Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Disease
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Re: New Feature: Disease[message #348590 is a reply to message #348588]
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Tue, 31 January 2017 02:04
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Disease data still exists, but isn't used anymore - any modifiers won't apply, and you won't lose health anymore. Of course, health already lost stays lost, as we can hardly keep track of which HP was lost due to what reason.
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 #354176 is a reply to message #348601]
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Sat, 28 July 2018 21:47
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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As a change required for chaos Buns, there is now a new tag to Disease.xml as of GameDir r2430: <fSpecialFlagPTSDBuns> (0 or 1) marks the disease that is a requirement for Buns personality change. If she has any outbroken disease with that tag, she can have a personality change.
Additionally, the chance to get PTSD on a traumatic event has been increased, and traumatic events also occure every time one bleeds below 15 HP.
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 #354240 is a reply to message #354176]
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Tue, 07 August 2018 14:02
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General_Chaos |
Messages:4
Registered:July 2018 |
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This feature works well, but I had to set much lower chances for infections, because my entire squad was infected with everything at day 2, so my Great Arulcan Revolution turned into WHO mission with full squads of medics. And also I removed any chances to get chlamydia from corpses, because my mercks do not rape corpses nor steal their underwear, no, not even Razor! He may eat some human flash and wash his face with blood sometimes, but he is not a sick bastard!
And I also have a suggestion about this feature. Different mercs should have different resistances against diseases. Like, Miguel & co. lives in Arulco from their birth, and they definetly are immune to most of local diseases. Medicks should have more resistance, because they know something about infection and how to prevent it. Old mercs recuperate slowly, young ones can get well faster, AIM mercs can be vaccinated and Speck does not do that for his skilled and brave warriors... Well, you get the idea. Obviously, setting individual risistance for every kind of disease for every merc would be insanely tedious, so one multiplier per merc would be enought. Like, "DiseaseResistance", which would be = 1 for, say, Barry (normal chances), and 1.5 for Moses (he is old, so greater chances to get sick and longer recuperation), and 0.2 for someone like Hamous (5 times lower chances to get sick and really fast healing. At last those Metavirians will be usefull!). Well, may be, in some distant future...
[Updated on: Tue, 07 August 2018 14:18] Report message to a moderator
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Civilian
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Re: New Feature: Disease[message #354268 is a reply to message #354260]
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Thu, 09 August 2018 04:49
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SabinyAk |
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Messages:141
Registered:July 2015 Location: Mexico |
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that´d be cool, i think this game 7,62 Hard Life had that ammo system (good game but it's VERY rough on the edges and messy)
it'd be nice to just load up your mercs with a number of magazines and have the magazines stay there and just fill them back up.
it'd be cool to use those 4 leftover AP rounds on top of that other mag that you left unfinished too in that spare turn.
But i'm beyond broke and i don't know anything about coding beyond messing with scripts, so i'm just sort of fantasizing right now.
Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.Report message to a moderator
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Sergeant
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Re: New Feature: Disease[message #354308 is a reply to message #335424]
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Sat, 11 August 2018 17:14
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Jahh |
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Messages:56
Registered:March 2017 |
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veedotja2 wrote on Wed, 03 September 2014 15:23Flugente, 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
Hard work but someone has to do it! The coding and the playtesting both.
Serious about the Bitcoin. PM me. It's just coffee money really, keep your eyes open.
Flugente wrote on Thu, 09 August 2018 20:15
I assume this post belongs elsewhere?
Shinobi wrote on Sat, 11 August 2018 06:18i was answering to someone who offered some dosh for you to make a Magazine system lol.
idk if it got deleted or something because i can't find his message either.
couldn't find it so you can remove all these three messages if you want lol.
It belongs to first page of this very thread, its quite possible to open it, read it, and answer to it not even realizing there is another 3 full pages in it, and the given message isn't actually next to last if reader is not caring enough (sure it also require to skip a message date etc, but still). Id say its mostly about local forum behavior of opening threads not on a last page, but on a first one while accessing via "last 10 messages", without some obvious way to alternatively directly open on a last one (at least not obvious enough for me and some other people as it seems).
[Updated on: Sat, 11 August 2018 17:23] Report message to a moderator
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Corporal
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Re: New Feature: Disease[message #354309 is a reply to message #354308]
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Sat, 11 August 2018 18:17
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Aaaaah. Context, thank you. Well, I'm not going to code NMS, this post should explain why (and outlines how one would code it if one were so inclined).
Yeah, this forum, eh, has room for improvements, nothing we can do about it though.
In hindsight, I feel a tiny bit sad about not accepting bitcoin that one time.
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 #354788 is a reply to message #334916]
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Sun, 09 September 2018 21:17
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Toybasher |
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Messages:20
Registered:April 2018 |
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Which diseases can cause item contamination if consumed while sick?
Also when mercs auto-refill canteens, do they do them in sectors with dirty water? How do I tell when a canteen is filled with dirty water? Does re-filling it in a "Clean" sector even if there's dirty water in the canteen change the water to clean water? (I.E. dumping out the dirty water and filling it with clean water.)
On my current run my mercs all caught cholera in Drassen Mine. (Maybe it was from the swamps nearby.)
I cure them, and they keep getting sick after! I had MD catch it too even though all he had to drink was a canteen bought from a merchant. (He arrived very recently as Fox wouldn't re-new contract, so I hired MD to replace her.) Every time they get cured (PATIENT flashes red.) they re-catch it a few hours later and I am at my wits end.
I run diagnose for hours and AFAIK the canteens don't get marked as toxic.
Is it only the plague that can be transmitted by "Sharing" consumables? It's annoying because I am rapidly running out of medkits and my mercs are going to be doomed an extremely gross and agonizing death if they won't stay cured. EDIT: Looks like it's only the plague.
How does diagnose work? I see a "55" on MD when I run it. Is that a 55% chance to diagnose a merc? Is it "re-checked" every hour? Do I need the mercs I want to diagnose set as patient?
I have also noticed when a merc DOES get the plague and is "Autodiagnosed" their canteen isn't marked as contaminated unless you re-diagnose them.
EDIT: On a side note, it would be cool if PTSD could be triggered from other types of combat events besides "nearly dying" or "seeing fellow mercs die." If a merc has a certain personality, maybe a chance to get PTSD from seeing a man's head explode or blowing up an enemies head? Likewise "good guy" mercs never willingly shoot civilians. (MD, Ira, and a few others I believe?) Perhaps if a good guy accidently wounds or kills a civilian from a stray shot, they might have a chance to get PTSD in a "Oh my god what have I done?" kind of way.
EDIT 2: Now it's happening in Chitzena with HEP A. I literally had my run fucked because everyone would get it, and I am 100% sure my food isn't spoiled or something. AFAIK my mercs wouldn't be engaging in sexual acts with the corpses or giving eachother blood transfusions so how are they transmitting it so much? Even with 2 docs working on them, the entire party just withers away and dies of HEP A within only a couple days.
[Updated on: Mon, 10 September 2018 15:41] Report message to a moderator
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Private 1st Class
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Re: New Feature: Disease[message #354872 is a reply to message #354849]
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Fri, 14 September 2018 18:01
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Toybasher |
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Messages:20
Registered:April 2018 |
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Gopas wrote on Thu, 13 September 2018 15:53 I did the Doctor/ Patient assignment but it cures only their health. When they say they are all done , if i leave them still as patients, as soon as i speed up the timer, here we go again, they insist that they are ready but the sickness sign remains. If i give them other tasks to do they are losing health again. So how exactly can i heal them completely, so that ugly disease sign goes away ?
I used the cheats and went forwards and backwards to look for medicines. Found plague medicine, tetanus and something else. My soldiers have contracted malaria, no malaria medicine though. Maybe i should have them eat moldy bread as a substitute for penicillin.
You still have to keep them on doctor/patient. They'll keep saying "ALL DONE!" and bring up the "hey your mercs did something wanna stop time compression" every hour but you have to keep them doing that until patient is flashing red. Each time they say "ALL DONE" I think one "Disease Point" (NOT the strategic map disease points but the merc infection level) is removed.
My biggest issue is it seems diseases can often get bad enough health is dropped faster than it can be restored, making curing nearly impossible. I do like the idea though. I just wish there was better feedback what is infecting your mercs. Often it seems you can get the entire team malaria by just sleeping in a swamp for a day.
Overall my favorite feature is how mercs can get "long term injuries" from bullets.
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Private 1st Class
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Re: New Feature: Disease[message #356131 is a reply to message #334916]
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Sun, 09 December 2018 09:41
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dragon95046 |
Messages:1
Registered:December 2018 |
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I just wanted to report a minor bug when using the Disease option.
I hired a couple of MERC mercenaries. While they were still "In Trans", I could reassign them to the various Disease duties (Diagnosis, Treatment, Burial). They could then be reassigned again to being on duty gaining the player immediate access to the newly hired mercenaries.
I am running with SCI_JA2v1.13_Revision_8633_on_GameDir_2449.7z with no other mods active.
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Civilian
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Re: New Feature: Disease[message #356153 is a reply to message #356131]
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Wed, 12 December 2018 23:09
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Hi dragon95046, welcome to the pit!
That sounds stupid, and like a bug we'd have I'm not going to code for a while, but... will have a look at this when I'm back, whenever that will be.
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 #357087 is a reply to message #357080]
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Fri, 29 March 2019 00:41
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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A sector is swamp if the <Here>-tag in Map/MovementCosts.xml is SWAMP or SWAMP_ROAD. It is tropics if that tag is TROPICS, TROPICS_ROAD or TROPICS_SAM_SITE.
However, TROPICS_SAM_SITE is not used in the xml. And if you set it, well, the reading routine does no accept it. The code claims that is is hardcoded instead... but that never happens Same for about ~10 other values we use. Hu. Great. Now I have another thing to fix
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 #357702 is a reply to message #357687]
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Sat, 27 July 2019 16:56
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Kitty |
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Messages:436
Registered:October 2017 Location: Germany |
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While searching for Skyrider you probably spent a lot of time in swamp areas arround Drassen, later in game you most likely won't spent that much time in those areas. Instead of gasmasks I would recommend face mask and surgical gloves, oh, and burry the dead
Fox and some others have those face mask and gloves in starting gear and especially your doctoring merc should have those. You can also try to free Hospital and Cambria as early as possible, the doctors there can cure things. If bobby ray is available, gloves and mask can be ordered.
And if all this doesn't help, you can change the settings in the disease.xml, description at top of this thread. When, eg., changing the points needed for infection or the value "can reinfect", things should be easier. But beware, changing too much and it becomes that easy that the feature won't take any effect.
Hope this is of some help for you, it will be less infection later in game.
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: New Feature: Disease[message #358062 is a reply to message #358019]
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Sun, 15 September 2019 15:59
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Kitty |
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Messages:436
Registered:October 2017 Location: Germany |
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At the bottom of the initial entry for the feature in question, there should be a line like:
"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."
Flugente there tells from which version onward this feature is included. Currently (15.09.19) the latest available version at depri's downloads is build r8684 on GamDir r2476.
The line I used as example is from disease-feature, so you see, as the numbers are lower, this is allready included.
This is the rule of thumb, better read the regarding features threads to see if any changes made and stated.
There you will also find hints if and how this feature may needs to be activated in ini-editor settings.
For disease-feature for e.g., this is the case at date.
As for svn, I'm sorry, I can't help with this question, but I remember to have seen an instruction how to use this. Should be somewhere arround here.
[Updated on: Sun, 15 September 2019 16:05]
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: New Feature: Disease[message #358108 is a reply to message #358019]
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Wed, 25 September 2019 11:00
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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I may be wrong on this, but I think in the last year or so they dropped the old SVN feature. Best way anyway is to just use the latest Depri build, which will include not just the exe but the various data folders you need for everything to work in the intended up to date manner.
(CORRECTION/CLARIFICATION: I was using the terms wrongly. SCI is the current Download that has both the EXE and its matched Data Folders. If an EXE comes out afterwards, in the Depri Builds, it should work fine with the last SCI Data Folder, since it is all that has changed. EXE is just the active code, but sometimes it needs revised data to work, sometimes just a logic EXE only fix. Sorry, like I said I have problems finding words at time and been away a long time, so forget things.)
You'll find a thread for that as well in the forums. Depri's downloads also usually include one for the exe's separately, so if you want you can try those as well, when in between builds. Personally, I would not recommend that. You pretty much get a full build every 2 weeks to 4 weeks, depending on how much work was done that month. So, it gets ridiculous to keep up with all that anyway.
Personally, and I used to get flak for saying this, I always thought SVNs were bad news. It can be great for developers to access and work on the latest code base. But it isn't so great for the users. In effect, it defaults to being a constantly changing as you go exe and data -- hit it at the wrong time, and whammo, both aren't updated, and you get issues -- plus you are always asking to be a beta tester since you can't even be sure you are using the latest fully compatible files, or just the ones one developer just added, but oopsy he didn't clear it with someone elses just added features. Even in a very communicative development team with active oversight this happens a lot more than it should, you can't expect hobbyists (even with this great a track record) to do it better. SVN caused as many issues as not. With download capabilities of today, it is better to just go with packaged builds that are meant to have the data agree with the exe, and are at least checked for that much. IMHO and all that.
[Updated on: Wed, 25 September 2019 11:50] Report message to a moderator
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Sergeant 1st Class
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Re: New Feature: Disease[message #358170 is a reply to message #358108]
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Thu, 03 October 2019 04:40
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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SUGGESTION For DISEASE and/or FOOD Features:
I was thinking about how the Medical Deposit and also the Insurance options in the JA2 game could become more relevant for the various Flugente Magicka Workshop features in v1.13 nowadays. I have not even begun to work out how it might work, but I thought I'd mention the basic idea for Flugente to consider in future, since it might jog another bit of genius out of him.
Basically, nowadays, nobody uses Insurance. This is predominantly because there's no daily value to it. You are better off getting better armor, weapons, gear, or savescumming, or giving up when a key merc dies. Usually most of it is avoidable. The cash cost is not a good reason for insurance upon loss of a merc, rather the tactical or strategic loss if more important.
So how to make Insurance or even the Medical Deposit system, more useful in the current game. I was thinking that they might act as Medical Insurance does or used to work in real life today. It's a premium you pay to gain medical care when you need it.
There are several ways to incorporate it. We don't want it limited just to visiting Hospitals, as that is a logistics issue which defeats having the insurance, as it is then rare to get the aid. Instead, we could attach it to the Facility System, and make more Health Insurance Facilities available (or just make it automatic as a bonus to healing or resistance to disease or aid to survival).
For example, if it were automatic, anytime an Health Insured Player slept, he would heal at a higher rate, as long as he is insured. Or it could increase his chance to cure automatically from disease or poison while he slept. The idea is that various locals will heal him since he is insured, but otherwise the network will not assist. Or you could think of it as like in Cyberpunk, where supposedly if you have higher insurance with the Paramedics they either come to heal you when called, or they come armed and heal you as an intervention. Basically, it is like having contacts and given a bribe to the various WHO and CDC contacts within Arulco already perhaps for humanitarian aid (Coffee money, greasing the palms so a famous Arulcan once observed). Obviously, coding an actual event and intervention is overkill and much work. So this is basically just a simplified statistical replacement for that, like an RNG and STAT based system is.
Perhaps this might be workable, and work as another perhaps more immersive way to work the disease difficulty and also use the Insurance system from Vanilla, plus the Medical Options on many mercs often with AIM. Since the Medical Options is already used for a useful other purpose, when you fire/release an injured merc back to the reserves/home life -- I think using the Insurace system, might work well. It might even be expandable later on, to work on Kerberus, or other special militia or allied NPCs we find.
At any rate, I suggest it in case this aligns with something Flugente or others had in mind, and may be something they might want to mod in.
[Updated on: Thu, 03 October 2019 04:43] Report message to a moderator
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Sergeant 1st Class
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Re: New Feature: Disease[message #358359 is a reply to message #358357]
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Fri, 25 October 2019 00:22
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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As to the abovementioned sex (with a chance of STDs) thing, it is triggered by ACTION_ITEM_SEX in PerformItemAction in the script ExplosionControl.lua (yes, sex is initiated in a script originally intended for explosions. Where else? ). That part is ultimately called by the activation of an action item (#item 234) with the action ACTIONITEM_TOGGLE_DOOR (14, see the location of the aforementioned ACTION_ITEM_SEX ) set on the entrance tile of the hooker's room. As a result the sex is only initiated if you enter the room via the door.
I recall that this caused a problem when a random civilian wandered into the brothel at some point, because not properly initialized sex can crash the game.
However, worse is that the sex only works properly if the tiles of the action items are as expected in ModSettings.ini (see DOOR_TO_BAMBIS_ROOM etc.), otherwise proper sex won't happen. More than the three canonical hookers are not intended (amusingly though, the rooms are thus set, the hookers themselves aren't. The game considers any miniskirt-wearing woman a hooker.).
If you were to move the room to Brenda's house... hmm. That would work, but as Brenda would enter the room first... I guess she'd just try to fuck herself and close the door in front of you.
Hmm. As having the svn revision message Externalised whores sounds like the kind of thing I'd like to be remembered for, maybe I can tweak this.
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 #358360 is a reply to message #358170]
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Fri, 25 October 2019 00:33
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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ZedJA2 wrote on Thu, 03 October 2019 01:40SUGGESTION For DISEASE and/or FOOD Features:
I was thinking about how the Medical Deposit and also the Insurance options in the JA2 game could become more relevant for the various Flugente Magicka Workshop features in v1.13 nowadays. I have not even begun to work out how it might work, but I thought I'd mention the basic idea for Flugente to consider in future, since it might jog another bit of genius out of him.
Basically, nowadays, nobody uses Insurance. This is predominantly because there's no daily value to it. You are better off getting better armor, weapons, gear, or savescumming, or giving up when a key merc dies. Usually most of it is avoidable. The cash cost is not a good reason for insurance upon loss of a merc, rather the tactical or strategic loss if more important.
So how to make Insurance or even the Medical Deposit system, more useful in the current game. I was thinking that they might act as Medical Insurance does or used to work in real life today. It's a premium you pay to gain medical care when you need it.
There are several ways to incorporate it. We don't want it limited just to visiting Hospitals, as that is a logistics issue which defeats having the insurance, as it is then rare to get the aid. Instead, we could attach it to the Facility System, and make more Health Insurance Facilities available (or just make it automatic as a bonus to healing or resistance to disease or aid to survival).
For example, if it were automatic, anytime an Health Insured Player slept, he would heal at a higher rate, as long as he is insured. Or it could increase his chance to cure automatically from disease or poison while he slept. The idea is that various locals will heal him since he is insured, but otherwise the network will not assist. Or you could think of it as like in Cyberpunk, where supposedly if you have higher insurance with the Paramedics they either come to heal you when called, or they come armed and heal you as an intervention. Basically, it is like having contacts and given a bribe to the various WHO and CDC contacts within Arulco already perhaps for humanitarian aid (Coffee money, greasing the palms so a famous Arulcan once observed). Obviously, coding an actual event and intervention is overkill and much work. So this is basically just a simplified statistical replacement for that, like an RNG and STAT based system is.
Perhaps this might be workable, and work as another perhaps more immersive way to work the disease difficulty and also use the Insurance system from Vanilla, plus the Medical Options on many mercs often with AIM. Since the Medical Options is already used for a useful other purpose, when you fire/release an injured merc back to the reserves/home life -- I think using the Insurace system, might work well. It might even be expandable later on, to work on Kerberus, or other special militia or allied NPCs we find.
At any rate, I suggest it in case this aligns with something Flugente or others had in mind, and may be something they might want to mod in.
Codewise that would be very easy, and having an actual incentive for insurance would be very welcome, the thing is basically useless at the moment.
It's just I don't see a good way to make it immersive. War-torn country where we are essentially a warlord does not gel well with locals giving medical care only if were insured.
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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