Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Disease
New Feature: Disease[message #334916] Sun, 10 August 2014 15:59 Go to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
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 Smile

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!


http://i57.tinypic.com/20zwk1z.png
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.

http://i58.tinypic.com/33tjk9k.png
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.

http://i62.tinypic.com/9awvaf.png
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! Smile

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


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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


You can even do wacky stuff like this:
Toggle Spoiler


To turn all of this on, set
DISEASE = TRUE
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]

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Captain

Re: New Feature: Disease[message #334917] Sun, 10 August 2014 16:00 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
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
DISEASE_STRATEGIC = TRUE
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!
http://i60.tinypic.com/1znaqn6.png
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:
http://i57.tinypic.com/o6y59i.png
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]

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Re: New Feature: Disease[message #334918] Sun, 10 August 2014 16:00 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
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 Smile

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]

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Captain

Re: New Feature: Disease[message #334921] Sun, 10 August 2014 18:00 Go to previous messageGo to next message
grim is currently offline grim

 
Messages:344
Registered:July 2006
Location: France
This is an amazing feature, Flugente. Thanks for adding more layers of depth to the game. This one is truly astonishing!

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Master Sergeant
Re: New Feature: Disease[message #334922] Sun, 10 August 2014 18:08 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Yet another awesome feature. Kudos!

But awesome features brings questions;
1. Is zombies feature integrated with this? Will there be zombie apocalypse? Can i send my spy with a syringe of T-Virus to an enemy controlled sector and after a couple of days can i enter with shotguns and flamethrowers (or bolters) to purge the city from zombies?

2. Who the hell plays the game more than 9 months to actually have babies?

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First Sergeant
Re: New Feature: Disease[message #334923] Sun, 10 August 2014 18:21 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
2: Gorro

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Captain

Re: New Feature: Disease[message #334924] Sun, 10 August 2014 18:27 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Gambigobilla
Yet another awesome feature. Kudos!

But awesome features brings questions;
1. Is zombies feature integrated with this? Will there be zombie apocalypse? Can i send my spy with a syringe of T-Virus to an enemy controlled sector and after a couple of days can i enter with shotguns and flamethrowers (or bolters) to purge the city from zombies?
First, I'm inclined to get rid of the current poison system altogether, as this new system is vastly superior.
There is the possibility to add a new disease - the T-Virus as you describe it - and have that slowly turn you into a zombie. This would be very neat, as you'd have a visual indicator and would experience all kinds of side-effects. We could then simply turn a merc into a zombie without having to go through the corpse phase altogether. That would work. Infection by zombie bite is easy then.
Infecting the civilian population would work similar (just make disease #0 the T-virus). The hard part would actually be the turning - if we turn them in strategic, they would fight in autoresolve against the army, making this somewhat anticlimatic to the player. Thus we would have to turn the entire sector around, so that the player is thrown into a sector with a full-scale zombie infestation.
Harder part is that currently zombies aren't saved when leaving a sector.

All that can be solved however, so, why not?

Gambigobilla
2. Who the hell plays the game more than 9 months to actually have babies?
I assume Gorro would. Babies make for cheap labour :silly:

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Captain

Re: New Feature: Disease[message #334925] Sun, 10 August 2014 18:51 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Oh, and about that MOLLE question:
They would obviously need a dedicated new pouch that is too big for legrigs and takes up most of the space on any vest to hold a single item. Though you could probably squeeze in a few PMag pouches somewhere on the larger vests. Overall, it would really hamper your loadouts and I'd suggest just stashing them in the trunk.

Most important question though: Should they get the shiny tag like the plush monkey or trigger the 'plant blue flag and avoid' behavior?

[Updated on: Sun, 10 August 2014 18:53] by Moderator

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Captain

Re: New Feature: Disease[message #334926] Sun, 10 August 2014 19:46 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Biff needs to get the runs every time he sees action. Very Happy

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Sergeant Major
Re: New Feature: Disease[message #334928] Sun, 10 August 2014 21:50 Go to previous messageGo to next message
niculinux is currently offline niculinux

 
Messages:77
Registered:January 2012
Location: Italy
Wow really suupperrrrr!!!!!!! That iological warfale is implemented ina kinda primitive way but het, wht you might expect from a bounch of mercenaries with no specia means Wink :-*

A quick question, if a merc get infected with incurabke diseases, he/she will be condemned to death, even if dismised:/. In my opinion such disease shoul occour very rarely Smile

And mostly: very curious about pregnancy ahhahahshs.may we have some screenshots about? Thanks.

Edit ah sry, just notice it is not fully implementabke in the game, however some mlre info would be appreciated Wink

[Updated on: Sun, 10 August 2014 21:59] by Moderator

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Corporal
Re: New Feature: Disease[message #334929] Sun, 10 August 2014 22:03 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Is it possible to add some way to get rid of the rotting corpses in sector, for example using shovel ("There's two kinds of people my friend - those with loaded guns, and those who dig. You dig."), or using molotovs for "burn them with fire" desinfection?

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Lieutenant

Re: New Feature: Disease[message #334930] Sun, 10 August 2014 22:50 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
About PTSD: why not have "Shell Shocked" with gives pretty big penalties, but later it is "cured" and replaced by less severe, but permanent PTSD condition.

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Master Sergeant
Re: New Feature: Disease[message #334931] Mon, 11 August 2014 05:29 Go to previous messageGo to next message
Lejardo is currently offline Lejardo

 
Messages:69
Registered:May 2003
Location: P.R. CHINA
I just confused about the picure, why just changed the text with "Made by Qureen" or something esle whatever? Why just named China?
As a Chinese JA2 fans, I feel very uncomfortable about this.

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Corporal
Re: New Feature: Disease[message #334933] Mon, 11 August 2014 12:07 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
It was available and is only used in this forum post for fluff anyway.

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Captain

Re: New Feature: Disease[message #334936] Mon, 11 August 2014 13:14 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
@niculinux: Due to code limitations, only mercs in your team will suffer from these diseases, fired mercs won't.

@Sevenfm: Removing corpses is only possible in tactical, as only when the sector is loaded we know how many there are, and how long they will still exist. This is the reason we can't easily add an 'undertaker'-assignment, and the reason I check for the time of last battle instead of number of corpses directly.

You can remove corpses by either blowing them up (seems a bit counterintuitive if one wants to prevent disease though Wink ) or picking them up, thus transforming them into an object, and then destroying object via the trashbin.

@LAFAYOHADES: I found it on the internet and found it funny. Anyway, pic has been removed.

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Captain

Re: New Feature: Disease[message #334942] Mon, 11 August 2014 16:59 Go to previous messageGo to next message
TBCoW

 
Messages:6
Registered:December 2012
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
Re: New Feature: Disease[message #334955] Tue, 12 August 2014 01:58 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
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 Smile. 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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Captain

Re: New Feature: Disease[message #334956] Tue, 12 August 2014 04:39 Go to previous messageGo to next message
grim is currently offline grim

 
Messages:344
Registered:July 2006
Location: France
What have you done?! He's going feature berserk again!... Excellent!

I have to say i love the collateral damage of that new feature on injuries. It's great and could be even more amazing with some tweaks ok locationnal wounds.

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Master Sergeant
Re: New Feature: Disease[message #334963] Tue, 12 August 2014 19:46 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
You know, I've just discovered "The Guild 2" (bought it cheap on a bundle deal). Which was ultimately a big flop, but if you take it apart, it has a lot of awesome features you would love in any strategic game. Sickness and treatment is part of that, of course. I do recommend that game as inspiration for anyone who wants to add new stuff.

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Captain
Re: New Feature: Disease[message #334965] Tue, 12 August 2014 23:44 Go to previous messageGo to next message
niculinux is currently offline niculinux

 
Messages:77
Registered:January 2012
Location: Italy
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

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Corporal
Re: New Feature: Disease[message #334966] Tue, 12 August 2014 23:51 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
@Shanga: I briefly played The Guild year ago... it had a few nice ideas, but suffered from overall buginess and bad gameplay. This does bring back memories to Fugger 2 though... now that was a game!

@niculinux: Well, condoms are simply items that give a high resistance against infection by sex and get consumed in the process.

But if we have that, how would our mercs get Chlamydia and all those other gifts? :bunny:

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Captain

Re: New Feature: Disease[message #334971] Wed, 13 August 2014 09:32 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
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

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Master Sergeant
Re: New Feature: Disease[message #334973] Wed, 13 August 2014 13:12 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
@Taro: There is an old, very long thread about that. I've summed up my thoughts on the ammo concept here.

TL;DR: Tons of work for changing a good-working system into a very complicated one with doubtful gain.

Edit: It seems you were already aware though Wink

[Updated on: Wed, 13 August 2014 13:18] by Moderator

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Captain

Re: New Feature: Disease[message #334994] Thu, 14 August 2014 18:03 Go to previous messageGo to next message
Lejardo is currently offline Lejardo

 
Messages:69
Registered:May 2003
Location: P.R. CHINA
@Flugente

Thank you.

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Corporal
Re: New Feature: Disease[message #334995] Thu, 14 August 2014 18:04 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Flugente
@Taro: There is an old, very long thread about that. I've summed up my thoughts on the ammo concept here.

TL;DR: Tons of work for changing a good-working system into a very complicated one with doubtful gain.

Edit: It seems you were already aware though Wink
Would bribes work?

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Captain

Re: New Feature: Disease[message #335001] Thu, 14 August 2014 23:51 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
That would have to be a very substantial bribe.

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Captain

Re: New Feature: Disease[message #335122] Sat, 23 August 2014 13:50 Go to previous messageGo to next message
Valiant is currently offline Valiant

 
Messages:12
Registered:August 2014
Hi guys!
Is Spider's damaged arm a part of all this disease feature? I mean, is it possible to make effects of damage (aside from cholera and other disease thingies) from gunshot appear in a separate window like this example screenshot of yours and not only text like "Spider was hit in the arm and loses X points of dexterity"?

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Private
Re: New Feature: Disease[message #335128] Sun, 24 August 2014 08:30 Go to previous messageGo to next message
Incunabulum is currently offline Incunabulum

 
Messages:5
Registered:December 2013
Great job on this addition, but . . .


is there some way we could get the original colored strategic map back?

What I've got now is, in every combination of filter buttons, a black and white map. Using the infection overlay restores color to the sector I'm in (which goes back to B&W when that filter is turned off).

Did I miss an option or screw up the install?

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Private
Re: New Feature: Disease[message #335132] Mon, 25 August 2014 09:55 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Incunabulum
Great job on this addition, but . . .


is there some way we could get the original colored strategic map back?

What I've got now is, in every combination of filter buttons, a black and white map. Using the infection overlay restores color to the sector I'm in (which goes back to B&W when that filter is turned off).

Did I miss an option or screw up the install?

There is still a small glitch with the disease button.

When you click it it will enable the grey disease overlay. The "show disease button" will look pressed.
As soon as you click "show mines", "show teams", "show mobile militia", "show airspace" or "show items" button the look of the disease button will change to "unpressed". This shouldn't happen because the overlay is still active. Just click on the disease button a second time to remove the overlay.

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Lieutenant
Re: New Feature: Disease[message #335153] Tue, 26 August 2014 19:50 Go to previous messageGo to next message
RunAwayScientist is currently offline RunAwayScientist

 
Messages:85
Registered:September 2001
There's an issue related to Diseases but is more of an oversight with the SVN/Depris Builds missing the correct interface .sti's:


http://www.ja-galaxy-forum.com/ubbthreads.php/topics/335144#Post335144


Quote:
Issue #4 (Missing Subimages For Diseases): The required images/files for diseases are missing from the SVN Data/Depribots builds. Game crashes when using any disease assignment action (diagnose/treat).

[Updated on: Tue, 26 August 2014 19:52] by Moderator

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Corporal 1st Class
Re: New Feature: Disease[message #335172] Thu, 28 August 2014 05:41 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Valiant
Hi guys!
Is Spider's damaged arm a part of all this disease feature? I mean, is it possible to make effects of damage (aside from cholera and other disease thingies) from gunshot appear in a separate window like this example screenshot of yours and not only text like "Spider was hit in the arm and loses X points of dexterity"?
Ehhhh... perhaps this might be some translation thingy... to me your question sounds like That part of your feature you made a picture of, is that a part of your feature?

I'm confused :whoknows:

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Captain

Re: New Feature: Disease[message #335173] Thu, 28 August 2014 05:42 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Incunabulum
Great job on this addition, but . . .


is there some way we could get the original colored strategic map back?

What I've got now is, in every combination of filter buttons, a black and white map. Using the infection overlay restores color to the sector I'm in (which goes back to B&W when that filter is turned off).

Did I miss an option or screw up the install?
What silversurfer said. Also, this should be fixed in r7441, so just wait for the next SCI.

@RunAwayScientist:Fixed in GameDir r2121.

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Captain

Re: New Feature: Disease[message #335227] Fri, 29 August 2014 20:13 Go to previous messageGo to next message
Czert is currently offline Czert

 
Messages:105
Registered:August 2007
If we will have militia in town, it will automaticaly take care of disase ?

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Sergeant
Re: New Feature: Disease[message #335228] Fri, 29 August 2014 20:18 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Czert
If we will have militia in town, it will automaticaly take care of disase ?
No. Enemy troops will fight disease, but militia won't - that is your job Very Happy

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Captain

Re: New Feature: Disease[message #335236] Fri, 29 August 2014 22:31 Go to previous messageGo to next message
Max_for_Hire

 
Messages:28
Registered:March 2009
Flugente = Mind Blown.

Wow. Kudos Maestro.

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Private 1st Class
Re: New Feature: Disease[message #335415] Wed, 03 September 2014 03:05 Go to previous messageGo to next message
grim is currently offline grim

 
Messages:344
Registered:July 2006
Location: France
I've been playing with spies (Elroy & IMP) in the latest build, and woah! Taking the clothes of the dead isn't really healthy! As soon as i do it (use knife on a corpse and Take Clothes), my character contracts several diseases. Those arulcans are gross!

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Master Sergeant
Re: New Feature: Disease[message #335419] Wed, 03 September 2014 13:10 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Yeah, as I haven't played a campaign with it, the infection values are guesswork and might need adjustment - feel free to post advice Wink

Also, how do you know that? The message that you were infected should be debug-only, or did I mess that up? Embarrassed

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Captain

Re: New Feature: Disease[message #335422] Wed, 03 September 2014 13:50 Go to previous messageGo to next message
grim is currently offline grim

 
Messages:344
Registered:July 2006
Location: France
Latest build 2138/7476
In first sector (Omerta), i find and kill he first soldier i can get, and use a knife on his corpse -> Take clothes. 3 times in a row (not reloading!), here is what i get :

http://imagizer.imageshack.us/v2/280x200q90/538/OiZRdo.pnghttp://imagizer.imageshack.us/v2/280x200q90/661/bGLPcL.pnghttp://imagizer.imageshack.us/v2/280x200q90/661/XE897U.png

The same corpse gets my character infected by several diseases, and it appears in the log.
This corpse was randomly chosen, i did not select one with diseases, it just happens with all of them.

By the way, transmission seems to work. My character later drank from a canteen and gave it to Ira. She was contaminated by one of his diseases.

[Updated on: Wed, 03 September 2014 14:05] by Moderator

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Master Sergeant
Re: New Feature: Disease[message #335424] Wed, 03 September 2014 15:23 Go to previous messageGo to next message
veedotja2 is currently offline veedotja2

 
Messages:86
Registered:April 2012
Location: New York
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.

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Corporal 1st Class
Re: New Feature: Disease[message #335429] Wed, 03 September 2014 19:15 Go to previous messageGo to previous message
Gambigobilla

 
Messages:693
Registered:July 2008
I don't believe Flugente would make a new ammo system for a mere $20 unless you have barter skill at %300 and have expert salesman perk.

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First Sergeant
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