Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Burying the dead
New feature: Burying the dead[message #354321]
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Sun, 12 August 2018 15:39
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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- One feature that has been regularly requested over the years is the ability for mercs to bury the corpses they inevitably create. If we're trying to win the hearts of the people, it would be polite to remove the bullet-riddled carcasses we unceremoniously dumped in their living room, no?
- Additionally it would make sense for the rotting corpses to pose a significant health risk. (If a human corpse is fully dissolved in a mere three days (CORPSE_DELAY_UNTIL_DONE_ROTTING in JA2_Options.ini), we do have to wonder whether the army or super-bacteria pose the bigger hazard in Arulco).
- I am also not fully happy with the strategic component of disease. Taking into account population movement, sectors infecting adjacent sectors... it works like I wanted it to, but experience has told me that ease of principle and use is better in features (there are several features I wouldn't code the way they are now, if at all).
So, I've coded a solution for these issues:
- Whenever a corpse is removed by natural rot (CORPSE_DELAY_UNTIL_DONE_ROTTING in JA2_Options.ini) or someone blowing it up, disease points are added to the sector.
- Whenever a corpse is removed by natural rot (CORPSE_DELAY_UNTIL_DONE_ROTTING in JA2_Options.ini) or someone blowing it up, we get a loyalty penalty in that sector if it's a town sector.
- The more disease points are in a sector, the higher the chance for mercs present to catch any disease with <usInfectionChance_CONTACT_CORPSE> > 0 from Disease.xml. Individual militia will have their health regeneration lowered (to negative regeneration if disease is severe enough), anyone else spawning will have lowered breath and health (but not below 15 HP, even in extreme cases) depending on the disease in their origin sector.
- The more disease points are in a sector, the lower your effective workforce.
- The map disease display still exists.
The white number indicates the corpses in this sector. The green number below is the number of disease points here. The colour of the sector indicates how severe the disease ratio is (no colour if no disease, then scales from green to red).
It is possible for the corpse count to be displayed wrong for the currently loaded sector due to the way we save the corpse table on the map, but this does not affect the assignment itself, corpses are handled correctly there. Pinky promise! -
You can remove disease points by treating it like any illness. The first number is the number of points to be removed, the second the max number of points if the merc were rested. Disease points also go down over time, but do so very slowly (faster in Cambria Hospital). -
You can bury corpses before all of that nasty disease business happens via the Disease->Burial assingment. The first number indicates number or corpses to be removed per hour, the second is the number of corpses present. A shovel helps you at that, as it has the <usBurialModifier>-tag (values from 0 to 100) in Items.xml. It modifies our effectivenes at this task. The best item in our inventory counts, status affects this. -
There is also a background modifier that alters assingment effectiveness, values from -50 to 1000. Burial assignment is mainly based on strength, but as Pops has been an undertaker for decades, this makes him really, really good at this despite being weak. - If we bury corpses before they rot, there will be no disease, no loyalty penalty and no limited worker effectiveness. Mercs that have high strength are also cheaper than good doctors. You know, just a recommendation.
- I could code a way to just pay a few locals to bury corpses... but that would be boring, no? This gives us new jobs for low-end mercs to do.
- You can still pick up corpses and then destroy those items in your inventory if you want, of course, but... do you really want to? Do that for hundreds of corpses.
- This only works in surface sectors, because I say so.
- No, Gorro, corpses are not converted into Soylent Green, and you don't get their clothes to sell them afterwards.
- No new ini variables were added (Ha!), this requires DISEASE and DISEASE_STRATEGIC to be TRUE. Otherwise there would be no point in this, no?
- As a consequence of the above mechanics, you can make battles harder or easier, depending on whether a bunch of corpses rotted here... Enemies and militia attacking a sector will have their health affected by the disease in their origin sector, defending enemies and militia by the current sector. This means that if you don't clean up after, say, a huge attack on a sector, your defense forces will be at a severe disadvantate there.
This is fully savegame compatible. Note that if you activate this for an ongoing campaign, initial corpse and disease counters will be 0, but it should still work. In the worst case, load the offending map to refresh counters.
This has been added to the trunk in r8591 & GameDir r2436. Using the new exe without the new GameDir causes your bath towel to develop a low cunning.
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: Burying the dead[message #354330 is a reply to message #354329]
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Mon, 13 August 2018 01:25
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SabinyAk |
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Messages:140
Registered:July 2015 Location: Mexico |
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Oh, nvm, i didn't read well, got a bit lost in the disease mode details, just noticed it says it's an assignment, i thought it was like you would pick the shovel and use them to bury each corpse like a fortification, kinda the same but faster.
looks good tho, this also works as a nice feature if you're playing with zombies enabled.
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: Burying the dead[message #354338 is a reply to message #354330]
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Mon, 13 August 2018 22:30
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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This feature seems workable as a player, in that we have an assignment and we can use a variety of mercs (strong or medically inclined) to solve the issue. So this part of the disease features seems interesting. I can see where if we use, as players, the full resource structure, workforce, and the Special Division (forget exact name) where this part of disease works nicely. It makes sense and should not take up a whole lot of time to task out solutions.
I'd ask if mercs who bury the corpses gain any STR over time when they do so? (This would be useful when assigning lesser mercs like those from M.E.R.C. to such tasks), and would tempt players to use the burial concept even more.
If this substituted for the original disease feature, I could see where increasing number of corpses left to rot might increase Zombie Attacks, and might cumulatively have a chance to add a superior Zombie to the attack squads.
In comparison, although it sort of makes sense, I'm really not a fan of the food contamination aspect of disease. If only because then just tracking and dealing with food plus the disease aspects becomes a huge burden of makework. The concept is good, but since any item is a carrier of the disease -- that's a huge load on the gameplay per hour. The constant need for food and drink, using up inventory and time, added to the burden of tracking diseased items -- wow that's a lot of work. Of course that means, take care of it right away, but then I get the feeling I'm more of a UNESCO force than a bunch of mercs.
[Updated on: Mon, 13 August 2018 22:41] Report message to a moderator
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Sergeant 1st Class
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Re: New feature: Burying the dead[message #354342 is a reply to message #354338]
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Mon, 13 August 2018 23:03
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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I'm a bit confused now.
Is this part of Disease or separate from it? If separate, then I would like to use this next game, especially if I add the resources, special division, workforce aspects for militia/enemies.
More so if zombie and bloodcat attacks were attached to it (more likely/more rabid or hungy due to corpse/disease). Also, if some advanced zombie might be based on the cumulative corpses value, etc.
[Updated on: Mon, 13 August 2018 23:04] Report message to a moderator
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Sergeant 1st Class
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Re: New feature: Burying the dead[message #354343 is a reply to message #354338]
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Mon, 13 August 2018 23:08
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Mercs gain quite a bit of STR over time. From personal experience I can tell you that digging holes deep enough to take a person is hard work.
Currently zombies do not rise from corpses in unloaded sectors. I could add that... some day, I guess.
Yeah, food contamination is a neat idea but rather annoying as you don't know what object is affected. Marking tainted objects would render this pointless as well, so I'm not sure whether that can be improved.
I'm always pondering whom I'll assign to what 'role' in case I ever start playing this game again. You know, trainers, medics, repair squad, spies, San Mona duty, interrogators, vultures, now undertakers... Currently I'm at 40+ mercs serving in non-combat roles
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: Burying the dead[message #354350 is a reply to message #354343]
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Tue, 14 August 2018 05:48
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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@ Flugente
By the way, your YouTube videos on that various features added do help make the new features more understandable and give of sense of what to expect. Thanks for making those also. I've seen many of those. The ones on the latest Intel features and covert ops were illuminating.
I'll have to check if you made one on disease and later on for corpses.
For the zombie spawns, you could simplify the attempt to connect things, perhaps, by using a recent running total (say over the last week or month) for total unburied zombies -- this would then attach a risk number for additional zombie attacks on poorly guarded locations (as you do currently), or add a percentage to spawn an "advanced zombie" as a bonus -- like elites in enemy squads currently -- when you have to high a running total of corpses.
But all that needs thought. Anyway, I'm sure you will revisit things as you do that often lately. The fleshed out features have become much more interesting as you work on them. I'll probably be playing this game even 20 years from now, thanks to you.
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Sergeant 1st Class
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