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Looking for breeding experiments!   
DilonShuniikke

DilonShuniikke
United States  


  7/13/2017

My favorite thing to do in docking station is to hatch a whole bunch of Norns (usually one male and one female of each breed I want to use, averaging about 20 to 40 Norns in total) and just watch them, collecting eggs and observing them one generation at a time. The idea behind this is that I'll have a large genetic pool, and over the generations, as weaker genes die off (slowly introducing 1st gens when the pool gets TOO small), gradually cooler and cooler Norns start hatching. They even tend to LOOK cool! I understand plenty of people play this way and that this is not a unique or new play style. This is why I decided to ask:

What sorts of things can I do to mix it up a little? I've tried a Siamese-only run, aiming for appearance mutations, but those take so long to kick in that my supervision-heavy play style becomes boring really fast. I've also tried inserting some mutation-heavy (genocrash for example) breeds into my typical gene pool for some interesting variety, but I've had trouble getting them to want to kisspop at all. :(

What are your favorite ways to add interest to a genetics-aimed, slow paced "wolfling"? Do you have any experiments in particular you'd recommend?

I mainly raise Norns but I'd also be excited to experiment with different kinds of grendels, ettins, geats, and everything in between :D


Flib dis
 
ylukyun
Patient Pirate

ylukyun

Manager



  7/13/2017  1

Every so often, grab some of your creatures at random and splice them together. This works even better if you have multiple species in the world. Technically this disqualifies it from being a wolfling run, but it's fun!

Do you have any toxic breeds? It can be challenging to have those in a world with regular creatures, trying to get them to avoid each other's food sources and hoping the hybrids survive.

 
Tsunamiracle

Tsunamiracle



  7/13/2017

Seconding a toxic-hybrid run. I got really invested in one Toxic/nontoxic Norn world after one of the descendants hatched with a Grendel Head...but also unfortunately presented with heart failure from the moment of birth. Thankfully it seemed that whatever initial concentration of toxin that was causing it ran out before her heart totally failed, so she spent much of her (shortened) life with about 7% or less of heart function, spreading her genes around and introducing plenty of Grendel heads into the population. And plenty of defective hearts, but oh well.

(Sadly as that screenshot shows, this same world developed a widespread mutation in which the Norns' instincts changed, and they would run away in fear of other Norns instead of a hypothetical Grendel. Cue 90% of the population spending their entire lives cowering in the corners of the Meso, occasionally stopping to kisspop into the crowd and perpetuate this mutation. Not much fun to watch.)

I think you might get some interesting stuff from a large aquatic world, too, especially one that mixes genomes/bodydata that don't usually mix well together, but I haven't experimented with that as much. In my latest attempt, in which I threw in as many aquatic breeds as I could find, I got the following...

* A pair of Banshee Hydrolisks punching everything they saw to death, which to be fair is exactly what they're supposed to do, but it just surprised me how vicious they are.
* Ettins dying out rather quickly, probably because of the above.
* This half-Coral Chichi half-Reef Glider(?) guy who lived a perfectly healthy life swimming around, he just happened look hilarious while doing so.
* Several other hybrids with floating heads or shoulders pinned up near their ears.

Your personal tastes will likely vary from mine, mainly in regards to nonviable offspring and weird body part disconnects. If you'd rather have a more stable population, being more selective about which breeds are added in should help. (I broke the cardinal rule of Colortrues, and it resulted in a lot of nonviable offspring.) Still, if you're looking for pure strangeness, it might be worth giving a test run.

At the moment I'm trying to see if I can get anything interesting out of non-toxic breeds in a bacteria-infested world, but so far none of them really have any noteworthy mutations aside from Grendel arms. Kind of unfortunate - a Spam Norn test run I did in a sterile world had a Variant-based mutation that I suspect would have stopped Cyanide from directly attacking Energy, and I was hoping these random Norns would get something similar.

 
Lurhstaap

Lurhstaap


 visit Lurhstaap's website: Addicted To CAOS
  7/15/2017

Fwiw mutation is totally random. The type of world doesn't change the mutations you'll see. It will influence what mutations are viable though. For example if one of my Dragons loses the ability to breathe air in an aquatic world, no big deal. In an amphibious world that's a problem but not a fatal one immediately, so it could be selected for and result in a split off Norn species that is purely aquatic. In an entirely land based world, that same mutation is instantly lethal in all cases. That's also true IRL, BTW.

Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage"

 
Venithil

Venithil



  7/15/2017

Toxic/nontoxic run does seem like it'd be a good and popular way to go. I even made an article on CCSF that listed some species which would reasonably be able to live next to Toxics without excessive trouble due to resistances and immunities to toxins.

Similarly, water creatures that cannon swim mixing with ones that can.

Also, you could try making a winter/frost-themed world and put some cold-resistant and cold-liking Norns in it to mix. I had decent amounts of fun with Chione that way.


I document some of my playthroughs in a blog-style fashion with comments enabled. I may just change them into a blog, but if you're interested in reading such things beforehand, feel free!
 
Arnout

Arnout



  7/15/2017

The last "experiment" I recall is a world where I played around with some of the mall breeds. Basically, what I tried to achieve was a population with the appearance of one breed, but the characteristics of another; with the most important one being a population of Treehuggers that know how to navigate. However, not everything went as I had planned and I ended up with a bunch of ridiculously angry Bondi Norns instead. :P
 


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