Bay 12 Games Forum

Dwarf Fortress => DF Suggestions => Topic started by: BeforeLifer on April 24, 2011, 04:12:23 pm

Title: Medicene
Post by: BeforeLifer on April 24, 2011, 04:12:23 pm
So my idea is something that alot of people will like if they have a fortress in a place with helmet snakes or giant scorpions or anything that makes a syrdrome.
Medicene
What im thinking is there be a new job Pharmacist(Thanks to IT 000 for telling me how to spell it) who will both make and administer medicene from various plants and animal extraces to cure them. Like say your dwarf gets bit in the hand by a helmet snake and you dont want him to lose his hand thankfully you have some anitdote made to cure the syndrome and he gets to keep his hand. However it won't work 100% of the time but like 80%+ should work. And for lasting syndromes like the cave spider bite you can administer a perscription that will keep the dizzness at bay but won't cure it. Basicly short term symptoms and a few long term symptoms can be cured right away but long term and lasting ones should need a constant medicene.

Also some cures will need, as part of the recipe, extrace of the animal that was it is ment to cure.

I hope you guys like my idea and feel free to post suggestions.
Title: Re: Medicene
Post by: Avo on April 24, 2011, 04:28:16 pm
I think this is a little beyond our dwarfs comprehension but that's just my personal opinion. I would like a way to get the syndromes off the ground first before we get a way to get it out of the dwarf. It seems to me they want to find a nice spot of damp earth with a table, bed and statue before digging into a nice cold plump helmet.
Title: Re: Medicene
Post by: EmperorJon on April 24, 2011, 04:43:18 pm
I think that a way to negate a syndrome would be nice... but maybe only if you'd already researched it? So you'd see a dwarf die of a helmet snake bite, and you'd make what you thought would work as an antidote... but it didn't. So you'd try again. Eventually you'd get it right, but the first dwarves would be dead.

Maybe... Goblin prisoners + Helmet Snake + Medical observation team? XD
Title: Re: Medicene
Post by: IT 000 on April 24, 2011, 05:49:15 pm
Quote
Pharmasite(prob spelt it wroung)

Pharmacist, spelled, wrong

-----

On topic, in the medieval ages, you didn't go to the doctor to get diagnosed/cured, you went there to die. Having a doctor who can suture in this game is extremely rare for the pre 1400's.

Of course it would be nice if you could have a few herbs in the game to reduce pain or something. It wouldn't cure the disease outright as that was beyond most doctors at the time. But there's plenty of plants around that could reduce swelling, fever, vomiting, or a variety of other symptoms. I suggest that the Herbalist does the job as it would give them something important to do except for last minute food gathering.
Title: Re: Medicene
Post by: BeforeLifer on April 24, 2011, 09:43:55 pm
I think that a way to negate a syndrome would be nice... but maybe only if you'd already researched it? So you'd see a dwarf die of a helmet snake bite, and you'd make what you thought would work as an antidote... but it didn't. So you'd try again. Eventually you'd get it right, but the first dwarves would be dead.

Maybe... Goblin prisoners + Helmet Snake + Medical observation team? XD
I like that idea alot dident think of that. Maby have it so you are given a bunch of ingredents to pick from like when your seleting mechanisms for a trap est. and then make a cure with say 4-5 of them and then it could either work, not work that much, not work at all or even worse you happen to make a instent death posion:) That way its up to the player to try to make a cure:) And that Medical Observation team sounds good to me with this.

Quote
Pharmasite(prob spelt it wroung)
Pharmacist, spelled, wrong
Thanks for the info I'll edit the post to spell it right.
Title: Re: Medicene
Post by: sockless on April 24, 2011, 09:50:24 pm
Maybe you could get antivenin from the snake (yes, it is antivenin), but I guess it's a bit futuristic for the time.

Herbals remedies were quite common in medieval times, there were remedies for everything, from a bad love life to headaches, some of them didn't actually work though, except maybe by placebo.

Speaking of which, placebos would be interesting to add into the game, so you would take a herb that would be said to get rid of an illness, and because you believe that it does, it actually does.

It would also be interesting to have just plain wrong remedies, so a remedy that's just utter rubbish, like one for improving your love life.

Leeches could also be added into the game, which would actually be a good cure against snake bites, as it sucks the venom out of the bite.
Title: Re: Medicene
Post by: IT 000 on April 24, 2011, 09:56:43 pm
Quote
It would also be interesting to have just plain wrong remedies, so a remedy that's just utter rubbish, like one for improving your love life.

Perhaps when taverns come about we could have witch doctors or something showing up and offering medicine. Certain races would have more medicines. Elves having the most, humans having a decent amount, dwarves and goblins having very few. If you buy them, they may work, or they will fail. Maybe causing even more damage.
Title: Re: Medicene
Post by: Urist McAddict on April 25, 2011, 07:30:02 am
Just a hand here:
Medicine
antidote
extracts
prescription

I'd guess you're a latin derived speaker like me (Brazil here!), but back to your idea...
Well, i guess i like two of your ideas, one is the medicine one, mainly because we need more usefulness to the Health screen, how about a medicine/antidote list with their quantity by the side? There would be no need for a new skill or job, the Alchemy skill would be enough for it, since alchemist were not only looking for turning anything to gold, but they also looked for elixirs and other things like it.
I'd love to see a medic perform necropsy to improve diagnosis skill and try finding a medicine through experimentation, which would, depending on the skill, cause reactions (even death) to the "victims"(could give some use for that gobbo prisoners ;) ) and unlock medicine/antidote creation (random chance depending on skill, just like ore smelting) . These medicine would vary the effect based on the skill of the one making it (masterful medicine would have 95% probability to work and it would go down by 10% for each lvl).
I'd also love to see some improvement on hospitals, such as misdiagnosis, infection control and such things... HYPOCONDRIAC DORFS ANYONE?
The only thing i'm afraid of is a stupid diagnoser prescribing ale as medicine, since dwarfs are kinda alcohol dependent fella's...

Title: Re: Medicene
Post by: BeforeLifer on April 25, 2011, 02:10:53 pm
Just a hand here:
Medicine
antidote
extracts
prescription

I'd guess you're a latin derived speaker like me (Brazil here!), but back to your idea...
No I just suck at spelling XD