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Author Topic: The Plague: A Detailed Study  (Read 138781 times)
J. M. Pescado
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Re: The Plague: A Detailed Study
« Reply #100 on: 2006 September 19, 03:03:37 »
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Yes. There are already motive-drain related symptoms.
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Re: The Plague: A Detailed Study
« Reply #101 on: 2006 September 19, 06:33:41 »
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Is there anything other than the sudden motive drop when the Sim shows a symptom (coughing, throwing up, etc.)?  If not, I'm talking about more of a "background" motive drain like in pregnancy.  If so, then I've certainly never noticed it and it therefore ought to be increased.
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Re: The Plague: A Detailed Study
« Reply #102 on: 2006 September 19, 11:42:31 »
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[Piratey Translation]

If ye stack th' diseases (MakeMeSick Tester) wi' pregnancy an' run at 3x game speed that makes th' situation challengin'. Grin

Does multiple "compatible" (Flu & Food Poisonin', fer example) infection tokens effect th' overall decay rate?

[Original Post]

If you stack the diseases (MakeMeSick Tester) with pregnancy and run at 3x game speed that makes the situation challenging. Grin

Does multiple "compatible" (Flu & Food Poisoning, for example) infection tokens effect the overall decay rate?
« Last Edit: 2006 September 23, 18:03:49 by Weaver » Logged
seelindarun
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Re: The Plague: A Detailed Study
« Reply #103 on: 2006 September 20, 00:02:37 »
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[Piratey Translation]

Does multiple "compatible" (Flu & Food Poisonin', fer example) infection tokens effect th' overall decay rate?

I didn't notice whether it increased the background motive drain, but because the afflicted show multiple symptoms, the key motives related to each symptom can take an additive hit.  In the example I'm thinking of, my sim had a hacking cough from the biotech virus, and then he started horking after getting food poisoning.  Ultimately, he died of the virus first, but I kept getting warnings about his food poisoning for several hours after his death!  Cheesy
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Re: The Plague: A Detailed Study
« Reply #104 on: 2006 September 20, 08:33:49 »
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If you want curing sickness to be hard, you have to disallow using energisers.  Any sim in gold or platinum can use the energiser to get all their needs up and be well in no time flat.
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Re: The Plague: A Detailed Study
« Reply #105 on: 2006 September 20, 13:27:10 »
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It's funny how merely sitting in a chair with high comfort and energy scores produces (6+4) a faster recovery rate than sleeping (8 only). On the other hand, you can't sleep until your energy drops to 70%, I think, whereas you can sit down anytime.
« Last Edit: 2006 September 21, 18:15:12 by Dopp » Logged
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Re: The Plague: A Detailed Study
« Reply #106 on: 2006 September 20, 14:17:57 »
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It's funny how merely sitting in a chair with high comfort and energy scores produces (6+4) a faster recovery rate than sleeping (Cool. On the other hand, you can't sleep until your energy drops to 70%, I think, whereas you can sit down anytime.

That is a good idea.  Most of the time when you are sick you always feel tired.  What if you lower the maximum amount of energy you can recover while suffering from the plague?
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J. M. Pescado
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Re: The Plague: A Detailed Study
« Reply #107 on: 2006 September 20, 15:04:44 »
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There's already a "fatigue" symptom. The symptoms and how they work will be documented later.
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Re: The Plague: A Detailed Study
« Reply #108 on: 2006 September 20, 15:09:07 »
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The game already lowers your energy cap?  So if you contract the plague you can only recover up to 80% (or some other arbitrary number) of your energy not the full 100% or am I not following correctly and you are referring to the rate at which you recover energy?
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J. M. Pescado
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Re: The Plague: A Detailed Study
« Reply #109 on: 2006 September 20, 15:11:03 »
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One of the symptoms causes energy loss when it strikes.
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Kyna
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Re: The Plague: A Detailed Study
« Reply #110 on: 2006 September 20, 16:16:29 »
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If you want curing sickness to be hard, you have to disallow using energisers.  Any sim in gold or platinum can use the energiser to get all their needs up and be well in no time flat.

I can't even remember the last time I used an energiser (for any reason, not just sickness) in my game.  Several EPs back I think?  I do just the opposite with my sick sims - I make them use the exercise machine, smustle or use the crafting stations to drain their needs.  They still get better within a day.

... wanders away muttering something about stupid sims who refuse to die on her ...
« Last Edit: 2006 September 20, 16:22:45 by Kyna » Logged

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jsalemi
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Re: The Plague: A Detailed Study
« Reply #111 on: 2006 September 20, 16:38:07 »
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About the only sims in my game that use the energizer are those crash-learning crafting station skills.  Particularly Mad Scientists on the robotics station, because they have those late working hours and would otherwise not have enough energy to go to work.
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Re: The Plague: A Detailed Study
« Reply #112 on: 2006 September 21, 15:04:16 »
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I use the energiser mainly to keep knowledge sims going and also in running businesses.  That and the knowledge cap are the only two I'm using now.  Plus elixir of course so my sims don't die of old age.  soft hearted? who me?
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Dopp
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Re: The Plague: A Detailed Study
« Reply #113 on: 2006 September 21, 18:22:17 »
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The game already lowers your energy cap?  So if you contract the plague you can only recover up to 80% (or some other arbitrary number) of your energy not the full 100% or am I not following correctly and you are referring to the rate at which you recover energy?

No, sorry if I gave the wrong impression. What I meant to say was that using sleep/energy as the sole factor in plague recovery is risky because normally speaking the option to sleep or take a nap doesn't appear until a Sim's energy ear has reached a certain level (70-75%). So, if the comfort + sitting recovery bonuses are nuked and if a Sim comes back sick with a 90% energy bar there's nothing he can do about it until he gets tired enough to go to sleep.
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Avadon
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Re: The Plague: A Detailed Study
« Reply #114 on: 2007 April 11, 23:46:53 »
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I thought I would try and make a hack to make sicknesses more realistic.
Topic in Peasantry
------
+8 if the Sim is sleeping (skips other variables)
------
+2 if the Sim is sitting
+2 if the Sim's energy is >= 50 (75%)
+1 if the Sim's comfort is >= 50 (75%)
=+5 Max improvement, while awake
------
-6 if a sim is not sleeping or sitting
-4 if a sim's energy is < 0 (50%) 
-2 if a sim's comfort is < 0 (50%)
=-12 Max deterioration, while awake
------
Real-Sickness.Package.Zip by Bigupload.Com
« Last Edit: 2007 April 12, 13:37:51 by Avadon » Logged
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Re: The Plague: A Detailed Study
« Reply #115 on: 2007 April 12, 02:27:36 »
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It's usually nicer to start your own thread for hacks & stuff, so that if you have to troubleshoot or whatever it's not hogging someone else's thread.

This looks interesting though. I'll give it a crack & let you know what I think - in your own new shiny thread.
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Avadon
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Re: The Plague: A Detailed Study
« Reply #116 on: 2007 April 12, 04:12:47 »
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Ok.  Which forum, the names of them confuseth me.
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Re: The Plague: A Detailed Study
« Reply #117 on: 2007 April 12, 04:20:32 »
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Peasantry would probably be your best bet.
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