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1. Possible, but a lot of tedious work.
2. This would double the amount of 1. what do you mean by "curing manually"? Manually cures are already there by using medicine. Or do you mean instant "magic" cures?
3. There is already an unlisted command to manually infect oneself. If this is for RP reasons, it will probably do, as it would be the same as consuming an "tainted" item.
The command is Ill_infect <x>
X= cold, infection, indigestion, fever
If nothing is laid out or anything is misspelled, the character running the command will contract fatigue. However it requires Admin rights at the moment, but I can change that and add the remaining diseases
4. I considered that actually, not between players, but adding rabies and getting that from being too close with Hyenas and Wolves. I'll consider reviving that idea.
5. I am really sorry to decline here, but UIs are load of work to assemble, and given how I only use a very few commands, which are, after typing them once, laid down in the console history and easily accessed with arrow keys, I really feel the effort outweights the use.
1. Possible, but a lot of tedious work.
If it's hard, then of course just discard the thought. I don't know how much work is involved for any suggestions, just laid them out :)
2. This would double the amount of 1. what do you mean by "curing manually"? Manually cures are already there by using medicine. Or do you mean instant "magic" cures?
I've meant two things by manual cure:
- Ability to cure "incurable" state
- Ability for a player who plays a healer to apply the same effect as medicines. Not instant magic, no. Mechanic-wise it's actually same as using a medicine, but there's a difference if you use a potion or someone "heals" you, it's hard to explain... But if that's hard then it doesn't worth the bother. I was also thinking about blocking study papers feat and giving it to doctor players so only they have access to medicines, feat blocking is basegame now so we could probably just use that.
3. There is already an unlisted command to manually infect oneself. If this is for RP reasons, it will probably do, as it would be the same as consuming an "tainted" item.
The command is Ill_infect <x>
X= cold, infection, indigestion, fever
If nothing is laid out or anything is misspelled, the character running the command will contract fatigue. However it requires Admin rights at the moment, but I can change that and add the remaining diseases
That's very cool, I didn't knew there was such a command! That would definitely do, if you could make it non-admin too :)
4. I considered that actually, not between players, but adding rabies and getting that from being too close with Hyenas and Wolves. I'll consider reviving that idea.
That's also very nice, will it have chance? I mean, well, not every wolf is sick, yes? :)
5. I am really sorry to decline here, but UIs are load of work to assemble, and given how I only use a very few commands, which are, after typing them once, laid down in the console history and easily accessed with arrow keys, I really feel the effort outweights the use.
That's totally alright, I understand!
You venture out into a COLD area and forget your coffee.
You then become just Cold as it is 5degF out in the snow
THEN?
Flu (Being Cold for 2 Minutes
Cold ( Having Cold Debuff for 3
Fever ( Being Cold for 5 minutes
or is it Game Cold = Mod Cold->Flu->Fever
I can almost see a progression wanting to happen.
So You get Flu then Cold than fever?
It would feel more fluid even with your default times like this:
Get Cold from low temp exposure.
After 2 min cold you get a (a Cold)
After 3 min cold you get (Flu)
After 5 min cold you get (Fever)
After being cold for 10 min you get (Severe Malady)
Very Cold would 1/2 those times
Extreme Cold would 1/4 those times
Get Hot from high temp exposure.
Being Hot for 2 minutes get (Overheated)
Being Hot for 3 minutes get (Desert fever)
Being Hot for 5 minutes get (Heat Stroke)
After being Hot for 10 min you get (Severe Malady)
Very Hot would 1/2 those times
Extreme Hot would 1/4 those times
Each stage would have an ever increasing negative effect. The more severe your ailment the more serious of a treatment you will need to lessen the time.
Treatments could range from eating/drinking some item
Prevention in itself would be to prevent exposure in the 1st place with drinks or meds.
IRL I take Vitamin C to help ward off colds. Berries could act the same way in Conan.
Treating a cold with an Aloe Tonic. Or frost burn with aloe gel.
A server setting for Admins to scale the timers allowing (time X 0.1-10)
DataCMD Ill_TempTimersMultiplier <x>
The above matrix makes it feel more realistic like IRL. More time in adverse condition leads to more severe ailments.
Indigestion concept feels good as is.
Frost Burn feels fine as is.
Fatigue feels fine as is.
It's just feedback take it for what it is. I know the pain of Moding other games and how sometimes the people want what is outside of your vision. Constructive feedback can sometimes lead to a more fluid experience and with some admin commands to tweak settings you can still achieve the brutal experience I can see you are going for and still allow care bears to use your mod without making core changes.
Having a cold or a flu both hold the chance of triggering a fever. And Infection can also cause a fever, a fever can cause a delirium.
Berries already give a Vitamin Buff, they have been doing that since this mod was released. You also get the same buff from Orange Phykos, because, Algae are actually very nutritious. If you read the description of the Frostburn Remedy and look at the recipe, you notice they are Aloe soaked wraps. Same with the Infection Wraps. But not every cure needs to be an Aloe based brew, that would be pretty one sided, when the game has so many underated and rarely used resources.
The flowers in the game have their latin names in the game's source material, and I googled all of them. The Indigo plant is actually used in traditional medicine, and on a wide spectrum at that, at least according to google, and nearly all flowers have some uses in traditional medicine, except the false mandrake, which is pure poison. So all my cures are somewhat based on what use their ingredients have in the real world in the old days.
A Severe Malady is exactly that: A malady, some kind of unspecified bacteria or virus infection you contract from various unhealthy sources, such as being wounded, bad environmental temperatures, being poisoned, nutrition detriment, exposure to corruption for longer times etc. All those things factor in. When you catch a cold iRL, it might evolve into a fever. Same with the flu. But when was the last time you caught a cold, didn't stay in bed, and ended up with small pox or tuberculosis? Yeah, me neither. I sure could add pneumonia or tuberculosis, but the latter can't be cured, and the former is a death sentences, I think nobody is keen on either, this is a game after all. Unless people ask for me to add deadly or permanent diseases, I'll not bother.
Lastly...
Your progression suggestion feels pretty static and focusses solely on being hot or cold, but that isn't how it works. Every disease has their chance calculated from 6 to 8 different sources with a different weight. Each disease has one or two key sources, safe the malady, which is calculated evenly because it is more or less a joker name for any kind of unknown disease. Which makes me think, maybe I should randomize the penalties, so it looks different every time it fires. Anyway, eventhough I focused more on the common diseases that plague us, which are incidentally connected to hot or cold weather, there is more to it than just hot or cold. In my teen years I managed to contract a flu during every summer break. And it sucked.