Can anyone tell me why this syndrome could be causing units afflicted to become incredibly weak, in the sense that carrying anything at all will make them extremely slow (when they're naked and not carrying anything, they go as fast as they should)?
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2:START:0:END:5000]
[CE_SKILL_ROLL_ADJUST:PERC:5000:PERC_ON:100:START:0:END:5000]
[CE_PHYS_ATT_CHANGE:STRENGTH:5000:1000:AGILITY:5000:0:TOUGHNESS:5000:0:ENDURANCE:5000:0:RECUPERATION:5000:0:DISEASE_RESISTANCE:5000:0:START:0:END:5000]
[CE_MENT_ATT_CHANGE:FOCUS:5000:0:WILLPOWER:5000:0:INTUITION:5000:0:SPATIAL_SENSE:5000:0:KINESTHETIC_SENSE:5000:0:START:0:END:5000]
EDIT: Well, it's definitely the strength change, but why? It's just a 5000% change, which means that units afflicted are liable to only have about 177,000 strength...
EDIT 2: Any strength above 2,512,195 will cause the problem I'm having, but there is absolutely no reason for that strength to cause that.
There is reason for me to panic over this, though. Aaaaahhhhh.
Putnam, aren't you like a DFHack code wizard? If you are wondering how their strength might get that high then couldn't you use DFHack to check before and after of the attribute? I used to use a hacked up variation of a super-attribute dwarf script to instead print the specified attributes. Unfortunately I never managed to get the modified-by-interaction attributes to display
so I am not certain if it is actually possible.
I imagine you know the relevant structures to get the modified ones, unless your scouter script doesn't take them into account?