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RE: Modifying which bases are malarial

Posted: Mon Oct 03, 2005 2:00 pm
by rtrapasso
"Australia was certified free of malaria by WHO in 1981, but it is believed that environmental conditions in Australia north of latitude 19°S still favour the transmission of malaria were parasites to be reintroduced."

Of course, most of the US eastern seacoast south of New York would be considered malarial by the same definition.

It seems the WHO stated that parts of Australia with 19 degrees of the equator were vulnerable - no part of continental US, or for that matter Hawaii or Alaska, comes to within 19 degrees of the equator.

Having said that, the US (including parts North of NYC) did (and presumably could again) have endemic malaria (if parasites and the appropriate mosquitoes were reintroduced.) The was an outbreak as recently as the 1990's (on Long Island, NY).

RE: Modifying which bases are malarial

Posted: Mon Oct 03, 2005 2:17 pm
by Bradley7735
Hi Andrew,

I like your idea. I think there is one more base for you to look at. Norfolk Is. I seem to remember reading that there is no malaria at that island, IRL. I'm not sure, but I think you were the one who said that. Anyway, if it didn't have malaria IRL, you can add it to your fixes.

bc

RE: Modifying which bases are malarial

Posted: Mon Oct 03, 2005 3:50 pm
by Mattremote
Slightly off-topic to this discussion of game mechanics, but the total number of man-days lost to Malaria in the SWPAC in 1943 alone was accounted to be above 994,0000. (16 Army History, Sum/Fall 2003)

RE: Modifying which bases are malarial

Posted: Mon Oct 03, 2005 4:40 pm
by Captain Cruft
ORIGINAL: michaelm
The ideal place to put the "zone" (cold, temeperate, malaria,etc) information would have been in the pwhex file. That way each hex could be placed in to a zone, rather than use blanket grids of hexes as in the program. And then bases could have an attribute to modify the "zone" - like no malaria.
Michael

Well yes, but I was talking about how you could make it configurable given the existing circumstances.

Ideally the whole map structure would just be another table in the database.

BTW if anyone's interested there are some very detailed and illuminating game design discussions occurring on the World in Flames board right now.

RE: Modifying which bases are malarial

Posted: Mon Oct 03, 2005 9:04 pm
by Andrew Brown
ORIGINAL: michaelm

The ideal place to put the "zone" (cold, temeperate, malaria,etc) information would have been in the pwhex file. That way each hex could be placed in to a zone, rather than use blanket grids of hexes as in the program. And then bases could have an attribute to modify the "zone" - like no malaria.
Michael

Indeed. Way back when I originally decoded the file I was very disappointed that the malaria zone (or any other zone) was not in there.

The external text file Captain Cruft mentions is also a good idea but I don't expect that it is at all realistic that it would be implemented.

Regarding Norfolk Island: the proposed changes I submitted also result in NI being excluded from the malarial zone, as it should be.


RE: Modifying which bases are malarial

Posted: Mon Oct 03, 2005 9:05 pm
by Damien Thorn
ORIGINAL: Captain Cruft
Mike Wood posted the actual C code which defines all this a while back (attached below).

I can't believe I missed this when it was posted. Have they posted any other piece of code? As a software engineer I always like to see examples of other people's coding style. When it is from a game I enjoy it is doubly appreciated.

RE: Modifying which bases are malarial

Posted: Mon Oct 03, 2005 9:21 pm
by Captain Cruft
I remember at least one other code snippet. No idea what it was regarding though since I did not keep it.

If you feel like trawling through all previous posts by Mike Wood and Mr. Frag you might find it ...