Bay 12 Games Forum
Dwarf Fortress => DF Suggestions => Topic started by: Azerty on September 24, 2014, 09:48:53 am
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Hello!
I have read the threads Parasites proposal (http://www.bay12forums.com/smf/index.php?topic=132504) and Three Suggestions (Military Formations, Disease, Bait) (http://www.bay12forums.com/smf/index.php?topic=132655) and wanted to to the following proposition, which will wait for several updates: infectious diseases, that is, diseases caused by micro-organisms, should be implemented, which could produce an effect on World Gen by the decimation of entire civilizations.
A new class (https://en.wikipedia.org/wiki/Class_%28programming%29) (sorry for those who don't know much about programming) entity should be created with the following methods characteristics:
- Name of the disease
- Name of the organism which causes it - could be merged with the precedent line
- Which biomes it inhabits: swamps, mountains, jungles
- Which biological hosts it infects; it could be a specific creature such as mosquitoes, or more general, as is all birds
- If it is present in the dirtiness such as miasma
- Modes of transmission: contact, whether with the infected being or, if it don't take too much processing power, any object touched by such persons, respiratory
- Which syndrome (http://dwarffortresswiki.org/index.php/DF2014:Syndrome) is secreted by this being - I choose to suggest reusing an already present mechanism
- Rate of infectivity - expressed from 0 to 100, with 0 meaning the person has no chance to catch this disease when in presence of the pathogen and 100 meaning he is always infected
EDIT:
(9/24) Corrected typos ("{}"->entity; "chether"->"whether"; "precednet"->"precedent")
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Toady already has planned to add diseases at some point. Its neat to bring up specifics of the functions though.
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Class is a way better word, since entity already refers to a specific concept in-game (a governmental entity, to be specific).
Anyway, this seems like it could just be part of the interaction framework instead of needing to be an entirely new raw type.
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This will probably come at a time when there's some way to deal with it, either with herbs or hygiene. Maybe some natural immunity would have to be implemented as well.
When the black plague hit Europe, there's a good chance it wouldn't have been so bad if those people knew proper hygiene and were well fed. And all that business with native americans was a case of deliberate contamination and a population with no natural resistance to the diseases since they came from other parts of the world.
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I wouldnt mind dwarves being afflicted by a particularly dangerous plague and then 5% or so dying from it. Seems like the usual !fun! to me tbh.
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I wouldnt mind dwarves being afflicted by a particularly dangerous plague and then 5% or so dying from it. Seems like the usual !fun! to me tbh.
Some of these diseases could also attack the cattle and other pets.
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Some raw - sorry for the pun - and stubby exemple of a disease as could be implemented:
Typhus was a disease which was prevalent in cramped and very dirty areas.
[DISEASE:TYPHUS]
[DESCRIPTION:A disease striking people living in cramped and unsanitary conditions.]
[NAME:Gaol fever]
[BIOME:SUBTERRANEAN_CHASM]
[BIOME:ANY_WETLAND]
[HOST:RAT_GIANT,5] Indicate probability the disease is found in the host
[HOST:RAT_LARGE,5]
[VERMIN_HOST:RAT:5] For vermin host
[VERMIN_HOST:TICK:5]
[PRESENT_IN_MIASMA:5] Indicate probability the disease is found in miasma
[INFECTS:HUMAN:20]
[INFECTS:DWARF:20]
[INFECTS:ELF:20]
[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen gaol fever]
[STATE_ADJ:ALL_SOLID:frozen gaol fever]
[STATE_NAME:LIQUID:gaol fever]
[STATE_ADJ:LIQUID:gaol fever]
[STATE_NAME:GAS:boiling gaol fever]
[STATE_ADJ:GAS:boiling gaol fever]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:gaol fever]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INJECTED]
[CE_PAIN:SEV:50:PROB:100:RESISTABLE:BP:HEAD:VASCULAR_ONLY:START:50:PEAK:2400:END:6000]
[CE_PAIN:SEV:75:PROB:100:RESISTABLE:LOCALIZED:MUSCULAR_ONLY:START:50:PEAK:2400:END:6000]
[CE_FEVER:SEV:75:PROB:100:RESISTABLE:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:2400:END:6000]
Others exemples could be posted.
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That's not how syndromes work; you can completely remove the entire material template thing there and just have it be a syndrome instead.
Also, for that matter, I still think the interaction framework would do just fine. It already has stuff for creature interactions and regional interactions, so this is just sorta a mix between the two.
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Nearly three years ago, in this thread, I gave ideas on how to implement infectiuos diseases; I will now try to give ideas on how the player can react with them, and some of these ideas might have to be implemented first, meaning my suggestion will be implementer no sooner than 2018 or 2019 at the soonest.
First, doctors should be able to diagnose creatures infested, especially among migrants and imported animals, and, if the disease is unknown by their civilization, they should be able to study it and record it in a book, further enriching the mountainhome, similar to animal training.
Second, and since quarantine has been known before 1400, with the Hebrews ordered to isolate "lepers" in Leviticus and, nearer from the cut off year, a 1377 statute in Ragusa ordering newcomers to spend 30 years before entering, doctors should be able to order the isolation of known contagious carriers to special zones in the hospital, or simply left to die in a pit. Maybe the doctors would have to wear specific dress such as the plague doctor costume to reduce the probability of being contaminated.
Third, as for the cure, doctors would have to heal the symptoms (giving antipyretics to a patient with fever), the consequences of the disease (cutting off parts with necrosis) or sometimes the disease itself, the latter having to be rare enough because of Medieval stasis but not too rare to make the game too much difficult. It would need the implementation of drugs and medicine (http://www.bay12forums.com/smf/index.php?topic=63628.msg1475308).
Lastly, in order to bury the deaths from outbreaks, mass graves would have to be implemented, with one square containing five cadavers (more about funerals here (http://www.bay12forums.com/smf/index.php?topic=165442.0)).
The diseases I would choose to put into DF would be the plague, tuberculosis ("white plague" or "consumption"), typhus ("gaol fever"), measles, variole, malaria, sleeping sickness, influenza, leprosy, dysentry, yellow fever, poliomyelitis, rabies, mumps, a generic hemorragic fever, rubella and cholera; I would add the fantastic diseases of elven plague, gnomepox and other diseases generated for deities, demons and angels to punish entire communities.
As for the point about the interaction framework, I just wanted to propose something which would be more straightforward to implement and more specifically geared to the subject.
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Lastly, in order to bury the deaths from outbreaks, mass graves would have to be implemented, with one square containing five cadavers (more about funerals here (http://www.bay12forums.com/smf/index.php?topic=165442.0)).
A magma bath is fine, too.
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Nevermind. I didn't realize this thread was from 2014 and retract my argument.