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Author Topic: Exotic Diseases and Cures (formaly 'A Dwarvish rabies you say?!')  (Read 3243 times)

tsen

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Re: Exotic Diseases and Cures (formaly 'A Dwarvish rabies you say?!')
« Reply #15 on: July 22, 2009, 08:50:38 am »

Have to make sure that only females can pass on some of the genetic diseases, and that males can't be carriers for those diseases. 8"}
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Grendus

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Re: Exotic Diseases and Cures (formaly 'A Dwarvish rabies you say?!')
« Reply #16 on: July 22, 2009, 11:33:49 am »

Surely this would result in Zombie Spirals.

I approve.

Most zombie lore has that as the principle threat of zombies, especially since they're slow and pretty stupid. Unless you want to go with some of the more aggressive, speedy zombies, but the current undead system is pretty good imo with the slow zombies and their viciously fast skeleton cousins.

I approve as well. The only problem I have with this is that I thought the undead were caused by being in an evil biome (later an evil sphere). This can be gotten around by having the undead just carry life-threatening diseases, I suppose, but
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Warlord255

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Re: Exotic Diseases and Cures (formaly 'A Dwarvish rabies you say?!')
« Reply #17 on: July 22, 2009, 03:29:22 pm »

Exotic cures also have an Adventure-mode component; either being afflicted yourself, or being tasked with finding the cure. However, this would require the addition of an extra "Site" type, which we'll call an Apothecary for now; a little hut out in the middle of nowhere where a cranky old sentient lives, whom you have to go to for the cure. If you encounter them elsewhere, they might send you on a quest.

Fetch quests aren't necessarily a great idea, granted, but any addition to the current lineup is better than nothing.
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Rowanas

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Re: Exotic Diseases and Cures (formaly 'A Dwarvish rabies you say?!')
« Reply #18 on: July 22, 2009, 03:31:52 pm »

Well, fetch quests can always be made interesting one way or another. What appears to be a fetch could contain within it a dozen smaller sub missions.
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

buman

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Re: Exotic Diseases and Cures (formaly 'A Dwarvish rabies you say?!')
« Reply #19 on: July 22, 2009, 07:30:31 pm »

If you are infected by Werewolf-ism in adventure mode and you knew you had till the next full moon to find the cure, it would be an awesome race against time/fetch quest.

Alternatively you could decide to transform anyhow and see how things go :D
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Rowanas

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Re: Exotic Diseases and Cures (formaly 'A Dwarvish rabies you say?!')
« Reply #20 on: July 22, 2009, 09:01:41 pm »

Pretty much the same as it does normally, only I couldn't use a crossbow.
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

ousire

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Re: Exotic Diseases and Cures (formaly 'A Dwarvish rabies you say?!')
« Reply #21 on: July 22, 2009, 10:08:27 pm »

a severe case would be making them allergic to alcohol.

its like making a person allergic to air man!
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JohnieRWilkins

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Re: Exotic Diseases and Cures (formaly 'A Dwarvish rabies you say?!')
« Reply #22 on: July 23, 2009, 12:42:21 am »

Alternatively you could decide to transform anyhow and see how things go :D
A form that can't use 50 shields at the same time? This horrible disease needs to be eradicated at once!
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mattie2009

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Re: Exotic Diseases and Cures (formaly 'A Dwarvish rabies you say?!')
« Reply #23 on: July 23, 2009, 02:58:25 pm »

How about Zombie (replace with any classes that have hands) can use a clawing attack,
and Zombie (replace with any creature that has a head. If there isn't one, I will laugh. Like a maniac.) can use a biting attack.
Any wounds on body parts caused by these have a green coloring and selecting the dwarf will give a timer displaying time until death or something like that.
That would work for other poisons too,
like regular poison = keel over and die, or uselessness of the afflicted limb?
Reanimation Poison (Blue?) = keel over, die and revive, as a "skeleton" or "zombie" depending on what type?
Stone Poison (Flashing Grey?) = Timer runs out, afflicted dwarf turns into a statue
Paralyzing Poison (Purple?) = When timer runs out, the dwarf is rendered immobile. Like Stone, only they don't turn into a statue. They can still die normally. Alternately, affected body part is rendered useless. Could possibly spread to attached areas?
Blood Poison = No timer, but Dwarf goes insane and starts going around drinking blood. Vampire Dwarves?
Flame Poison = Timer Runs out, dwarf dies and sets on fire. Alternately, explosion. (Exploding dwarves?!)
Insanity Poison = When the timer runs out, the dwarf goes insane. Simple stuff.

Meh, I'm getting onto the crazy pills here.

??? Poison = Has a random effect, taken from the other poisons above. Alternately, a combination of different poisons?
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buman

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Re: Exotic Diseases and Cures (formaly 'A Dwarvish rabies you say?!')
« Reply #24 on: July 23, 2009, 07:14:49 pm »

Maybe instead of a timer, the affected body parts would spread until the entire body was afflicted. At which point the relevant transformation effect would take place.

A spreading/affliction mechanism is probably already in place for the the new poison etc. framework that toady is introducing in the next run, so incorperating the exotic requirements/pathways of these diseases would largely depend on how that is handled.
« Last Edit: July 23, 2009, 07:18:08 pm by buman »
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Criptfeind

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Re: Exotic Diseases and Cures (formaly 'A Dwarvish rabies you say?!')
« Reply #25 on: August 07, 2009, 01:44:18 am »

Stone Poison (Flashing Grey?) = Timer runs out, afflicted dwarf turns into a statue

I cannot resist saying that is will make a lot of *masterful* statues of Urist McCheesemaker. therefore I approve. Also we need a way to grow diseases and infections from samples from sick dwarfs, so we will have one more thing to do to all those goblins.
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XSI

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Re: Exotic Diseases and Cures (formaly 'A Dwarvish rabies you say?!')
« Reply #26 on: August 07, 2009, 03:14:55 pm »

Reading this thread I not only see ways for dwarves to be inconvenienced by deceases, I also see a way to produce biological weapons of mass destruction, imagine the look on those goblin's faces when they see that the fancy magma drowning chamber for once does not contain magma, but instead, a weak-looking old dwarf.
The dwarf will die anyway, but like this, the goblins get infected, after that, the door behind them opens, and to the sides marksdwarves shoot enough to force them to retreat...You have now wiped out an entire goblin civilisation.

Alternatively, get sick in adventure mode and visit all the elf towns, starting with their healers so the others won't have anyone to cure them.

This definitely has potential.
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What kind of statues are your masons making, that you think they have "maximum exposure"?
(Full frontal ones, apparently.  With very short beards.) 

Rowanas

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Re: Exotic Diseases and Cures (formaly 'A Dwarvish rabies you say?!')
« Reply #27 on: August 07, 2009, 09:43:09 pm »

Urist McDwarf has caught anal bleeding syndrome
A vile force of darkness has arrived!
Goblin1 has caught anal bleeding syndrome
Goblin2 has caught anal bleeding syndrome
Goblin3 has caught anal bleeding syndrome
Goblin4 has caught anal bleeding syndrome

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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

mattie2009

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Re: Exotic Diseases and Cures (formaly 'A Dwarvish rabies you say?!')
« Reply #28 on: September 29, 2009, 11:36:09 am »

^^^
Oh good god, I lol'd.
That's not cool though, who would clean up all the goblin ass-chunks?


Also, we should be able to make special poisons that we can lock behind a series of doors and revisit in adventure mode. Pick up poison, go to elves, throw poison vial at elves, enjoy the mania. Flaming elf, anyone? Maybe some elf statues made from real elves? Or undead elves? How about VAMPIRE elves? That would be awesome. Straight-up human vampires?
It would give us a use for those vials we seem to have lying around. Alternately, make the human towns use more metal, like metal buildings and windows. Throw in a couple of zombie vials into each town and watch the apocalypse unfold. An apocalypse with dwarves, elves and undead humans. Also, dwarves would survive unless you got undead buildingdestroyer sieges.
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Neonivek

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Re: Exotic Diseases and Cures (formaly 'A Dwarvish rabies you say?!')
« Reply #29 on: September 29, 2009, 02:58:11 pm »

I want to add something.

Diseases should also have Remedy which are lesser forms of cures that either lessen the severity, increase the chance of recovery, or remove a symptom.

Though this is excluding universal remedy.

Quote
How about VAMPIRE elves

The difference between Diseases and Curses that Ill put down is that a Disease simply affects a subjects body or mind but without transforming the subject.

So you won't get Vampires. You can get "Living" Zombies but not undead zombies.
« Last Edit: September 29, 2009, 03:00:43 pm by Neonivek »
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