Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Disease
Re: New Feature: Disease[message #343470 is a reply to message #343309] Mon, 14 December 2015 12:10 Go to previous messageGo to next message
silversurfer

 
Messages:2315
Registered:May 2009
In r8005 I just fixed the problem with loading Drugs.xml. Now the drugs should work properly (at least the game has the data now ;) ) and the debug build doesn't crash anymore at game start. Feel free to test.



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 #343542 is a reply to message #343470] Thu, 24 December 2015 01:31 Go to previous messageGo to next message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
Great. Thanks silversurfr
Re: New Feature: Disease[message #343731 is a reply to message #343542] Sun, 10 January 2016 20:02 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
Hu. I didn't have that problem to begin with in VS2013 - perhaps it was some compiler-version-dependent bug. Anyhow, thanks, silver!



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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 #343785 is a reply to message #343731] Sun, 17 January 2016 15:24 Go to previous messageGo to next message
Off_Topic

 
Messages:1037
Registered:January 2009
Just a question about Tetanus. Barry has 15/82 HP, he's wounds are patched up, but when i set him as patient and compress time, he's healed HP turns yellow and he bleeds out. Is that intended?


Re: New Feature: Disease[message #343786 is a reply to message #343785] Sun, 17 January 2016 16:09 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
Hmm. If Barry is infected, it is normal that his HP can go down. However, 15 (OKLIFE) is a special number of HP - below that we fall into a coma,which in itself is intended.

However, there is a line that says that if we fall below 15 HP, we start to bleed in any way. Hmm. Not sure whether this was always the case. While this is reasonable during combat, it does seem a bit debatable with regards to disease (sudden sepsis perhaps?). And as you are likely indicating, it would suck a lot if the merc is alone in the sector, because death.

Hmm. I might change this today, but this is not a software bug (if anything, design bug).



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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 #343787 is a reply to message #343786] Sun, 17 January 2016 16:20 Go to previous messageGo to next message
Off_Topic

 
Messages:1037
Registered:January 2009
Ok, well, even if i perform surgery and bring his health over 20; he will still suddenly lose all patched up health and bleed out. Even if i patch him up again and have him Patient/Doctor in a non-hostile sector the same thing happens. Loosing health makes since, -1 or whatever at a time, but it's a bit frustrating as it's using all of my first aid/medic bags and his death is unavoidable.

I actually used the Tetanus Jab when it popped up he was infected but it didn't cure it. Maybe i used it incorrectly, i just used it like a canteen.


Re: New Feature: Disease[message #343802 is a reply to message #343787] Wed, 20 January 2016 22:29 Go to previous messageGo to next message
navaroe

 
Messages:78
Registered:August 2012
Injection cures only sInfectionPtsOutbreak (I believe) amount of disease points. So if you applied cure any later then within first hour after outbreak, your MERC needs more than one to be cured.

Re: New Feature: Disease[message #343827 is a reply to message #343802] Sat, 23 January 2016 10:56 Go to previous messageGo to next message
sikiter

 
Messages:11
Registered:December 2010
i cured hepatitis a.i trew away food and water but after a few days, it still appearing.

[Updated on: Sat, 23 January 2016 11:34]

Re: New Feature: Disease[message #343857 is a reply to message #343827] Mon, 25 January 2016 21:22 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
A major point of this feature is that one does not know whether a merc is infected, and from what source. However, it seems to me that often leads to doubt whether this feature works as intended or not. For this reason, as of r8036, activating cheats ([Ctrl] + [g]) or using a debug exe will cause the exact amount of points of each active disease to be displayed, even if it has not yet been diagnosed. While not recommended due (spoilers!), this might help people having questions in this regard.

http://i.imgur.com/np4rOEg.png
That seems reasonable.

http://i.imgur.com/qlpcZzk.png
Well... shit angry



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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 #343973 is a reply to message #343857] Fri, 05 February 2016 16:50 Go to previous messageGo to next message
Slax

 
Messages:1434
Registered:July 2006
Location: People riding polar bears...
Beep beep.

Is there an easy way to keep the fun stuff (battle damage stuff, hangovers, pregnancies big grin) and disable environmental diseases?
Also wouldn't mind having an option for these things to not need diagnoses. Think the direct "OH GOD DAMN IT" reaction works better for... let's call it roleplay.

[Updated on: Fri, 05 February 2016 16:55]




1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

Re: New Feature: Disease[message #343978 is a reply to message #343973] Fri, 05 February 2016 23:20 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
Set all <InfectionChance_...> tags to 0 in Disease.xml. Does not get much easier than that.
While there is no 'do not hide disease'-option, you could simply set <sInfectionPtsOutbreak> to 0 each. This will cause all disease to be immediately shown, though they will also always be dealing their side-effects.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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 #344071 is a reply to message #343978] Wed, 10 February 2016 11:54 Go to previous messageGo to next message
Slax

 
Messages:1434
Registered:July 2006
Location: People riding polar bears...
Cool beans. Thanks.



1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

Re: New Feature: Disease[message #344882 is a reply to message #334916] Tue, 05 April 2016 20:20 Go to previous messageGo to next message
WilsonMG

 
Messages:28
Registered:October 2011
Location: USA
So I just experienced my team catching Malaria and Cholera for the first time since this feature was added... It's still early on in this playthrough, but I've just defeated the Drassen horde for the second time now after restarting because of the morale issues I'd had with some of the Dynamic Dialogue/Opinions.

Now, don't get me wrong, I like a little micro-management, but this is getting to be a bit ridiculous. I didn't realize that all these new features were going to be potential game-enders before I could ever get a game going. I now have to purge all food and water, and the fact is, I just can't afford to. My only options are to keep potentially contaminated items around, or starve/dehydrate. I just got a shipment of MREs and water bladders in from BR's with what money I did have right before discovering everyone was getting sick.

My question is this: If I set DISEASE_CONTAMINATES_ITEMS = FALSE will the items be free of disease or does is stay with them like if I were to turn diseases off entirely and then turn them back on how it stays with the mercs? I.e. if I were to set it back to TRUE, would they still carry the disease(s)? Can I just turn off contamination of items, delete any food/water they had while they were diseased, and then give them fresh food and water and those items never carry disease even if the mercs are diseased when I give them to them?

[Updated on: Tue, 05 April 2016 20:33]

Re: New Feature: Disease[message #344884 is a reply to message #344882] Tue, 05 April 2016 20:59 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
If you set DISEASE_CONTAMINATES_ITEMS to FALSE, items will still be contaminated (and new items continue to be infected), but infected items wont infect mercs anymore. This means that if turn this on later again, they will again infect people, but as long as this is off, eating from infected items will not give you disease.

Note that this only governs items that were infected (food by an infected person eating from it, blades that struck infected people, and ammo carrying disease). Food that is in a bad state due to rotting can still give various disease, for each disease, this is determined by the <InfectionChance_BADFOOD> and <InfectionChance_BADWATER> tags in Disease.xml. Set those to 0 to get rid of that.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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 #344886 is a reply to message #344884] Tue, 05 April 2016 21:13 Go to previous messageGo to next message
WilsonMG

 
Messages:28
Registered:October 2011
Location: USA
OK, cool. Well, in that case that makes things easier on me as I can just turn that off and not worry about trying to get fresh items to everyone. I'm not opposed to the diseases themselves, the food spoilage, etc. My concern is having to wipe out all of my food and water every time someone gets a sniffle. That's just more tediousness than I'm looking for.

Thanks for the quick reply!
Re: New Feature: Disease[message #344910 is a reply to message #344886] Wed, 06 April 2016 19:12 Go to previous messageGo to next message
WilsonMG

 
Messages:28
Registered:October 2011
Location: USA
Sorry for the double post, but in my reading up on the disease mechanics, am I to understand that leaving the bodies lying around after a battle until they rot away (vanilla) causes disease, but also that moving the bodies (new feature, no idea how to, never tried) increases your chance of catching something because of coming in contact with bodies?

What is the preferred series of steps to keep the populated sectors (like Drassen) hygienic after battles? Does it involve new items I haven't seen yet? I've heard mention of gloves, masks, etc.
Re: New Feature: Disease[message #344914 is a reply to message #344910] Thu, 07 April 2016 01:03 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
If there was a battle in a sector in the last two days, there is an increased chance that the first disease (Arulcan plague) breaks out. Although I intended otherwise, removing corpses does not lower the chance of that happening, as we don't know whether any sector has corpses if it is not loaded (it's a code thing).

You can interact with a corpse by clicking on it with a knife, you can then behead it, gut it, take the clothes off (to get uniforms to disguise your spies) or take it into your hands. The knife is necessary due to cursor code reasons. Interacting with a corpse this way risks an infection with any disease (see <InfectionChance_CONTACT_CORPSE>-tag in Disease.xml), the chance is heavily modified by the age of the corpse ( a corpse that's still warm is less dangerous than one that is several days old). However, protective gear (surgical gloves and mask) lower the chance of an infection this way (they also lower the chance of infection by interacting with other people, especially for doctors. If you have problems with people exchanging disease all the time, these items are worth considering).



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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 #344916 is a reply to message #334916] Thu, 07 April 2016 02:19 Go to previous messageGo to next message
WilsonMG

 
Messages:28
Registered:October 2011
Location: USA
Thanks for the clarification! Sounds like I'm going to need to get some protective gear a.s.a.p., though I don't think I saw any on BR's. It's only the morning of Day 2, but all six members of my team now have Malaria and Cholera and it's taking more time than I have currently to sit still (no militia yet) to treat them so I'm struggling. None have yet to be hit by any enemies, but the diseases alone have dropped their HP to about 60-75% already. Every time I try to hole up somewhere everything gets overrun by enemies, but I'm not sure they'll live long enough to form the militia if I keep pushing them. At least I don't have to worry about micromanaging everyone's food/water now, so there's that at least... This is only on Experienced difficulty, too! Not that that has any impact on the diseases and whatnot.

[Updated on: Thu, 07 April 2016 02:20]

Re: New Feature: Disease[message #344923 is a reply to message #344916] Thu, 07 April 2016 13:51 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
The surgical gear is dirt cheap and has low coolness, so it should appear on BR very soon. The entire team being severely infected on day 2 sounds unusually severe - did you alter the disease settings?



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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 #344928 is a reply to message #334916] Thu, 07 April 2016 19:21 Go to previous messageGo to next message
WilsonMG

 
Messages:28
Registered:October 2011
Location: USA
The only things I've altered are the aforementioned Dynamic Opinions and Dialogues and turned off the disease spreads via items. Other than that, I have the global food spoilage set really low because MREs shouldn't rot after just a few days, and we're going to pretend the mercs are smart enough to store them properly. I haven't even found or opened the disease .xml file. I must just have really bad luck.

EDIT: 10x surgical gloves and masks en route from BR's. Hopefully the whole world isn't completely overrun by the time I can finally get on top of all these diseases.

[Updated on: Thu, 07 April 2016 20:41]

Re: New Feature: Disease[message #344929 is a reply to message #344923] Thu, 07 April 2016 19:29 Go to previous messageGo to next message
RunAwayScientist

 
Messages:85
Registered:September 2001
To build on one of the previous points:

Quote:
Now, don't get me wrong, I like a little micro-management, but this is getting to be a bit ridiculous. I didn't realize that all these new features were going to be potential game-enders before I could ever get a game going.



When this feature initially came out in the trunk and I played with it, it was not uncommon for multiple diseases to break out among mercs simultaneously; particularly in the Drassen and Chitzena regions (the North patrols became infected, I believe.)


It was not uncommon for me to hire 12 different doctors from AIM and Merc just to save RPCs such as Dimitri, Ira, Carlos, or Miguel. They would be in a sector for months (the patient going from 100 health to 15 on a daily basis), just trying to keep the patient barely alive while also infecting everyone else in the sector and adjacent sectors. I also discovered that the Disease --> Treatment or Disease --> Diagnose option created diseases seemingly randomly on mercs (who were not infected before) and I have not used it since (instead just using the 'Doctor' assignment).


I made several edits to the .xmls and turned off Strategic Diseases, which has nerfed things to an appropriate level. My play-testing may be out of date and I do believe you addressed strategic disease spread issues so I will need to turn Strategic Diseases back on at some point. I just wished to share my initial testing experiences (though a bit late).


My Edits:

Disease.xml


[Updated on: Thu, 07 April 2016 19:49]


Re: New Feature: Disease[message #344935 is a reply to message #344929] Fri, 08 April 2016 00:03 Go to previous messageGo to next message
WilsonMG

 
Messages:28
Registered:October 2011
Location: USA
I've got the disease on items off, everyone has masks on, everyone has gloves in inventory, plenty of food, plenty of water, two doctors working around the clock and a majority of my team drops dead within a day.

If I set the <sInfectionPtsFull>###</sInfectionPtsFull> variable higher will it give me more time to cure my people? Also, will turning all "InfectionChance_X" to "0" effectively eliminate a disease? I want to remove Ebola from the equation while retaining things like Staph, Malaria, etc.

I'm doing everything I can to play with diseases still on, I just need them to be much less of a pain in the ass, and more of a nuisance than a game-ending issue.

[Updated on: Fri, 08 April 2016 16:32]

Re: New Feature: Disease[message #344936 is a reply to message #344935] Fri, 08 April 2016 00:40 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
With disease turned off, you won't see any disease indicators/texts, and mercs won't suffer from any disease effects, nor get new diseases. Life lost by disease earlier will still have to be doctored (but disease won't have to be treated, as it is now ignored). The variables storing disease will remain unchanged (but have no effect), so if you later turn it back on, the disease will pick up where you stopped.

Edit: It seems you edited your post. I'd rather suggest lowering <sInfectionPtsGainPerHour>, as that is the speed at which a disease grows. <sInfectionPtsFull> is the amount of points a disease can have at max. Increasing that makes a disease last longer and much harder to treat.

Setting all those chances to 0 effectively removes a disease, yes.

[Updated on: Fri, 08 April 2016 00:44]




“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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 #344942 is a reply to message #344936] Fri, 08 April 2016 16:33 Go to previous messageGo to next message
WilsonMG

 
Messages:28
Registered:October 2011
Location: USA
Yeah, sorry, I edited my post because I'm a bit torn. I'm doing everything I can to avoid having to restart for the nth time so I'm trying to find a way to leave diseases on but somehow be able to fight through them, which as of right now with the default settings seems impossible if you have bad luck like I did and catch several diseases on your whole team on Day 1.

I'm currently tweaking the heck out of Disease.xml to see what I can do to make it fit my desired impact on the game. I don't want to remove diseases completely, but as mentioned above, I only want them to be there for realism and as a nuisance--something that you have to put a little time into to fix--not a game/character-ending event. Hell, most of these diseases have vaccines these days and you'd think anyone traveling to the ass crack of the world would invest a couple hundred bucks when their life is at stake, and they're pulling in upwards of $25K US every two weeks.

EDIT: OK, so I basically made the chance for infection 1/4 of the original values across the board, and lessened the impact on health regeneration to roughly 1/4 as well (1/2 still had people dying left and right). I also made the points per hour anywhere from 1-5 depending on the severity of the illness. This has seemingly made it so that two capable doctors can cure/heal one character at a time, give or take, which is the sort of nuisance I was looking for.

UPDATE EDIT: That did the trick. It took a week, a pile of Medical Kits, four cases of MREs (I'm now fighting starvation because I'm out of food and funds), constant jockeying of Doctors and Patients, and there are 20-40 enemies in every sector that I can see (still no militia trained due to vanilla setting of needing more towns captured), but I was able to beat back diseases with the above settings with no deaths. That, at least to me, is the desired effect of having something like this in the game, rather than a death sentence for everyone, so I'm content.

[Updated on: Fri, 08 April 2016 22:17]

Re: New Feature: Disease[message #345342 is a reply to message #344942] Sat, 07 May 2016 10:32 Go to previous messageGo to next message
flagneau

 
Messages:94
Registered:December 2011
Hi,

I play DL1.13 with the latest installment possible for that mod. Following the setting up of the web site.

But after 6 days all my merceneries are sick and it'll take a long time to treat them all.

HOw to edit the file disease.xml please ? Or someone already has got the same issue so is there another disease.xml downloadable somewhere to mlake that topic enjoyable and not a stop of that wonderfull game ?

Diseases are interesting to manage but the vanilla file is too hard to solve.

[Updated on: Sat, 07 May 2016 10:33]

Re: New Feature: Disease[message #345350 is a reply to message #345342] Sat, 07 May 2016 22:44 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
How to edit? use Notepad++ or a similar editor. The tags should be pretty self-explanatory, otherwise, return to ask questions. I guess a start might be to lower the infection chances, or lower the amounts of the effects.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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 #345359 is a reply to message #345350] Sun, 08 May 2016 10:27 Go to previous messageGo to next message
flagneau

 
Messages:94
Registered:December 2011
Thank you Flugente.

I downloaded a disease file from the former pages which I expect easier ti play with. I restart the DL1.13 once again happy

Re: New Feature: Disease[message #346137 is a reply to message #345359] Fri, 08 July 2016 08:24 Go to previous messageGo to next message
Cerhio

 
Messages:103
Registered:March 2013
So is it only possible for someone with the Doctor trait to completely heal a disease? I had someone come down with an injured bicep and I can't cure the last little bit. His status reads that he has 8 poison points or something. Annoying as hell and almost has me thinking I should just play without it angry
Re: New Feature: Disease[message #346138 is a reply to message #346137] Fri, 08 July 2016 13:02 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
Several diseases (like wounded biceps) cannot be cured, they only heal over time. This can be set in Disease.xml, the tag is called <fCanbeCured> or sth. similar. Additionally, look in JA2_Options.ini and Skills_Settings.ini for Disease settings, there are settings on who can cure a disease in the first place.

In case you see 'Poision', that indicates a rather old exe - look for 'Disease' settings then, as these control who can cur poison.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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 #346206 is a reply to message #346138] Tue, 12 July 2016 23:03 Go to previous messageGo to next message
RunAwayScientist

 
Messages:85
Registered:September 2001
veedotja2 wrote on Wed, 03 September 2014 12:23
.... the creation of a new ammo system - separating bullets from magazines. It's called NMS in the other thread, [url=http://www.ja-galaxy-forum.com/ubbthreads.php/topics/313081/7]NMS Idea thread[/url....



Gambigobilla wrote on Wed, 03 September 2014 16:15
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.



Nah bros, that's an insane amount of work to make images alone just for the bullet casings once removed from a mag. The current system works fine, really. If you desperately want a feature like this, you can check out 7.62 Calibre ; that features this exact ability and is inspired by Jagged Alliance 2. In fact, it's a better sequel to JA2 than Reloaded or Revived.

[Updated on: Tue, 12 July 2016 23:06]


Re: New Feature: Disease[message #346771 is a reply to message #346206] Thu, 01 September 2016 14:49 Go to previous messageGo to next message
Boojum

 
Messages:11
Registered:September 2016
I didn't found any health-related checks in Disease.cpp. Maybe the chance to be infected could depend on health for more realism? For example, smth like dChance *= const/HEALTH or dChance *= (const - HEALTH).
Re: New Feature: Disease[message #346777 is a reply to message #346771] Thu, 01 September 2016 20:36 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
It's already way to complicated for most people, I see no reason to complicate it further.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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 #348430 is a reply to message #346777] Tue, 24 January 2017 01:12 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
In r8375, I simplified code (yay me! angel ) and fixed a few oddities along the way:
  • Hospital healing now uses the same function as normal healing. That way we don't have to sync changes between hospital and normal healing. As a result, healing in hospital now also restores lost stats and cures diseases. We assume that hospital staff have an expert doctor as far as surgery values go.
  • If surgery would not heal anything (0 points, for example when you try it on a person with 1 HP missing), don't do it. Otherwise we drain the medical bag for nothing.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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 #348442 is a reply to message #348430] Tue, 24 January 2017 12:59 Go to previous messageGo to next message
Xafloz

 
Messages:73
Registered:December 2016
Quote:
It's already way to complicated for most people, I see no reason to complicate it further.


Sadly that is true. I have to switch off the feature in the ini as I couldn't find a way to treat it properly and my mercs were dying. Also because I didn`t find specific info how to here at the forum... but for sure it has interesting potential.
Re: New Feature: Disease[message #348443 is a reply to message #348430] Tue, 24 January 2017 13:13 Go to previous messageGo to next message
Enneagon

 
Messages:48
Registered:July 2016
Location: Latvia
Flugente wrote on Tue, 24 January 2017 01:12

If surgery would not heal anything (0 points, for example when you try it on a person with 1 HP missing), don't do it. Otherwise we drain the medical bag for nothing.


Surgery on (near)healthy person should apply damage... but yeah I know, just trolling big grin
Re: New Feature: Disease[message #348492 is a reply to message #348443] Thu, 26 January 2017 21:23 Go to previous messageGo to next message
Zero Ziat

 
Messages:7
Registered:January 2017
Location: MVD, UY
Very cool feature, really changes how the game is played. I had to stop my invasion of Cambria because 3 on my team (and likely the rest) are infected with Hepatitis A. I stole about 5 medical kits from the hospital in Cambria and my doctor who's supposed to heal them runs out because she first heals the HP then the Hepatitis A case. I also need to buy medical equipment like gloves and mask. It makes the game hard.

EDIT: Just noticed BR doesn't sell those. I'm screwed.

EDIT 2: Reading the thread, I noticed it should sell those. It's Day 14. Why aren't the items being sold? I'm using SCI_Unstable_Revision_8366_on_GameDir_2357.

[Updated on: Thu, 26 January 2017 21:51]




Jagged Alliance is filmed in front of a live studio audience.
Re: New Feature: Disease[message #348494 is a reply to message #348492] Thu, 26 January 2017 21:54 Go to previous messageGo to next message
Vincent J. Claymore

 
Messages:271
Registered:February 2011
In my game BR doesn't sell any medical stuff other than standard kits and bags either. It's only day 7, but I play on max progress settings for items and BR's...
Re: New Feature: Disease[message #348497 is a reply to message #348494] Fri, 27 January 2017 01:43 Go to previous messageGo to next message
Zero Ziat

 
Messages:7
Registered:January 2017
Location: MVD, UY
Yeah considering proper medical supplies aren't being sold, this makes the feature 100% unfair. I'm turning it off until this is fixed.

Nevertheless a great proof-of-concept. Just needs some more tweaking. And pre-thought. A.I.M. members are supposed to have a medical check (no idea if for M.E.R.C. mercs though) done according to the website's merc descriptions so pre-immunization against certain diseases before being cleared for a mission in Arulco is very likely.

Maybe immunization could be not a thing for RPCs and other characters though, considering Arulco's current health policy under Deidranna (execution). cheeky. And there certainly isn't immunization for all diseases but getting ailments like thetanus is retarded considering you need to have a thetanus shot to get a job anywhere.

[Updated on: Fri, 27 January 2017 01:54]




Jagged Alliance is filmed in front of a live studio audience.
Re: New Feature: Disease[message #348498 is a reply to message #348497] Fri, 27 January 2017 03:10 Go to previous messageGo to next message
Vincent J. Claymore

 
Messages:271
Registered:February 2011
I am tempted as well. I mean... I went from "everybody completely healthy" to "my whole 1st squad have malaria, some have typhoid, cholera... most mercs have at least 4 diseases/health issues" in like... half a day. my Imp caught colera AND typhoid in hospital. Went there with "damaged arm" now has 4 diseases... some setting is way over the top here...
Re: New Feature: Disease[message #348529 is a reply to message #348498] Sat, 28 January 2017 02:14 Go to previous messageGo to previous message
Vincent J. Claymore

 
Messages:271
Registered:February 2011
By the way: Is it by design that the surgical mask cannot be worn? In the description it says it only offers protection if worn on the face.
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