Unit Healing rates

So I wonder is Anyone on the Team going to Stagger some of the Diseases that are Stacked at level 100? Or is it going to take another Modmod to show this is needed?

JosEPh

I wanted to adress this, but currently i have too much stuff to do already. I don't think it's necessary to make it a modmod, just update it to the SVN once you are happy with it. Having diseases all at 100 is IMO a bug that should be fixed anyway. We don't need a modmod for everything.
 
I wanted to adress this, but currently i have too much stuff to do already. I don't think it's necessary to make it a modmod, just update it to the SVN once you are happy with it. Having diseases all at 100 is IMO a bug that should be fixed anyway. We don't need a modmod for everything.

So if I make an updated file that contains the diseases infos who do I PM to give it to to get it added to the SVN? And shouldn't SO or DH be asked for approval? Don't want to step on anyones toes (more than I usually do anyway :p :mischief: ).

JosEPh :)
 
I know that Healers show up with healers Hut at Naturopathy, but the Display in game for the healer no longers shows the Green Plus. I looked at Healer in UnitInfos and it still has the -5 disease property. It just doesn't show it ingame like it used to do. Hence my concern that it had been changed.
Is it not displayed like this: 2015-06-11_00001.png2015-06-13_00002.png?? Are you perhaps thinking of the "Herbal Cures" promotion that existed before self heal and build ups were introduced. It was a free promotion those units started with before.
And even with my changes to Pests added in the Disease was still making huge leaps and I had used every Disease fighting building that was abvailable. At 2000BC, Ancient Era, Epic, Monarch, my Capital already has 9 Healers plus 1 wise woman I have not upgraded yet. That just seems excessive to me. So I wonder is Anyone on the Team going to Stagger some of the Diseases that are Stacked at level 100? Or is it going to take another Modmod to show this is needed?
All properties need further balancing, some more than others.
 
So if I make an updated file that contains the diseases infos who do I PM to give it to to get it added to the SVN? And shouldn't SO or DH be asked for approval? Don't want to step on anyones toes (more than I usually do anyway :p :mischief: ).

JosEPh :)

I can upload it for you.

IIRC Hydro set up those values and he wasn't here some time ago. You can wait for SO or DH to answer, but if you spread out the diseases a bit more without overdoing it (no dieseases at 1000+ I'd say) I'm sure they approve it anyways :goodjob:
 
I can upload it for you.

IIRC Hydro set up those values and he wasn't here some time ago. You can wait for SO or DH to answer, but if you spread out the diseases a bit more without overdoing it (no dieseases at 1000+ I'd say) I'm sure they approve it anyways :goodjob:

EDIT:Moved to Disease Modmod thread.
 
I'd probably spread it out even further, so that you don't have 2 or 3 diseases at the same property value. Crimes and pollution are spread out way more; I think 750 as a maximum here is just fine.

Don't look at the maxdefinedvalue of 100.000! It's just how it's set up; much more important is what values are/can be reached in games. To actually get 100.000 you'd need something around 5000 Disease per turn; which would be a city of 1000+ population :P

If at least 2 other ppl say it's ok and nobody has any good reasons why it shouldn't be changed, I'll add it to the SVN tomorrow :goodjob:
 
I'd probably spread it out even further, so that you don't have 2 or 3 diseases at the same property value. Crimes and pollution are spread out way more; I think 750 as a maximum here is just fine.

Don't look at the maxdefinedvalue of 100.000! It's just how it's set up; much more important is what values are/can be reached in games. To actually get 100.000 you'd need something around 5000 Disease per turn; which would be a city of 1000+ population :P

If at least 2 other ppl say it's ok and nobody has any good reasons why it shouldn't be changed, I'll add it to the SVN tomorrow :goodjob:

Well the main goal for me was to get 9 of the disease Off the 100 mark that is hit hard so very very easily early game when Disease fighting buildings are few and you have to pile on Wise woman and healers like crazy in your cities.

This isn't a radical change that DH would be overly concerned with, but Hydro probably would. Also before ALL diseases hit at 200 value. Now there are 6 from 200 to 350. That is a big change.

I guess now we need some other to chime in. Maybe I should post a link in the C2C Discussions thread to get some views in here.

JosEPh
 
I think it seems much more reasonable, but of course there's only one way to find out for sure. :)
 
EDIT: Moved to Disease Thread in this Modmod forum.

JosEPh
 
Great work Joseph on spreading disease out, but I'm not sure it needs to be made so much easier the way you have.

At Snail on Emperor from the start (recently upped to Immortal), and having recently teched Copper Working (so mid-ancient) I have at most 3 healers of various types in any of my cities. Disease getting to 100 never sends a city unhealthy, it is only the level of 200 (and sometimes 150) that needs remedying.

Ok maybe that gets worse later, but you have unlimited healing units buildable, and they only get better.

To conclude, we need this change in core (ie. the 'staggering'), but probably not as much easing of the pressure from disease as you've done. Of course, your modmod-users' playtesting might prove otherwise.
 
Great work Joseph on spreading disease out, but I'm not sure it needs to be made so much easier the way you have.

At Snail on Emperor from the start (recently upped to Immortal), and having recently teched Copper Working (so mid-ancient) I have at most 3 healers of various types in any of my cities. Disease getting to 100 never sends a city unhealthy, it is only the level of 200 (and sometimes 150) that needs remedying.

Ok maybe that gets worse later, but you have unlimited healing units buildable, and they only get better.

To conclude, we need this change in core (ie. the 'staggering'), but probably not as much easing of the pressure from disease as you've done. Of course, your modmod-users' playtesting might prove otherwise.

That is why I only took the levels out to 350 and only Bubonic Plague is at that level. I did drop/lower 2 of the 100 level diseases to 75.

Perhaps instead to jumping from 100 to 150 and all the rest spaced by 50 to the max 350 I should have continued to use initial 25 pt differential that I used for the values under 100: ie. 125, 150, 175, 200, 225, 250.

Or something like this:
Range value count:
25- 1 Common Cold
50- 2 Scurvy, Dysentery
75- 2 Scarlet Fever, Measles
100- 3 Cholera, Diphtheria, and Anthrax
150- 2 Leprosy, Malaria
200- 2 Bird Flu, Swine Flu
250- 2 HIV, Typhoid Fever
300- 2 Smallpox, Plague (Bubonic)

This way by hitting level 100 you are dealing with 1/2 the diseases (8). And the other 1/2 from 150 to 300. Early game hitting level 100 is very easy to do.

JosEPh
 
Great work Joseph on spreading disease out, but I'm not sure it needs to be made so much easier the way you have.
Remember that changes can be made elsewhere, than in disease, to get a better balance with JosEPh suggested changes. Small communities (Pop: 1-10) should have an easier time avoiding the big diseases than the current setup sometimes allows.
 
Why would we not have at least a common cold at Disease 1+ ? There's so much range beneath 0 that any positive at all should at least mean something don't you think?
 
Why would we not have at least a common cold at Disease 1+ ? There's so much range beneath 0 that any positive at all should at least mean something don't you think?

As 0 disease more or less represents a disease free society, it seems reasonable that hitting that golden point should give a reward. I agree.
 
I'd even go for diseases in the negative unless reaching 0 disease becomes very difficult. I think I wrote about it in another post, the game is designed to revolve around 0 (when sinks are equal or greater than sources), it's a bit disappointing that only one half is actually used.
yeah, I thought about writing the exact same thing in my last post. I didn't as it would require a lot of further discussion.
 
yeah, I thought about writing the exact same thing in my last post. I didn't as it would require a lot of further discussion.

Actually maintaining that 0 limit but purposely no giving enough way to fight diseases/crime as you pop growth would also be quite interesting. As your pop grows, you get more and more diseases until city growth is stopped altogether. Then, with tech advance, you become better at fighting disease and your city can grow a bit more. City size would then mostly depend on its food resources and disease-fighting buildings instead of maintaining a near-permanent advance for cities founded early on.
 
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