Disease System - Important for Mod Team to Review

Thunderbrd

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I'm in the middle of setting up some elements for a disease system in the building tags and I figured, before I get too far, I'd explain what I was planning here and ask if there were any other team member projects in place that would conflict or if it would harmonize with what they've come up with so far.

I understand that there is a disease property in place but that it hasn't really been defined how it will work.

The way I see it, the Disease Property would be an inverse measure of cleanliness, hygene, public safety measures, and increased by unchecked unhealth.

Diseases themselves would work like buildings (like crime) with the exception that they do not automatically show up in cities when disease levels breach a certain point as crime buildings do.

Instead, they have a CHANCE to show up that begins to accumulate as disease levels pass a defined threshold. That chance (and the necessary threshold) is modified by other cities that may have that particular disease along trade routes, and by units on the city plot that have the disease themselves.

Units have a chance to catch the disease when in cities that have the disease, and have a chance to deliver the disease to other units on their stack and units they've entered combat with. Diseases are defined in this way as promotions that can be overcome and/or healed by healer units with a promotion that equips them to handle a particular disease. Healer units also have an ability to assist units in simply fighting off diseases by their mere presence in the same plot, a measurable ability I've dubbed 'Aid'.

Cities can overcome diseases if their Disease Level drops beneath the outbreak level of the disease by making a successful overcome check that is based on the same value necessary for units to overcome the disease.

I can get more specific about the values and how it all evaluates out, but before I commit to this method for cities, I wanted to make sure nobody else has anything in the works that this would conflict with.

Note that the Unit portion is already all set up. Specific diseases haven't been developed just the coding to enable it and the process of those diseases spreading and being overcome among units themselves.

This is one of the last things for me to program out in the dll before I do a merge with the latest svn version developments.
 
Couldn't find the topic by searching for 'disease' on any pages here so posted this.

I've decided I'm going to have to wait til after the freeze to merge anyhow.

I'm only setting up some potential dynamics. Apparently we need to really discuss HOW those dynamics would work in solid terms. I do not have any content planned, only methods. I think we need to discuss those methods you had in mind and do what we can to harmonize our ideas right away because I have some really innovative concepts as to how this can all work and am fairly confident we can come to agreement rather quickly, which allows me to proceed with confidence that I'm not wasting any of our times.
 
@Thunderbrd

1. The topic is here. I also posted other info in other topics which asked about it (too lazy to look them all up)

2. Well please wait since I need to set up the icon. They will work like the other properties in that all properties use the same art.

In short see how I set it up and then we can discuss tweaking, changing or adding on to it. Ok?

Originally it was DH's project but he said I could take it over since it was not doing what he wanted to do with it.
 
It would be extremely helpful if you could express, to me at least, what, exactly, you're doing to set up the diseases. And I think, beyond a shadow of a doubt, you'll want to know what I've already done for units in that regard and how it can tie into your plans. I believe this is extremely important for us to address immediately so that we both have the other's design ideas in mind. I don't believe anything I've done would not work into whatever you have in mind... its just very important that I understand what it is that you HAVE done so far.
 
Reposting the chat we had since it had some great ideas ...
Spoiler :

[07/28/2012 11:03:57 PM] Thunderbird: no problem... I just wanted to make sure I had an opportunity to talk to you because what I'm working on here is all that's really left in my combat mod to go.
[07/28/2012 11:04:38 PM] Hydromancerx: So yeah DH some big plans for the diseases but then it turned out he could not do whatever he planned.
[07/28/2012 11:04:56 PM] Thunderbird: I should probably have been a lot more transparent with you and the team about what I was working up but some of it was coming together as the programming went into application so it perfected as it went and I didn't have a strong solid concept of some things until I already laid down code on it.
[07/28/2012 11:05:14 PM] Hydromancerx: So I asked him a while back (when working on the air and water pollution) if I could take over the disease stuff.
[07/28/2012 11:05:31 PM] Thunderbird: But before I get into what I'VE been able to enable, please, tell me what you have in mind for your disease mechanics so far
[07/28/2012 11:05:56 PM] Thunderbird: ok... so I'm talking to the right partner on the matter then ;)
[07/28/2012 11:06:04 PM] Hydromancerx: so that's why there is a deasease property and some buildings give +/- disease
[07/28/2012 11:06:38 PM] Hydromancerx: I was going to add it last cycle but MrAzrure and team kinda took over with all their mess and it got pushed back
[07/28/2012 11:06:48 PM] Thunderbird: right... and how will it work, exactly? Or at least, what do you have in mind, or what have you done with it so far?
[07/28/2012 11:06:59 PM] Hydromancerx: thats why its half done for the release.
[07/28/2012 11:07:19 PM] Hydromancerx: I wish I could find the topic where I explain it all.
[07/28/2012 11:07:24 PM] Thunderbird: I've sorta followed that on the forums I think...
[07/28/2012 11:07:30 PM] Hydromancerx: hold on *keeps looking*
[07/28/2012 11:08:20 PM] Thunderbird: My guess, knowing how you tend to operate, was that you were going to have diseases work pretty much like crimes, proxy buildings that appear at certain disease levels, right?
[07/28/2012 11:09:59 PM] Hydromancerx: forums.civfanatics.com/sh...
[07/28/2012 11:10:07 PM] Hydromancerx: Found it.
[07/28/2012 11:10:57 PM] Hydromancerx: LOL I put it in the right topic and then loose it. Go figure.
[07/28/2012 11:11:26 PM] Hydromancerx: And yes proxy buildings but potentially more.
[07/28/2012 11:11:51 PM] Hydromancerx: I also want to use to tricks from the old goods sytstem code.
[07/28/2012 11:12:18 PM] Hydromancerx: if you remeber the code that free buildings (aka goods) can spread via trade routes
[07/28/2012 11:12:26 PM] Thunderbird: right
[07/28/2012 11:13:01 PM] Hydromancerx: thus we can make a proxy property building be ground zero for a disease
[07/28/2012 11:13:20 PM] Hydromancerx: and the that building can make more free buildings that spread via trade routes
[07/28/2012 11:14:03 PM] Hydromancerx: we can also exploit the fact that buildings can replace buildings and even keep out other buildings
[07/28/2012 11:14:15 PM] Thunderbird: right... only problem is its pretty much boolean, it means as soon as one city has been allowed to become infested, all other cities along the trade routes would be instantly infested as well right?
[07/28/2012 11:14:24 PM] Hydromancerx: such as you cannot build X building if Y building is in the city
[07/28/2012 11:15:00 PM] Hydromancerx: Yes a highly contagious building could spread instantly across an empire
[07/28/2012 11:15:03 PM] Thunderbird: thus enable certain buildings being a solid and absolute defense against some diseases
[07/28/2012 11:15:38 PM] Hydromancerx: or even only on one continent (since we have a tag for that).
[07/28/2012 11:16:02 PM] Hydromancerx: the crime triggers can be very specific though
[07/28/2012 11:16:09 PM] Hydromancerx: er disease
[07/28/2012 11:16:14 PM] Thunderbird: ok, so far I've been able to predict, or recall perhaps from reading that post previously, everything you've stated so far
[07/28/2012 11:16:32 PM] Thunderbird: ok, in what way would they be specific?
[07/28/2012 11:16:44 PM] Hydromancerx: it can require a building, resource, tech, city size, etc.
[07/28/2012 11:16:49 PM] Thunderbird: like having certain bonuses in vicinity?
[07/28/2012 11:17:01 PM] Thunderbird: right... ok, I like that thinking...
[07/28/2012 11:17:26 PM] Hydromancerx: for isntance a dosease perhaps could not get a disease until the population is a specific size (not enough to make it a pandemic).
[07/28/2012 11:17:34 PM] Hydromancerx: *disease
[07/28/2012 11:17:36 PM] Thunderbird: So you could give the building any of the prereq conditions a building could normally give and the module in the dll code would keep those that can't qualify out...
[07/28/2012 11:18:02 PM] Hydromancerx: also resources such as medicine could effect the disease
[07/28/2012 11:18:19 PM] Hydromancerx: such a citrus resouce could counter the effects of scurvey
[07/28/2012 11:18:50 PM] Thunderbird: hmm... resources... good concept to consider.
[07/28/2012 11:19:10 PM] Hydromancerx: you would still get the building but its unhealth would be canceled out.
[07/28/2012 11:20:04 PM] Hydromancerx: many of the diseases will have a very low threshold but will be easily countered or not be too bad (ex Common Cold)
[07/28/2012 11:20:25 PM] Hydromancerx: building to building can also take effect
[07/28/2012 11:20:47 PM] Hydromancerx: such as Brothels could make STDs worse.
[07/28/2012 11:21:18 PM] Thunderbird: those kinds of things are already capable in the building xmls right? Some clever thinking I'll admit.
[07/28/2012 11:21:52 PM] Hydromancerx: so yeah the proxy buildings work like normal buildings but are only built when they reach a disease threashold
[07/28/2012 11:22:20 PM] Thunderbird: ok, now the only problem I see with all this is that its a bit too linear
[07/28/2012 11:22:24 PM] Hydromancerx: free buildings on the other hand do not follow that and I think can be build not matter what the requirements are.
[07/28/2012 11:22:30 PM] Thunderbird: outbreaks would be pretty much a yes/no proposition
[07/28/2012 11:23:02 PM] Hydromancerx: disease can also go obsolete (as weil as invented) at specific techs.
[07/28/2012 11:23:20 PM] Thunderbird: which could make it a little tough to control quite right in the way you want to (the free buildings bit)
[07/28/2012 11:23:21 PM] Hydromancerx: thus AIDS will not show up until late game
[07/28/2012 11:23:43 PM] Thunderbird: I SO agree with that!
[07/28/2012 11:23:46 PM] Hydromancerx: and some other diseases can eventually be "cured" by techs.
[07/28/2012 11:24:20 PM] Thunderbird: obsoletion, invention of diseases, etc... I've been pretty much tuned into (almost) all these ideas
[07/28/2012 11:24:26 PM] Hydromancerx: like homo superior would be a big tech for curing diseases.
[07/28/2012 11:24:55 PM] Thunderbird: There'd be a lot of modern ones too... pennicilin etc.
[07/28/2012 11:25:06 PM] Hydromancerx: you also have to remeber we can work with Ori too.
[07/28/2012 11:25:20 PM] Hydromancerx: we can have propety triggered buildings trigger events.
[07/28/2012 11:25:36 PM] Thunderbird: I had originally been thinking along the lines of event triggers too... but I've figured out a way around that
[07/28/2012 11:25:52 PM] Thunderbird: that makes the system, as a whole, a bit more dynamic and internally consistent
[07/28/2012 11:26:05 PM] Hydromancerx: thus plague building could trigger a plague event.
[07/28/2012 11:26:32 PM] Thunderbird: ah... the other way around, the building triggering the event... sure... that could work into the scene as well.
[07/28/2012 11:26:46 PM] Hydromancerx: we also use the +/- population tags to simulate a loss of population when a disease is made
[07/28/2012 11:27:13 PM] Thunderbird: yep... ouch
[07/28/2012 11:27:14 PM] Hydromancerx: or make it harder for cities to gain population
[07/28/2012 11:27:30 PM] Hydromancerx: by doing reverse grainaries
[07/28/2012 11:27:36 PM] Thunderbird: diseases would commonly cause vast unhealth
[07/28/2012 11:27:48 PM] Thunderbird: right... cool thinking there too
[07/28/2012 11:27:56 PM] Hydromancerx: we could slow down millitary or buildings construction ...
[07/28/2012 11:28:17 PM] Hydromancerx: and even have city vicinity stuff effect hings too.
[07/28/2012 11:28:38 PM] Hydromancerx: don't forget tropical diseases can be limited by latatude
[07/28/2012 11:28:39 PM] Thunderbird: have you developed any individual diseases yet?
[07/28/2012 11:29:17 PM] Hydromancerx: just a rough outline in the Unhealthiness topic.
[07/28/2012 11:29:31 PM] Thunderbird: perfect
[07/28/2012 11:29:39 PM] Thunderbird: we are timing this just right then
[07/28/2012 11:29:44 PM] Hydromancerx: I was going to add more stuff as I created them. Tweak original ideas, etc.
[07/28/2012 11:30:03 PM] Thunderbird: ok, so I think I get the picture... you have a hell of a lot of cool things you can do with them and its pretty much all the stuff I imagined you'd be wanting to do
[07/28/2012 11:30:18 PM] Hydromancerx: like I said everything got puhed back so no code has been made yet
[07/28/2012 11:30:18 PM] Thunderbird: and in the way I was imagining you'd want to do it
[07/28/2012 11:30:30 PM] Hydromancerx: my first task was to make the icon/button for them
[07/28/2012 11:30:45 PM] Thunderbird: do the simple stuff first ;)
[07/28/2012 11:30:48 PM] Hydromancerx: which will match the property symbol
[07/28/2012 11:31:28 PM] Thunderbird: Wouldn't each have their own?
[07/28/2012 11:31:45 PM] Thunderbird: I mean... the property itself would have one...
[07/28/2012 11:31:57 PM] Thunderbird: but each disease will need its own symbol
[07/28/2012 11:32:47 PM] Hydromancerx: I think the first few odisease I wanted to do was common cold, scurvy, swine flu, bird flu and maybe Anthrax.
[07/28/2012 11:33:19 PM] Hydromancerx: no each will just share the same icon since you never actully build them
[07/28/2012 11:33:28 PM] Thunderbird: Ok, so let me explain what I've done for units and how I've been planning to work it into cities in a way that blends with your plans and can enhance the effect of the plans you already have.
[07/28/2012 11:33:31 PM] Hydromancerx: only time you see the icon/button is in civpedia
[07/28/2012 11:34:05 PM] Thunderbird: This was a natural progression from what I was doing to establish coding for poisons.
[07/28/2012 11:34:05 PM] Hydromancerx: also its a lot easier to add more diseases (or crimes) if they all share the same icon/button.
[07/28/2012 11:34:37 PM] Thunderbird: I can help with the artwork... trust me it will be necessary.
[07/28/2012 11:34:41 PM] Hydromancerx: no no all disease share the same property
[07/28/2012 11:34:59 PM] Thunderbird: Because every disease would also be a promotion that can be afflicted onto a unit
[07/28/2012 11:35:18 PM] Hydromancerx: itgets much too complex if you seperate them
[07/28/2012 11:35:47 PM] Thunderbird: Units that are afflicted by a disease can incidentally spread that affliction to other units on their tile and to units they've fought that somehow figured out how to survive the battle.
[07/28/2012 11:36:03 PM] Thunderbird: I was working on poisons when all this fell into place
[07/28/2012 11:36:09 PM] Hydromancerx: well disease propmotons would be different I am talking about individual disease buildings that are made when you hit a threshold.
[07/28/2012 11:36:43 PM] Hydromancerx: I don't think DH liked this idea of the promotions for units
[07/28/2012 11:36:48 PM] Thunderbird: The system can all tie together. You wouldn't need art for the buildings necessarily, no.
[07/28/2012 11:37:06 PM] Hydromancerx: if we do use them we should only give it for disease that don't kill the host
[07/28/2012 11:37:10 PM] Thunderbird: But a unit that received a disease in the field could accidentally spread it to the city as well.
[07/28/2012 11:37:28 PM] Hydromancerx: thus no plague promotion for units sicne ti would kill them
[07/28/2012 11:37:41 PM] Thunderbird: The diseases and poisons are dubbed 'afflictions' and can have a wide variety of effects. Not necessarily outright kill (quite rarely actually)
[07/28/2012 11:38:05 PM] Hydromancerx: we could also have units get a promotion when they enter a city.
[07/28/2012 11:38:26 PM] Hydromancerx: since that code is not there not just built in the city.
[07/28/2012 11:38:28 PM] Thunderbird: I have methods in place for how units could gain the affliction when the city has the affliction related building
[07/28/2012 11:38:39 PM] Thunderbird: its not automatic
[07/28/2012 11:38:51 PM] Thunderbird: units can develop Fortitude that helps them to resist and overcome disease
[07/28/2012 11:38:52 PM] Hydromancerx: its not?
[07/28/2012 11:38:58 PM] Thunderbird: and poison for that matter
[07/28/2012 11:39:06 PM] Thunderbird: no
[07/28/2012 11:39:16 PM] Thunderbird: Let me explain it from the beginning
[07/28/2012 11:39:24 PM] Thunderbird: Start with poisons
[07/28/2012 11:39:59 PM] Thunderbird: Poison Promotions come in twos
[07/28/2012 11:40:18 PM] Thunderbird: One for the unit that can Afflict them upon another unit if it can injure it in combat (even if it then withdraws)
[07/28/2012 11:40:28 PM] Thunderbird: and another to represent BEING poisoned.
[07/28/2012 11:40:29 PM] Hydromancerx: wait one more thing, not all disease have to be human ones we can have diseases that effect crops or livestock and thus prevent a city from getting a resource.
[07/28/2012 11:40:34 PM] Thunderbird: This is an Affliction Promotion
[07/28/2012 11:40:59 PM] Thunderbird: It can't be selected when promoting due to level gain - can only be given to a unit in battle (at least in the case of poisons)
[07/28/2012 11:41:10 PM] Thunderbird: (absolutely... that could work out perfectly too...)
[07/28/2012 11:41:20 PM] Hydromancerx: that would be cool but can it be done?
[07/28/2012 11:41:35 PM] Thunderbird: It IS done in the code as I have it NOW
[07/28/2012 11:42:07 PM] Hydromancerx: oh cool!
[07/28/2012 11:42:33 PM] Thunderbird: Units can overcome afflictions by making a successful overcome check (automatically checks this at the beginning of the round for each unit)
[07/28/2012 11:42:56 PM] Hydromancerx: so it looks like we could possibly split up the work. I focus on the property buildings and then you could focus on disease the promotions
[07/28/2012 11:43:06 PM] Thunderbird: Healer Units can develop an Aid ability that helps other units on the stack to overcome these afflictions as well
[07/28/2012 11:43:20 PM] Hydromancerx: you already know I can come up with some preaty awesome buildings tricks
[07/28/2012 11:43:36 PM] Thunderbird: Furthermore, Healers now have an ability to earn various 'Cure' missions that can cure other units on the stack outright
[07/28/2012 11:44:04 PM] Hydromancerx: That's a good idea for the healing, however they should be related to what cures diseases
[07/28/2012 11:44:05 PM] Thunderbird: Afflictions can be obsoleted, immediately removing them all from the units that have them when you earn the obsoleting tech.
[07/28/2012 11:44:22 PM] Thunderbird: That's all part of setting up the content... I've set up the coding
[07/28/2012 11:44:37 PM] Hydromancerx: thus some should only be able to treat but not cure if its a doisease there is not cure for yet.
[07/28/2012 11:44:43 PM] Thunderbird: Now then... Some afflictions get harder and harder to overcome the longer you have them, some get easier
[07/28/2012 11:45:00 PM] Thunderbird: EXACTLY! :)
[07/28/2012 11:45:28 PM] Thunderbird: Some afflictions paralyze, some weaken, some weaken by turn, and there's a number of tags developed that should make all that possible
[07/28/2012 11:45:42 PM] Thunderbird: some weakening effects will be entirely overcome when the affliction is overcome
[07/28/2012 11:45:56 PM] Thunderbird: others, like damage over time, will have to heal naturally thereafter
[07/28/2012 11:46:11 PM] Thunderbird: Tags are all in place for all this
[07/28/2012 11:46:15 PM] Hydromancerx: hey hey!
[07/28/2012 11:46:16 PM] Thunderbird: Now then...
[07/28/2012 11:46:27 PM] Hydromancerx: you know how the subdued animals can make free buildings?
[07/28/2012 11:46:28 PM] Thunderbird: yes...?
[07/28/2012 11:46:34 PM] Thunderbird: yeah?
[07/28/2012 11:46:52 PM] Hydromancerx: that if we had the healers (or great doctors) be able to make special healthig buildings
[07/28/2012 11:47:28 PM] Hydromancerx: for isntance you have disease X and then the healer can build building Y that replaces building X
[07/28/2012 11:47:45 PM] Thunderbird: Some good ideas there... Buildings in cities will be able to increase chances of overcoming for local units too
[07/28/2012 11:48:04 PM] Hydromancerx: This would have to be disease specific though.
[07/28/2012 11:48:11 PM] Thunderbird: thus hospitals etc will give aid bonuses to all units trying to overcome afflictions in those cities.
[07/28/2012 11:48:27 PM] Hydromancerx: thus you could prevent disease too before they happen.
[07/28/2012 11:48:34 PM] Hydromancerx: such as vacinations!!
[07/28/2012 11:48:48 PM] Thunderbird: curing is disease specific... aid is not... but a disease can be made outright curable with tech and promotion on healers
[07/28/2012 11:48:58 PM] Thunderbird: and some diseases can be made damned impossible to overcome
[07/28/2012 11:49:26 PM] Hydromancerx: doctor gives smallpox vacication building in a city and when smallpox spreads to the city it has little to no effect since the smallpox buildin its replaced
[07/28/2012 11:49:39 PM] Thunderbird: ok... now I need to explain what I've done with diseases that differentiates them from poisons... both are afflictions and can be overcome along the same lines
[07/28/2012 11:50:32 PM] Thunderbird: hmm... I can put a modifier on a particular disease like that... I hadn't really thought that part out but let me tell you what I have thought out then I can absorb those ideas into design notes
[07/28/2012 11:50:51 PM] Hydromancerx: well remember that we can always give healers anti-disease properties like the law enforcement units can.
[07/28/2012 11:51:19 PM] Thunderbird: I had figured vaccinations and such would largely be 'obsoletion' but it wouldn't always be... and I guess we could have innoculation promos that make it impossible to get particular diseases that aren't yet fully obsoleted.
[07/28/2012 11:51:21 PM] Hydromancerx: and even have disease spreading units too
[07/28/2012 11:51:45 PM] Hydromancerx: ones that can be made to spread disease to another nation like the thieves units can.
[07/28/2012 11:51:50 PM] Thunderbird: right... that would work against the property... that'd be a slightly different effect
[07/28/2012 11:52:27 PM] Thunderbird: well... that'd be easy enough... put a diseased invisible unit into an enemy city and it'd likely spread to that city...
[07/28/2012 11:52:32 PM] Hydromancerx: note this would be a general disease property and not a specific disease
[07/28/2012 11:52:36 PM] Thunderbird: ok... so here's how I have diseases working on units.
[07/28/2012 11:53:09 PM] Thunderbird: Disease Affliction promos have a Communicability tag that defines how easily the disease spreads
[07/28/2012 11:53:17 PM] Hydromancerx: it would not even need to be in the city it could stnad outside the city and infect it via trade routes (crime works this way)
[07/28/2012 11:53:37 PM] Thunderbird: At the beginning of the turn, all units check to see if they catch a disease due to another unit in the plot having that disease.
[07/28/2012 11:53:57 PM] Hydromancerx: if a theif units stand outside the enemy city some of it spreads to the city
[07/28/2012 11:54:13 PM] Thunderbird: When a unit attacks or defends, the opponent unit must check against its communicability to see if it picks up the disease in the process... its not automatically handed out like poisons
[07/28/2012 11:54:22 PM] Hydromancerx: same could be made for a disease spreading unit
[07/28/2012 11:54:50 PM] Hydromancerx: the higher the disease level the worse types of disease will get unlocked.
[07/28/2012 11:55:01 PM] Thunderbird: communicability checks are resisted by Fortitude, the trait that helps units overcome diseases and poisons alike
[07/28/2012 11:55:40 PM] Hydromancerx: sounds cool
[07/28/2012 11:55:48 PM] Thunderbird: You can have an invisible unit stand among other opponent units or a visible stand on the same space as a neutral unit and the chance that the disease will spread to them is still there
 
Part 2


Spoiler :
[07/28/2012 11:56:04 PM] Thunderbird: even without attacking, you can spread the specific disease
[07/28/2012 11:56:24 PM] Thunderbird: But diseases have to start somewhere and this is where there needs to be a connection between the disease buildings and the diseases on the units.
[07/28/2012 11:56:44 PM] Thunderbird: So far, everything I've mentioned so far is in place in the code
[07/28/2012 11:57:10 PM] Hydromancerx: well that's why the orginal triggered disease would give the propmotion
[07/28/2012 11:57:12 PM] Thunderbird: This part is what I'm coding now and it slightly adjusts our approach to the diseases as you have it so far... only an enhancement I assure you.
[07/28/2012 11:57:27 PM] Hydromancerx: or even make a building that gives the promotion
[07/28/2012 11:57:44 PM] Hydromancerx: good.
[07/28/2012 11:57:46 PM] Thunderbird: First of all, diseases wouldn't be automatic on achieving a certain level of the generic disease property in the city.
[07/28/2012 11:57:54 PM] Hydromancerx: brb fora sec you can keep talking
[07/28/2012 11:58:23 PM] Thunderbird: I'll make it so that the disease buildings have a tag available for OutbreakLevel
[07/28/2012 11:58:36 PM] Thunderbird: ok
[07/28/2012 11:58:50 PM] Thunderbird: Every round, cities check the following:
[07/28/2012 11:59:08 PM] Hydromancerx: back
[07/28/2012 11:59:58 PM] Hydromancerx: wait how do?
[07/29/2012 12:00:06 AM] Hydromancerx: *so
[07/29/2012 12:00:25 AM] Hydromancerx: lets take the swine flu for example
[07/29/2012 12:01:10 AM] Hydromancerx: i wanted to make it so if you have access to pigs and a specific disease level you would get Disease (Swine Flu) in your city.
[07/29/2012 12:01:31 AM] Hydromancerx: how would you make it an outbreak disease?
[07/29/2012 12:02:18 AM] Thunderbird: If the city doesn't have a specific type of disease, and the generic disease property is greater than the outbreak total (which equates to OutbreakLevel - trade communicability total (the buildings will have a tag for this that adds this amount for every city on the trade routes that already have the disease) + aidRate (which is the sum of building aid modifiers in the city) + communicability of the disease on units present (only counts once if more than one unit in the city has the disease), then the city contracts the disease and the disease building is added (mind you, if the building has been obsoleted, it won't be added)
[07/29/2012 12:02:37 AM] Thunderbird: wait... no... its again, not automatic
[07/29/2012 12:03:22 AM] Thunderbird: the higher the outbreak total the less chance of contracting the disease and the more the city will need to have the generic disease property to obtain it
[07/29/2012 12:03:27 AM] Hydromancerx: wait what is aid rate?
[07/29/2012 12:03:33 AM] Thunderbird: the difference becomes the % chance of contracting the disease every round
[07/29/2012 12:03:54 AM] Thunderbird: the aid rate comes from buildings like hospitals and also influences the units in the plot's ability to overcome a disease
[07/29/2012 12:04:00 AM] Thunderbird: or poison for that matter
[07/29/2012 12:04:03 AM] Hydromancerx: is that different from disease rate?
[07/29/2012 12:04:29 AM] Hydromancerx: because for instance a hospital reduces your disease rate.
[07/29/2012 12:04:41 AM] Thunderbird: in other words, if the random d100 roll is less than the Disease Property - outbreak total, you get the disease
[07/29/2012 12:06:18 AM] Thunderbird: right... it differs in that it is the amount it affects the overcome attempts on local units. Reduction to disease property would come from any sanitation source as well as hospitals but only things like hospitals would increase the aid rate and like healing benefits on healer units, only the strongest source is accounted for.
[07/29/2012 12:06:35 AM] Thunderbird: its direct nursing basically
[07/29/2012 12:06:51 AM] Thunderbird: and it ties into helping units overcome afflictions as well
[07/29/2012 12:07:14 AM] Thunderbird: it should somewhat be a parallel benefit on many buildings that do impact the disease property
[07/29/2012 12:07:15 AM] Hydromancerx: ok so with swine flu you have acess to pig resouce and you are over the disease property level that would mean all cities would try to roll for the disease to spread (if they had a high enough disease rate)
[07/29/2012 12:08:11 AM] Hydromancerx: thus a disease might not start in one city but could start in another and then spread to the city that it did not start in?
[07/29/2012 12:08:24 AM] Thunderbird: right. The swine flu would have a defined outbreak level... the higher it is, the harder it is for a city to contract it.
[07/29/2012 12:08:58 AM] Hydromancerx: ok
[07/29/2012 12:09:30 AM] Thunderbird: I'll have to do some thinking about how SOURCE diseases may differ from diseases that have spread... they'd have to be made different buildings with different values and prereqs I think
[07/29/2012 12:09:47 AM] Hydromancerx: thus I suppose the vaccination buildings would be very important to keep an epidemic in check and not re-infact your city
[07/29/2012 12:09:48 AM] Thunderbird: They could probably correspond to the same disease promotion though
[07/29/2012 12:10:03 AM] Hydromancerx: *infect
[07/29/2012 12:10:22 AM] Thunderbird: The vaccination buildings could become a barrier to the disease, yes
[07/29/2012 12:10:31 AM] Hydromancerx: thus there wold be a number of methods to counter it ...
[07/29/2012 12:10:42 AM] Thunderbird: in this way, no disease could be spread without passing the prereq checks for its buildings
[07/29/2012 12:10:51 AM] Hydromancerx: reduce your disease level so you don't keep making the disease.
[07/29/2012 12:11:22 AM] Hydromancerx: 2. build vaccination buildings to counter your disease.
[07/29/2012 12:11:27 AM] Thunderbird: You could have buildings increase the Outbreak level of a particular disease... that could be an interesting tag to work out...
[07/29/2012 12:11:37 AM] Hydromancerx: 3. Discover techs to cure your disease
[07/29/2012 12:11:55 AM] Hydromancerx: 4. Build wonders to cure or slow down stuff.
[07/29/2012 12:12:06 AM] Thunderbird: That'd be the deuce ex machina method as was employed for small pox
[07/29/2012 12:12:20 AM] Thunderbird: obsolete the affliction entirely
[07/29/2012 12:12:35 AM] Hydromancerx: 5. Remove the triggers for the disease.
[07/29/2012 12:13:06 AM] Hydromancerx: which could be any number of things such a population level, access to a resource, etc.
[07/29/2012 12:13:20 AM] Thunderbird: ok, so if a unit is standing in a city that has a disease, it'd have to round by round make checks to see if it contracts the disease, but its easier when health buildings are giving aid and thus increasing the fortitude/resistance
[07/29/2012 12:13:38 AM] Thunderbird: but right now fortitude and aid are generic... only the cure missions are absolute
[07/29/2012 12:13:46 AM] Hydromancerx: 6. counter it with old fashioned + health.
[07/29/2012 12:14:39 AM] Thunderbird: but the cure missions can only be performed once per round by a healer and each cure is specific to a particular type of affliction and it can only cure one unit (not selected, just the first applicable one in the stack)
[07/29/2012 12:14:41 AM] Hydromancerx: so even if you have a disease that give +3 unhealth you would still be ok if you had +3 health to counter that.
[07/29/2012 12:14:53 AM] Thunderbird: Along the lines of 6.
[07/29/2012 12:15:08 AM] Thunderbird: A city overcomes a disease by checks every round
[07/29/2012 12:15:37 AM] Thunderbird: if the city has the disease, and the generic disease property < outbreakTotal
[07/29/2012 12:15:53 AM] Hydromancerx: oh so you naturally could surive a disease?
[07/29/2012 12:16:12 AM] Thunderbird: then if 1d100 < chance to cleanse then the building vanishes. (doesn't ensure it won't come back)
[07/29/2012 12:16:21 AM] Hydromancerx: or is it there forever?
[07/29/2012 12:16:29 AM] Hydromancerx: ah
[07/29/2012 12:16:45 AM] Hydromancerx: we should make some diseases harder to get rid of than others
[07/29/2012 12:17:10 AM] Thunderbird: depends on the disease and how nasty its been programmed. If its chance to overcome is too low (can go negative) it can be near on impossible to overcome... it can also be made to get harder and harder to overcome every round
[07/29/2012 12:17:37 AM] Thunderbird: or easier to overcome every round alternatively ;)
[07/29/2012 12:17:46 AM] Thunderbird: These are toggles in our control now... mwahahahaha
[07/29/2012 12:18:11 AM] Hydromancerx: ok now what about genetic diseases?
[07/29/2012 12:18:27 AM] Hydromancerx: stuff that is not spread
[07/29/2012 12:18:40 AM] Hydromancerx: well spread through genertics I suppose
[07/29/2012 12:18:58 AM] Hydromancerx: for instance cancer
[07/29/2012 12:19:09 AM] Hydromancerx: which can be inherited
[07/29/2012 12:20:09 AM] Thunderbird: Now then... for the city to overcome, the chance to cleanse is basically = to the equivalent disease promotion overcome probability + current Overcome for City (# of turns its been in the city * overcome adjustment per turn) + aidVolume - TradeCommunicabilitytotal(bringing in more of the disease influence daily) - communicability from any present units that have the disease. (and you've suggested another modifier here from another building tag I'll adapt.)
[07/29/2012 12:21:18 AM] Thunderbird: ok, genetic diseases and cancer I figured could pretty much be summed up in basic unhealth as they can't be spread and are often loosely based on environmental factors, I don't think they need the 'zoom-in' effect.
[07/29/2012 12:21:51 AM] Thunderbird: But they could be delivered via events to units fairly randomly, or with some environmental factors such as moving through fallout.
[07/29/2012 12:22:04 AM] Hydromancerx: so i can treat them like crimes just with an extremely low disease threshold?
[07/29/2012 12:22:06 AM] Thunderbird: Also... you were talking about some diseases only affecting animals and other species
[07/29/2012 12:22:23 AM] Thunderbird: with multiple combat classes going into effect, species can be easily defined.
[07/29/2012 12:22:29 AM] Hydromancerx: yep
[07/29/2012 12:23:00 AM] Hydromancerx: yeah i uspose if dogs were given a combat class we could have canine diseases.
[07/29/2012 12:23:06 AM] Thunderbird: and all promos can have a limit placed on them by combatclass that will be adhered to.
[07/29/2012 12:23:11 AM] Hydromancerx: horses, camles, elephants, etc
[07/29/2012 12:23:28 AM] Thunderbird: or diseases like rabies that affect them differently and some animals not at all
[07/29/2012 12:23:30 AM] Hydromancerx: but i ment more for the resources and buildings.
[07/29/2012 12:23:45 AM] Thunderbird: right... it can get pretty accurate to any research we apply to the system.
[07/29/2012 12:24:13 AM] Hydromancerx: ex. some disease effects your corn and your corn resource is effected.
[07/29/2012 12:24:31 AM] Hydromancerx: or fish get some disease that reduces your fishing
[07/29/2012 12:24:58 AM] Hydromancerx: note these could also be linked to air and water pollution if needed
[07/29/2012 12:25:52 AM] Hydromancerx: it would be instresting if wild animals could get rabies
[07/29/2012 12:26:03 AM] Thunderbird: In those cases, as I was saying before, vicinity prereqs would either count for a disease building or not. Therefore, a different disease building for STARTING a disease, and one for its manifestation as it spreads, may be necessary in some cases like that, otherwise, for example, the swine flu would be limited only to cities with pigs in the vicinity... but only the Swineflu SOURCE should require the pig in vicinity while the rest would not.
[07/29/2012 12:26:07 AM] Hydromancerx: and could infect your hunters
[07/29/2012 12:26:21 AM] Thunderbird: yep... that was exactly part of the plan ;) where rabies were concerned
[07/29/2012 12:27:06 AM] Hydromancerx: sounds like we have a ton of work ahead of us
[07/29/2012 12:27:23 AM] Hydromancerx: probbly the entire next cycle or more.
[07/29/2012 12:27:32 AM] Thunderbird: yep... and rabies would act on people classes differently than it does on animals... but could still then be further spread (although not very likely)... interesting footnote though... I may need to make a Communicability modifier by combat class tag to represent how animals pass it along much easier than people...
[07/29/2012 12:28:28 AM] Thunderbird: between this and everything else I've enabled, we've got a LOT of work ahead of us... but I figured diseases would be your department... at least on the building side.
[07/29/2012 12:28:36 AM] Hydromancerx: I did make a rabies icon/button a while back
[07/29/2012 12:28:44 AM] Hydromancerx: was it you who requested it?
[07/29/2012 12:28:54 AM] Thunderbird: I just needed to chat this out with you so you understood what I was going to do to manipulate the spreading mechanic.
[07/29/2012 12:29:01 AM] Hydromancerx: it was a promotion button BTW
[07/29/2012 12:29:01 AM] Thunderbird: no... but that always helps ;)
[07/29/2012 12:29:13 AM] Thunderbird: they'll all need promo buttons
[07/29/2012 12:29:28 AM] Hydromancerx: ick ...
[07/29/2012 12:29:42 AM] Thunderbird: as I was saying before ;)
[07/29/2012 12:29:43 AM] Hydromancerx: I hate doing promo buttons they take so long to do
[07/29/2012 12:29:51 AM] Thunderbird: I can DO a lot of that work... that stuff is fun
[07/29/2012 12:30:18 AM] Hydromancerx: but do you make them match?
[07/29/2012 12:30:24 AM] Thunderbird: I was thinking though... Afflictions should have the stopsign shape background and equipments should have a circular background to make them immediately differentiatable from promote promotions
[07/29/2012 12:30:29 AM] Hydromancerx: or do you just pick any random picture?
[07/29/2012 12:30:38 AM] Thunderbird: I can easily do so since I have the backgrounds you sent
[07/29/2012 12:30:49 AM] Hydromancerx: I try to make the promotions match the civ4 style.
[07/29/2012 12:31:05 AM] Hydromancerx: also its hard to get ti to liik right with the colors/style
[07/29/2012 12:31:23 AM] Hydromancerx: well you can make them :p
[07/29/2012 12:31:35 AM] Thunderbird: it is... but its not hard... I was just trying to make it look a bit better when I did it before... I don't really LIKE the original style much
[07/29/2012 12:31:50 AM] Thunderbird: I have no problem with that at all... that's the fun part ;)
[07/29/2012 12:31:57 AM] Hydromancerx: let me look up what color was picked ...
[07/29/2012 12:32:23 AM] Thunderbird: I was hoping for your approval on the shape defines the promo type though... Equips: circles, Afflicts: stopsigns
[07/29/2012 12:33:05 AM] Thunderbird: We've run out of colors for the most part and use them too loosely as it is for the kind of separate definition I'd like to see these promos carry... within their categories, colors can mean their own thing...
[07/29/2012 12:33:31 AM] Thunderbird: for example, a Poison could be Green background, gold foreground, stopsign shape
[07/29/2012 12:33:50 AM] Hydromancerx: Hmm
[07/29/2012 12:33:53 AM] Thunderbird: a Disease could be Purple background, gold foreground, stopsign shape
[07/29/2012 12:34:08 AM] Hydromancerx: looks like it was a brown promotion to match the animal promotions
[07/29/2012 12:34:20 AM] Thunderbird: and so on... this drastically aids in determining the difference for players between the ability to GIVE out a poison to other units and actually BEING poisoned.
[07/29/2012 12:34:25 AM] Hydromancerx: since rabies was an animal promotion
[07/29/2012 12:34:57 AM] Thunderbird: wouldn't be hard to convert
[07/29/2012 12:35:19 AM] Hydromancerx: nope I can chnage it to whatever background we need
[07/29/2012 12:35:22 AM] Thunderbird: think for a bit... i'
[07/29/2012 12:35:26 AM] Hydromancerx: blue = normal
[07/29/2012 12:35:34 AM] Hydromancerx: purple = special
[07/29/2012 12:35:44 AM] Hydromancerx: red = combat general
[07/29/2012 12:35:52 AM] Thunderbird: i'll brb...
[07/29/2012 12:35:53 AM] Hydromancerx: green = hero
[07/29/2012 12:36:01 AM] Hydromancerx: brown = animal
[07/29/2012 12:36:07 AM] Hydromancerx: black = nomad
[07/29/2012 12:36:44 AM] Hydromancerx: gray = specual civ4 event promotions (ex. poison arrows, woolz steel)
[07/29/2012 12:37:17 AM] Hydromancerx: what eve have not used are magenta and white
[07/29/2012 12:37:30 AM] Hydromancerx: and yellow is too hard to see on yellow
[07/29/2012 12:37:38 AM] Hydromancerx: *have
[07/29/2012 12:37:48 AM] Hydromancerx: oops
[07/29/2012 12:37:53 AM] Hydromancerx: *what we have not
 
Ok, so color wise we also don't have Dark Green (right now its a mint green for the heroes and dark green would work well for DISEASE actually (not poisons so much)) and Dark Purple (right now the purple we have is almost magenta already... a rich royal purple with a dark hue would fit perfectly for poisons - again I'd like to differ in shape between having a poison you can deliver (earned from an equipment no doubt) and actually being poisoned.)

Otherwise, I think we have a concurrence and the rest of the necessary tags and coding to wrap up the dynamic of this system is being programmed as we speak.
 
Interesting. I was planning to get some dynamic into the disease property itself by having it grow inhibited by an immunity property (meaning temporary immunity because you already had that disease or were vaccinated or naturally immune) which then would grow the more people had the disease.

About the coding you do, Thunderbrd: Do you try to make it generic or tie it to the systems we already have to make those more powerful or is that very specific one purpose coding?

I have made a branch for that: /branches/disease
Use the Switch command to change your local copy to it and then you can commit any disease experiments.
 
AIAndy said:
Interesting. I was planning to get some dynamic into the disease property itself by having it grow inhibited by an immunity property (meaning temporary immunity because you already had that disease or were vaccinated or naturally immune) which then would grow the more people had the disease.
I'm not doing any programming that manipulates the generic Disease Property (which is pretty much a Disease Threat level that counts towards all diseases) directly but the Disease Property is certainly in use here. After the chat with Hydro last night, I planned some new tags for adjusting the Outbreak Value on a given disease by building or by tech etc... but you've just inspired another tag for a Disease Tolerance that grows each time the city contracts a particular disease by a cumulative bonus indicated by the tag value but reduces slowly over time gradually back down to 0 if another tag, bDiseaseToleranceErosion is true, otherwise builds up permanently. (Depends on the disease and how it works as to how that would go.) I'll do this for units as well.

About the coding you do, Thunderbrd: Do you try to make it generic or tie it to the systems we already have to make those more powerful or is that very specific one purpose coding?
I'm not quite sure what you're asking exactly but I'm trying to give all the necessary maneuverability to encapsulate real world effects into game effects. And as I've told Koshling before, any coding I do is subject to the both of you to review and if you find some things could be tweaked to make it function better or more efficiently, I'm always interested to see how you may have gone about things differently and open to making adjustments. I do try to make it fit into systems we have but I also figure you'll probably spot some places where some of your systems could be infused to make an improvement or two.
 
I'm not doing any programming that manipulates the generic Disease Property (which is pretty much a Disease Threat level that counts towards all diseases) directly but the Disease Property is certainly in use here. After the chat with Hydro last night, I planned some new tags for adjusting the Outbreak Value on a given disease by building or by tech etc... but you've just inspired another tag for a Disease Tolerance that grows each time the city contracts a particular disease by a cumulative bonus indicated by the tag value but reduces slowly over time gradually back down to 0 if another tag, bDiseaseToleranceErosion is true, otherwise builds up permanently. (Depends on the disease and how it works as to how that would go.) I'll do this for units as well.

I'm not quite sure what you're asking exactly but I'm trying to give all the necessary maneuverability to encapsulate real world effects into game effects. And as I've told Koshling before, any coding I do is subject to the both of you to review and if you find some things could be tweaked to make it function better or more efficiently, I'm always interested to see how you may have gone about things differently and open to making adjustments. I do try to make it fit into systems we have but I also figure you'll probably spot some places where some of your systems could be infused to make an improvement or two.
I have to admit that I love generic coding, even at points where it does not gain you a lot so I just wanted to ask you to think about if whatever you code is really only useful at this specific point or if other properties might later have similar needs.
Like for your cure mission, did you add that entirely separate or did you extend the outcome missions to allow curing if a tag is set?
 
I have to admit that I love generic coding, even at points where it does not gain you a lot so I just wanted to ask you to think about if whatever you code is really only useful at this specific point or if other properties might later have similar needs.
Like for your cure mission, did you add that entirely separate or did you extend the outcome missions to allow curing if a tag is set?

Let me preface all of the following with this: I believe you possess a genius to a degree that I cannot fathom without deep research and patience. Everything you do for the mod team is absolute gold. Unfortunately, I have difficulty following how to apply much of it in as wide a scope as you intended. I appreciate it all, but not as much now as I'm sure I will once I really 'get it'.

I have to work with what I understand, at least initially. I'm more than happy to let you look over what I've done and see if you can make some improvements with your generic applications. I don't really have my head around those yet so its best I steer clear of trying to use them until I understand them. And in the process of you making adjustments to what I've done it will make it a lot more graspable for me to see how you've adjusted things. Then, in future modding, I'll have a better functional understanding of those issues. I can struggle to understand the written explanations a great deal more than if I see it in action and it'll be easier to see it in action as it applies to what I've previously established myself.

For example, I'm not sure what outcome missions can really accomplish. So far I've seen that it allows us to manipulate the outcome of a battle regarding whether or not animals are captured. That's about my understanding of it right now. You could end up showing me how that could be somehow applied to curing, but the current way I established the Cure mission was more similar in nature to the manner in which Spy missions are established. (Note: I have some basic AI in place for that but I admit it could also be improved... its one of those flagged areas where I was going to confer with you guys to see what we could do to enhance it for the AI a bit. I'm finding I'm growing in the belief that Healers need their own AI routines entirely... they don't quite fit in with all that's taking place for RESERVE units.)

As it stands, I near completion of my project where the dll is concerned. It won't change or affect much until the content (xml and graphics) are developed to support it all. So, after some playtesting to make sure it isn't causing any unexpected issues in other areas, much of which takes place between each adjustment I make already, I should be able to safely merge it in and push it to the svn where you and Koshling can begin reviewing, even potentially tweaking, as content begins to undergo development.

I'm not really going to be able to make much use of the branch unless you want me to merge to the branch only for now, which could work too. But this segment I've been developing includes a LOT more than Afflictions. It also includes numerous combat interaction modifications, a host of new Promotion and Unit tags, and an Equipment system that works in tandem with the Affliction system as well.
 
I have to work with what I understand, at least initially. I'm more than happy to let you look over what I've done and see if you can make some improvements with your generic applications. I don't really have my head around those yet so its best I steer clear of trying to use them until I understand them. And in the process of you making adjustments to what I've done it will make it a lot more graspable for me to see how you've adjusted things. Then, in future modding, I'll have a better functional understanding of those issues. I can struggle to understand the written explanations a great deal more than if I see it in action and it'll be easier to see it in action as it applies to what I've previously established myself.
Sure, I am happy to help.

For example, I'm not sure what outcome missions can really accomplish. So far I've seen that it allows us to manipulate the outcome of a battle regarding whether or not animals are captured. That's about my understanding of it right now. You could end up showing me how that could be somehow applied to curing, but the current way I established the Cure mission was more similar in nature to the manner in which Spy missions are established. (Note: I have some basic AI in place for that but I admit it could also be improved... its one of those flagged areas where I was going to confer with you guys to see what we could do to enhance it for the AI a bit. I'm finding I'm growing in the belief that Healers need their own AI routines entirely... they don't quite fit in with all that's taking place for RESERVE units.)
Outcome lists are a list of different outcomes that have a certain chance to happen and then apply an effect (like creating a unit or adding food to the next town). There are conditions that are checked to see if an outcome is possible for a unit in the plot.
One application of outcome lists are the kill outcomes that are used for animal killing. The other application are outcome missions. That is what is used for the different things that can be done with subdued animals like butchering. You add a mission to the XML and then map that mission to an outcome list.
Example:
Spoiler :
Code:
<Actions>
				<Action>
					<MissionType>MISSION_BUTCHER</MissionType>
					<ActionOutcomes>
						<Outcome>
							<OutcomeType>OUTCOME_ANIMAL_BUTCHERED_NEUTRAL</OutcomeType>
							<iChance>100</iChance>
							<Yields>
								<iYield>3</iYield>
								<iYield>1</iYield>
								<iYield>0</iYield>
							</Yields>
						</Outcome>
						<Outcome>
							<OutcomeType>OUTCOME_ANIMAL_BUTCHERED_FRIENDLY</OutcomeType>
							<iChance>100</iChance>
							<Yields>
								<iYield>6</iYield>
								<iYield>2</iYield>
								<iYield>0</iYield>
							</Yields>
						</Outcome>
						<Outcome>
							<OutcomeType>OUTCOME_ANIMAL_BUTCHERED_CITY</OutcomeType>
							<iChance>100</iChance>
							<Yields>
								<iYield>6</iYield>
								<iYield>2</iYield>
								<iYield>0</iYield>
							</Yields>
						</Outcome>
					</ActionOutcomes>
				</Action>
</Actions>

As it stands, I near completion of my project where the dll is concerned. It won't change or affect much until the content (xml and graphics) are developed to support it all. So, after some playtesting to make sure it isn't causing any unexpected issues in other areas, much of which takes place between each adjustment I make already, I should be able to safely merge it in and push it to the svn where you and Koshling can begin reviewing, even potentially tweaking, as content begins to undergo development.

I'm not really going to be able to make much use of the branch unless you want me to merge to the branch only for now, which could work too. But this segment I've been developing includes a LOT more than Afflictions. It also includes numerous combat interaction modifications, a host of new Promotion and Unit tags, and an Equipment system that works in tandem with the Affliction system as well.
If you want to wait until the current version is released, then sure, you can commit it to trunk (otherwise the disease branch is kind of experimental anyway so might have some other stuff as well).
 
I'd have to ask how some of those results are then programmed to take place, but this isn't the thread for it. A FULL tutorial on how to establish missions in a way that uses these would be optimal. I worked through a tutorial on creating missions that certainly could've used some editing itself so I'm not 100% sure its going to work exactly as planned until some content gets in that allows me to test it effectively. Even following what you've explained, however, makes me wonder where I could apply that kind of thinking into the curing missions... perhaps you'll see a good way to use it there.

I'll at LEAST be waiting until after the current version release. In fact, I'll be quite happy if I can push changes right after the new version is posted. It'll probably take an extra week or two. The tags I have before me may be the last to implement but there's a lot to the whole formula now so it may take a bit to get it all down right.
 
I have added the following diseases ...

- Disease (Anthrax)
- Disease (Bird Flu)
- Disease (Common Cold)
- Disease (Dysentery)
- Disease (Scurvy)
- Disease (Swine Flu)

Note they are more like crimes than disease at the moment. They cannot spread yet and I would like to make them more unique too. Check them out and see what you think.
 
k... the request to reprogram the tags I've already made with a more efficient method is going to cost me a weekend or two to catch up to where I thought I was with this... but I'll look those over as soon as I do an update.
 
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