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Author Topic: Halting Wereape Contagion?  (Read 4911 times)

neotemplar

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Halting Wereape Contagion?
« on: June 07, 2012, 12:36:47 am »

So I had a wereape appear at my fortress a bit ago.  It proceeded to beat the hell out of a wood hauler before changing into a peasant and running away.  We then hospitalized the wood hauler.

Now the woodhauler has busted out into wereape form himself and is beating a mason.

I'm dispatching the military to slay him but I would like to know what injuries warrant quarantine or euthanasia for the mason.

(On a side note I feel pretty dang awesome to have of all things wereapes rampaging my hospital room.  This is way more amusing than silly old vampires.)

Update: It bit off the mason's arm.  I'm guessing she is infected then :P

And now the mason is dead and my Giant Louse is bravely defending some civilians.  Still I'd like to know what causes infection spread for were critters.  I am guessing bite but I don't really know.
« Last Edit: June 07, 2012, 12:40:39 am by neotemplar »
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<22:07:06> "Terry": If a kid is old enough to play D&D
<22:07:20> "Terry": A kid is old enough to experience a dolphin being strangled

Finn

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Re: Halting Wereape Contagion?
« Reply #1 on: June 07, 2012, 12:44:01 am »

I believe it's any wound that causes bleeding.
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neotemplar

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Re: Halting Wereape Contagion?
« Reply #2 on: June 07, 2012, 12:46:08 am »

Oh... Well... that's not good at all....

The hospital was adjacent to the dining area.  And my military was lazy getting it together so we may have a zombie apocalypse of the wereape variety coming forth.
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<22:07:06> "Terry": If a kid is old enough to play D&D
<22:07:20> "Terry": A kid is old enough to experience a dolphin being strangled

Garath

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Re: Halting Wereape Contagion?
« Reply #3 on: June 07, 2012, 12:54:10 am »

wasn't it any bite wound that causes bleeding?

hope you changed the giant louse raws a bit or it won't hang around long
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nanomage

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Re: Halting Wereape Contagion?
« Reply #4 on: June 07, 2012, 01:00:09 am »

anything like "The WereUrist bites someone in something, tearing something and something else" passes the werecurse.
If the bite attack itself didn't pierce the skin then the curse will not be passed even if subsequent shaking attack led to bleeding.
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neotemplar

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Re: Halting Wereape Contagion?
« Reply #5 on: June 07, 2012, 01:03:19 am »

Oh no I had tamed the louse but it got beat to death.

Killing the wereape cost me:

1 Giant Louse
2 war dogs
3 military dwarfs to instant death
1 Mason

Soon to die:
1 Thresher
1 additional Military dwarf
As I have been forced to wall them up in the hospital because 1-2 more wereapes could easily kill the fort.

Also possible tantrum spiral due to the chaos. :)


(Yeah it bit everyone it attacked....)

This critter was really hardcore given we haven't even hit goblin level yet and its only year 2.
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<22:07:06> "Terry": If a kid is old enough to play D&D
<22:07:20> "Terry": A kid is old enough to experience a dolphin being strangled

Garath

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Re: Halting Wereape Contagion?
« Reply #6 on: June 07, 2012, 01:06:44 am »

to explain my louse comment: the giant bugs have a maxage of 1:1

maxage translated to "at least this old, may live to that old", so 10:20 would mean dead somewhere between 10 or 20 years of age. Giant bugs live 1 year and you don't know how old it was when you caught it, so it wouldn't live long anyway. At least it died a noble death
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Tirion

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Re: Halting Wereape Contagion?
« Reply #7 on: June 07, 2012, 02:46:34 am »

Noble death and short lifespan animals got me thinking. Back in DF2010, if you had any pet animal with [CAN_LEARN] it would gain lots of conversational skills and would eventually be elected major- even without [CAN_SPEAK]! Hell, they showed up even in the baron selection screen. I wonder if it's possible in this version, and if a Tigerman mayor's death would be as effective for discouraging immigration as a dwarf mayor's.
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NRDL

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Re: Halting Wereape Contagion?
« Reply #8 on: June 07, 2012, 02:50:15 am »

PTW
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Garath

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Re: Halting Wereape Contagion?
« Reply #9 on: June 07, 2012, 05:04:42 am »

I think someone already had a crundle mayor in version 34.07, iirc, was some time ago so my memory might be acting up
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

simonthedwarf

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Re: Halting Wereape Contagion?
« Reply #10 on: June 07, 2012, 03:49:47 pm »

It's a nice option for players who want to disregard demands and mandates since animal nobles do not have these.
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Randy Gnoman

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Re: Halting Wereape Contagion?
« Reply #11 on: June 07, 2012, 04:12:45 pm »

Walled up were-creatures don't die.  The transformation keeps the alive, even if indefinitely deprived of food and liquor.  They might still kill each other, but it will more probably take a special effort to kill them.
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neotemplar

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Re: Halting Wereape Contagion?
« Reply #12 on: June 07, 2012, 04:55:20 pm »

Walled up were-creatures don't die.  The transformation keeps the alive, even if indefinitely deprived of food and liquor.  They might still kill each other, but it will more probably take a special effort to kill them.

Why would I want to kill them? Dig some roof holes and the old hospital becomes goblin Thunderdome.
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<22:07:06> "Terry": If a kid is old enough to play D&D
<22:07:20> "Terry": A kid is old enough to experience a dolphin being strangled

Randy Gnoman

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Re: Halting Wereape Contagion?
« Reply #13 on: June 07, 2012, 07:01:42 pm »

Walled up were-creatures don't die.  The transformation keeps the alive, even if indefinitely deprived of food and liquor.  They might still kill each other, but it will more probably take a special effort to kill them.

Why would I want to kill them? Dig some roof holes and the old hospital becomes goblin Thunderdome.

Oh, I didn't mean to imply that you ought to, just commenting on their impressive vitality.  Another fun possibility:  got dwarves missing both arms?  Those poor useless bastards don't want to live that way.  Toss them into the old hospital, with full suits of armor (well, no gauntlets, obviously).  Once they turn (if they survive), their limbs will all grow back!

Sure, they'll have to live out the rest of their lives as shut-ins... but shut-ins with arms!
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neotemplar

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Re: Halting Wereape Contagion?
« Reply #14 on: June 07, 2012, 08:10:55 pm »

It's been a few seasons and noone turned so I let them out.  I was sure they got bit but I musta been wrong.  Also I find it interesting that they refuse to bury the were-dwarf.
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<22:07:06> "Terry": If a kid is old enough to play D&D
<22:07:20> "Terry": A kid is old enough to experience a dolphin being strangled
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