Technical support > Feature Requests
Bleeding wounds
homunculus:
As far as I remember the previous bodypart wounds attempt, coding started when the idea was still underspecified, and ran into a lot of clarifications about contradictions and special cases.
And, I may be confusing it with some other project, but as far as I remember, the coder quit when he was asked to follow formatting conventions.
Myself I do not quite believe 1 to 3 hp bleeding per turn would have the desired bleeding effect (that is strictly my opinion, though).
Therefore I think a wounds system should make the difference between unharmed health points and treated wounds, at least (with the stat reduction effects).
DarkRain:
@Kahvipannu84
Attached is what I'm currently using: 5 shoot per medikie per battle -reloaded at the base-, with halved effectiveness, but makes it un-throwable and does not work in skirmish mode, just uncompress and drop it in your <ufoai install dir>\base\ufos (if there isn't an ufos dir just create one) OR in %APPDATA%\UFOAI\<version>\base\ufos (again create "ufos" if needed).
You can also tweak it to your liking, just open the .ufo file with a plain text editor (with utf-8 support), you'll see the first entry is the one for the medikit, you can change
--- Code: ---ammo 5
--- End code ---
to something else to change the shoots per battle and
--- Code: --- damage "-20 10"
--- End code ---
to change how much it heals (original was "-40 20" so it would heal between 20 an 60 HP)
Adding bleeding wounds, requires changing the game's code, what I have in mind is pretty simpler than the official design, but still would require you to be able to recompile the game
Kahvipannu84:
Thank you, exactly what I looking for :D One thing, will these changes be save-game compatible, or do I have to start new game?
DarkRain:
Adding them to an existing campaign shows no ill effects, tweaking them afterwards also works well, removing the changes only breaks the HUD (it keeps showing the ammo count) but I've experienced no other ill effect.
DarthLuca:
I can see that an overhaul of this is on the proposal list but I just wanted to add my 2pw.
The primary use of the medikit should be to heal 'fatal wounds'. Obviously means that a 'wounding' or 'Bleeding' system IS needed. A Medikit should not be able to heal faster than the hospital at least not once a mission is finished (i.e. Tempory battlefield healing could be allowed simulating painkillers and stimulants), wounds taken to a battle can NOT be healed.
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