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Author Topic: Experimental Surgery  (Read 4124 times)

Kynrael

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Experimental Surgery
« on: June 20, 2011, 05:08:42 pm »

Hi !

This idea might have already been tested in Dwarf Mode - I took the idea from here : http://www.bay12forums.com/smf/index.php?topic=86596.15 .

So the idea is, when one of your dwarf is infected and has been released from the hospital, there is nothing much you can do to save him right ?
He'll probably end up by dying and still making new friends before he dies, heightening the impact of his death.

So why not try to hack off the infected bit - I personally thought a trap could do the trick, but if i'm not wrong you can't activate weapon traps by lever ? So I settled on making a bronze menacing spike, digging a one square room, putting in the spike there as upright spike, linking it to a lever just outside, and putting a door in front of the one square room, like this :



The idea is to bring the dwarf to the room (I did this by assigning the dwarf to military duties and stationing him there, then closing the door and removing him from the military.) then activate the spike again and again hoping it will cut off the infected part. Having only one spike is important so he doesn't die right away but gets stabbed one zone at a time.
He'll probably need even more healing afterwards, so I put the room close to my hospital in case he survived the treatment.

What do you think of this idea ? It could save a talented dwarf destined to die and is Fun. I think better systems could be thought of though, I don't know if materials influe on the cutting off ratio or something like that : i'm quite new to the game.

Oh, what happened to my dwarf ? Here is the fate of Urist McInfectedFinger (I did say this technique needed a lot of refining.) :

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zombat

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Re: Experimental Surgery
« Reply #1 on: June 20, 2011, 05:14:21 pm »

Well if anything it can be used to train your doctors
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Girlinhat

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Re: Experimental Surgery
« Reply #2 on: June 20, 2011, 05:23:27 pm »

I was actually considering this very thing.  My end idea was to get bronze giant axes or serrated disks.  Put the desired individual in full steel/addy plate armor, except for the one part.  Like, manually assign him steel armor, except for that one boot.  Then send him to the location via burrow, and lock the door.  He'll eventually pass out, and his unconscious state triggers the trap.  Hopefully, among the flurry of blades, most of them will hit his leg and slice it off.

Alternatively, try and position him there and then drop a wild animal onto him, which should trigger the trap, not sure if this works or not.

Otherwise, do the same as you said, but with armor.

Lectorog

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Re: Experimental Surgery
« Reply #3 on: June 20, 2011, 05:25:47 pm »

I love this idea. Repeatedly stabbing an infected dwarf in the hopes that the infected part will be cut off.

THIS is dwarven surgery. Single most dwarven thing I've seen all week.

Also, Girlinhat's precision element ruins the Fun. Great idea, though. Might actually work well.
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Funburns

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Re: Experimental Surgery
« Reply #4 on: June 20, 2011, 05:27:25 pm »

Argh, ninja from Girlinhat ;) Here's what I typed at the same time:

You could give the dwarf armor on every part of their body except the infected appendage. Then, instead of using a spike trap, you may wish to go the extra mile and get a giant cave spider to spray its trap-triggering webs on a weapon trap with a single serrated disc in it. Have the dwarf run over the webbed disc trap. Remember to use higher strength armor than the material the disc is made from, and also to put the horribly severed part in a canopic jar in his tomb.

Surgery by insane architect-dictator. Voondie-bar!

Kynrael

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Re: Experimental Surgery
« Reply #5 on: June 20, 2011, 05:42:54 pm »

The armor idea is really good.
Serrated disks would indeed be I think the most efficient way to cut parts - any way to activate them with water like pressure plates can ?
I don't know very well how all the mechanisms interact yet.

Of course it is minus the Fun part, but hey, if it's a legendary guy you're saving...
And, who said you had to wait for your dwarves to actually be infected to perform surgery? Prevention is better than healing right ? :mad_scientist:
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Girlinhat

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Re: Experimental Surgery
« Reply #6 on: June 20, 2011, 05:57:17 pm »

Actually, it's been debated that any Clean Patient job can cure infection.  Science was attempted, to ascertain how to cure infection after-the-fact.  One idea was to cause cleaning, likely by a 2-3 story drop.  The other was to cause cleaning to the specific body part, likely by use of training spears on a lever.  Hopefully, the dwarf runs to the hospital, and the medic cleans him, curing his infection.

Lagslayer

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Re: Experimental Surgery
« Reply #7 on: June 20, 2011, 06:00:04 pm »

Make it a wooden menacing spike and cover every part of the dwarf in very strong armor instead of the infected part. Put the trap in a 1X1 room with the dwarf, then lock the door. Keep poking the dwarf 'til he gets injured again. More spikes will likely give faster results.

Kynrael

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Re: Experimental Surgery
« Reply #8 on: June 20, 2011, 06:06:51 pm »

Were there any occurrences of healing infection after it happened ?
I'm pretty sure it's incurable by resting in Adv Mode, and in Adv Mode you heal bleeding and stuff just by sleeping.
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Girlinhat

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Re: Experimental Surgery
« Reply #9 on: June 20, 2011, 06:07:12 pm »

If you want pure limb-removal, I believe you could mod in a trap component with a slicing attack, that [IS_SPIKE].  The only thing that makes menacing spikes able for upright traps is that tag, and the [SPEAR] skill on a handheld weapon also enables it.

For vanilla limb removal, 10x Copper Menacing Spikes against a steel clad soldier will remove a limb faster and safer than other methods.  Stronger material risks penetrating the armor.

Kynrael

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Re: Experimental Surgery
« Reply #10 on: June 20, 2011, 06:19:18 pm »

I'll try both methods, see which one yields the best results.
Actually, I haven't even made steel yet in any fortress - guess I'll have to try with iron armor.
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khearn

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Re: Experimental Surgery
« Reply #11 on: June 20, 2011, 09:08:07 pm »

Couldn't you lock the appropriately armored dwarf in a room with a disc weapon trap and drop a kitten on him? I believe that having a creature land on another stuns both, so then the trap should work on both.
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Have them killed. Nothing solves a problem quite as effectively as simply having it killed.

Deus Machina

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Re: Experimental Surgery
« Reply #12 on: June 20, 2011, 09:17:20 pm »

I like the Dwarven Science aspect of this.

Dwarf gets his left foot infected. Best case scenario, a serrated disk or giant axe blade lops it off, and you have a miner sans left foot.

Worst case: he dies, which was going to happen anyway. No harm, no foul, right?

Possible case, and extra points: you have a miner minus his left foot--and his right foot, right hand, left ear, and a few teeth.
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Lagslayer

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Re: Experimental Surgery
« Reply #13 on: June 20, 2011, 09:21:09 pm »

I like the Dwarven Science aspect of this.

Dwarf gets his left foot infected. Best case scenario, a serrated disk or giant axe blade lops it off, and you have a miner sans left foot.

Worst case: he dies, which was going to happen anyway. No harm, no foul, right?

Possible case, and extra points: you have a miner minus his left foot--and his right foot, right hand, left ear, and a few teeth.

Even better if he loses both eyes. Nothing quite like a dwarf you can't scare away.

Montague

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Re: Experimental Surgery
« Reply #14 on: June 20, 2011, 09:45:06 pm »

Won't the new injury possibly get infected as well?
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