Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 ... 6

Author Topic: Diseases - Everything related here.  (Read 8149 times)

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: Diseases - Everything related here.
« Reply #15 on: November 17, 2013, 04:00:05 pm »

is influenza actually cured with medicine?

I read on the hafling's forum, that removing the end: from the end of a medicine's token i.e. ([CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0])

Then it will cure the disease.

I didn't actually see anything cured/vaccinated against.

So, if influenza is not actually cured.  Does it go away on it's own?

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Diseases - Everything related here.
« Reply #16 on: November 18, 2013, 06:18:04 am »

I'm partial to multi-stage parasites that have a life cycle spanning multiple species.  Simple example: useful animal catches disease that causes it to fall unconscious, making it useless.  So you slaughter it so it doesn't go to waste.  But eating its meat transmits a syndrome to dwarves, who can later spread the disease back to the animal species.

Or how about this one: a microscopic parasite (syndrome) that grows into a visible tumor that can be found when the animal is butchered?  This can be done by giving the animal a very tiny 'tumor' organ, ordinarily below the threshold for dropping meat on butchering, and the syndrome increases the BP_APPEARANCE so it goes over the threshold.  This tumor can then be useful for something, like maybe it can be made of brewable plants or any item, really.  Or it could transmit a negative effect when eaten if you're more into that.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Diseases - Everything related here.
« Reply #17 on: November 18, 2013, 07:39:34 am »

apparently halfings percentages are a "bit" off... way to many sick dwarves it seems.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

oldark

  • Bay Watcher
    • View Profile
Re: Diseases - Everything related here.
« Reply #18 on: November 18, 2013, 11:50:29 am »

I've had some ghosts be infected and spam my combat reports with vomit and dizziness. Not sure if they caught the disease post-mortum or while alive.
Logged

Jiamil

  • Bay Watcher
    • View Profile
Re: Diseases - Everything related here.
« Reply #19 on: November 19, 2013, 02:24:47 am »

Every second fortress doesn't even survive till the first caravan comes, seems like at least one dwarf has a deadly plague killing everybody.
When I got lucky, had no sick dwarf, and the caravan arrives, chances are high one of those traders has a disease spreading and dooming the fortress.

In my opinion, diseases are far to common. I like to believe, that dwarves are kind of tougher than the normal human, how else would they be able to even carry the biggest boulder with no pain and muttering, work next to open magma and smash a dragons skull with one hit?!
I also would remove the high blood pressure, it doesn't seem to fit to a dwarf in my opinion and might be more a human problem, all under the impression dwarves are tougher than humans.
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Diseases - Everything related here.
« Reply #20 on: November 19, 2013, 04:41:04 am »

I would suggest to limit disease spread to rare vermin and small creatures like rats. I don't really think that random disease arriving with any dwarf is a good gameplay mechanic. Of course it's just my 2 cents and you should probably ignore it since it's your mod, Meph, but I think that it's a pretty major issue from my tests, and it should be more controllable. Turning whole DF into "biohazard survival simulator" with a single module may be a bit too much. As an option, you could make different levels of diseases/infectivness and make them controllable by the modloader.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Blightedmarsh

  • Bay Watcher
    • View Profile
Re: Diseases - Everything related here.
« Reply #21 on: November 19, 2013, 05:02:41 am »

What about making it so that certain disease are rare enough to be considered secret fun? And other not so natural diseases such as progressive degenerative petrification (PDP) or spontaneous dwarven combustion.

Higher percentage of wyrd mutation for the children of dwarfs exposed to warpstone or cave adapted dwarfs: extra limbs, tentacles, conjoined twins, undwarven eyes, no eyes ectra....

Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Diseases - Everything related here.
« Reply #22 on: November 19, 2013, 10:00:17 am »

I have no idea what does "no eyes ectra" mean, but it sounds about right. You cannot modify bodyparts of dwarf creature unless you make a special caste, but it sounds possible.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

AJC

  • Bay Watcher
    • View Profile
Re: Diseases - Everything related here.
« Reply #23 on: November 20, 2013, 03:25:32 am »

imo these are just like the secret stuff that require wards and stuff to me add in un-needed distractions and fake hardness that take the fun out of the game instead of adding to it and i want to disable there's already a large amount of management needed to make a successful fort to start with and these disrupt that to the point were even if you know what to do your still boned if you start out with this stuff because of how easy it for a tantrum spiral to start.
Logged

Isngrim

  • Bay Watcher
    • View Profile
Re: Diseases - Everything related here.
« Reply #24 on: November 20, 2013, 04:12:53 pm »

imo these are just like the secret stuff that require wards and stuff to me add in un-needed distractions and fake hardness that take the fun out of the game instead of adding to it and i want to disable there's already a large amount of management needed to make a successful fort to start with and these disrupt that to the point were even if you know what to do your still boned if you start out with this stuff because of how easy it for a tantrum spiral to start.
i want to mention i haven't had time to play the update.
i don't really have a problem getting forts started,my problem is i get bored quickly.i think it should be cut down to a few really bad diseases,like the black plague,maybe even hemorrhagic fever,that are rare and can be prevented by keeping around enough vermin hunters (black plague is transferred by rats,hemorrhagic fever by insects). and less violent diseases that are easier to catch and cure.
Logged
08:43 PM The wild animals and insects sang a merry tune and the trees performed a dance. I know you're trying to cheer me up, Vishnu, but that was actually a bit creepy.-Rhons

oldark

  • Bay Watcher
    • View Profile
Re: Diseases - Everything related here.
« Reply #25 on: November 20, 2013, 09:55:45 pm »

Anyone know if there's a dfhack command to remove diseases from my population? The neverending flu epidemics are getting to be more annoying than fun but I don't want to abandon an otherwise enjoyable fort.
Logged

zach123b

  • Bay Watcher
    • View Profile
Re: Diseases - Everything related here.
« Reply #26 on: November 20, 2013, 11:08:11 pm »

you could edit the raws to make the syndrome inert as to take the sting away
just search for the phrase the disease uses and search the 'interaction_epidemic.txt' file.  just back up your save and have fun :P

i wonder what would happen if one were to delete the 'interaction_epidemic.txt' file...
Logged
"IT'S WORLDGEN TIME!"
"No, Meph, No!"

oldark

  • Bay Watcher
    • View Profile
Re: Diseases - Everything related here.
« Reply #27 on: November 20, 2013, 11:22:24 pm »

Was just about to ask if I disabled diseases in the settings if a worldgen would be required. Guess that works :)
Logged

Crioca

  • Bay Watcher
    • View Profile
Re: Diseases - Everything related here.
« Reply #28 on: November 21, 2013, 07:38:44 pm »

I personally *love* the idea of a poorly managed fortress deteriorating into a cesspit of disease, but by no means is that going to be everyone’s cup of tea. Disease difficulty needs to be scalable between minor inconvenience, major inconvenience and fortress destroying.

A few other, unrelated suggestions: (not sure how feasible these are)
Infestations (lice, etc) that cause unhappy thoughts and contaminate clothes, forcing you to dispose of them
Eating unprepared has a chance to cause disease (raw meat, unwashed veggies)
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Diseases - Everything related here.
« Reply #29 on: November 22, 2013, 11:11:08 am »

I can certainly do foods that have a chance for food poisoning, or are bad before they are fermented and distilled, and vermin that bite and add diseases... but the current system in itself is ok. Its just way, way too agressive. I have to trim it down a lot, and make AoE cures for it, that are automated and affect everyone inside the area. The diseases should be very rare, and not like it seems to be atm, that every fortress has something all the time.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
Pages: 1 [2] 3 4 ... 6