Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Disease
Re: New Feature: Disease[message #348530 is a reply to message #340937] Sat, 28 January 2017 02:25 Go to previous messageGo to next message
Zero Ziat

 
Messages:7
Registered:January 2017
Location: MVD, UY
On the previous page:
Flugente wrote on Sun, 10 May 2015 07:36
Update (r7852 & GameDir r2240):
  • Surgical masks (that still give the bonus referenced above) are no longer required to be worn in the face - like surgical gloves, having them in the inventory is enough. The reason is that it's rather tedious to swap a merc's gear every time you set them on an assignment.




Jagged Alliance is filmed in front of a live studio audience.
Re: New Feature: Disease[message #348533 is a reply to message #348530] Sat, 28 January 2017 02:55 Go to previous messageGo to next message
Vincent J. Claymore

 
Messages:272
Registered:February 2011
Oh, okay, thanks. Then the tool tip in the description should probably be corrected as well to read the same as the one for the gloves.
Re: New Feature: Disease[message #348588 is a reply to message #348533] Tue, 31 January 2017 00:19 Go to previous messageGo to next message
Vincent J. Claymore

 
Messages:272
Registered:February 2011
Does... disabling diseases in the .ini cure all mercs instantly? Or will it cause issues?

[Updated on: Tue, 31 January 2017 00:24]

Re: New Feature: Disease[message #348590 is a reply to message #348588] Tue, 31 January 2017 02:04 Go to previous messageGo to next message
Flugente

 
Messages:3425
Registered:April 2009
Location: Germany
Disease data still exists, but isn't used anymore - any modifiers won't apply, and you won't lose health anymore. Of course, health already lost stays lost, as we can hardly keep track of which HP was lost due to what reason.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Feature: Disease[message #348601 is a reply to message #348590] Tue, 31 January 2017 10:57 Go to previous messageGo to next message
Vincent J. Claymore

 
Messages:272
Registered:February 2011
Oh, yes sure, of course. So that sounds like if I disable it, play for a couple of days and then enable it again, everybody will regain their diseases, like they had been in stasis?
Re: New Feature: Disease[message #354176 is a reply to message #348601] Sat, 28 July 2018 21:47 Go to previous messageGo to next message
Flugente

 
Messages:3425
Registered:April 2009
Location: Germany
As a change required for chaos Buns, there is now a new tag to Disease.xml as of GameDir r2430: <fSpecialFlagPTSDBuns> (0 or 1) marks the disease that is a requirement for Buns personality change. If she has any outbroken disease with that tag, she can have a personality change.

Additionally, the chance to get PTSD on a traumatic event has been increased, and traumatic events also occure every time one bleeds below 15 HP.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Feature: Disease[message #354240 is a reply to message #354176] Tue, 07 August 2018 14:02 Go to previous messageGo to next message
General_Chaos
Messages:4
Registered:July 2018
This feature works well, but I had to set much lower chances for infections, because my entire squad was infected with everything at day 2, so my Great Arulcan Revolution turned into WHO mission with full squads of medics. And also I removed any chances to get chlamydia from corpses, because my mercks do not rape corpses nor steal their underwear, no, not even Razor! He may eat some human flash and wash his face with blood sometimes, but he is not a sick bastard!

And I also have a suggestion about this feature. Different mercs should have different resistances against diseases. Like, Miguel & co. lives in Arulco from their birth, and they definetly are immune to most of local diseases. Medicks should have more resistance, because they know something about infection and how to prevent it. Old mercs recuperate slowly, young ones can get well faster, AIM mercs can be vaccinated and Speck does not do that for his skilled and brave warriors... Well, you get the idea. Obviously, setting individual risistance for every kind of disease for every merc would be insanely tedious, so one multiplier per merc would be enought. Like, "DiseaseResistance", which would be = 1 for, say, Barry (normal chances), and 1.5 for Moses (he is old, so greater chances to get sick and longer recuperation), and 0.2 for someone like Hamous (5 times lower chances to get sick and really fast healing. At last those Metavirians will be usefull!). Well, may be, in some distant future...

[Updated on: Tue, 07 August 2018 14:18]

Re: New Feature: Disease[message #354260 is a reply to message #354240] Thu, 09 August 2018 00:04 Go to previous messageGo to next message
Flugente

 
Messages:3425
Registered:April 2009
Location: Germany
There already is a tag in Backgrounds.xml - <resistance_disease> - that alters disease chance. Some equipment (surgical face mask, surgical gloves, gasmask) also lower chances to contract disease.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Feature: Disease[message #354268 is a reply to message #354260] Thu, 09 August 2018 04:49 Go to previous messageGo to next message
Shinobi

 
Messages:144
Registered:July 2015
Location: Mexico
that´d be cool, i think this game 7,62 Hard Life had that ammo system (good game but it's VERY rough on the edges and messy)
it'd be nice to just load up your mercs with a number of magazines and have the magazines stay there and just fill them back up.
it'd be cool to use those 4 leftover AP rounds on top of that other mag that you left unfinished too in that spare turn.
But i'm beyond broke and i don't know anything about coding beyond messing with scripts, so i'm just sort of fantasizing right now.



Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.
Re: New Feature: Disease[message #354273 is a reply to message #354268] Thu, 09 August 2018 20:15 Go to previous messageGo to next message
Flugente

 
Messages:3425
Registered:April 2009
Location: Germany
I assume this post belongs elsewhere?



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Feature: Disease[message #354280 is a reply to message #354273] Fri, 10 August 2018 04:09 Go to previous messageGo to next message
Shinobi

 
Messages:144
Registered:July 2015
Location: Mexico
yeah, weird, i must have switched to the wrong tab sorry
this is awkward but how do i delete it?
Re: New Feature: Disease[message #354291 is a reply to message #354280] Fri, 10 August 2018 13:33 Go to previous messageGo to next message
Flugente

 
Messages:3425
Registered:April 2009
Location: Germany
No idea, I guess I might be able to move it if I knew where, or delete it if you don't know anymore big grin



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Feature: Disease[message #354299 is a reply to message #354291] Sat, 11 August 2018 06:18 Go to previous messageGo to next message
Shinobi

 
Messages:144
Registered:July 2015
Location: Mexico
i was answering to someone who offered some dosh for you to make a Magazine system lol.
idk if it got deleted or something because i can't find his message either.
couldn't find it so you can remove all these three messages if you want lol.



Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.
Re: New Feature: Disease[message #354308 is a reply to message #335424] Sat, 11 August 2018 17:14 Go to previous messageGo to next message
Jahh

 
Messages:43
Registered:March 2017
veedotja2 wrote on Wed, 03 September 2014 15:23
Flugente, just publish a public Bitcoin address in your sig. I'm good to send you $10 before and $10 after as a bounty for the creation of a new ammo system - separating bullets from magazines. It's called NMS in the other thread, NMS Idea thread. And I'll commit to playtest it Smile

Hard work but someone has to do it! The coding and the playtesting both.

Serious about the Bitcoin. PM me. It's just coffee money really, keep your eyes open.

Flugente wrote on Thu, 09 August 2018 20:15

I assume this post belongs elsewhere?


Shinobi wrote on Sat, 11 August 2018 06:18
i was answering to someone who offered some dosh for you to make a Magazine system lol.
idk if it got deleted or something because i can't find his message either.
couldn't find it so you can remove all these three messages if you want lol.


It belongs to first page of this very thread, its quite possible to open it, read it, and answer to it not even realizing there is another 3 full pages in it, and the given message isn't actually next to last if reader is not caring enough (sure it also require to skip a message date etc, but still). Id say its mostly about local forum behavior of opening threads not on a last page, but on a first one while accessing via "last 10 messages", without some obvious way to alternatively directly open on a last one (at least not obvious enough for me and some other people as it seems).

[Updated on: Sat, 11 August 2018 17:23]

Re: New Feature: Disease[message #354309 is a reply to message #354308] Sat, 11 August 2018 18:17 Go to previous messageGo to next message
Flugente

 
Messages:3425
Registered:April 2009
Location: Germany
Aaaaah. Context, thank you. Well, I'm not going to code NMS, this post should explain why (and outlines how one would code it if one were so inclined).

Yeah, this forum, eh, has room for improvements, nothing we can do about it though.



In hindsight, I feel a tiny bit sad about not accepting bitcoin that one time.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Feature: Disease[message #354310 is a reply to message #354309] Sat, 11 August 2018 19:31 Go to previous messageGo to next message
Jahh

 
Messages:43
Registered:March 2017
Flugente wrote on Sat, 11 August 2018 18:17

In hindsight, I feel a tiny bit sad about not accepting bitcoin that one time.


That was about my main reason to interfere to it.

UPD: Oh, it was a real pleasure to read, excellent style, thanks-thanks >>> Flugente wrote on Sat, 11 August 2018 18:17
this post should explain why (and outlines how one would code it if one were so inclined).


[Updated on: Sat, 11 August 2018 19:54]

Re: New Feature: Disease[message #354381 is a reply to message #354310] Wed, 15 August 2018 22:22 Go to previous messageGo to next message
Flugente

 
Messages:3425
Registered:April 2009
Location: Germany
As of r8595, the Disease->Diagnose assignment also checks for contaminated items and marks them permanently. As with detecting disease on mercenaries, the chance of this happening depends on the skill of the merc diagnosing.

https://i.imgur.com/SN6kXMZ.png
This will hopefully make playing with contaminated items (DISEASE_CONTAMINATES_ITEMS = TRUE) less annoying, as you now have at least a chance to spot contaminated food.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Feature: Disease[message #354788 is a reply to message #334916] Sun, 09 September 2018 21:17 Go to previous messageGo to next message
Toybasher

 
Messages:19
Registered:April 2018
Which diseases can cause item contamination if consumed while sick?

Also when mercs auto-refill canteens, do they do them in sectors with dirty water? How do I tell when a canteen is filled with dirty water? Does re-filling it in a "Clean" sector even if there's dirty water in the canteen change the water to clean water? (I.E. dumping out the dirty water and filling it with clean water.)

On my current run my mercs all caught cholera in Drassen Mine. (Maybe it was from the swamps nearby.)

I cure them, and they keep getting sick after! I had MD catch it too even though all he had to drink was a canteen bought from a merchant. (He arrived very recently as Fox wouldn't re-new contract, so I hired MD to replace her.) Every time they get cured (PATIENT flashes red.) they re-catch it a few hours later and I am at my wits end.

I run diagnose for hours and AFAIK the canteens don't get marked as toxic.

Is it only the plague that can be transmitted by "Sharing" consumables? It's annoying because I am rapidly running out of medkits and my mercs are going to be doomed an extremely gross and agonizing death if they won't stay cured. EDIT: Looks like it's only the plague.

How does diagnose work? I see a "55" on MD when I run it. Is that a 55% chance to diagnose a merc? Is it "re-checked" every hour? Do I need the mercs I want to diagnose set as patient?

I have also noticed when a merc DOES get the plague and is "Autodiagnosed" their canteen isn't marked as contaminated unless you re-diagnose them.

EDIT: On a side note, it would be cool if PTSD could be triggered from other types of combat events besides "nearly dying" or "seeing fellow mercs die." If a merc has a certain personality, maybe a chance to get PTSD from seeing a man's head explode or blowing up an enemies head? Likewise "good guy" mercs never willingly shoot civilians. (MD, Ira, and a few others I believe?) Perhaps if a good guy accidently wounds or kills a civilian from a stray shot, they might have a chance to get PTSD in a "Oh my god what have I done?" kind of way.

EDIT 2: Now it's happening in Chitzena with HEP A. I literally had my run fucked because everyone would get it, and I am 100% sure my food isn't spoiled or something. AFAIK my mercs wouldn't be engaging in sexual acts with the corpses or giving eachother blood transfusions so how are they transmitting it so much? Even with 2 docs working on them, the entire party just withers away and dies of HEP A within only a couple days.

[Updated on: Mon, 10 September 2018 15:41]

Re: New Feature: Disease[message #354828 is a reply to message #354788] Wed, 12 September 2018 07:36 Go to previous messageGo to next message
Gopas

 
Messages:203
Registered:June 2016
Location: Norway
Disease is very annoying, i have the same problems as Toybasher. whole team gets sick, i put patients and medics in the Treatment assignment, nothing comes out of it. How exactly do i cure my sick ? Doctor/Patient assignment doesn't work on disease.I have 3 medics treating in one sector and more of my mercs are getting sick, in the same sector. What are the medics doing exactly ?


EDIT : Doctor/patient assignment is working now but even when it ends they still display the disease icon on their portraits. Anyone knows when they they get healed in full ? Only the medics get healed completely. And shouldn't the mercs who got sick, get some kind of limited immunity the longer they survive in an infested country ?

[Updated on: Wed, 12 September 2018 16:26]




Just another old soldier.
Re: New Feature: Disease[message #354841 is a reply to message #354828] Thu, 13 September 2018 02:53 Go to previous messageGo to next message
Toybasher

 
Messages:19
Registered:April 2018
Gopas wrote on Wed, 12 September 2018 07:36
Disease is very annoying, i have the same problems as Toybasher. whole team gets sick, i put patients and medics in the Treatment assignment, nothing comes out of it. How exactly do i cure my sick ? Doctor/Patient assignment doesn't work on disease.I have 3 medics treating in one sector and more of my mercs are getting sick, in the same sector. What are the medics doing exactly ?


EDIT : Doctor/patient assignment is working now but even when it ends they still display the disease icon on their portraits. Anyone knows when they they get healed in full ? Only the medics get healed completely. And shouldn't the mercs who got sick, get some kind of limited immunity the longer they survive in an infested country ?


Even if you get messages like "All done!" or "X has cured X's disease" ignore them. You treat diseased MERCS via doctoring. Wait until Patient is flashing red, which means they are fully healed AND cured. Treat disease assignment is only for treating the population in a sector (Dead bodies (white number in disease view) rot to make green disease points, and the color of the sector determines how many people are sick.).

Supposedly diagnosis can reveal sick population without a WHO subscription but I have never had that happen. It only reveals sick mercs and to be blunt I have a hard time determining if it's working or not.

Likewise it's hard to tell if the water in a sector is clean or not.

The biggest problem is the disease cycle where people you cure get sick again. I had to cheat the system to get past a team wipe by Cholera or whatever and it's annoying because I still don't really know exactly what's getting me sick. I know there's some RNG for certain sectors.
Re: New Feature: Disease[message #354849 is a reply to message #354841] Thu, 13 September 2018 15:53 Go to previous messageGo to next message
Gopas

 
Messages:203
Registered:June 2016
Location: Norway
I did the Doctor/ Patient assignment but it cures only their health. When they say they are all done , if i leave them still as patients, as soon as i speed up the timer, here we go again, they insist that they are ready but the sickness sign remains. If i give them other tasks to do they are losing health again. So how exactly can i heal them completely, so that ugly disease sign goes away ?

I used the cheats and went forwards and backwards to look for medicines. Found plague medicine, tetanus and something else. My soldiers have contracted malaria, no malaria medicine though. Maybe i should have them eat moldy bread as a substitute for penicillin.

[Updated on: Thu, 13 September 2018 15:55]




Just another old soldier.
Re: New Feature: Disease[message #354872 is a reply to message #354849] Fri, 14 September 2018 18:01 Go to previous messageGo to next message
Toybasher

 
Messages:19
Registered:April 2018
Gopas wrote on Thu, 13 September 2018 15:53
I did the Doctor/ Patient assignment but it cures only their health. When they say they are all done , if i leave them still as patients, as soon as i speed up the timer, here we go again, they insist that they are ready but the sickness sign remains. If i give them other tasks to do they are losing health again. So how exactly can i heal them completely, so that ugly disease sign goes away ?

I used the cheats and went forwards and backwards to look for medicines. Found plague medicine, tetanus and something else. My soldiers have contracted malaria, no malaria medicine though. Maybe i should have them eat moldy bread as a substitute for penicillin.


You still have to keep them on doctor/patient. They'll keep saying "ALL DONE!" and bring up the "hey your mercs did something wanna stop time compression" every hour but you have to keep them doing that until patient is flashing red. Each time they say "ALL DONE" I think one "Disease Point" (NOT the strategic map disease points but the merc infection level) is removed.

My biggest issue is it seems diseases can often get bad enough health is dropped faster than it can be restored, making curing nearly impossible. I do like the idea though. I just wish there was better feedback what is infecting your mercs. Often it seems you can get the entire team malaria by just sleeping in a swamp for a day.

Overall my favorite feature is how mercs can get "long term injuries" from bullets.
Re: New Feature: Disease[message #354881 is a reply to message #354872] Fri, 14 September 2018 20:03 Go to previous messageGo to next message
Gopas

 
Messages:203
Registered:June 2016
Location: Norway
Cured it. Simply got rid of the Disease option. Too much and too often, at that rate the whole Arulco population would have died ages ago. If it was a rare-ish random thing, ok. I could live with that.

[Updated on: Fri, 14 September 2018 20:30]




Just another old soldier.
Re: New Feature: Disease[message #354892 is a reply to message #354881] Sat, 15 September 2018 06:14 Go to previous messageGo to next message
Shinobi

 
Messages:144
Registered:July 2015
Location: Mexico
this is why i don't play too much with the disease feature probably, way too much disease.



Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.
Re: New Feature: Disease[message #356131 is a reply to message #334916] Sun, 09 December 2018 09:41 Go to previous messageGo to next message
dragon95046
Messages:1
Registered:December 2018
I just wanted to report a minor bug when using the Disease option.

I hired a couple of MERC mercenaries. While they were still "In Trans", I could reassign them to the various Disease duties (Diagnosis, Treatment, Burial). They could then be reassigned again to being on duty gaining the player immediate access to the newly hired mercenaries.

I am running with SCI_JA2v1.13_Revision_8633_on_GameDir_2449.7z with no other mods active.
Re: New Feature: Disease[message #356153 is a reply to message #356131] Wed, 12 December 2018 23:09 Go to previous message
Flugente

 
Messages:3425
Registered:April 2009
Location: Germany
Hi dragon95046, welcome to the pit!

That sounds stupid, and like a bug we'd have big grin I'm not going to code for a while, but... will have a look at this when I'm back, whenever that will be.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


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