[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