Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Disease
New Feature: Disease[message #334916]
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Sun, 10 August 2014 15:59
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Part 1: Mercenary diseases
Considering that Arulco is a war-torn, backwater country with a stunning total of two doctors and one nurse for the entire country (one of them might even get shanghaied), it is surprising how healthy the people are. Apart from the occasions where outside mercenaries massacre every one that is.
Well, no more of that! I've added a new feature to take care of that. Thus begins a new age of suffering, pain and sorrow :puke: :bunny:
Those of you whose immediate reaction will be along the lines of Dafuq?! Why do we need that? Why are you wasting your time not coding what I want? I don't want this can relax. This is a fully optional feature, as usual, and will be off by default. Your mercs will only die by Ebolaface this new challenge if you want them to
A person gets a disease if he gets infected with it. The following infection methods exist:
- Infection by simply being in a swamp or tropical sector - swamps have dirty water with who-knows-what in it, and both have insects that sting
- Sex. Sex between mercs isn't possible, because who would code something as unnecessary as that, but as you know, there are other methods...
- Wounds caused by animals can lead to quite nasty infections.
- Wounds caused by gunfire, melee weapons, blade weapons, explosions and other niceties can lead to equally nasty infections.
- Critical wounds that cause stat loss (AGI/DEX/STR/WIS) can lead to long-lasting maladies. If you're extremely unlucky, this could even be permanent!
- Traumatic events might not cause physical harm, but we can damage the psyche as well. Yoiks!
- Eating spoiled food and stale water is the quickest way to get a number of surprises.
- Many diseases spread by human contact. This means that one infected teammate can infect others! Note that a doctor can be infected by a patient much easier, as they operate so closely.
- You might not want to get your hands into rotting corpses that much... do you know whats in there? Stuff!
If you get infected, you might not immediately notice! Many diseases linger in your body and break out much later. They will then continue to grow up to a certain point, and any of their symptoms will rise linear to their growth.
Speaking of symptoms, these are the effects that you can suffer from:
- stat effectivity of AGI/DEX/STR/WIS and effective level can be lowered.
- AP can be lowered.
- Maximum breath can be lowered.
- Carrying gear can become harder.
- You might need to sleep a lot more.
- To simulate vomiting, diarrhea and dehydration, food and water consumption can be increased dramatically if you play with Food.
- Diseases are not pretty. Other teammates might be disgusted by it (requires dynamic opinions).
- Last but definitely not least, your health regeneration can be lowered, even to negative values! This might lead to you losing health every hour. This can lead to death if not treated!
The effects of diseases are only active once they break out, and at that point, you will always know what you have (you will also get a message once a disease is revealed). In the strategic menu, you will be shown what diseases you have (that you know of), and what their effects are.
Most diseases can be treated by a doctor. There is also the possibility to use medicine against some diseases, which are a new type of drug.
Treating a disease once it has broken out is a bit late. Skilled doctors can check on your team and try to diagnose diseases before they break out, so that you can treat them while there is still time. The chance that a character detects a disease is ((med skill/2) + (doctor trait level * 20)) * (100 + background modifier)/100. As a result, everybody can be assigned to do this, but medical personnel is used best.
You can protect yourself against infections by human contact by equipping the right gear. protective gear lowers the infection chance by human contact an contact with corpses. A facemask (or gasmask) must be worn in the face and lower the chance by up to 50% depending on status, the gloves must be in your inventory to lower by another 50%. Pictures made by smeagol, many thanks!
There are new background properties for this: +/- % resistance against disease, +/- % disease diagnose effectiveness and +/- % disease treatment effectiveness.
At the moment there are 15 diseases, a total of 20 is possible. These and all their properties can be set in TableData/Disease.xml. So you can even define your personal favourite diseases! A few examples:
<DISEASE>
<uiIndex>1</uiIndex>
<szName>Typhoid</szName>
<szFatName>|T|y|p|h|o|i|d</szFatName>
<szDescription>Typhoid fever is a common worldwide bacterial disease transmitted by the ingestion of food or water
contaminated with the feces of an infected person. Symptoms include internal bleeding, dehydration and delirium.</szDescription>
<sInfectionPtsInitial>100</sInfectionPtsInitial>
<sInfectionPtsOutbreak>200</sInfectionPtsOutbreak>
<sInfectionPtsFull>1000</sInfectionPtsFull>
<sInfectionPtsGainPerHour>7</sInfectionPtsGainPerHour>
<usInfectionChance_SWAMP>25</usInfectionChance_SWAMP>
<usInfectionChance_TROPICS>5</usInfectionChance_TROPICS>
<usInfectionChance_SEX>0</usInfectionChance_SEX>
<usInfectionChance_CONTACT_HUMAN>0</usInfectionChance_CONTACT_HUMAN>
<usInfectionChance_CONTACT_CORPSE>15</usInfectionChance_CONTACT_CORPSE>
<usInfectionChance_WOUND_ANIMAL>0</usInfectionChance_WOUND_ANIMAL>
<usInfectionChance_WOUND_OPEN>0</usInfectionChance_WOUND_OPEN>
<usInfectionChance_WOUND_GUNSHOT>0</usInfectionChance_WOUND_GUNSHOT>
<usInfectionChance_WOUND_AGI>0</usInfectionChance_WOUND_AGI>
<usInfectionChance_WOUND_DEX>0</usInfectionChance_WOUND_DEX>
<usInfectionChance_WOUND_STR>0</usInfectionChance_WOUND_STR>
<usInfectionChance_WOUND_WIS>0</usInfectionChance_WOUND_WIS>
<usInfectionChance_WOUND_TRAUMATIC>0</usInfectionChance_WOUND_TRAUMATIC>
<usInfectionChance_BADFOOD>3</usInfectionChance_BADFOOD>
<usInfectionChance_BADWATER>25</usInfectionChance_BADWATER>
<fCanBeCured>1</fCanBeCured>
<fReverseOnFull>0</fReverseOnFull>
<fCanReInfect>0</fCanReInfect>
<fHideSymbol>0</fHideSymbol>
<fDisgusting>1</fDisgusting>
<sEffStatAGI>0</sEffStatAGI>
<sEffStatDEX>0</sEffStatDEX>
<sEffStatSTR>0</sEffStatSTR>
<sEffStatWIS>-10</sEffStatWIS>
<sEffStatEXP>-1</sEffStatEXP>
<sEffAP>-5</sEffAP>
<usMaxBreath>0</usMaxBreath>
<sEffCarryStrength>-10</sEffCarryStrength>
<sLifeRegenHundreds>-400</sLifeRegenHundreds>
<sNeedToSleep>0</sNeedToSleep>
<sDrinkModifier>400</sDrinkModifier>
<sFoodModifier>0</sFoodModifier>
</DISEASE>
Typhoid is mainly contracted by by contact with unclean water. In this case, An infection gives you 100 typhoid points. Every hour, this is raised by 7 points. Once the sum of points exceeds 200, the disease breaks out, and continues to grow up to a 1000 points. It can be cured relatively easy however (a good doctor can heal about 300-400 points per hour, though this comes only after healing lost points). The effect magnitudes are listed at the maximum - you will get -4 HP at 1000 points from this. At outbreak this will be -0.8 HP.
Toggle Spoiler
<DISEASE>
<uiIndex>6</uiIndex>
<szName>Ebola</szName>
<szFatName>|E|b|o|l|a</szFatName>
<szDescription>A deadly virus with no known treatment, Ebola has a an unusually high lethality rate of over 50%%. Symptoms include nausea, vomiting,
diarrhea and internal bleeding.</szDescription>
<sInfectionPtsInitial>150</sInfectionPtsInitial>
<sInfectionPtsOutbreak>300</sInfectionPtsOutbreak>
<sInfectionPtsFull>360</sInfectionPtsFull>
<sInfectionPtsGainPerHour>3</sInfectionPtsGainPerHour>
<usInfectionChance_SWAMP>0</usInfectionChance_SWAMP>
<usInfectionChance_TROPICS>0</usInfectionChance_TROPICS>
<usInfectionChance_SEX>0</usInfectionChance_SEX>
<usInfectionChance_CONTACT_HUMAN>5</usInfectionChance_CONTACT_HUMAN>
<usInfectionChance_CONTACT_CORPSE>0</usInfectionChance_CONTACT_CORPSE>
<usInfectionChance_WOUND_ANIMAL>12</usInfectionChance_WOUND_ANIMAL>
<usInfectionChance_WOUND_OPEN>0</usInfectionChance_WOUND_OPEN>
<usInfectionChance_WOUND_GUNSHOT>0</usInfectionChance_WOUND_GUNSHOT>
<usInfectionChance_WOUND_AGI>0</usInfectionChance_WOUND_AGI>
<usInfectionChance_WOUND_DEX>0</usInfectionChance_WOUND_DEX>
<usInfectionChance_WOUND_STR>0</usInfectionChance_WOUND_STR>
<usInfectionChance_WOUND_WIS>0</usInfectionChance_WOUND_WIS>
<usInfectionChance_WOUND_TRAUMATIC>0</usInfectionChance_WOUND_TRAUMATIC>
<usInfectionChance_BADFOOD>0</usInfectionChance_BADFOOD>
<usInfectionChance_BADWATER>0</usInfectionChance_BADWATER>
<fCanBeCured>0</fCanBeCured>
<fReverseOnFull>1</fReverseOnFull>
<fCanReInfect>0</fCanReInfect>
<fHideSymbol>0</fHideSymbol>
<fDisgusting>1</fDisgusting>
<sEffStatAGI>0</sEffStatAGI>
<sEffStatDEX>0</sEffStatDEX>
<sEffStatSTR>0</sEffStatSTR>
<sEffStatWIS>0</sEffStatWIS>
<sEffStatEXP>-1</sEffStatEXP>
<sEffAP>0</sEffAP>
<usMaxBreath>12</usMaxBreath>
<sEffCarryStrength>0</sEffCarryStrength>
<sLifeRegenHundreds>-420</sLifeRegenHundreds>
<sNeedToSleep>0</sNeedToSleep>
<sDrinkModifier>900</sDrinkModifier>
<sFoodModifier>0</sFoodModifier>
</DISEASE>
Ebola is a VERY mean package (you might have read the news lately).
It is primary contracted by fruit bats. Huh. We have no fruit bats ingame. The closest thing to bats we have is... giant cats. So yeah. In Arulco, bloodcat bites can give you Ebola
The life loss is annoying, but there are worse diseases in that regard. However, you will dehydrate with downright obscene speed. If you don't supply the character with tons of water, this will life-threatening on itself.
The real kicker, however, is that this cannot be treated, and there is no cure. You can order a doctor to restore the life lost (which you really, REALLY should), but you cannot treat the disease itself, only the symptoms.
You do not have to bury the merc, however. This disease will reverse on itself - once the infection points reach their maximum, the growth negates. After that you actually lose 3 ebola points every hour, until the disease is gone.
So your merc won't have to die... it would, however, be a very smart idea to get him/her to an isolated sector, away from your non-medical personnel and treat him there. And be sure to give those treating him/her equipment to protect themselves!
Toggle Spoiler
<DISEASE>
<uiIndex>11</uiIndex>
<szName>PTSD</szName>
<szFatName>|P|T|S|D</szFatName>
<szDescription>|Post|traumatic |stress |disorder may develop after a person is exposed to one or more traumatic events, such as sexual assault,
warfare, serious injury, or threats of imminent death that result in feelings of intense fear, horror, and powerlessness.</szDescription>
<sInfectionPtsInitial>100</sInfectionPtsInitial>
<sInfectionPtsOutbreak>20</sInfectionPtsOutbreak>
<sInfectionPtsFull>100</sInfectionPtsFull>
<sInfectionPtsGainPerHour>0</sInfectionPtsGainPerHour>
<usInfectionChance_SWAMP>0</usInfectionChance_SWAMP>
<usInfectionChance_TROPICS>0</usInfectionChance_TROPICS>
<usInfectionChance_SEX>0</usInfectionChance_SEX>
<usInfectionChance_CONTACT_HUMAN>0</usInfectionChance_CONTACT_HUMAN>
<usInfectionChance_CONTACT_CORPSE>0</usInfectionChance_CONTACT_CORPSE>
<usInfectionChance_WOUND_ANIMAL>0</usInfectionChance_WOUND_ANIMAL>
<usInfectionChance_WOUND_OPEN>0</usInfectionChance_WOUND_OPEN>
<usInfectionChance_WOUND_GUNSHOT>0</usInfectionChance_WOUND_GUNSHOT>
<usInfectionChance_WOUND_AGI>0</usInfectionChance_WOUND_AGI>
<usInfectionChance_WOUND_DEX>0</usInfectionChance_WOUND_DEX>
<usInfectionChance_WOUND_STR>0</usInfectionChance_WOUND_STR>
<usInfectionChance_WOUND_WIS>50</usInfectionChance_WOUND_WIS>
<usInfectionChance_WOUND_TRAUMATIC>10</usInfectionChance_WOUND_TRAUMATIC>
<usInfectionChance_BADFOOD>0</usInfectionChance_BADFOOD>
<usInfectionChance_BADWATER>0</usInfectionChance_BADWATER>
<fCanBeCured>0</fCanBeCured>
<fReverseOnFull>0</fReverseOnFull>
<fCanReInfect>0</fCanReInfect>
<fHideSymbol>1</fHideSymbol>
<fDisgusting>0</fDisgusting>
<sEffStatAGI>0</sEffStatAGI>
<sEffStatDEX>0</sEffStatDEX>
<sEffStatSTR>0</sEffStatSTR>
<sEffStatWIS>-5</sEffStatWIS>
<sEffStatEXP>0</sEffStatEXP>
<sEffAP>-2</sEffAP>
<usMaxBreath>0</usMaxBreath>
<sEffCarryStrength>0</sEffCarryStrength>
<sLifeRegenHundreds>0</sLifeRegenHundreds>
<sNeedToSleep>1</sNeedToSleep>
<sDrinkModifier>0</sDrinkModifier>
<sFoodModifier>0</sFoodModifier>
</DISEASE>
PTSD is a psychical illness. It is very unusual in that its effects are more of a nuisance... but you canot heal it... and it won't go away. Yup. This one is here to stay with you for the rest of your life.
In fact I wanted this to give a merc more disabilities - like 3 random ones once contracted. However we can have only one currently. However however, visual evidence leads me to believe anv is already planning to change that, so I might revisit this at a later time
As PTSD is permanent, you won't see a symbol signifying this disease on your merc's portrait for this (which you normally will once you know of it).
Toggle Spoiler
<DISEASE>
<uiIndex>14</uiIndex>
<szName>Wounded biceps</szName>
<szFatName>|W|o|u|n|d|e|d |b|i|c|e|p|s</szFatName>
<szDescription>A painful shot to your torso has you gasping for air. You'll have to cut back in the next days. </szDescription>
<sInfectionPtsInitial>200</sInfectionPtsInitial>
<sInfectionPtsOutbreak>100</sInfectionPtsOutbreak>
<sInfectionPtsFull>200</sInfectionPtsFull>
<sInfectionPtsGainPerHour>-2</sInfectionPtsGainPerHour>
<usInfectionChance_SWAMP>0</usInfectionChance_SWAMP>
<usInfectionChance_TROPICS>0</usInfectionChance_TROPICS>
<usInfectionChance_SEX>0</usInfectionChance_SEX>
<usInfectionChance_CONTACT_HUMAN>0</usInfectionChance_CONTACT_HUMAN>
<usInfectionChance_CONTACT_CORPSE>0</usInfectionChance_CONTACT_CORPSE>
<usInfectionChance_WOUND_ANIMAL>0</usInfectionChance_WOUND_ANIMAL>
<usInfectionChance_WOUND_OPEN>0</usInfectionChance_WOUND_OPEN>
<usInfectionChance_WOUND_GUNSHOT>0</usInfectionChance_WOUND_GUNSHOT>
<usInfectionChance_WOUND_AGI>0</usInfectionChance_WOUND_AGI>
<usInfectionChance_WOUND_DEX>0</usInfectionChance_WOUND_DEX>
<usInfectionChance_WOUND_STR>75</usInfectionChance_WOUND_STR>
<usInfectionChance_WOUND_WIS>0</usInfectionChance_WOUND_WIS>
<usInfectionChance_WOUND_TRAUMATIC>0</usInfectionChance_WOUND_TRAUMATIC>
<usInfectionChance_BADFOOD>0</usInfectionChance_BADFOOD>
<usInfectionChance_BADWATER>0</usInfectionChance_BADWATER>
<fCanBeCured>0</fCanBeCured>
<fReverseOnFull>0</fReverseOnFull>
<fCanReInfect>1</fCanReInfect>
<fHideSymbol>1</fHideSymbol>
<fDisgusting>0</fDisgusting>
<sEffStatAGI>0</sEffStatAGI>
<sEffStatDEX>0</sEffStatDEX>
<sEffStatSTR>-20</sEffStatSTR>
<sEffStatWIS>0</sEffStatWIS>
<sEffStatEXP>0</sEffStatEXP>
<sEffAP>0</sEffAP>
<usMaxBreath>-10</usMaxBreath>
<sEffCarryStrength>0</sEffCarryStrength>
<sLifeRegenHundreds>-10</sLifeRegenHundreds>
<sNeedToSleep>0</sNeedToSleep>
<sDrinkModifier>0</sDrinkModifier>
<sFoodModifier>0</sFoodModifier>
</DISEASE>
You can get this when being shot in the chest. Your strength will be significantly lowered, you will be breathless more often, and your life regeneration will be a tick lower.
You will feel the full effects of this once you're hit, and the effects diminish over time. After ~4 days it'll be gone. However, you can be reinfected - getting hit again might 'restart' this disease (which doesn't happen for most viral and bacterial diseases).
This should give you a few ideas. Diseases can even have positive effects if you want. The following is NOT in the game for , uhm, lack of animations:
Toggle Spoiler
<DISEASE>
<uiIndex>15</uiIndex>
<szName>Pregnancy</szName>
<szFatName>|P|r|e|g|n|a|n|c|y</szFatName>
<szDescription>You do mildy fun stuff out of boredom, and months later you realise that there is this enormous THING growing INSIDE you.
Friggin' 9 MONTHS later, it spawns in an hour-long orgy of blood, pain and screaming. What sicko thought of this?
Why can't you women just lay eggs like normal lifeforms do?</szDescription>
<sInfectionPtsInitial>1</sInfectionPtsInitial>
<sInfectionPtsOutbreak>2520</sInfectionPtsOutbreak>
<sInfectionPtsFull>6480</sInfectionPtsFull>
<sInfectionPtsGainPerHour>1</sInfectionPtsGainPerHour>
<usInfectionChance_SWAMP>0</usInfectionChance_SWAMP>
<usInfectionChance_TROPICS>0</usInfectionChance_TROPICS>
<usInfectionChance_SEX>30</usInfectionChance_SEX>
<usInfectionChance_CONTACT_HUMAN>0</usInfectionChance_CONTACT_HUMAN>
<usInfectionChance_CONTACT_CORPSE>0</usInfectionChance_CONTACT_CORPSE>
<usInfectionChance_WOUND_ANIMAL>0</usInfectionChance_WOUND_ANIMAL>
<usInfectionChance_WOUND_OPEN>0</usInfectionChance_WOUND_OPEN>
<usInfectionChance_WOUND_GUNSHOT>0</usInfectionChance_WOUND_GUNSHOT>
<usInfectionChance_WOUND_AGI>0</usInfectionChance_WOUND_AGI>
<usInfectionChance_WOUND_DEX>0</usInfectionChance_WOUND_DEX>
<usInfectionChance_WOUND_STR>0</usInfectionChance_WOUND_STR>
<usInfectionChance_WOUND_WIS>0</usInfectionChance_WOUND_WIS>
<usInfectionChance_WOUND_TRAUMATIC>0</usInfectionChance_WOUND_TRAUMATIC>
<usInfectionChance_BADFOOD>0</usInfectionChance_BADFOOD>
<usInfectionChance_BADWATER>0</usInfectionChance_BADWATER>
<fCanBeCured>0</fCanBeCured>
<fReverseOnFull>0</fReverseOnFull>
<fCanReInfect>0</fCanReInfect>
<fHideSymbol>1</fHideSymbol>
<fDisgusting>0</fDisgusting>
<sEffStatAGI>-70</sEffStatAGI>
<sEffStatDEX>0</sEffStatDEX>
<sEffStatSTR>-50</sEffStatSTR>
<sEffStatWIS>0</sEffStatWIS>
<sEffStatEXP>0</sEffStatEXP>
<sEffAP>0</sEffAP>
<usMaxBreath>40</usMaxBreath>
<sEffCarryStrength>0</sEffCarryStrength>
<sLifeRegenHundreds>0</sLifeRegenHundreds>
<sNeedToSleep>4</sNeedToSleep>
<sDrinkModifier>50</sDrinkModifier>
<sFoodModifier>200</sFoodModifier>
</DISEASE>
Obviously, if we wanted this, we would also have to check for gender and remove 'it' once it's finished. But we have no fitting animations, so...
Hmm...
Perhaps if we would just treat babies as items... that might work...
@Smeagol: I need pics for a baby item.
Also need data. What MOLLE is best used to store surplus babies in? How many can be stacked?
You can even do wacky stuff like this:
Toggle Spoiler
<DISEASE>
<uiIndex>16</uiIndex>
<szName>Sayayijn</szName>
<szFatName>|S|a|y|a|y|i|j|n</szFatName>
<szDescription>Whenever a sayayijn is mortally wounded, his strength and hair grow exponentially.</szDescription>
<sInfectionPtsInitial>100</sInfectionPtsInitial>
<sInfectionPtsOutbreak>100</sInfectionPtsOutbreak>
<sInfectionPtsFull>400</sInfectionPtsFull>
<sInfectionPtsGainPerHour>0</sInfectionPtsGainPerHour>
<usInfectionChance_SWAMP>0</usInfectionChance_SWAMP>
<usInfectionChance_TROPICS>0</usInfectionChance_TROPICS>
<usInfectionChance_SEX>0</usInfectionChance_SEX>
<usInfectionChance_CONTACT_HUMAN>0</usInfectionChance_CONTACT_HUMAN>
<usInfectionChance_CONTACT_CORPSE>0</usInfectionChance_CONTACT_CORPSE>
<usInfectionChance_WOUND_ANIMAL>0</usInfectionChance_WOUND_ANIMAL>
<usInfectionChance_WOUND_OPEN>0</usInfectionChance_WOUND_OPEN>
<usInfectionChance_WOUND_GUNSHOT>0</usInfectionChance_WOUND_GUNSHOT>
<usInfectionChance_WOUND_AGI>0</usInfectionChance_WOUND_AGI>
<usInfectionChance_WOUND_DEX>0</usInfectionChance_WOUND_DEX>
<usInfectionChance_WOUND_STR>0</usInfectionChance_WOUND_STR>
<usInfectionChance_WOUND_WIS>0</usInfectionChance_WOUND_WIS>
<usInfectionChance_WOUND_TRAUMATIC>100</usInfectionChance_WOUND_TRAUMATIC>
<usInfectionChance_BADFOOD>0</usInfectionChance_BADFOOD>
<usInfectionChance_BADWATER>0</usInfectionChance_BADWATER>
<fCanBeCured>0</fCanBeCured>
<fReverseOnFull>0</fReverseOnFull>
<fCanReInfect>1</fCanReInfect>
<fHideSymbol>1</fHideSymbol>
<fDisgusting>0</fDisgusting>
<sEffStatAGI>0</sEffStatAGI>
<sEffStatDEX>0</sEffStatDEX>
<sEffStatSTR>400</sEffStatSTR>
<sEffStatWIS>0</sEffStatWIS>
<sEffStatEXP>3</sEffStatEXP>
<sEffAP>30</sEffAP>
<usMaxBreath>0</usMaxBreath>
<sEffCarryStrength>0</sEffCarryStrength>
<sLifeRegenHundreds>400</sLifeRegenHundreds>
<sNeedToSleep>0</sNeedToSleep>
<sDrinkModifier>0</sDrinkModifier>
<sFoodModifier>0</sFoodModifier>
</DISEASE>
As said, not in the game, but possible.
To turn all of this on, set
in Ja2_Options.ini. By default it is off.
Thanks to smeagol for the icon and the item pictures!!!
This is savegame compatible and has been added to the trunk in r7384 and GameDir r2099. The GameDir data is required if you play with this feature, otherwise the game will crash due to missing images.
[Updated on: Fri, 06 March 2015 23:11] Report message to a moderator
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Re: New Feature: Disease[message #334917]
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Sun, 10 August 2014 16:00
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Part 2: Strategic component
Diseases affect all humans... if you want, this can also happen in the game. There is the possibility that one disease can also infect and spread among the non-merc population. By default, this is the first disease, the arulcan plague:
<DISEASE>
<uiIndex>0</uiIndex>
<szName>Arulcan plague</szName>
<szFatName>|A|r|u|l|c|a|n |P|l|a|g|u|e</szFatName>
<szDescription>This rare subtype of the plague is unique to Arulco. It can be spread by insects, direct contact,
or by contaminated food. There have been several deadly outbreaks in the last decade.</szDescription>
<sInfectionPtsInitial>40</sInfectionPtsInitial>
<sInfectionPtsOutbreak>100</sInfectionPtsOutbreak>
<sInfectionPtsFull>400</sInfectionPtsFull>
<sInfectionPtsGainPerHour>5</sInfectionPtsGainPerHour>
<usInfectionChance_SWAMP>6</usInfectionChance_SWAMP>
<usInfectionChance_TROPICS>3</usInfectionChance_TROPICS>
<usInfectionChance_SEX>2</usInfectionChance_SEX>
<usInfectionChance_CONTACT_HUMAN>10</usInfectionChance_CONTACT_HUMAN>
<usInfectionChance_CONTACT_CORPSE>30</usInfectionChance_CONTACT_CORPSE>
<usInfectionChance_WOUND_ANIMAL>20</usInfectionChance_WOUND_ANIMAL>
<usInfectionChance_WOUND_OPEN>0</usInfectionChance_WOUND_OPEN>
<usInfectionChance_WOUND_GUNSHOT>0</usInfectionChance_WOUND_GUNSHOT>
<usInfectionChance_WOUND_AGI>0</usInfectionChance_WOUND_AGI>
<usInfectionChance_WOUND_DEX>0</usInfectionChance_WOUND_DEX>
<usInfectionChance_WOUND_STR>0</usInfectionChance_WOUND_STR>
<usInfectionChance_WOUND_WIS>0</usInfectionChance_WOUND_WIS>
<usInfectionChance_WOUND_TRAUMATIC>0</usInfectionChance_WOUND_TRAUMATIC>
<usInfectionChance_BADFOOD>15</usInfectionChance_BADFOOD>
<usInfectionChance_BADWATER>5</usInfectionChance_BADWATER>
<fCanBeCured>1</fCanBeCured>
<fReverseOnFull>0</fReverseOnFull>
<fCanReInfect>0</fCanReInfect>
<fHideSymbol>0</fHideSymbol>
<fDisgusting>1</fDisgusting>
<sEffStatAGI>0</sEffStatAGI>
<sEffStatDEX>0</sEffStatDEX>
<sEffStatSTR>0</sEffStatSTR>
<sEffStatWIS>0</sEffStatWIS>
<sEffStatEXP>0</sEffStatEXP>
<sEffAP>0</sEffAP>
<usMaxBreath>20</usMaxBreath>
<sEffCarryStrength>0</sEffCarryStrength>
<sLifeRegenHundreds>-600</sLifeRegenHundreds>
<sNeedToSleep>1</sNeedToSleep>
<sDrinkModifier>0</sDrinkModifier>
<sFoodModifier>0</sFoodModifier>
</DISEASE>
There are many ways to contract this, and it can sperad very fast. Thankfully it can be healed relatively easy. But beware, the health loss is tremendous!
To turn on this part of the feature, set in the ini. What now happens is that the civilain population can be infected just as your mercs. Primary infection will msot likely be by troops in swamps an tropical sectors. As these troops move, they take the disease with them, and thus can spread it to other patrols and even into cities... where the disease will find many new hosts... and you potentially face an epidemic.
To simulate the population, I've added an estimation of how many civilians live in a sector. This is much higher than the handful of civilians you meet in tactical though, I merely see that as a representation and not the real value. This is set in SectorNames.xml:
<SECTOR>
<SectorGrid>A2</SectorGrid>
<szUnexploredName>Chitzena</szUnexploredName>
<szDetailedUnexploredName>Chitzena</szDetailedUnexploredName>
<szExploredName>Chitzena</szExploredName>
<szDetailedExploredName>Chitzena</szDetailedExploredName>
<sWaterType>1</sWaterType>
<usNaturalDirt>250</usNaturalDirt>
<usCivilianPopulation>70</usCivilianPopulation>
</SECTOR>
In this example, we say that in the northern half of Chitzena, there would be around 70 civilains. Note that this is a pure xml value, so this won't be lowered if you decide to commit genocide.
Once we enter a sector in tatical, the game evaluates how severe disease is in this sector. Given a high enough number of infected and a high enough progress of the disease, some civlians, soldiers and militiamen will be affected by the disease. They will suffer the effects just as your mercs would. The health loss is estimated. This means that a soldier with a very high infection can have severely lowered health from the beginning. This could potentially make combat easier... hmm...
In order not to make the game too easy this way, the health of civilians/soldiers/militiamen will never ever be lowered below a certain threshold this way. So they on't die from this, but this can make killing them a lot easier.
A sick workforce cannot work as good as a healthy one. In severe cases, this can lower your mine income!
Your mercs can infect the population and vice-versa. Keep that in mind if you want to isolate your mercs.
Your mercs can treat the civilian population of a sector via the 'treatment' assignment. This assignment only treats the population, not your mercs (that's what the normal 'doctor' assignment is for). The army will also combat any disease it notices, but might be less effective than a well-trained team of doctors.
How do you know wether there is disease in a sector? There are two methods.
First, the 'Diagnosis' assignment also has a chance to detect this.
Second, who do you call if there is rampant disease in a country?
Not batman, no. It's the World Health Organization!
The WHO have a dedicated website for this. They offer a few helpful tips on how to treat diseases, but most important is their special offer for Arulco. For just 2000$ a day (ini value), the offer instant updates on the disease situation in Arulco. As long as your subscribed, you can get this new map mode:
Once disease in a sector has broken out (either because the mean infection is so high that the disease is obvious, or if a high enough percentage of the population is infected), it will be detected by the WHO, and they will instantly update this on their map. The colour of a sector indicates how much of the population has been infected, the number is the mean infection progress of those infected. This is very valuable if you want to find out wether there is an epidemic in your territory. Note that this does not show you all infection everywhere - just that that you and the WHO know of. There could still be an epidemic brewing in a seemingly disease-free sector.
If you subscribe, the money will be deducted at the start of the day. If you unsubscribe, you won't get the data on the next day.
[Updated on: Fri, 06 March 2015 23:12] Report message to a moderator
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Re: New Feature: Disease[message #334918]
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Sun, 10 August 2014 16:00
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Part 3: Biological warfare
The strategic component of this opens up a very interesting possibility for those ruthless enough to use it. As described, the arulcan plague can lower the health of those infected. If you spin that further, taking a city that is ripe with plague will be much, much easier, as enemy soldiers will be much weaker and die very fast. So if someone were to... introduce disease in a city by, ehem, accident, say, several days before you attack there, this might be most convenient...
Several items can be infected know. Food items, including canteens, can be infected if an infected person consumes them. If another person then consumes from them, he will be infected too.
But much more important: this also works for blade weapons. Throwing knifes and blades will be infected if they hit an infected person. Anyone these infected tools hit will be infected too. They can also get infected if you use them on corpses (remember, messing with corpse is a very good way to get diseases).
This means that if you are a really, REALLY ruthless commander, you might see an outbreak of the plague among your troops as an opportunity: Infect a blade with blood from that soldier, and then later on use that blade on hostiles in another sector. The blade itself won't be distinguishable from non-infected blades, so you have to be sure of this.
Obviously, a spy has the best chances to try this on an enemy and get away from this alive.
Of course, once the AI learns of an infection, it will use it's medics to combat it. We can't have that, can we? If you kill a medic in a sector (this requires medics), all AI treating of diseases will stop for 12 hours (the AI needs to find a replacement and so on). This works cumulative for up to 60 hours.
Also, if there was a battle in a sector in th last 48 hours, we assume that will still be corpses around - this means that the infection by corpse chance also affects the population.
As a result, infection a few soldiers and civilians and then silently murdering enemy medics can be devastating. If the plan works, the AI might face a huge outbreak that it cannot combat until it i too late
Of course, do keep in mind that once you have conquered a plague-ridden city, it will be your plague-ridden city. It might be wise to bring in a few extra doctors...
Edit: Important consequence: I'd like to point out that if a merc that is infected with the Arulcan plague (disease #0) consumes food, the food item is contaminated. Even if he is not yet aware of the disease, as it has neither broken out nor been diagnosed.
As a result, anybody consuming from that food item will get infected with that disease. This includes the merc himself after he is cured!!!
This means that once you have cured someone of the plague, you should throw away all food (this includes canteens) this merc may have used. Which is kinda what you do when you got the plague (you don't have the burn the rest of your inventory, only food is affected (for now?).
[Updated on: Fri, 06 March 2015 23:13] Report message to a moderator
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Re: New Feature: Disease[message #334942]
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Mon, 11 August 2014 16:59
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TBCoW |
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Messages:6
Registered:December 2012 |
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Flugente
To simulate the population, I've added an estimation of how many civilians live in a sector. This is much higher than the handful of civilians you meet in tactical though, I merely see that as a representation and not the real value.
Is there any chance for a change?
Let's say that you can set starting city population (just like you already made this) but you can have an XML-changeable 'representation percentage'. This could allow greater numbers and more precise infection counter and players could change ingame number of civilians, which i guess could make a great difference with use of your 'increased team sizes' feature.
Flugente
In this example, we say that in the northern half of Chitzena, there would be around 70 civilains. Note that this is a pure xml value, so this won't be lowered if you decide to commit genocide.
Another long term goal i can see here is making genocide count, using already killed civilians and deducting these numbers from starting population.
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Private
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Re: New Feature: Disease[message #334955]
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Tue, 12 August 2014 01:58
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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We could introduce that - have a fixed pool of civilians that is reduced every time a civilian dies. In the current trunk that is not that reasonable (you'd either have cities with a population < 100, or have the civilians be refilled a dozen times). Smeagol's bigmaps, however, can accomodate lots of people reasonably. It'll still be a bit before the increased teamsize can be added to the trunk, but I do see myself playing in sectors with >100 civs at some point in the future . At that point, this idea is more useful.
Very cynical observation: If an infected civilian dies, it is obvious that the number of infected civilians is lowered by one. From there it follows that killing the sick is a cynical, brutal, crude form of disease control. That will actually work, provided you can detect the sick (which is hard, as the only clue will be their lowered HP). What have I done? :scary:
Gambigobilla's idea from above would be especially juicy then.
Spontaneous, not-thought-out idea: We could even include a zombie mode where you get some sort of reward for every civilian saved. Basically, you'd have limited civilians in the cities (full 'complement', but no 'reserves' so to speak) and the army would exist as usual. It would be a normal campaign... but the T-Virus would be very, very aggressive and quickly turn the population into zombies. It would be the player's mission to get as many people out of the country as possible while facing down both the army and zombies. To that end, the player would be able to call in evacuation of civilians in sectors he controls. Hmm... player radio operators could call in evac helicopters if a sector is free. These would evacuate civilians (you'd basically score points this way). However, they would need several hours to get there, and when called, nearby army patrols/zombie mobs would be alerted and attack that sector. So you'd be sitting in a sector, with dozens to hundreds of helpless civilians and your squad, an would have to hold that sector until evac arrives. Call in early an risk getting slaughtered. Call in late and risk some of the civilians turning into zombies themselves.
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Re: New Feature: Disease[message #334965]
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Tue, 12 August 2014 23:44
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niculinux |
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Messages:77
Registered:January 2012 Location: Italy |
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Also, we'd really need condoms, among these medical devices, to avoid pregnancy..if made hope won't be a loose description O:-)
[Updated on: Tue, 12 August 2014 23:47] by Moderator Report message to a moderator
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Corporal
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Re: New Feature: Disease[message #334971]
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Wed, 13 August 2014 09:32
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Taro_M |
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Messages:292
Registered:November 2008 |
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Not to be a dick or anything, but could you use your great talents in order to create a new magazine system similar to the one in 7.62? The ammo loading system is pretty much the only thing that have not been touched at all.
[Updated on: Wed, 13 August 2014 09:36] by Moderator Report message to a moderator
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Master Sergeant
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