Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Disease
Re: New Feature: Disease[message #335431] Wed, 03 September 2014 19:37 Go to previous messageGo to next message
veedotja2

 
Messages:88
Registered:April 2012
Location: New York
I was kind of hoping others would also contribute!

But, yeah, that's all I have to give for this. It did seem like it might have been happening all by itself without any money but sometimes a gentle push in the right direction...

Cool
Re: New Feature: Disease[message #335445] Thu, 04 September 2014 03:11 Go to previous messageGo to next message
grim

 
Messages:288
Registered:July 2006
Location: France
The diseases were spreading all over my team and came back again and again more than my doctors could heal (even with the gloves and masks to protect themselves), so i tried to start a fresh new game, deactivating diseases :

DISEASE = FALSE
DISEASE_STRATEGIC = FALSE

But i was very surprised to see the same log saying my merc was diseased after taking enemy clothes. The exact same situation as my previous screenshots showed.
Re: New Feature: Disease[message #335453] Thu, 04 September 2014 13:16 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
Hmm. I have an idea on what might be the issue here, have to check in the evening.

In the meantime, can your doctors use the 'Disease'->'Diagnosis' assignment? Would be worth knowing if this is simply a bug affecting infection, or wether the entire feature is on although it shouldn't.


Re: New Feature: Disease[message #335458] Thu, 04 September 2014 14:21 Go to previous messageGo to next message
grim

 
Messages:288
Registered:July 2006
Location: France
I will try this ASAP and report here. I just started that new game yesterday, before going to bed. I didn't have time to go past Omerta.

Edit:
- Doctors have disease assignments grayed but clickable. I can put them in diagnosis or treatment
- "WHO" site doesn't appear in the bookmarks
- Disease layer switch doesn't appear on the strategic map

[Updated on: Thu, 04 September 2014 15:19] by Moderator

Re: New Feature: Disease[message #335476] Thu, 04 September 2014 22:59 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
Ah, found it. Fixed in r7487. The infection part was still active (even though it did not lead to any damage if the feature was off). Also, you weren't even supposed to know that you were infected, that part is hidden now Smile

As to the corpses... the age of a corpse now affects the probability of catching an infection from them. Fresh corpses are way less dangerous now.


Re: New Feature: Disease[message #335484] Fri, 05 September 2014 00:34 Go to previous messageGo to next message
grim

 
Messages:288
Registered:July 2006
Location: France
Thumbs up, good catch Flugente!
Re: New Feature: Disease[message #335838] Tue, 16 September 2014 23:44 Go to previous messageGo to next message
Dyson

 
Messages:202
Registered:December 2008
Great Idea.
Thank you!
Re: New Feature: Disease[message #335869] Wed, 17 September 2014 17:44 Go to previous messageGo to next message
navaroe

 
Messages:78
Registered:August 2012
Hi again Flugente, this time on diseases Smile
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 Smile 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 Smile 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 Smile Thanks for it.
Re: New Feature: Disease[message #336283] Sun, 28 September 2014 19:25 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
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 Wink ). 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!


Re: New Feature: Disease[message #336371] Wed, 01 October 2014 19:01 Go to previous messageGo to next message
navaroe

 
Messages:78
Registered:August 2012
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.
Re: New Feature: Disease[message #337561] Wed, 05 November 2014 18:46 Go to previous messageGo to next message
Neitronus

 
Messages:12
Registered:October 2014
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)
Re: New Feature: Disease[message #337564] Wed, 05 November 2014 19:42 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
Which are the diseases you are getting? Infection chances are set in the xml, so this is a big clue...


Re: New Feature: Disease[message #337568] Wed, 05 November 2014 20:02 Go to previous messageGo to next message
Neitronus

 
Messages:12
Registered:October 2014
Flugente
Which are the diseases you are getting? Infection chances are set in the xml, so this is a big clue...


Only plague with vanilla chances:
Toggle Spoiler
Re: New Feature: Disease[message #337572] Wed, 05 November 2014 20:34 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
Hmm. That is the only one that is used in strategic disease... turn off DISEASE_STRATEGIC and see whether that solves the issue. If it does, it is likely that usInfectionChance_CONTACT_HUMAN, in conjunction with a high sector population, causes your issue.


Re: New Feature: Disease[message #337573] Wed, 05 November 2014 20:46 Go to previous messageGo to next message
Neitronus

 
Messages:12
Registered:October 2014
Well, anyway, if it will solve my problem, can i ask you, how sector population is defined? Since i was adapting WF6.07 maps, so i presume it have something to do with it. (Soory for not telling that earlier)
Re: New Feature: Disease[message #337574] Wed, 05 November 2014 20:54 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
Sector population is defined in TableData/Maps/SectorNames.xml, and in there it is the -tag.

Plus any militia/enemies around.


Re: New Feature: Disease[message #337575] Wed, 05 November 2014 21:04 Go to previous messageGo to next message
Neitronus

 
Messages:12
Registered:October 2014
Well... I have turned off strategic component, but still got that infection-madness run. Mercs just keep getting reinfected again and again within 1-4 hours, right after healing up to 100%. Any other ideas? I mean, maybe clothes and items can become contaminated? Any other ways of spreading disease apart from "chance"-system?
Re: New Feature: Disease[message #337580] Wed, 05 November 2014 22:58 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
After an IRC-session, we figured this out...

@All: 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?)).


Re: New Feature: Disease[message #337581] Wed, 05 November 2014 23:56 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
As of r7649 & GameDir r2180, DISEASE_CONTAMINATES_ITEMS controls whether contaminated food/blades/throwing knifes can infect people.


Re: New Feature: Disease[message #337633] Sat, 08 November 2014 17:59 Go to previous messageGo to next message
Dext3r

 
Messages:32
Registered:May 2012
I play with 1.13 Unstable Revision 7623 on GameDir_2175.
I can
Re: New Feature: Disease[message #337634] Sat, 08 November 2014 18:03 Go to previous messageGo to next message
silversurfer

 
Messages:2112
Registered:May 2009
You can always change options directly in Ja2_Options.ini using a text editor like Notepad++.
I fixed the missing properties in GameDir 2181.

Re: New Feature: Disease[message #337683] Tue, 11 November 2014 01:29 Go to previous messageGo to next message
sikiter

 
Messages:11
Registered:December 2010
i can't cure arulcan plague. it's spreading all my doctors and mercs.
Re: New Feature: Disease[message #337685] Tue, 11 November 2014 01:55 Go to previous messageGo to next message
sikiter

 
Messages:11
Registered:December 2010
please help how how to cure plague?
Re: New Feature: Disease[message #337689] Tue, 11 November 2014 13:12 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
Diseases can be cured by treatment (see first post with pictures). Diseases are cured after the restoring of health an stat points. For more info, you could, like, read this thread.

Also notice that plague-ridden mercs will contaminate food they eat, and contaminated food will infect your mercs again. It would be wise to throw it away.


Re: New Feature: Disease[message #337723] Fri, 14 November 2014 06:03 Go to previous messageGo to next message
Swant

 
Messages:29
Registered:April 2011
My merc got full blown Arulcan plague. I cant figure out how to cure him. I gave him regeneration booster so his health got to 100% and hired Cliff and put them to doctor/patient but it does not work. I also tried to give him plauge medicne.
When I set Cliff to diseses/treatment the option blinks red.

To late to cure?
Re: New Feature: Disease[message #337777] Sun, 16 November 2014 18:18 Go to previous messageGo to next message
Bidius

 
Messages:23
Registered:June 2013
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

Re: New Feature: Disease[message #338908 is a reply to message #337777] Sun, 11 January 2015 13:35 Go to previous messageGo to next message
cpt.Shen

Messages:8
Registered:January 2015
Hello. I must admit I really like this feature, it has great potential.
The only major problem with it is that it's useless as long as:
"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."

It is a bit annoying when we see our mercs die of cholera/malaria etc. and then look at militia and army not really affected by those diseases (I know they are, but not lethaly). This makes the biological warfare not profitable. Could you add an option to ini.editor to make militia and enemy suffer just as our mercs do and die (on strategic map) if not treated?

I'd also like to ask about those vaccines/medicine. How do they work actually? My mercs got cholera so I gave each one of them those vaccines and that didn't help.
Re: New Feature: Disease[message #339882 is a reply to message #338908] Fri, 06 March 2015 23:46 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
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]




Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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 #340937 is a reply to message #339882] Sun, 10 May 2015 13:36 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
Update (r7852 & GameDir r2240):
  • Diagnosing a disease awards a bit of wisdom to the doctor.
  • The gasmask no longer has a bonus on disease protection against infection by human contact. This was rather nonsensical, as a gasmask is standard gear later on anyway, and Id rather have the player specialize.
  • 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.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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 #341598 is a reply to message #340937] Sat, 04 July 2015 23:31 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
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 cheeky
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]




Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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 #342209 is a reply to message #341598] Thu, 27 August 2015 04:58 Go to previous messageGo to next message
Franimus

 
Messages:43
Registered:June 2015
Location: USA
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]

Re: New Feature: Disease[message #342210 is a reply to message #342209] Thu, 27 August 2015 05:17 Go to previous messageGo to next message
Franimus

 
Messages:43
Registered:June 2015
Location: USA
Also, bug with Dynamic Opinions: "Skyrider has treated Ira's diseases..." the names are flipped.

As mentioned, I got "mercs completed assignment" for Skyrider every hour he was a patient, and then when he actually gets fully cured, I don't get the popup that time. I think that's a bug. This hasn't happened with any of my other mercs, but I'm assuming that's because none of them are at full HP yet.

I think the misunderstanding I was having with doctoring was because both my doctors were asleep not sure

[Updated on: Thu, 27 August 2015 05:22]

Re: New Feature: Disease[message #342226 is a reply to message #342209] Thu, 27 August 2015 20:38 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
Franimus wrote on Thu, 27 August 2015 01:58
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.[/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.




Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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 #342232 is a reply to message #342226] Fri, 28 August 2015 02:31 Go to previous messageGo to next message
Franimus

 
Messages:43
Registered:June 2015
Location: USA
Thanks for the reply!!! Helps me out a ton happy
And sorry about the Meduna mixup... I don't remember Howard from the vanilla game, so I tried digging through XML links to figure out where he was and I must've gotten a reference wrong.
Re: New Feature: Disease[message #342286 is a reply to message #342232] Tue, 01 September 2015 03:50 Go to previous messageGo to next message
Franimus

 
Messages:43
Registered:June 2015
Location: USA
I hereby request malaria's InfectionChance_CONTACT_HUMAN be set to 0 in the trunk because malaria is not spread through any form of human contact.
Also, set hepatitis A's sInfectionPtsGainPerHour to 1 because it takes 2-6 weeks for symptoms to set in.
Source: Wikipedia
Catalyst: All my mercs had an outbreak of both of them before I even finished taking Drassen, so now I'm hightailing it to Cambria because they will start dying in 24 hours when I run out of medkits.
Re: New Feature: Disease[message #343271 is a reply to message #342226] Fri, 20 November 2015 10:49 Go to previous messageGo to next message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
I'm running r7991 on dir 2272 with the most recent AIMNAS files from GitHub and am having some confusing things happen with disease (a very cool feature that I enjoy BTW Flugente..thanks).

1. The Disease->Treatment Assignment doesn't seem to work. It flashes red with or without a big med-kit in the hands of a doctor. I'm sure that's not good given that the 30 militia at my SAM are probably carrying tonnes of the Plague and Malaria that is slowly killing my mercs no matter how hard I treat them and how many medical garbs they wear. This assignment is how I dectease the disease load in the general population, as I understand it.

2. the herbs (all of them) just CTD the game hard whenever I try to use them
3. The meds from Howard don't seem to work. When I click on the merc using the syringe like I would with energy or Regen booster (both of which seem to to still work), nothing happens and the med capacity stays at 100%

I've got three medics healing as fast as they can but everyone is sick with two or three illnesses and losing health. Diagnosing slowed things down initially but it wasn't enough.

Is this happening to anyone else? I see some similar problems in the thread but see noting about meds and herbs not working. Is this an AIMNAS issue or JA 1.13?
Re: New Feature: Disease[message #343272 is a reply to message #343271] Fri, 20 November 2015 15:31 Go to previous messageGo to next message
silversurfer

 
Messages:2112
Registered:May 2009
Inukshuk wrote on Fri, 20 November 2015 09:49

2. the herbs (all of them) just CTD the game hard whenever I try to use them

Is there an error message when the game crashes?
Since Flugente changed the drug system the debug exe crashes every time while trying to load "Drugs.xml" at game start. This may be related. The release exe starts but that doesn't mean that drugs work correctly.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: New Feature: Disease[message #343276 is a reply to message #343272] Sat, 21 November 2015 01:15 Go to previous messageGo to next message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
I get a Runtime Error that says:

File (then nothing)
Line 0
Vector <T> too long

Re: New Feature: Disease[message #343277 is a reply to message #343276] Sat, 21 November 2015 10:46 Go to previous messageGo to next message
silversurfer

 
Messages:2112
Registered:May 2009
Too bad. That error message doesn't tell me much. angry



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: New Feature: Disease[message #343309 is a reply to message #343277] Mon, 23 November 2015 23:56 Go to previous messageGo to previous message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
Yes, I know...

As it turns out the Regen doesn't work either. I get the lighting bolt graphic but no improvement in health. It sounds like you are saying all drugs are presently non functional due to sorting out problems with debugging (or the other way around)?

My workaround is to use the cheats to heal everyone using Ctrl-U. Interestingly, even with 4 doctors in a sector, all awake, and with everyone's health at 100%, noone gets cured of the diseases. I tried putting most the patients to different tasks to concentrate on one or two patients and that still was true....nasty diseases, I must say. And immunity at all after one, who had only one disease (the rest have three), recovered.

I like this feature but it's the single biggest opponent in the game by far now...
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