Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Disease
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Re: New Feature: Disease[message #335869]
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Wed, 17 September 2014 17:44
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navaroe |
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Messages:78
Registered:August 2012 |
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Hi again Flugente, this time on diseases
I have couple of questions, observations and thoughts on parameter settings and rules of diseases and may be some of the things pointed out are bugs (points 4,5 and 6).
1) When I started new game and eventually went from San Mona to conquer Drassen (through forest and swamps) my team ended up completely disease ridden before I even entered town. I tried to camp on plains for a while and cure people, but they were getting new infections and/or reinfections at rate too high to handle.
When I tried to send freshly cured ppl away, I could see they got reinfected minutes later while still on way to new sector (that was 7393 build where console revealed when you were infected, so I could see). May be there should be some period, when you are immune to disease you were just cured from? You know, the medicament could still take effect 1 hour after you were declared cured.
2) Here is diseases.xml with diseases contagiousness reduced severely (usInfectionChance to 1 or 2 ). That way I still get people diseased, but it doesn't feel like they drink from every puddle or latrine they go by From experience with game so far, diseases still occur a lot.
http://ulozto.net/xYHBGxxF/disease-xml
Also I have increased time from disease manifestation to its full development as I didn't feel I'd like diseases kill more of my mercs than queen does. I haven't advanced far enough in the game to tell you whether I like it myself or not. It could be I made diseases to harmless this way. Still, I'm sure tuberculosis shouldn't kill you in few hours even if uncured.
3) When 25 does it mean, there is 25% chance catching given disease every hour while in swamp?
4)
Quote: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.
I had MD, Ira, Buns and other people doing Diagnosis for several days in two town sectors, but still didn't get any info on diseases in Drassen.
Even with edited diseases.xml I just had breakout of cholera and typhoid with several reinfections and I wondered, if mercs get infected from population or if it was due to heavy fighting, messing with corpses and unhealthy teammates.
Am I missing something or may be there is something not working?
5) WHO didn't have any information on Drassen, I just noticed disease info being shown here and there on the map as you said it would. The map refreshes a lot as the diseased patrols move, so WHO is revealing their positions May be that's not intended, don't know if it's worth fixing or declaring it a new feature.
Disease info map doesn't seem to change a lot between days tough. I observed it only for like 7 days, the sectors covered by WHO were still the pretty much the same - Alma, Balime and green sector popped here and there for few minutes all the time. Is it intended? Looks like there is no point paying WHO 2000$ every they in that case.
Saved game here shows the situation (build 7516)
http://ulozto.net/xYAyeYYX/diseasescomment-zip
6) What WHO did reveal was a disease break out in Alma, Balime and their patrols. Within 7 days of me observing it, all the WHOed sectors around there were showing 100/red. Do the AI medics work that slow, so that I didn't noticed them fighting breakout in range of 7 days? Guess that even patrol of 12 soldiers is guaranteed to have 1 medic, right? The patrols have default sizes, the army in cities could be up to 80 heads per sector. Did that had some influence may be?
Or there might be some problem causing AI controlled cities being plagued all the time, making the guards quite weak.
7)In case it is not obvious, I hereby state that I like the feature a lot. It makes offensive and camping around queens cities harder, makes medics more important and so you can't bring only grunts to the battlefield and it doesn't introduce a lot of micromanagement at the same time and the long text full of problems is only to show I care Thanks for it.
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Corporal
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Re: New Feature: Disease[message #336283]
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Sun, 28 September 2014 19:25
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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1), 2) Hmm. Could be possible that Disease chance is too high, but your changes seem to be a bit much to me. Especially the infection gain per hour seems very slow to me. Tubercolosis would take over 8 days to break out, Hepatitis more than 16. That seems way too long for me.
Still have to test though.
3) Yup.
4) Strategic infection only happens with Disease #0 (arulcan plague by default). This is due to me not wanting to handle 20 different diseases in cities (the AI already ha a hard time with just one). NPCs can only contract you with other diseases in tactical, and will 'lose' that once the sector is unloaded.
5) Yeah, figured that would be an issue... perhaps I'll only have them show it if population exceeds x+1, with x being that standard patrol size.
Note, however, that the WHO only shows disease in sectors where it knows of disease. This happens either if the player diagnoses it, or the WHO notices it. This in turn happens if either it breaks out, or a high enough percentage of the population is infected (otherwise a highly infectious disease with a very late natural outbreak might infect the entire population otherwise).
6) AI combating Diseases is problematic - If I make the AI doctoring too weak, Disease might run rampant (easier combat then ). If I make it too strong, it becomes a non-issue for the AI.
If its to much for the AI currently, simply modify Disease #0.
I do have an idea how the AI could defend against Disease more effectively (and immersionally - is that a word?), but it will be a while until I implement that.
Thanks for sharing!
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Re: New Feature: Disease[message #336371]
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Wed, 01 October 2014 19:01
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navaroe |
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Messages:78
Registered:August 2012 |
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1,2) After playing a bit with lowered settings I agree - its too low. Diseases occurred sometimes, but there is no reason to avoid swamp now.
Now I'm playing with infection chance halved from yours or max 10 (except for shot injuries, set 50 there). Other settings I left pretty much the same - we shall see...
5)
Quote:
Note, however, that the WHO only shows disease in sectors where it knows of disease. This happens either if the player diagnoses it, or the WHO notices it. This in turn happens if either it breaks out, or a high enough percentage of the population is infected
Yup, I got that, just expected the sector, in which I did diagnose, to get green color and 0 or something eventually as my merc did WHOs job and estabilished rate and severity of disease in the area.
6) I noticed AI fights disease well in Meduna, but fails totally in Alma and Balime in my game.
I'll make some more tests later using different plague parameters. May be it was my settings that messed things up.
Thanks for info.
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Corporal
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Re: New Feature: Disease[message #337561]
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Wed, 05 November 2014 18:46
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Neitronus |
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Messages:34
Registered:October 2014 |
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I keep getting my mercs infected somehow, even though they're at Drassen (no swamp or tropical area involved), with clean water to drink (tried to use alcohol, still got this issue), no dead bodies at sector (and all sectors around this one, just in case), no sex, unless they're gay, they had no open wounds right from a moment of hiring up to described moment, they were eating ONLY MREs and stuff like that. The only thing i might have missed: While clearing sectors from bodies, they used to drink water from canteens, and maybe that's the cause of all my disasters (since they're using same canteens after that, and they could get infected, then drink a canteen and contaminate it). Atleast i thought so, and started to use alcohol right after i "cleaned" all my mercs up, and that wasn't helpfull. Any ideas, why i'm getting those "frequent" infections? (every 1-3 hours, i'm getting an outbreak, which is revealed by constant diagnose)
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Private 1st Class
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Re: New Feature: Disease[message #337777]
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Sun, 16 November 2014 18:18
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Bidius |
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Messages:22
Registered:June 2013 |
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Very cool stuff Flugente!
I'm still not entirely sure how to diagnose/treat somebody, but I'm sure I'll figure it out.
I've already added snake/spider bites :thumbsup:
One thing that does bum me out is the fact that it's a flat chance to get ballistic related "diseases" instead of it being based on damage taken. I had a guy that got hit by a ricocheted round which did 2 damage and ended up giving him 2 "diseases" which seemed excessive to me.
Maybe anything below 10 damage should just be handled as a flesh wound, which remains susceptible to other diseases, but not physical traumas? Just a thought on how to expand this feature even further, now if you'll excuse me, I have some outbreaks to contain.
[Updated on: Sun, 16 November 2014 18:21] by Moderator Report message to a moderator
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Private 1st Class
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Re: New Feature: Disease[message #339882 is a reply to message #338908]
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Fri, 06 March 2015 23:46
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Update (r7770):
- Disease infection chances (percentage) can now vary from 0.01 an 100.0 percent, and can be entered as such in the (changed) xml. This allows having much smaller chances of infection. Previously having a minimum chance of 1% was still way too high in some cases.
- I've altered (read: lowered) the infection chances for swamp/tropical sectors and contact with humans/corpses for most diseases. Haven't played with it, hopefully disease will now be less rampant and more realistic.
- Infections on gunshot wounds now only happen on severe wounds (damage taken > 20).
- Lifeloss by bloodloss no longer leads to traumatic infections ( a traumatic 'infection' happens either if we experience severe panic, or if damage we experience a near-death experience).
Requires GameDir >= r2219 due to changed xml entries.
[Updated on: Fri, 06 March 2015 23:47]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.Report message to a moderator
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Re: New Feature: Disease[message #341598 is a reply to message #340937]
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Sat, 04 July 2015 23:31
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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As announced elsewhere, <moralemodifier> has been added to Disease.xml. This is a multiplier to total morale. If a disease has broken out, morale is modified by
1.0f - (1.0f - moralemodifier) * (disease points / max possible disease points);
For obvious reasons, simply setting this to 0.0 is a bit overkill
3 new diseases have been added in conjunction with the drug system overhaul: Drug Addiction, Hungover (alcohol-related) and Lung Cancer.
There is also a slight nerf of the 'disease diagnosis' assignment. As of now, the chance that a doctor detects a disease is not only based on his skill (which is displayed on hit portrait), but also how far a disease has grown. The higher a disease, the higher the chance it will be detected. Without this, a merc could smoke a single cigar and be immediately be diagonosed with lung cancer, which is a bit too fast for my liking.
[Updated on: Sat, 04 July 2015 23:34]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.Report message to a moderator
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Re: New Feature: Disease[message #342209 is a reply to message #341598]
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Thu, 27 August 2015 04:58
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Franimus |
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Messages:55
Registered:June 2015 Location: USA |
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After perusing this thread, I'm still a bit confused on merc treatment. Let me break it down how I understand the different ways to treat a merc's disease:
- Doctor assignment - While escorting Skyrider, he caught malaria. I put him as patient with some doctors (Ira and an IMP), and every hour I get a "mercs completed assignment: stop time compression" notification. But he still has malaria (and now, so do all the rest of my mercs). Edit: Apparently, diseases won't be treated until the merc is at 100% HP. Frustrating when I've got two sick mercs I'm healing up from 15 HP, and then they have to spend an extra few hours to get that cured, too. Especially annoying because I like to doctor them up to only 90% and let them heal the last few points on the move, but now I have to wait until 110% so they'll get cured.
- Disease -> Treatment assignment - This is only for civilian populations, not mercs.
- Disease -> Diagnosis assignment - This will give you advance notice of an infection, but does it actually do anything to treat it? Since diseases are hidden until they outbreak and start causing effects, does this just make the outbreak occur sooner?
- Time - Really, some diseases should just run their course given enough time, amirite? Do you really need 24-hour doctor care to cure PTSD?
- Item (syringe, etc) - Seems like these are hard to find. I dug through the XML files looking for the malaria cure, and found it is only available in Meduna. Well, considering I just took Drassen, I don't think that's going to help me any time soon. Plus, by the time I get to Meduna, the game's pretty much over anyway so what should I care about diseases then?
Can you provide some detail on how curing a merc works? The Diseases.xml file has lots of obvious info like number of infection points increase per hour, but not really anything on curing.
[Updated on: Thu, 27 August 2015 05:43] Report message to a moderator
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Corporal
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Re: New Feature: Disease[message #342226 is a reply to message #342209]
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Thu, 27 August 2015 20:38
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Franimus wrote on Thu, 27 August 2015 01:58After perusing this thread, I'm still a bit confused on merc treatment. Let me break it down how I understand the different ways to treat a merc's disease:
- Doctor assignment - While escorting Skyrider, he caught malaria. I put him as patient with some doctors (Ira and an IMP), and every hour I get a "mercs completed assignment: stop time compression" notification. But he still has malaria (and now, so do all the rest of my mercs). Edit: Apparently, diseases won't be treated until the merc is at 100% HP. Frustrating when I've got two sick mercs I'm healing up from 15 HP, and then they have to spend an extra few hours to get that cured, too. Especially annoying because I like to doctor them up to only 90% and let them heal the last few points on the move, but now I have to wait until 110% so they'll get cured.[/quote]
When healing, first missing HP are healed, then stats are repaired if possible, then diseases are treated if possible. Otherwise one might run into a situation where a merc has really low HP but the doctors trad a mild cough first. Won't change, I don't intend to add any doctor-assignment priority-tags or whatever.
Franimus- Disease -> Treatment assignment - This is only for civilian populations, not mercs.
Yes.
Franimus- Disease -> Diagnosis assignment - This will give you advance notice of an infection, but does it actually do anything to treat it? Since diseases are hidden until they outbreak and start causing effects, does this just make the outbreak occur sooner?
It only gives you info, yes. Note that disease outbreak causes you to learn of the disease, but not the other way around. You can detect disease that have not yet broken out (it's the whole point of detecting diseases). You can see whether a disease has broken out by hovering over the description on the merc and seeing whether they are any effects listed.
Franimus- Time - Really, some diseases should just run their course given enough time, amirite? Do you really need 24-hour doctor care to cure PTSD?
Yes. And they do that. The xml defines whether a disease can be cure by a doctor. PTSD, with stock data, cannot.
Franimus- Item (syringe, etc) - Seems like these are hard to find. I dug through the XML files looking for the malaria cure, and found it is only available in Meduna. Well, considering I just took Drassen, I don't think that's going to help me any time soon. Plus, by the time I get to Meduna, the game's pretty much over anyway so what should I care about diseases then?
The malaria cure has been added to Howard's shop, which is nowhere near Meduna, and to BR. If you want them to appear somewhere else, edit your shopkeepers/enemy items/Merc Starting Items.
Franimus
Can you provide some detail on how curing a merc works? The Diseases.xml file has lots of obvious info like number of infection points increase per hour, but not really anything on curing. Once a patient's HP are at 100% and their repairable stat losses have been repaired, known, curable diseases are cured. Each doctoring point heals one disease point (see the xml on Disease points). Once a patient is free of a disease's points, that disease is healed.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.Report message to a moderator
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