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Genetics Editor query   
Nutter
Senior Wrangler

Nutter
United Kingdom  


  4/27/2014

I'm having a play with the Gameware Genetics Kit for C3DS, and I've already run into a snag. Looking at the individual genes, there are a few settings that weren't there for C1 - Degree, Variant and Do Not Express. The last one is fairly self-explanatory; I'm assuming there's still a chance of offspring receiving a gene in its "switched off" form, or mutating to express it.

I've no idea on the others though. In the couple of genomes I've looked at, Degree seems to be 0 or 128, and Variant seems to be 0 or 1. Does anyone know what these do?

 
RisenAngel
Sanely Insane

RisenAngel

Manager


 visit RisenAngel's website: The Realm
  4/27/2014

Degree is a gene's mutation rate - 0 means a gene will practically never mutate, 255 means a gene will frequently mutate. 128 is somewhere in the middle.

Variant is a holdover from Creatures Village and normally goes unused in C3/DS, although it still works there. Basically, each creature has a variant of 1 to 8. 0 means it applies to creatures of all variants, while a number means only creatures with that variant number will express that gene.


~ The Realm ~
Risen Angel's Creatures Blog


 
Nutter
Senior Wrangler

Nutter



  4/27/2014

Cool, thank you for that. What is a variant, though? Is it a way to make tribes or something?
 
RisenAngel
Sanely Insane

RisenAngel

Manager


 visit RisenAngel's website: The Realm
  4/27/2014

Something like that; it's basically a way to differentiate between creatures of the same breed. Creatures Village uses it basically as a personality value (i.e. norns of one variant have a bigger appetite than norns of another variant).

~ The Realm ~
Risen Angel's Creatures Blog


 
Nutter
Senior Wrangler

Nutter



  4/27/2014

Ah, ok. I could see that having interesting applications in C3, if I can ever get my head round the New Improved Genome...

ETA: actually, I think the Variant thing is the reason my norns are having pregnancy problems - the progesterone emitter is set to Variant 1, so presumably if the norn isn't variant 1, it won't trigger?

 
evolnemesis
Code Monkey

evolnemesis



  4/27/2014

That's right. Make it 0 and their problems should go away. And yes, to your question about 'do not express'. It makes the gene dormant, but it can still mutate to express.

CUT DUP and MUT won't mutate though, and I'm pretty sure the mutation degree won't either. Not sure about variant, though I guess if you are having that problem then it must mutate.


"For small creatures such as we, the vastness is bearable only through love."
"We are a way for the cosmos to know itself." - Carl Sagan

 
Nutter
Senior Wrangler

Nutter



  4/28/2014  1

It worked!! Created new eggs with fixed genomes, re-writing all the variant 1s as variant 0s, and the resulting norns are fully fertile. (It wasn't just pregnancy genes affected, either.)
 
evolnemesis
Code Monkey

evolnemesis



  5/1/2014

I looked a little deeper, and it seems that by default when a creature is hatched in c3/ds, it does appear as a variant... it will be any variant from 1 to 8... So those genes listed as variant 1 would have expressed eventually, but only in 1/8th of offspring. definitely makes sense for those genes to be set to 0, especially pregnancy ones, so they will affect all variants...

Hmm, that makes me want to make a genome that has wildly different personalities, (or at least default facial expressions) that the variant controls... one norn sad, one angry, one happy, one fearful, etc..


"For small creatures such as we, the vastness is bearable only through love."
"We are a way for the cosmos to know itself." - Carl Sagan

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  5/2/2014

That's essentially what they did for some of the Creatures Adventures norns - you can read a little about it here.

The variants were called:

Speedy
Friendly
Dozy
Clumsy
Pudgy
Shy
Eager
Plucky

- 8 in all. :)


My TCR Norns
 


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