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Good breeding experiments? | |
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SlimeTV
 
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12/26/2015 | |
Im thinking of doing a breeding experiment for creatures 3/DS but for what? You guys have any good ideas on what i should do?
"Nuh-uh-uh girl, you do NOT need another pet simulator-"
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SlimeTV
 
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12/29/2015 | |
idk if were allowed to bump our own topics so excuse me if im breaking the rules, but it seems like this topic is completely invisible! Or is it you guys simply don't have any ideas? Im trying to think of my own but i just can't come up with anything.
"Nuh-uh-uh girl, you do NOT need another pet simulator-"
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Allekha


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12/29/2015 | |
Well, there's always the 'toxic challenge' (breeding Toxic/normal hybrids) or variations with cross-breeding genomes that aren't normally compatible.
Or you could breed creatures to survive an extreme environment (hot, cold, toxic, etc) or to be violent toward each other - I'm not sure if peaceful would work as well, but you could try that as well.
Or, you could pick 2+ groups of creatures with different traits (amphibious, carnivorous, certain color, etc) and breed them until you have creatures with all of the traits? I recall someone made a breeding challenge for c1 along these lines, where they had several norns with the head, legs, etc of some breed and the point was to breed a norn that had only that breed's sprites.
Are any of these the kind of thing you're looking for? |
 Peppery One
Papriko
    
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12/29/2015 | |
There used to float a special challenge around. You basically make 5 identical genomes with an almost pure-breed look, e.g. all Bruin. ONE body part, though, is a different sprite set, e.g. Bengal. You make 5 copies of that genome, each time making a different body part the off-sprite. One with Bengal head, one with Bengal Torso, one with Bengal arms and so on...
I am not sure on the details anymore, there were some rules like no exporting, no artificial insemination, no splicing and how many of which gender you have, etc... Maybe someone else who remembers can elaborate on them.
Anyways, the basic idea is to get a creature that is ONLY composed of the "off" sprites, in my above example a norn with pure Bengal look. You can also add extra challenges by setting a time or a generation limit to yourself or trying to get a "highscore" in either.
Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis... |

SlimeTV
 
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12/30/2015 | |
thanks guys! i'll try these out.
"Nuh-uh-uh girl, you do NOT need another pet simulator-"
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Lurhstaap
   

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2/26/2016 | |
What I like doing, personally, is to set up a 26-generation feral/wolfling run. You can start with hatchery eggs, basic normal genomes, or with modified ones you've made with Genetics Kit or somesuch - either one works.
It's 26 generations because I use a naming scheme for generations and at 26 you hit Z. Plus, 26 gens for Norns is plenty of time for weird mutations to crop up and get emphasized. To keep any particular set of Norns from overly dominating the group genetically, and to isolate the best breeders for future use, I periodically (no sooner than once an hour or two) come in, name all born offspring (none of the autonamers have wanted to work for me yet) and check their parents. Any Norns found to have two or more offspring (for females) or three or more offspring (for males) are exported from the game. These are, generally, successful Norns and I will use them in future projects. Meanwhile, the rest get left in the world until they either breed enough to get exported themselves, or die. This continues until 26th-gen or Z-name Norns start being born. Those get exported immediately. The rest I allow to live, exporting all Z-gen and high-offspring Norns as previously described, until they've all either been exported or died.
I also steal a LOT of eggs along the way and hide them in the hand's inventory, if this is a C3DS run. Oftentimes I'm running multiple groups of Norns in isolated rooms, and so I'll steal as many eggs as I can when I'm present at the machine, switching them around so that eggs laid in Room 1 hatch in Room 2. This way I can sometimes mix the genes from the rooms to keep the bloodlines from getting too stale or extreme. It also keeps the rooms from wildly overpopulating when a batch is especially successful. (I like to keep my limits high because I don't like artificial limits on breeding because it messes with my setup - I'm watching for the effect of more natural selective forces and my own decisions, not which Norns breed fast enough to get in before the cap forces what amounts to arbitrary sterility on everyone until someone dies.)
Now I take out the Genetics Kit for whichever version of Creatures I'm running and examine the genomes of the Z-name Norns, plus any particularly interesting successful breeders or other weird mutants I exported along the way. For example I have one Norn in C3DS right now who seems to be an eternal child - he hasn't aged up despite being eight or more hours old. The same run that produced him also produced a few sliders, most of which also had the fascinating additional mutation of being immortal - or at least not needing to eat. So unlike your typical slider, who dies pretty quickly from starvation, these Norns will sit there for hours, motionless, yet not seeming to suffer - there's always a smile on their face. The same population of Norns have also developed very violent tendencies, yet, again, are very happy and almost never look unhappy unless they're very tired and/or sleepy. And they don't seem to ever feel crowded, at all. So I'll often see them standing in big clusters, smacking the piss out of each other with huge grins on their faces. (And unlike the masochist genome I made for C1, this is NOT something I deliberately set up!)
In short, you can get plenty of interesting fodder to play with in GK or other genetics editors this way. But the really fun part is the -second- run. You take the most interesting Z-names and import them back into the empty world. You might also include some of the older gens with similar or complementary genes of the sort you're trying to encourage. For example, let's say I find some Norns among the violent group I described above who are specifically inclined to smack other Norns around and some who are just generally angry and like to hit things, period. Say I want to see if I can produce Grendel killer Norns by encouraging this line and setting them up to direct their aggression against the Grendels rather than each other. I take the latter group of Z norns and raise them in the Jungle surrounded by Grendel Home smell. Then when they're adults, I allow the Grendels to hatch and let them loose in the Jungle with the adult Norns.
Or if you're more interested in aesthetic stuff, this was a high-color group I did last. The starting Norns all had a single fixed color their whole lives, but it didn't take more than two or three gens before they began changing color all over the place as they grew. This became the rule for the lineage, except now and again I'd notice a Norn whose color was more or less consistent all its life - within the context of its fellows, a mutant. If I wanted to encourage that trait, I would export those Norns as they appeared, then, once I had enough of both sexes for a decent group, I'd set them up alone in their own isolated room to try to perpetuate the trait.
Or you can just repeat the randomizing stage by importing all the Z-gens, plus whichever of the old ones it amuses you to include, and run another 26-generation free-breeding cycle. After a few of those, things can get really weird.
Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage" |

Jabber
 
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2/26/2016 | |
An idea I've had for awhile is to take creatures with mutations and breed them with each other, without introducing any non-mutant creatures, until I get a healthy creature. This couldn't really be a wolfling run because of the amount of care some kinds of mutations require (like sliders), but I think it'd be cool. |

Puddini
  
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2/27/2016 | |
Breed/gengineer aggressive Norns and make them fight eachother to death until only one is left, then breed it to make more strong Norns. We could even have a little competition thingy, with users submitting their own battle Norns. Like cockfighting except the animals aren't real so there's no harm done.
I don't think it's a very good idea, but we could still give it a try if you want to. |

Lurhstaap
   

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2/29/2016 | 1 |
Actually Puddini you're not the first to have similar thoughts. I just downloaded several aggressive/serial killer Norns from the Creatures Repository and many were made by deliberately splicing and/or breeding previous killer Norns.
I also have a line of Ettin-hating, supertough Grendels. I pit one of them against one of my weird manky-eater wolflings, and hooooo boy. Neither could kill the other, it turned out, but they sure tried. The only time I've seen anything more futile is when the aggro Grendels tried to kill an immortal slider. Definition of unstoppable force vs. immovable object much?
Just today I took one of my vanilla first gen adult Draconians and deliberately isolated him with a normal Grendel to see which would win. Anthony didn't particularly want to fight, and would have rather run away - but when instructed to 'hit grendel' he went for it with a vengeance and battered the thing to death very quickly. Boom!
So yeah, this sort of thing can be a lot of fun. It does have ethical aspects that I think each player needs to grapple with for themselves. I do think that alife is not lesser than physical life - but at the same time, it's not like we're forcing this on creatures who would be peaceful otherwise. I chose Anthony for the grendel baiting specifically because he was the most prone to smack around the others in the Draco colony - I knew he had violent tendencies already, in short. As a control I brought along one I knew to be largely peaceful - the poor thing was afraid enough when the Grendel hit him, but he outright panicked when Anthony began killing the grendel. He was totally unwilling to hit the grendel himself. He was running back and forth in fright before Anthony began to fight back, but when I gave the order and Anthony killed the grendel, it seemed to be even more shocking to poor Bugsy. He ran away from the scene so fast he hit the wall and died. (For a Draco to kill himself against a wall is pretty rare in my game so that surprised me. He must've been pants-wetting scared.)
Anthony survived to return to the colony and father children (none of whom appear to share his violent drives, alas for Norn fighting, but probably for the best for that colony.)
One of my worlds is called Malus Prime - that's where I do most of my 'killer Norn' stuff. Except for Arcus Malus, the world of rainbow doom, which is where the really colorful mean-breed tests happen. And I used Malus Tenebris to test my black grendels once.
Point is, plenty of people have vented their darker impulses onto or via Creatures. Why not? A lot of the really dedicated battle Norns have adaptations given them to make the whole thing enjoyable for them anyway. Why not let them indulge their natural tendencies against each other? They're real animals in their own right, at least IMO... and yet they are not -like- flesh-and-blood animals. They are a different sort of life which is capable of evolving or being granted traits that are just not possible with a physical animal.
The differences that Creatures have from flesh-and-blood life make the morality of Norn fighting and Norn torture much less clear than with typical animals. I even have one that is literally fed by hitting and being hit. The ethics of THAT situation is so tangled I choose not to deal with it - at least not sober! After all none of them made themselves like they are, but they -are- how they are, so now what? Life feeds on life feeds on life, I suppose, so have at it. I'd participate if anyone were to run such a thing. :p
Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage" |
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