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Author Topic: Fun with Syndromes  (Read 6537 times)

FreakyCheeseMan

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Re: Fun with Syndromes
« Reply #15 on: July 17, 2010, 04:15:04 pm »

The immunity thing sounds like a good idea, but it needs some limitations, because sooner or later you're going to have a fort full of dwarfs who cannot be infected by anything. One idea that would be overly complicated is having the diseases mutate, but that would probably eat up cycles. A much simpler way to do it is to have diseases activate a flag once a dwarf has been infected and survives. In some amount of time, say a year for less serious diseases, up to five or ten years for diseases which cause horrible damage, deactivate the flag so the dwarf has a chance of being infected again.

Well, that depends on how diseases are created. If there is a short, preset list, then yes, getting-once-and-being immune would mean that after a while you'd been exposed to every disease in the world. Alternatively, if diseases are randomly generated, it would make sense for each one to die out of a population, to be replaced with something else.

There is one more option, that would be harder to code, but combine the advantages of both- you could have "instances" of a disease. So, you have a list of maybe 20 different diseases in the RAWs, and one of the qualities they can have in "Instantiable"- so when one infects your fortress, it essentially makes a new copy of that disease, that's alike in everything but specific resistances.

So... example. Year 1 you get chickenpox, which is non-instantiable; it sweeps through, everyone gets it, everyone gets over it, you go on. Year 2 you get a flu; it does the same thing. Year 3 you get chickenpox again, but now eveyone is immune to it; year 4 is the flu again, but it's a different flu, so no one is immune to it already.

If you'd locked some of your year 2 flu in the basement, though, and released it in year 5, everyone would still be immune.
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What do you really need to turn Elves into Dwarves? Mutation could make them grow a beard; insanity effects could make them evil-minded, aggressive, tree-hating cave dwellers, and instant, full necrosis of their lower legs could make them short.

Argonnek

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Re: Fun with Syndromes
« Reply #16 on: July 17, 2010, 06:40:05 pm »

I can already see the horrifying potential this suggestion has...
I'd like to see a poison that forcefully alters the skin layers of an afflicted critter into something other than skin, say... cow cheese.
Probably wouldn't go into vanilla, but would be fun to mod in.
« Last Edit: July 17, 2010, 09:37:43 pm by Argonnek »
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FreakyCheeseMan

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Re: Fun with Syndromes
« Reply #17 on: July 18, 2010, 01:06:42 am »

I can already see the horrifying potential this suggestion has...
I'd like to see a poison that forcefully alters the skin layers of an afflicted critter into something other than skin, say... cow cheese.
Probably wouldn't go into vanilla, but would be fun to mod in.

Hmm... this could do three things, off the top of my head. First, it would certainly let us make diseases infectious, as we could say "replace blood with special blood that carries this syndrome".

Secondly, we could have demons/other monsters whose bite turns the dwarf into one of them.

Third... it slowly warps the dwarf's bones into a highly poisonous substance that boils at room temperature, so dwarven bodies become ticking time bombs.
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What do you really need to turn Elves into Dwarves? Mutation could make them grow a beard; insanity effects could make them evil-minded, aggressive, tree-hating cave dwellers, and instant, full necrosis of their lower legs could make them short.

antymattar

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Re: Fun with Syndromes
« Reply #18 on: July 18, 2010, 10:06:48 am »

I was thinking about htis too. I think that we should be able to have the SEV part negative like SE_PAIN:-100 vuala! You have a painkiller.

FreakyCheeseMan

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Re: Fun with Syndromes
« Reply #19 on: July 18, 2010, 12:35:28 pm »

I just can't wait to see the mods if we get the mutation stuff... biological warfare between elves and dwarves leaves the surface an uninhabitable wasteland occupied only by the sad, mutated remains of the former races...
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What do you really need to turn Elves into Dwarves? Mutation could make them grow a beard; insanity effects could make them evil-minded, aggressive, tree-hating cave dwellers, and instant, full necrosis of their lower legs could make them short.

Matz05

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Re: Fun with Syndromes
« Reply #20 on: November 20, 2010, 03:06:00 pm »

Yeah, having alligence-changing and body-manipulating (creature variations?) poisons would be awesome. I would make werewolves have only a 90% chance of alligence change and make useless migrants run through a pack of somehow restrained werewolves, then a trap hallway, then a sniper gallery, then into the barracks where the survivors are drafted as melee units. They're either REALLY lucky/agile or they're now expendible supersoldiers!
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jetex1911

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Re: Fun with Syndromes
« Reply #21 on: November 20, 2010, 03:28:05 pm »

*To all the ideas listed in the first post* YYYYYYYYEEEEEEEEEESSSSS! We can all now have FUN!
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Put into this light, Dr. Robotnik and Armok could easily have been roommates.


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Dae

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Re: Fun with Syndromes
« Reply #22 on: November 20, 2010, 03:32:56 pm »

Very good suggestion.

To help with the unicorns problem, I would add a tag to a creature [CANT_BEAR_CAPTIVITY] that makes a creature, tameable or not, to die of melancholy after enough time in a cage or tied up to a rope. Except you could still dig a unicorn pit... Hmmm... Perhaps they could track how many of their child you kill and die after you kill some of them ?

Also, similarly to the blood poisoning, you could make a sympton hereditary. And have it change a part of a creature's appearance, so that the dwarf who killed the forgotten beast and can now heal with his breath gets his hair to grow purple and his children to have the same purple hair and healing breath.
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Rowanas

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Re: Fun with Syndromes
« Reply #23 on: November 20, 2010, 04:29:04 pm »

one of the things that's been bothering me for a while is that you can't make creatures in Fortress mode. There were some reactions a while ago, but they only produced vermin versions. I've tried mucking about with syndromes, but haven't yet managed to make a creature with it.

This bothers me. My Cthulhu mod cannot be complete until I have monsters that summon byakhees with their very presence, and my vision of dwarven magic is one fueled by the mechanical men that they craft from fine jewels and sturdy sheets of metal.

Also, adding the ability to make creatures the output of such things would, I'm certain, be immensely helpful later.
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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.

Matz05

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Re: Fun with Syndromes
« Reply #24 on: November 20, 2010, 04:38:29 pm »

Agreed. Creatures from reactions AND syndromes would be awesome. Giant solitary wasps are now more horific than ever!
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Supercharazad

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Re: Fun with Syndromes
« Reply #25 on: November 20, 2010, 05:22:57 pm »

Might I suggest a pregnancy/cucoo syndrome?

It causes the dwarf that gets it to become pregnant in say, 2 months, 9 months later, you want to see the child... It rips out of her stomach and begins to infect others with it's deadly eggs.

Imagine, this could also be used for giant wasps, they could lay their eggs in animals :D
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Matz05

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Re: Fun with Syndromes
« Reply #26 on: November 20, 2010, 05:39:50 pm »

Thats... what I just said isn't it? Giant parisitic wasps?

...The scary thing is that some kinds can lobotomize caterpillers into guards or make zombie cockroackes, as well as the egg thing and the paralysis being stung indiscriminitely would cause...

Wasp/spider+big=SCARY!
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Akjosch

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Re: Fun with Syndromes
« Reply #27 on: November 20, 2010, 07:25:47 pm »

The insanity ones, as well as the personality-stats-altering, are a good alternative to instant death upon brain damage, I think. Especially if we can have syndroms which aren't active all the time (like, a Dwarf gets hit on the head too hard once, he tends to go into melancholy once in a while for random amounts of time ...).
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TheyTarget

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Re: Fun with Syndromes
« Reply #28 on: November 21, 2010, 09:55:55 am »

Gonna post my thoughts on what OP said.

New Negative Syndromes
Insanity effects- Makes sense, theres deceases that cause euphoria before death, we can have many different mental effects.

Cough up *material* - Sounds nice, should be slightly limited, we don't want dwarfs coughing up magma, and suddenly setting the booze stockpile a flame.... or do we?

Infect Blood- Almost a must have. It's incredibly realistic, and works with the contagious deceases. It would make even plague survivors still a potential threat, and I also think, things like future children and spouses, should also have a chance to suffer from the syndrome.

Faction Change- More on this in a second

Mutation- More on this in a second

Transformation- This, is very similar to faction change, and mutation. If you don't see where I'm going, combining all three we can create things such as werewolves, werebears, vampires, zombies. All potential awesome Fun creaters, and amazing for modding, can you just imagine a fort, constantly at siege by the legions of the the undead, where every dwarf that dies, rises to fight against you? I can, and it's awesome.

Drain Physical Stats- I think this is already in it? I dont know, I think there might at least be the potential in the current frame work. Make it go both ways as well, something makes your dwarf go brain dead, and also make them massively strong.

Alter Temperature- possibly. This could be common with almost all syndromes, like fevers, which could be an early indication, that a dwarf is about to suddenly explode into a swarm of demon rats. And burning limbs could be fine, though this does already happen with normal poisons doesn't it? Theres not much difference from a molten heart, and a heart thats stopped from poison, as far as gameplay goes.

Positive Syndromes
Healing Effects-With every negative thing, they should be at least some positive, have to maintain balance. So this could be especially useful, when magic and alchemy get used.

Cheering Effects- Just look at insanity effects

Curing Effects- I think you're suggestion something along the lines of, syndrome A melts dwarfs eyes, Urist McBadass, survives unharmed, instead of becoming a boon, with infectious blood, his immunity would be granted to children, as well as people dosed in it. This I agree with, makes sense.

Resistance Effects- Works for me. Fits with curing effects, though less extreme.

Raise Physical Stats- Already discussed

Induce Mood- I'd say this is less syndrome related, and more, inspiration from becoming a champion. And the artifact should be predetermined once the creature what created. Or this could just be part of insanity effect.

Syndrome Mechanics
Extract Blood- Should be added, we already have extract from creature in the butchers shop.

Poison Weapons/Traps- Give it a chance to hurt both, alchemist, and soldier, lower with higher skill.

Tonics- Would probably come with alchemy/magic again

Antibodies- Basically the same as above, and yes makes sense.

Divided Classifications: I dont think this is needed. If give the right raw tags, we could be able to do this, and he could just not make things that disobey the classifications, but I don't think they should be required. I would love a poison, that spreads through a dwarfs, blood add cough up blood, and have him cough while constructing the  well, only to have an empty fort within the year.

Syndromes the Effect Plants- I love this. This realistically kills thousands all the time.

Plagues- I think these will naturally come out with the development of the system. Be careful of that sickly elf in the back of the caravan, that keeps coughing, but hey, you deserve it for trading with elves I guess.

Plauge Pits- It would make sense to have some special stockpile for refuse that will cause decease. Also we should probably have pyres. Maybe as a constructible building, thats only made of wood, and one time use, unless you used magma.
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This is a platinum warhammer. All craftsdwarfship is of the highest quality. it menaces with spikes of platinum.
there is an image of the goblin Utes Gozrusrozsnus and dwarves in elf bone. The goblin is making a plaintive gesture. the dwarves are striking a menacing pose.
this image relates to the slaying of Utes Gozrusroz

Rowanas

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Re: Fun with Syndromes
« Reply #29 on: November 21, 2010, 11:19:38 am »

To add to the plague pits stuff. I know there has been talk of firestarting in Fortress Mode, so eventually we'll just set a pile of flammable things to be set on fire and then designate it as a dumping ground. Fire weakening and destroying things already exists, so as long as we could set and control fire (easily done with a pit), the mechanism for plague pits already exists.
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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.
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