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New feature: we have to bury corpses, or their rot causes diseases in sectors
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2436 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -2893,7 +2893,7 @@ FOOD_EATING_SOUNDS = TRUE
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[Disease Settings]
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[Disease Settings]
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; If DISEASE is TRUE, your mercs can get diseases. Diseases are specified in Disease.xml. You can get them from
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; If DISEASE is TRUE, your mercs can get diseases. Diseases are specified in Disease.xml. For example, you can get them from
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; -insects in swamp & tropical sectors
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; -insects in swamp & tropical sectors
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; -contact with other people, animals and the dead
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; -contact with other people, animals and the dead
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; -open wounds
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; -open wounds
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@@ -2905,10 +2905,12 @@ FOOD_EATING_SOUNDS = TRUE
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; set this to TRUE to play with diseases.
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; set this to TRUE to play with diseases.
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DISEASE = FALSE
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DISEASE = FALSE
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; if DISEASE and DISEASE_STRATEGIC are set to TRUE, the first disease (arulcan plague) will also affect civilians, soldiers and militia.
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; if DISEASE and DISEASE_STRATEGIC are set to TRUE, corpses pose a health risk.
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; It can break out in swamp & tropical sectors and spread as infected troops move around.
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; Once a corpse vanishes, it creates disease points in that sector. The more disease points, the higher the chance mercs catch any corpse-related illness.
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; In bad cases, it can affect entire cities. Infected population will suffer just as your mercs do. If you don't act, this could be a severe threat to your campaign.
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; This can negatively affect the breath and health points of any NPC (enemy, militia or civilian) in that sector.
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; It does work on both sides though, the army can suffer just as well... especially if you give it a push ;-)
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; If INDIVIDUAL_MILITIA and INDIVIDUAL_MILITIA_MANAGE_HEALTH are true, this negatively affects a militia's hourly regeneration.
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; You can remove corpses via the Disease->Burial assignment to stop this from happening.
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; You can remove disease points via the Disease->Treatment assignement, this works similar to the doctor assignment.
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DISEASE_STRATEGIC = TRUE
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DISEASE_STRATEGIC = TRUE
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; The World Health Organization has a website that contains a few helpful tips on diseases.
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; The World Health Organization has a website that contains a few helpful tips on diseases.
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@@ -94,7 +94,8 @@
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<croucheddefense>0</croucheddefense> <!-- +- enemy cth if we are crouched against thick cover in their direction, -30 to 30-->
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<croucheddefense>0</croucheddefense> <!-- +- enemy cth if we are crouched against thick cover in their direction, -30 to 30-->
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<fortify_assignment>0</fortify_assignment> <!-- +- % building speed, -50 to 200 -->
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<fortify_assignment>0</fortify_assignment> <!-- +- % building speed, -50 to 200 -->
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<snake_defense>0</snake_defense> <!-- +- % chance to evade snake attacks, -100 to 100 -->
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<snake_defense>0</snake_defense> <!-- +- % chance to evade snake attacks, -100 to 100 -->
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<hackerskill>0</hackerskill> <!-- hacker skill, 0 to 100. Value > 0 means we can hack computers -->
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<hackerskill>0</hackerskill> <!-- hacker skill, 0 to 100. Value > 0 means we can hack computers -->
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<burial_assignment>0</burial_assignment> <!-- effectiveness at burying corpses, -50 to 1000. Value > 0 means we bury corpses faster -->
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<dislikebackground>0</dislikebackground> <!-- dislike everybody with a background that has the negative of this value -->
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<dislikebackground>0</dislikebackground> <!-- dislike everybody with a background that has the negative of this value -->
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@@ -3640,22 +3641,17 @@
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<BACKGROUND>
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<BACKGROUND>
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<uiIndex>183</uiIndex>
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<uiIndex>183</uiIndex>
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<szName>Veteran Mercenary/Undertaker</szName>
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<szName>Veteran Mercenary/Undertaker</szName>
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<szShortName>Vet Merc/Undertaker</szShortName>
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<szShortName>Vet/Undertaker</szShortName>
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<szDescription>When you've seen it all, nothing can frighten you anymore.</szDescription>
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<szDescription>Pops has seen it all. What's left to frighten him?</szDescription>
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<leadership>5</leadership>
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<ap_assault>5</ap_assault>
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<ap_assault>5</ap_assault>
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<ap_fortify>-25</ap_fortify>
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<ap_fortify>-25</ap_fortify>
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<ap_artillery>-2</ap_artillery>
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<ap_artillery>-2</ap_artillery>
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<resistance_physical>3</resistance_physical>
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<resistance_fear>20</resistance_fear>
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<resistance_fear>20</resistance_fear>
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<resistance_suppression>10</resistance_suppression>
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<resistance_suppression>10</resistance_suppression>
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<interrogation>5</interrogation>
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<carrystrength>3</carrystrength>
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<speed_run>-5</speed_run>
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<speed_run>-5</speed_run>
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<spotter>5</spotter>
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<capitulation>15</capitulation>
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<capitulation>15</capitulation>
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<approach_friendly>7</approach_friendly>
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<insurance>100</insurance>
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<insurance>100</insurance>
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<burial_assignment>600</burial_assignment>
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<smoker>1</smoker>
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<smoker>1</smoker>
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<no_male>1</no_male>
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<no_male>1</no_male>
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<no_female>1</no_female>
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<no_female>1</no_female>
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@@ -5435,6 +5431,7 @@
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<resistance_suppression>20</resistance_suppression>
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<resistance_suppression>20</resistance_suppression>
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<approach_friendly>7</approach_friendly>
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<approach_friendly>7</approach_friendly>
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<carrystrength>3</carrystrength>
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<carrystrength>3</carrystrength>
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<burial_assignment>500</burial_assignment>
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</BACKGROUND>
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</BACKGROUND>
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<BACKGROUND>
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<BACKGROUND>
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<uiIndex>286</uiIndex>
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<uiIndex>286</uiIndex>
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@@ -175,6 +175,8 @@
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<CrowbarModifier>0</CrowbarModifier>
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<CrowbarModifier>0</CrowbarModifier>
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<DisarmModifier>0</DisarmModifier>
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<DisarmModifier>0</DisarmModifier>
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<RepairModifier>0</RepairModifier>
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<RepairModifier>0</RepairModifier>
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<usHackingModifier>0</usHackingModifier>
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<usBurialModifier>0</usBurialModifier>
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<DamageChance>0</DamageChance>
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<DamageChance>0</DamageChance>
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<DirtIncreaseFactor>0.0</DirtIncreaseFactor>
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<DirtIncreaseFactor>0.0</DirtIncreaseFactor>
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<clothestype>0</clothestype>
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<clothestype>0</clothestype>
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@@ -31547,6 +31549,7 @@
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<BR_NewInventory>3</BR_NewInventory>
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<BR_NewInventory>3</BR_NewInventory>
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<BR_UsedInventory>1</BR_UsedInventory>
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<BR_UsedInventory>1</BR_UsedInventory>
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<Hardware>1</Hardware>
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<Hardware>1</Hardware>
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<usBurialModifier>50</usBurialModifier>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<STAND_MODIFIERS />
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<CROUCH_MODIFIERS />
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@@ -46374,6 +46377,7 @@
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<Sinks>1</Sinks>
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<Sinks>1</Sinks>
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<ShowStatus>1</ShowStatus>
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<ShowStatus>1</ShowStatus>
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<Hardware>1</Hardware>
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<Hardware>1</Hardware>
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<usBurialModifier>50</usBurialModifier>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<STAND_MODIFIERS />
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<CROUCH_MODIFIERS />
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