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Post by swoosh on May 22, 2019 3:02:10 GMT
So, I've noticed that my characters tend to take longer to heal when their courts are bigger and when it gets a few decades into the game. If I'm ruling anything beyond a duchy, after some time wounds simply never heal and are essentially a death sentence. Is there any way to get around this issue? I haven't noticed any posts about wounds not healing in general discussion or the bug reports.
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Post by Azrael on May 22, 2019 5:35:41 GMT
From looking at the code, the mean-time-to-happen of the remove wound event is 20 months. This is increased if in the Basilisk Isles or Sothoryos regions, in command, in the dungeon or oubliette, or have a base health of less than 6. The mean-time-to-happen is also affected by the physician's illness treatment score (might be learning stat, not sure) and is lessened if a character has a base health of at least 6.
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Post by borigh on May 27, 2019 18:43:54 GMT
20 Months seems way too long. Even if the goal is to make wounds highly lethal, it would be far more elegant and realistic to lower the MTTH to 6-12, and just raise the chance of infection.
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Post by Azrael on May 30, 2019 1:36:18 GMT
20 Months seems way too long. Even if the goal is to make wounds highly lethal, it would be far more elegant and realistic to lower the MTTH to 6-12, and just raise the chance of infection. If you'd like to make those changes, the file to look at is health_events.txt, or if you prefer, I could make a small submod for it.
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Post by borigh on May 31, 2019 10:46:33 GMT
20 Months seems way too long. Even if the goal is to make wounds highly lethal, it would be far more elegant and realistic to lower the MTTH to 6-12, and just raise the chance of infection. If you'd like to make those changes, the file to look at is health_events.txt, or if you prefer, I could make a small submod for it. I think both might be in order, actually. Given that health traits affect both a character's opportunity to take certain decisions, and the outcomes of those decisions and other events, I'll both make immediate changes, and advocate that other players use a submod. I think 200%-250% infection chance would be appropriate for a reduction to ~9 months. Does that seem balanced, to you?
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Post by Azrael on Jun 2, 2019 4:54:17 GMT
I think, as there are hardly any modifiers which reduce the MTTH of a wound being removed, perhaps adding some would be better to start off with. One example would be using a character's learning stat to represent their ability to take take care of themselves while healing. Your thoughts?
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Post by lordumber93 on Jun 2, 2019 17:09:01 GMT
Hunters, martial trained individuals should heal faster too. Especially if they're experienced, they would know what a festering wound looks/smells like and know the basics of how to treat it.
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Post by Karl on Jun 3, 2019 20:00:47 GMT
I think, as there are hardly any modifiers which reduce the MTTH of a wound being removed, perhaps adding some would be better to start off with. One example would be using a character's learning stat to represent their ability to take take care of themselves while healing. Your thoughts? Ideally I'd like to see a greater role for Court Physicians in dealing with infections. In the novels the maesters seem to spend a lot of time using boiling wine to treat and prevent infections.
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Post by Azrael on Jun 4, 2019 19:35:37 GMT
I think, as there are hardly any modifiers which reduce the MTTH of a wound being removed, perhaps adding some would be better to start off with. One example would be using a character's learning stat to represent their ability to take take care of themselves while healing. Your thoughts? Ideally I'd like to see a greater role for Court Physicians in dealing with infections. In the novels the maesters seem to spend a lot of time using boiling wine to treat and prevent infections. Infections are tied into wound healing, so physicians already play a role in treating and preventing them.
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Post by Karl on Jun 5, 2019 2:57:18 GMT
Infections are tied into wound healing, so physicians already play a role in treating and preventing them. That was more than I knew, thanks. How does this work? Do you know what influence they have, or where in the mod files I can find the appropriate text?
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Post by Azrael on Jun 5, 2019 21:04:16 GMT
Infections are tied into wound healing, so physicians already play a role in treating and preventing them. That was more than I knew, thanks. How does this work? Do you know what influence they have, or where in the mod files I can find the appropriate text? For wound healing, their influence is the line physician_illness_treatment_score = yes and for prevention of infection it's physician_illness_prevention_score = yes in the health_events_txt file. My guess is that the aforementioned score of the physician is highly impacted by their learning stat. Here's a reddit thread from a couple years ago with a few people discussing the effectiveness of a court physician (though it is vanilla CK2): Court Physician Effectiveness
The other file to look at would be rip_treatment_events.txt. This event adds the infection trait if a player has the Reaper's Due DLC, otherwise they get the ill trait. The infection is essentially treated alongside the wound, so once the wound has been healed the infection will be also.
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Post by Karl on Jun 7, 2019 0:01:21 GMT
That was more than I knew, thanks. How does this work? Do you know what influence they have, or where in the mod files I can find the appropriate text? For wound healing, their influence is the line physician_illness_treatment_score = yes and for prevention of infection it's physician_illness_prevention_score = yes in the health_events_txt file. My guess is that the aforementioned score of the physician is highly impacted by their learning stat. Here's a reddit thread from a couple years ago with a few people discussing the effectiveness of a court physician (though it is vanilla CK2): Court Physician Effectiveness
The other file to look at would be rip_treatment_events.txt. This event adds the infection trait if a player has the Reaper's Due DLC, otherwise they get the ill trait. The infection is essentially treated alongside the wound, so once the wound has been healed the infection will be also.
This was great information, thank you very much! I looked at the mod files and it seems that the physician does affect wound healing, but not infection healing. Infection healing works just like in vanilla, in that when you get infected it just gets removed in 365+random(1095) days (the number being determined at time of infection).
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Post by Azrael on Jun 7, 2019 0:39:45 GMT
For wound healing, their influence is the line physician_illness_treatment_score = yes and for prevention of infection it's physician_illness_prevention_score = yes in the health_events_txt file. My guess is that the aforementioned score of the physician is highly impacted by their learning stat. Here's a reddit thread from a couple years ago with a few people discussing the effectiveness of a court physician (though it is vanilla CK2): Court Physician Effectiveness
The other file to look at would be rip_treatment_events.txt. This event adds the infection trait if a player has the Reaper's Due DLC, otherwise they get the ill trait. The infection is essentially treated alongside the wound, so once the wound has been healed the infection will be also.
Infection healing works just like in vanilla, in that when you get infected it just gets removed in 365+random(1095) days (the number being determined at time of infection). I believe you're right about this. I read the interaction wrong. Once I figure out what modifiers I'll add to wound healing, I think I'll remove that and rewrite it so the infection is treated separately, like how the ill trait is treated separately.
Edit: I just released the initial version of the submod
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