, The new game was with maybe 20 - 30 mods, the very same mods I used during testing when it wouldn't work and it has now started working again on the first election day of the new game.

Due to the complexity of trying to recreate the bug I am at a loss as to what may cause it, Its just so fickle
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: jts1702 on June 26, 2017, 03:54:26 PM
Exoray and others:

A17b is bugged -- repeat, VANILLA game A17b is bugged.
Unless all the ancient dangers are cleared, you won't have ANY of the crucial events involving a spot or naming your settlement resolved. So, clear them out.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Tanelorn on June 26, 2017, 05:26:56 PM
Quote from: jts1702 on June 26, 2017, 03:54:26 PM
Exoray and others:

A17b is bugged -- repeat, VANILLA game A17b is bugged.
Unless all the ancient dangers are cleared, you won't have ANY of the crucial events involving a spot or naming your settlement resolved. So, clear them out.

Confirmed, i have this also. Semi related, they also can cause action music to stick
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Jecmenn on June 26, 2017, 06:39:58 PM
Quote from: Jecmenn on June 25, 2017, 05:43:18 PM
Hello

In theory good mod, but for me it simply doesn't work. I have ballot box but no elections happening. Tried this with clean, new game running only few basic mods and no elections after 3 years.

Well, the problem kind of resolved itself. First what i did was testing the mod without any other mods activated and it worked fine. Then i enabled few of my favorite mods (call of cthulu packs, rimsenal packs and misc mods pack + hugslibs and jecs) and it didn't work again. So i tried removing mods one by one and the final result was that the jecs and hugslibs are somehow conflicting with this mod, and it worked when i put this mode above those two mods/libs mentioned. Now i had 2 elections in one year without any problems. And i'm running heavy modded game (40+ mods) and all good so far.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Jecmenn on June 26, 2017, 06:42:13 PM
Quote from: jts1702 on June 26, 2017, 03:54:26 PM
Exoray and others:

A17b is bugged -- repeat, VANILLA game A17b is bugged.
Unless all the ancient dangers are cleared, you won't have ANY of the crucial events involving a spot or naming your settlement resolved. So, clear them out.

I have ancient dangers on my map and naming worked fine.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Sirsim on June 27, 2017, 08:27:53 AM
Quote from: Jecmenn on June 26, 2017, 06:42:13 PM
Quote from: jts1702 on June 26, 2017, 03:54:26 PM
Exoray and others:

A17b is bugged -- repeat, VANILLA game A17b is bugged.
Unless all the ancient dangers are cleared, you won't have ANY of the crucial events involving a spot or naming your settlement resolved. So, clear them out.

I have ancient dangers on my map and naming worked fine.

Me too.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Tanelorn on June 27, 2017, 08:48:24 AM
 I am in the boat of having hugslibs and several mods, so maybe that is part of my problem.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: AngleWyrm on June 27, 2017, 07:19:58 PM

(https://s-media-cache-ak0.pinimg.com/736x/f0/ea/1c/f0ea1c1f72e6293aaffbab74d30bea8c.jpg)
Quote from: Tanelorn on June 27, 2017, 08:48:24 AM
I am in the boat of having hugslibs and several mods, so maybe that is part of my problem.
  • Disable all mods. Problem solved?
    • No: There's no help for ya; burn baby burn.
    • Yes:

      • Enable one mod. Did the problem resurface?
        • Yes: You found a problem; leave that mod disabled.
        • No: Enable another mod.
There are more efficient ways, but they are also more complicated.

If you have Scuba156's (https://ludeon.com/forums/index.php?action=profile;u=66748) Mod List Backup (https://ludeon.com/forums/index.php?topic=29420.0) mod, then the colorized mod names can make a faster search for a problem mod.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: SpaceDorf on July 01, 2017, 01:15:10 PM
Quote from: AngleWyrm on June 27, 2017, 07:19:58 PM

(https://s-media-cache-ak0.pinimg.com/736x/f0/ea/1c/f0ea1c1f72e6293aaffbab74d30bea8c.jpg)
Quote from: Tanelorn on June 27, 2017, 08:48:24 AM
I am in the boat of having hugslibs and several mods, so maybe that is part of my problem.
  • Disable all mods. Problem solved?
    • No: There's no help for ya; burn baby burn.
    • Yes:

      • Enable one mod. Did the problem resurface?
        • Yes: You found a problem; leave that mod disabled.
        • No: Enable another mod.
There are more efficient ways, but they are also more complicated.

If you have Scuba156's (https://ludeon.com/forums/index.php?action=profile;u=66748) Mod List Backup (https://ludeon.com/forums/index.php?topic=29420.0) mod, then the colorized mod names can make a faster search for a problem mod.
  • Activate the minimum known good mods, Core, Hugslib and of necessity Mod List Backup, and mark them in green
  • Mark half of the inactive mods in yellow and activate that set
  • Is active mod set working?
    • Yes: Recolor all the yellow mods to green, and repeat the process with half the remaining mods
    • No: Disable half the yellow mods and un-color them back to white

Before I do this, AngleWyrm, do you have a working modlist to compare to mine ?
As always the problem is removing shit midgame, without killing the save :)
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: AngleWyrm on July 02, 2017, 12:28:17 AM
Quote from: SpaceDorf on July 01, 2017, 01:15:10 PM
Before I do this, AngleWyrm, do you have a working modlist to compare to mine ?
As always the problem is removing shit midgame, without killing the save :)

Here's my modlist, which doesn't pop up an error box outside of dev mode. Your mileage may vary, as I don't subscribe to the policy of always using the newest version; in my opinion that creates opportunity for meddling rather than improvement, so I choose the version I like best.

Also attached is the mod list backup color set files folder, which goes right next to the config folder. The mods listed in red (and not appearing in the active modconfig file) generated errors outside of dev mode, and that's not something I allow in my active mods.

[attachment deleted by admin due to age]
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Tanelorn on July 02, 2017, 01:02:13 AM
(http://onesmallwindow.com/wp-content/uploads/2012/08/h_mr_thedictator.jpg)

After a 3 year run on Cassandra Hard I am VERY FRUSTRATED with my dictator choice of leadership.

This mod DESPARATELY needs a few changes here:

1. Allow any colonist to be a teacher. Even dictators can DICTATE a colonist to teach other colonists!!! They are not mutually exclusive!!!!

2. If a dictator dies, allow for ALL LEADERSHIP OPTIONS! Meaning, if the dictator dies, let us choose to become a democracy. This is how TYRANNICIDE WORKS!
(https://s-media-cache-ak0.pinimg.com/originals/a1/bf/c9/a1bfc984e69987cd7c2c8fa0d92453d8.jpg)

Ok, /!rant. Still, please share your agreement if you agree with me.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: SpaceDorf on July 02, 2017, 05:15:17 AM
Quote from: AngleWyrm on July 02, 2017, 12:28:17 AM

Here's my modlist, which doesn't pop up an error box outside of dev mode. Your mileage may vary, as I don't subscribe to the policy of always using the newest version; in my opinion that creates opportunity for meddling rather than improvement, so I choose the version I like best.


Thank you :)
I am a strong follower of the all-the-updates-philosophy, but your list and mine had enough overlap to confirm some suspiscions I had.

One question though, how are you running misc. robots without misc. core ?


========

The culprit was the Naming Bug. After I killed some Mechanoids my Place got Named and Elections are held right now.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: AngleWyrm on July 02, 2017, 09:21:46 PM
Quote from: SpaceDorf on July 02, 2017, 05:15:17 AM
One question though, how are you running misc. robots without misc. core ?
Keen eye on your part, oversight on mine.
I've been playing tribal starts since my last pass updating mods; I'll have to activate the Misc. Core before I get there, thanks for the heads up.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: SpaceDorf on July 03, 2017, 03:07:18 AM
Quote from: AngleWyrm on July 02, 2017, 09:21:46 PM
Quote from: SpaceDorf on July 02, 2017, 05:15:17 AM
One question though, how are you running misc. robots without misc. core ?
Keen eye on your part, oversight on mine.
I've been playing tribal starts since my last pass updating mods; I'll have to activate the Misc. Core before I get there, thanks for the heads up.

Some Jobs really spill over into everything.
So you got instant Karma for being helpfull :)
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Ynemo on August 15, 2017, 12:12:22 PM
I don't have elections for more than a year, how can i force it in dev mode?
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: SpaceDorf on August 15, 2017, 01:38:20 PM
First of, have you checked for this ?

Quote from: jts1702 on June 26, 2017, 03:54:26 PM
Exoray and others:

A17b is bugged -- repeat, VANILLA game A17b is bugged.
Unless all the ancient dangers are cleared, you won't have ANY of the crucial events involving a spot or naming your settlement resolved. So, clear them out.
Because this means, your colony won't hold elections until the colony is named.

Second : Execute Incident : LeaderElection
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Ynemo on August 15, 2017, 04:03:08 PM
great, i forgot to clean ancient danger on this save ) Now i have even more reasons to do it
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: The13thRonin on August 21, 2017, 09:48:06 AM
This mod is excellent. Can we get more types of leaders and maybe a max of three leaders if the colony gets above 8 pawns?
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: AngleWyrm on August 21, 2017, 09:36:04 PM
Quote from: The13thRonin on August 21, 2017, 09:48:06 AM
... and maybe a max of three leaders if the colony gets above 8 pawns?
How about a relationship between the number of colonists and the number of leaders?

Maybe a leader can support a number of colonists based on their social skill. Then there would be a relationship between the size of the colony and the number of leaders it contains, with some representation of individual skill.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Ra66itInc on August 22, 2017, 05:24:15 AM
Nice mod ;) :D ;D :)
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: The13thRonin on August 23, 2017, 04:00:29 AM
This mod needs an expansion pack. It's great.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: whatsupJ on September 03, 2017, 10:16:42 AM
Hey there, I need some help.
My colony is almost 1 year old and had only 1 election on the 2nd month, the thing is that in that election no leader was elected, so I waited till next election day and no election was performed. Right now I have 6 colonists with some high skill levels. So none of my colonists don't  have the required level to be leader?
My question is: what is the required skill level for each type of leader? And which ones are the skills required for each leader type?
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: AngleWyrm on September 03, 2017, 02:55:50 PM
Quote from: whatsupJ on September 03, 2017, 10:16:42 AM
Hey there, I need some help.
My colony is almost 1 year old and had only 1 election on the 2nd month, the thing is that in that election no leader was elected, so I waited till next election day and no election was performed.

There is some connection between scheduling "fun" activity time and elections. I solved that problem by rescheduling the colony to have solid fun time on the day of elections.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: whatsupJ on September 03, 2017, 03:28:37 PM
Yeah, makes sense now since it's like the "attend party" event.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: DiamondBorne on September 15, 2017, 03:19:14 PM
I don't think ancient danger have anything to do with election. Instead, i think the problem is coming from Arachnophobia mod in The Rim of Madness modpack. I have colony crawling with spiders, action music keep playing since landing. And when i only use Leadership without Arachnophobia, the election can happen on day 1 with no problem.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: kenmtraveller on September 15, 2017, 04:15:13 PM
The symptoms you describe are a known issue and they are caused by mechanoids (or bugs, I don't remember which) being already activated in an undiscovered ancient danger.  You haven't had the colony naming event either , right?  Workaround is to go into dev mode and kill the activated creatures in the ancient danger (or just open it up and fight them, but you'll probably lose early game).
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: SpaceDorf on September 16, 2017, 11:19:34 AM
Mechanoids are the culprits ..

The problem with elections are that they need the colony to be named before they can happen.

Another possible solution is forcing the Naming Event through Dev Mode.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Tenshi~Akari on September 26, 2017, 11:03:47 PM
Hmm... I guess a this point it's safe to say there's no hope for future updates of this? It's been awhile since OP has been active here...

I had only a few minor concerns after having had this for a good amount of time, some of which were already addressed (dictatorship not allowing options for assigning teachers outside of the dictator, plus the option to reform from that to democracy without dev mode), and one minor one being the ignore list for the classes. Granted, I have a ridiculously populated colony set-up on purpose, just for giggles & multi-colony setup, but it only seems that the list will extend but so far to select who you want to disregard the classes. Would love to see a better UI for that if it were possible (similar to bed assignments, or, just adding a scroll bar. Can't seem to confirm any options on that part without any way to access the rest of the list, since the name list exceeds the dimensions of my current screen size...)
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: PhxCan on October 07, 2017, 02:23:38 PM
Not all dictators have to die to make a transition to the democracy. The guy who is the founder of my country was basically a military dictator(he was a benevolent leader so nobody calls him that), but when the wars over he made people form the first opposition party in my country. So there should be an option to pass to democracy in the game. But if you know how to change it by dev mode, I am also interested. My colony is big enough to support democracy now.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: wedekit on October 07, 2017, 11:24:45 PM
I have also had inconsistent elections.

I'm more concerned that you only get the leadership "aura" bonus when you are in the same room as a leader. It makes many of the +speed effects a little useless. For example, most people put their research table in its own room, so good luck ever getting the research bonus.. unless the researcher is the leader, of course. And unless your operating on the leader, good luck getting your surgery/doctoring bonuses. Fortunately in my current game my doctor is one of the two leaders...
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Tenshi~Akari on October 08, 2017, 08:26:15 AM
Quote from: PhxCan on October 07, 2017, 02:23:38 PM
...But if you know how to change it by dev mode, I am also interested. My colony is big enough to support democracy now.

Mentions this in the changes...just be in Developer Mode when you click on the Leadership tab. You should have 3 buttons available to you, One to change the leadership type, one to change/add leaders, and one to completely purge the leadership roles in case you want to completely remove the mod.  ;)

Outside of that, nothing much else to change it. There desperately needs to be some sort of transition or abdication function for regular gameplay.

(And definitely was also hoping there'd be more flexibility with the class system as well, not just the attendee list fix. Would like to chose some colonist outside of the leaders... and since it's working with Children & Pregnancy mod alright, trying to rehabilitate some stray pirate-turned-colonist kidlets up, but the current leadership isn't quite as strong in construction as the stronger pawn that was overlooked due to low social levels...  :-\)
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: PhxCan on October 08, 2017, 01:35:14 PM
Quote from: Tenshi~Akari on October 08, 2017, 08:26:15 AM
Quote from: PhxCan on October 07, 2017, 02:23:38 PM
...But if you know how to change it by dev mode, I am also interested. My colony is big enough to support democracy now.

Mentions this in the changes...just be in Developer Mode when you click on the Leadership tab. You should have 3 buttons available to you, One to change the leadership type, one to change/add leaders, and one to completely purge the leadership roles in case you want to completely remove the mod.  ;)


Thank you very much :)
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Tuvka on November 02, 2017, 02:33:20 AM
How to change the range of the leader's aura?
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: leafzxg on November 20, 2017, 09:39:57 PM
Any chance we can get this updated for B18? it is so good i have even quit the game till this mod comes out!
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Topper on November 21, 2017, 02:51:51 AM
I'd love to see something like this worked into the vanilla game ala Dwarf fortress's nobility system.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: justapawn_ on November 26, 2017, 04:34:05 PM
A18 soon tm?
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: TryB4Buy on December 05, 2017, 10:18:55 AM
How compatible/playable is this A17 mod with B18?
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: baiph on December 05, 2017, 03:40:30 PM
Quote from: TryB4Buy on December 05, 2017, 10:18:55 AM
How compatible/playable is this A17 mod with B18?

Not very. I tried "updating" it by changing the version on the about.xml, but it didn't work quite well. You will have no problems loading the game, but what happened to my colonists is that they will sit on a table when eating, but they will never actually be able to eat their meal. They will sit, and a bar will pop-up above their head, then stand up, and repeat this over and over again. Ultimately, my colonists got angry and started dozing off or started social fights and they eventually all died of hunger.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: justapawn_ on December 09, 2017, 04:22:46 PM
A18 soon tm?
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: justapawn_ on December 09, 2017, 04:23:18 PM
Woops I meant B18, no more alpha PogChamp
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Canute on December 10, 2017, 03:20:56 AM
justapawn_,
you just can "modify" your posting you made to correct this kind of mistakes. :-)

But i wouldn't await a B18 version soon, the mod author isn't very active lately.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: justapawn_ on December 10, 2017, 08:12:47 AM
Quote from: Canute on December 10, 2017, 03:20:56 AM
justapawn_,
you just can "modify" your posting you made to correct this kind of mistakes. :-)

But i wouldn't await a B18 version soon, the mod author isn't very active lately.

Sorry.

Oh that's a shame. This mod was really cool :(
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Harry_Dicks on January 02, 2018, 08:14:47 PM
Could you not just get this mod from HardcoreSK Project?
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: sevrun on January 03, 2018, 04:17:00 AM
Quote from: Harry_Dicks on January 02, 2018, 08:14:47 PM
Could you not just get this mod from HardcoreSK Project?

The SK crew does a lot of work to get everything to function properly, so I'm not really sure how well that would turn out.  Not saying don't try it, just realize that it would likely still be an involved process.
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Harry_Dicks on January 03, 2018, 07:24:04 PM
Would this mod still work with MakeWarNotLove? Anyone have any experience with it?
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Valor on January 11, 2018, 06:27:47 AM
Is it possible to change type of regime in the colony? Even with save editing or dev mode?
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Harry_Dicks on January 11, 2018, 10:21:24 AM
Quote from: Valor on January 11, 2018, 06:27:47 AM
Is it possible to change type of regime in the colony? Even with save editing or dev mode?

Yes with dev mode. You just click on a pawn, and in the bottom left, the option is on one of their "tabs" if you have God Mode enabled. Something like "reset colony leadership", or "reset leadership type", or something like that. You could even cheat I think and have multiple dictators, I can't remember everything about it at this time, though.

EDIT: Now that I've brought back Psychology into my mod list, this got me thinking. How cool would it be if there was another mod for a sort of "cabinet" or "council" positions you could appoint pawns too? For example make someone be the head jailer/warden, who gets a boost to prisoner recruit chance, or has an aura to make prisoners work quick (if you use prison labor mods). You could have your head of security/military, who gives an aura of increased accuracy/melee dodge/cooldown reduction. A director of agriculture who has an aura that increases plant harvest speed or yield. A foreman who's aura increases construction speed.

These leaders could even level up their leadership skill overtime, or some of the skills that they have progress over time. Also, the skills or buffs they have don't have to be just auras. For example, your foreman (head of construction), the higher his construction skill, the less chance colony wide you have of pawns failing in a construction. The higher medical skill for your chief doctor could increase colony wide immunity gain speed, or increase medical tend quality. Again, these can individual auras/buffs/skills could all level up incrementally. You could also give these guys active and/or individual skills. Your head of security could have, say, a 20 second buff that makes any pawns downed in a radius of 20 tiles from them have only a 40% chance of dying, 35% next level, 30% after that, or keep increasing the radius, or decreasing cooldown, etc.

A cool thing that these head of departments could do would be to "research policies" that take this pawn awhile to unlock at their "manager desk." Possibly have some trade offs too to keep things interesting. An example: your chief warden spends X amount of time unlocking the "prisoner privileges  policy." This would make prisoners say 10% easier to recruit, but 5-10% more likely to stage a breakout, and they would have a 50% chance to spawn a shank for their breakout attempt. I'm sure you could think of a hundred different policies or things like this to unlock. The policies could be all individual, that you could start any of them at any time, or they could be locked behind technology levels, or behind the "leadership level" of whatever type of leader you have for that department. You could even have a custom policy unlock "tree" like how dubwise does. The more I think about this, the more I think you could really take this thing in so many different directions if someone wanted to, or expand upon it in so many different ways.

I'm going to also repost this elsewhere, since this thread is kinda dead, maybe I can inspire a modder to get something in the works!

EDIT: Made a post further expanding upon this idea, if anyone wants would want to discuss: https://ludeon.com/forums/index.php?topic=38172.0
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: AnotherFireFox on July 20, 2018, 08:46:34 AM
Seems like the author is gone, however I have to ask...
Can I fork this mod into a Colony College mod? If I can, where could I get the codes of this mod?
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Kiame on July 25, 2018, 02:37:57 PM
Quote from: AnotherFireFox on July 20, 2018, 08:46:34 AM
Seems like the author is gone, however I have to ask...
Can I fork this mod into a Colony College mod? If I can, where could I get the codes of this mod?

If the code is not in a repo like github there is always the ugly option of viewing / copying the (de)compiled code using a program like dnSpy or ilspy. Download the mod, open the .dll file in the assembly directory, create a new code project, create a file in the IDE for each class in the dll in ilspy, copy/paste the code. The code will not always be 1 for 1 and there will be compiled methods that will need to be removed/modified.

Link for getting started with decompilers for RimWorld: https://rimworldwiki.com/wiki/Modding_Tutorials/Decompiling_source_code
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: AnotherFireFox on July 25, 2018, 08:54:46 PM
Quote from: Kiame on July 25, 2018, 02:37:57 PM
Quote from: AnotherFireFox on July 20, 2018, 08:46:34 AM
Seems like the author is gone, however I have to ask...
Can I fork this mod into a Colony College mod? If I can, where could I get the codes of this mod?

If the code is not in a repo like github there is always the ugly option of viewing / copying the (de)compiled code using a program like dnSpy or ilspy. Download the mod, open the .dll file in the assembly directory, create a new code project, create a file in the IDE for each class in the dll in ilspy, copy/paste the code. The code will not always be 1 for 1 and there will be compiled methods that will need to be removed/modified.

Link for getting started with decompilers for RimWorld: https://rimworldwiki.com/wiki/Modding_Tutorials/Decompiling_source_code

Yes, I'm ready with my VS Code and Ilspy addon but whelp...I hope I don't have to work in ugly way...
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: lance789 on September 25, 2018, 12:52:37 AM
A19 update by any chance?
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: TryB4Buy on October 26, 2018, 04:43:04 PM
Quote from: lance789 on September 25, 2018, 12:52:37 AM
A19 update by any chance?
+1
Title: Re: [A17] Colony Leadership and Teaching v1.3
Post by: Blaker on September 15, 2019, 02:15:45 PM
Write here, and the on Steam I have little opportunities. Dear Nandonalt's and McKay your work is good! Just to clarify, I have a leader and he is good - 3 lvl, there is a simple table, chairs, Board, but no type of work "learn" - what did I do wrong? First built the table, and chairs, passed the vote, built Board - options for work there is no. In the list, there where "work" "entertainment" "dream" and "that anywhere" -, too, empty.  Perhaps you should increase the description of the mod and its functions? In any case, thank you for your time and effort.

Modifed

Sorry for the trouble, I found the cause of my error in the description of the mod to version A17, it needs to be moved to the description of the mod version 1.0 in Steam. Thanks again, continue you're great at.