Plague Inc: Evolved

Plague Inc: Evolved

将最致命的设想付诸现实
投身实验室以探索由社区玩家设计的自定义病原体与新世界,使用剧情场景编辑器以定制专属游戏内容。
Gentleman Bird 2019 年 5 月 29 日 上午 11:53
There are a few things I want to do with the scenario creator, and I don't know how to do them.
I have some ideas for my plague, but I don't know how to do them, or if it's even possible to do in the first place.

1. I want to create a transmission trait that infects every wealthy country. Kind of like the random spores, except not random. I can't seem to find any event effects that lets me do this.

2. I want to create a Z-COM / Templar-like organization for a Neurax Worm scenario. Basically, I want to designate one country to be harder to infect than others.

3. I want this country to temporarily cure itself. I want to make this country effectively immune to the plague until the player unlocks certain traits.

Any help would be appreciated.
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indigofenix 13 2019 年 5 月 29 日 下午 12:19 
Easy on all 3 counts:

1. Create an event that fires every day unlimited times (event delay 0, maximum number -1). Under global conditions, put "Trait evolved -> (your trait)", and if you want, a random chance.
Under country conditions, put "Country Effects -> Wealthy = True" and "Infected Population = 0". Under effects, put "Additional Infected Population += 1".

2. Just make the event set "Country Effects -> Country Bonus Infectivity" -= (a number). If you want it to be possible to "take over" and undo this by creating enough chaos in the country (like with Z-Com), you can make this event set a custom country variable to 1, and then run a second event if the custom country variable = 1 and for example, Country Awareness > 80 or Country Order < 0 and make this event add the Country Bonus Infectivity back.

3. Make an effect that fires every day unlimited times, and make it fire only if the traits are not evolved, for country parameters if the custom country variable = 1. In effects, set "Additional Infected Population -= (the amount you want cured per day)".

For events that fire every day, make sure to disable the "reset event counter" checkbox, otherwise they will mess up other events.
最后由 indigofenix 编辑于; 2019 年 5 月 29 日 下午 12:20
Gentleman Bird 2019 年 5 月 29 日 下午 12:51 
引用自 indigofenix
Easy on all 3 counts:

1. Create an event that fires every day unlimited times (event delay 0, maximum number -1). Under global conditions, put "Trait evolved -> (your trait)", and if you want, a random chance.
Under country conditions, put "Country Effects -> Wealthy = True" and "Infected Population = 0". Under effects, put "Additional Infected Population += 1".

2. Just make the event set "Country Effects -> Country Bonus Infectivity" -= (a number). If you want it to be possible to "take over" and undo this by creating enough chaos in the country (like with Z-Com), you can make this event set a custom country variable to 1, and then run a second event if the custom country variable = 1 and for example, Country Awareness > 80 or Country Order < 0 and make this event add the Country Bonus Infectivity back.

3. Make an effect that fires every day unlimited times, and make it fire only if the traits are not evolved, for country parameters if the custom country variable = 1. In effects, set "Additional Infected Population -= (the amount you want cured per day)".

For events that fire every day, make sure to disable the "reset event counter" checkbox, otherwise they will mess up other events.

Thanks a lot, man. I still need to figure out how the event system works to do advanced effects like this.
Gentleman Bird 2019 年 5 月 29 日 下午 6:00 
I'm having some trouble trying Indigofenix's solution to #1. I can't seem to find any "country effects" tab. There's a "Country Data" tab, but there's no "Wealthy" selection under that tab. Additionally, I can't seem to find a "True" variable to put on the right side of the formula.

Also, I'm unable to put "Infected population += 1" because I can't put "infected population" on the left side of the outcomes formula. I can select it on the right side, but I also can't put any numbers on the left side, so I'm stuck again.

I can work around not having a "Wealthy" variable by using a series of else if statements to put in every wealthy country, but the outcomes formula not allowing me to select the "infected population" leaves me stuck.
最后由 Gentleman Bird 编辑于; 2019 年 5 月 29 日 下午 6:30
indigofenix 13 2019 年 6 月 1 日 上午 11:43 
Sorry, I wasn't looking at the creator so I put in the wrong variable names.

The actual variable name is "Wealthy Country Effectiveness" under "Country Data". Not to be confused with "Wealthy Country Effectiveness" under "Disease Effects", which is what you'd expect. I don't know why they named it this way.

And the variable to change the infected population is actually "Additional Infections" under "Population". Setting this to negative does cure people.

And the variable to change the country infectivity is actually "Country Infectivity Adjustment" under "Disease Stats".
最后由 indigofenix 编辑于; 2019 年 6 月 1 日 上午 11:45
Gentleman Bird 2019 年 6 月 1 日 下午 9:45 
Ah, I see. So to be clear, there are two "wealthy country effectiveness" variables that do two different things? Can you please explain what each one does?
indigofenix 13 2019 年 6 月 2 日 上午 9:31 
"Wealthy Country Effectiveness" under "Disease Effects": A numeric value, your disease's effectiveness in wealthy countries (the stat that rises with drug resistance).
"Wealthy Country Effectiveness" under "Country Data": A boolean value, whether the country is wealthy or not.

Same goes for all "environmental" variables (hot, cold, etc.)
vinsiesplayer 1 2021 年 1 月 28 日 下午 11:19 
Either I just have a weird bug, or this does'nt work with the newest version of SC: I was in the event lab, I made a outcome, I chose set variable, then I clicked the upper "Choose an option" button, but I did'nt see the population thing there.
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