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Wolfling & Feral runs   
Dark

Dark



  12/11/2015  1

I've never really done a strict wolfling run because I am really bad at not coming to the rescue, but I've done loose feral runs.

I'm curious about how other people go about their runs so I thought it would be neat for people to share here.

1. Do you usually do wolfling runs or feral runs? How strict are they?

2. How many norns do you release into the world at once?

3. If food and toys are added, where are they added and where are they not?

4. What metarooms do you use?

5. Do you teach the norns anything prior to letting them fend for themselves?

6. How long is your average run? An hour? Three hours?

7. What other agents do you use (if any)?

 
GimmeCat

GimmeCat



  12/11/2015  1

Most of my wolfling runs have been in C2.

I'm not really sure what the difference is between wolfing/feral, but what I do is set the world up first, inject whatever passive agents are needed, and then let the norns live and die of their own accord. I only interfere if I observe consistent problems that require a permanent fix.

I'll typically add 4 or 6 eggs to start a population off.

The world is made water-safe with bridges and barriers. I designate a couple of hubs and then sprinkle the rest of the world with rescue beacons, which allows norns the freedom to wander far and wide, but always be but a single "eem push dat" away from hearth and home. This single cob has drastically raised the success rate of my wolfling runs. As norns technically can't navigate the world intelligently -- because they have no ability to plan routes -- I find it vital to provide a way for them to find 'home' almost by accident. This stops the population from dying due to individuals being lost on opposite ends of the world.

For the same reason, I'll also add food sources to areas lacking this. I use auto-vendor scripts to periodically keep the carrot/potato patches alive, and place Meat Vines and Water Fountains around the world. The norns must still make the effort to activate these objects themselves.

I don't inject anything that will artificially 'heal' or otherwise tend to my norns, nor do I remove pathogens or other hazards (bees, grendels, heat/radiation). These are natural challenges they must overcome themselves. I don't consider water to be a fair hazard, due to the aforementioned lack of navigation abilities.

I inject a script that gets rid of the 'say need' behaviour, so that they don't waste precious minutes of life staring at me and complaining instead of eating/sleeping. This has also improved the success rates.

I don't use any metarooms.

Sometimes I'll teach the 1st-gens language, just to see how many generations the words survive.

The run typically lasts until I get bored of it- days, or weeks. In C2, sometimes it will end when the world decides to corrupt itself irrevocably.

Other agents: none that I haven't mentioned.

--

My current run is in C1 though. I injected the 'basement' metarooms that allow norns to travel west from the shower room, because I found they would end up "left"ing against that wall indefinitely if left to their own devices. I got rid of the grendel, hid the poisonous weeds/deathcap mushroom, and injected the updated carrots and lemons. The rest is mostly vanilla (but I got rid of the 'say need' behaviour here, too).

 
Dark

Dark



  12/11/2015

From what I understand, a wolfling run is more strict than a feral run.

I play on C3/DS and I guess mine would probably be called a feral run.


I usually release somewhere around 21 norns scattered about the world as babies.

Food and toys are generally added quite liberally to the world, they just have to be smart enough to keep themselves fed and entertained.

My favorite metarooms to use are the biodome and viridia. I scatter offline portals all around to connect different places.

I teach all norns handish and then I help them learn until they are a few minutes into childhood. Then I leave them to do their thing.

My runs are pretty long. Like, days or weeks. I like to watch them evolve. Using the x-ray agent I do remove anyone with faulty genetics though (like heart failure beginning in adolescence for instance).

I also remove bacteria from the world. I'd leave it if not for that darn ATP decoupler.

I use... a lot of agents. Vendors, replenishable food sources, various tools, etc.

For the most part they're left on their own but once in a while I'll peek in and rescue one from a grendel or spread them out or whatever.



 
GimmeCat

GimmeCat



  12/11/2015  1

Sounds like we operate our runs pretty similarly. :) I don't screen for genetic defects though, I let nature take care of that. If it's a bad enough defect, they won't live long enough to pass it on. If it's not too bad, it could produce interesting results in future generations.
 
ylukyun
Patient Pirate

ylukyun

Manager



  12/11/2015  1

1. I don't really make any distinction between "wolfling" and "feral". Varying amounts of third-party agents are involved, sometimes none. I'm not very strict, but I am lazy, hence minimal intervention. [ntongue] I will intervene if it looks like the population is about to die out.

2. Usually anywhere between 4 and 8. If I have "leftover" creatures or a bunch of downloaded ones, I might use them all, however many.

3. I try to spread food and toys around as evenly as possible, to stop creatures from staying in one place, and to prevent Eat Elevator Syndrome.

4. The default ones, C1toDS, C2toDS (not very good for wolfling runs TBH) or some aquatic metaroom.

5. No. There's usually a vocabulary teaching tool lying around the place. I don't generally teach creatures behavior at all, I let them learn by trial and error.

6. Until all the creatures are dead, the game crashes irrecoverably, or I get bored.

7. Bug fixes, miscellaneous food sources, and whatever cool new toys someone has just released. [nlaugh]

 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  12/12/2015  1

1. I don't really make a distinction either, I just call them wolfing runs. As for interventions... I do find myself getting bored sometimes and doing a few genetic experiments in the background every once in a while. [nlaugh]

2. A male and a female of each breed with the sprites that I want in the population

3. Sometimes I add food and toys, it really depends where the run is taking place. I try to scatter them around evenly but also aesthetically.

4. I use Veridia but will probably not be using it again for wolfing runs, even with elevines and added CA links Norns don't seem very good at navigating around there. For aquatic metarooms, Artimus Sea and Deep Abyss are also good. My other run is just in a docked world with no other rooms added, mostly for testing the behaviors of TWBs left to wander wild.

5. I might teach the first gen vocab and get them to eat, but once all the babies are hatched they get left to their own devices.

6. Until I get bored, the world breaks or the run becomes completely unmanageable. I usually let them run while i'm in the bath.

7. Depends. For every run I will have one sacred dragon skull, several roamers, any bug fixes I need, population control panel, wolf mate and ghost cam. There are also agents I always inject into every world, probably not worth listing them all off here though.

Edit: Well I just used Veridia again for another wolfing run so I guess I was wrong. :P


Creator of the TWB/TCB genome base.

 
Dark

Dark



  12/12/2015

I usually hatch a male and female of each breed I want to work with to start off too. I left out Viridia this round myself (just using the biodome). I love the biodome, it's such a great metaroom.

Really the only thing I do different is that I make sure everyone knows language and help them learn a bit until they reach childhood.

Edit: Do any of you run them through a norn IQ test? If I end up with a ton of eggs I'll use that to weed out the weakest and then dump them back into the wolfling world.

 
KittyTikara

KittyTikara


 visit KittyTikara's website: The Mobula Ray
  12/12/2015  1

1. I guess I'm pretty strict with my runs? I usually set everything up before hand and only intervene if I get bored or the run has nearly died out. I have a habit of messing around with the population control agent's setting though and will export any creatures I see limping.

2. I tend to release 8-12 at a time, depending on how large the world is.

3. I add them to places that don't have a lot of food, and usually to much of it. My favorite way of spreading out food is seasonal food sources though. The garden box is amazing for that. Most of my toys are spread out as well, but much less carefully.

4. I either use rooms that I can customize or a docked world when I'm feeling lazy. Usually it's Veridia and Primordia or one of the larger metarooms. I use Veridia and Primordia together because they're pretty and work fairly well together. If I use a larger room, it's usually Ainadia or the Freedom room.

5. I rarely teach them anything before setting them loose. If I do it's because they were an old pet/nurture world I forgot about.

6. Most of my runs end around gen 10-20 but I occasionally have a run that goes on for over 100 generations. I usually get tired of the run before the world corrupts or the run dies out.

7. I always use the C3/DS bug fixes when I used a docked world and the population control agent and garden box are in nearly every world.

I don't use the IQ test that often, but I use it to cut down a population or test their navigational skills.


The Mobula Ray - My Creatures blog
 
Thoaee

Thoaee



  12/23/2015  1

Dark wrote:
1. Do you usually do wolfling runs or feral runs? How strict are they?


For starters; I mostly play C3DS.
I usually do Wolfing Runs and tend to leave it on overnight or when I'm at work and see who survives :P

Dark wrote:
2. How many norns do you release into the world at once?


Depends on the size of the world. I find it works best with 3 or 4 pairs if I play with a DS standalone game (maybe a bit more if I have metarooms injected). And 8-10 pairs for a docked C3DS world, even more if I have metarooms injected with that.

Dark wrote:
3. If food and toys are added, where are they added and where are they not?


I add some toys, like beach balls, digeridoos and hi-bouncy rubber balls and I add cuddletrees and mecha-grendels spread out through the rooms. Generally 1 or two per a room the size of the DS main room. I have the other sections of the ship closed off so I dont have anything in there. I add them so they don't get bored, have something to cuddle when they're in need of cuddles and something to releive some agression onto other then other creatures :P.

Dark wrote:
4. What metarooms do you use?


If any, it's the Norngarden series (NG1, NGX-mas, NG2, NG4).
There are a few rooms I inject depending on which species I'm currently running a Wolfing Run with. Sometimes I want to keep 1 or two creatures seperate and 'play' with them, and just let the rest fend for themselves.
Bug's Temple, I usually use that one for creatures that like warm or humid environments, i decorate it with things like steam rock, bones etc.
Pearl Ocean, for aquatic breeds.
Primordia, for Grendels
Otherwise I just use the Randomsroom.

Dark wrote:
5. Do you teach the norns anything prior to letting them fend for themselves?


Nope. Survival of the fittest!

Dark wrote:
6. How long is your average run? An hour? Three hours?


It completely depends how long they last. My longest so far is (only) 12 hours. They always seem to get exterminated by either ATP Decoupler, Muscle Toxin and/or Antigen 2 and 6.

And for some reason they always seem to stop breeding at some point even if they survive these illnesses. Any thoughts ?
I read through a post made a few years back about creatures becoming infertile by reaching the egg limit, however I have my limit set at 99999 and the maximum any of my populations ever reached was about 30 individuals. They just stop breeding, become old and die (or more recently get exported by population control, but this problem already excisted before I used this agent)

Dark wrote:
7. What other agents do you use (if any)?


My entire list of injected agents, including toys mentioned above.
Advanced Muco
Autonamer
Autonamer Ettin Grendel
Awkwood Creeper
Beach Ball
Crobsters
Cuddle Tree
Didgeridoo
Egg Hatcher
Egg Textures
Eggernator
Garden Box, mainly just for apples and pears
(Grendel Update, depending if I want to add extra challenges)
Hand-Hider so creatures have zero interaction with me
Hi-bounce rubber ball
Home Smell Agents (Norn/Ettin/Grendel/Butterfly)
Improved Swimmer Agent
Mecha Grendel
Medical Monitor
Mini-Copier (for easy duplication of items or interesting creatures)
Mini-Recycler
NG-Bromsepot
NG-Eggtreepot
NG-Rainbowbamboo in pot
(NG-Stopperpot if I don't want them to go somewhere. Careful though your creatures may get stuck wanting to desperately go to the 'thing' it sees, for ever stuck walking into the stopperpot)
Norn Statistics
Plants pack 1 and 2 (Kumquats, Mini Apples, Muco Vines, Oak Tree, Orchid Pod, Passionfruit)
Photo FadeIn Stopper
Popping Pappus
Population Control (Activated: Export at old age, Export lowest gen leaving 10 pairs, Export after laying 20 eggs, Export after fathering 20 children)
Water Eggs

 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  12/23/2015

Thoaee
 wrote:

And for some reason they always seem to stop breeding at some point even if they survive these illnesses. Any thoughts ?


That does sound odd, I suppose if you are letting bacteria run rampant they could be getting their reproductive organs destroyed by antigens, I recommend using the X-Ray tool if you don't already to be sure. If not, I will ask if you are using CFE genomes or above?


Creator of the TWB/TCB genome base.

 
Thoaee

Thoaee



  12/24/2015

Dragoler wrote:
That does sound odd, I suppose if you are letting bacteria run rampant they could be getting their reproductive organs destroyed by antigens, I recommend using the X-Ray tool if you don't already to be sure. If not, I will ask if you are using CFE genomes or above?



I have done about 10 different runs that all died of either said illnesses or random infertility. I started a new run last night (Zebra norns ) which, for the first time actually, survived the night. They've been going on for 18 hours now, at generation 21. So far the Xray shows no signs of any uterus / gonad damage. So I'll keep them going for now.

As far as genomes etc. I am using whatever came with Creatures Exodus + the official breed packs. I have some updated ones that came with different 3rd party breeds, but im not sure which ones those are off the top of my head. Either way though, the standard files are still in place for the official breeds, which show the same issues. Well, apart from this Zebra run I'm doing right now. but we'll see how that goes.

 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  12/24/2015  1

Part of your problem could be the default genome brains going wonky as they age. Try running with a non-standard genome, CFE, CFG, CFF or TWB and see if you get better survival success. If the brain is causing a problem basic CFEs should increase survival dramatically!

Just a note that CFFs, in my experience, are very hard to breed in wolfing runs, but your mileage may vary.


Creator of the TWB/TCB genome base.

 
clohse
Mad Scientist

clohse


 visit clohse's website: Clohse's page at the CWiki
  12/25/2015

I usually keep DS running on my computer in the background. I check every couple of days to see that there is someone left alive, clear out the corpses and see what gen they have made it to.

I start with a handful of different norn types that I just really like; Autumn norns are always part of the mix. (After a while I can just SERU some new ones if they all die out)

I normally also run Devthing to periodically autosave, teach vocab, and reinject the carrots, tubas and bramboo in the meso.

The current family is up to generation 11 through 14 with a handful of eggs littering up the place. I started this one when school let out Friday. I used to use the regular autonamer and try to get all the way through the alphabet (gen 16) to see what it would do. Protective tub is more fun, though.

edit: I also have to keep the sound and norn voices turned off. The sad norn sounds depress my husband and kids!


CLohse's Norns at the Creatures Repository
 
Thoaee

Thoaee



  12/25/2015

Dragoler wrote:
Part of your problem could be the default genome brains going wonky as they age. Try running with a non-standard genome, CFE, CFG, CFF or TWB and see if you get better survival success. If the brain is causing a problem basic CFEs should increase survival dramatically!

Just a note that CFFs, in my experience, are very hard to breed in wolfing runs, but your mileage may vary.



I will give these different genomes a try and see what kind of results I get. Testing all these will take a while though so bare with me :P

 


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