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Elegnaim

Elegnaim



  5/21/2017

Something like SimLife's animal/plant generator might be a good starting point for this. Especially from a GUI standpoint? Is it possible to have critter compound objects?
 
Lurhstaap

Lurhstaap
United States  

 visit Lurhstaap's website: Addicted To CAOS
  5/21/2017

This would be better as an applet/companion program like Biochemistry Set or Brain in a Vat, I think, rather than an agent. But I'd really like something that... Hmm. How to explain this.

It'd have a bunch of tabs, or buttons, one for each living creature in the current world. (You could set it to ignore norns, grendels, geats, and/or ettins as needed for people's individual projects.) Each tab/button would be labeled with the creature's name and optionally a picture of its face or something (or just a generic picture for its species).

Clicking on a given creature's button/tab would bring up a page showing all possible verb/noun combinations (say, push plant, eat food, hit elevator, et cetera - every single decision a Creature could potentially make and act on). There would be two numbers beneath each possible decision. The first number would represent the number of times this decision was THOUGHT OF by the Creature, as defined by what the CRC or HealthBar would display, when the Creature was NOT actually taking that action. The second number would be the number of times that Creature has ACTUALLY ATTEMPTED that action. It doesn't matter if it 'worked' or not - it just has to be able to detect and track the difference between an attempt at acting and a fleeting (or not-so-fleeting) thought that isn't acted on.

When the Creature died, its data would be saved and placed in a folder of dead creatures, sorted by species (and sortable by other parameters within those sections, such as age and sex). This would allow the data to be reviewed. From there it could be saved to a permanent index or collection of this information, exported to a text file (in my ideal world, but this is an optional thing), or deleted when no longer useful.

I don't have the skill to make this, and I doubt anyone who does would want to make it, since I doubt anyone else has any earthly use for this. But it would be REALLY handy for me right now! I can dream... lol


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

 
ylukyun
Axe Maniac Diva

ylukyun

Moderator


 visit ylukyun's website: Engineering
  5/22/2017

That would definitely work better as an external program. There's quite a bit of source code and information on communicating with the engine floating around out there if you decided to attempt it. Chris Double's Dylan Code Collection is a good example - too bad the Dylan project itself seems to be dead. :(
 
Lurhstaap

Lurhstaap
United States  

 visit Lurhstaap's website: Addicted To CAOS
  5/22/2017

Like I said, I don't have the skills. I'm not a programmer in the slightest. Even learning a bit of CAOS has been a major effort for me. Alas! I envy that skillset but I've never really been able to get it down.

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

 
ylukyun
Axe Maniac Diva

ylukyun

Moderator


 visit ylukyun's website: Engineering
  5/22/2017

Oh well. Maybe you'll get lucky and someone else will take up the project :)
 
Geat_Masta

Geat_Masta
United States  


  5/23/2017

You can't do something like that. You can make a log file with all the decisions listed with a moniker, and import it into MS excel, and the excel can do that. Or you could have separate log files for each moniker.

I started the script here:
https://github.com/pdJeeves/C3DS/blob/master/zz%20decision%20monitor.cos



Donate to the development of Kreatures

(The unofficial Creatures 4)

 
ylukyun
Axe Maniac Diva

ylukyun

Moderator


 visit ylukyun's website: Engineering
  5/24/2017

Why isn't it possible? Just curious.
 
Elegnaim

Elegnaim



  5/28/2017

After reading Geat_Masta and Luhrstaap thread, I felt like trying to implement a C3-style attention lobe in C2. One problem with this is that if you have a destination lobe that's larger than its source lobe, dendrites basically hook up in a linear, predictable sequence, but if the source lobe is larger, they don't (unless I'm missing something with spread and fan out settings, in which case the rest of this post is probably very, very unnecessary). This is the workaround I've got so far:

1. Unhook Attention from the Perception lobe and Stim Source lobe.

2. Concept lobe is made to be 40 x 25 and hooks up to the Perception and Stim Source lobes. Dendrites into stim source are predictable -- every 25 neurons corresponds to something in stim source.

3. Create another 40 x 25 lobe with a 1 to 1 mapping to the concept lobe for D0 dendrites. The D1 dendrites go to the attention lobe. The input from the attention lobe needs to be ignored though.

4. In the mirror concept lobe, i set the back propagation and forward propagation SVRules to state and then I set the SVRules on the attention lobe to be state + leak out + leak in. I'm not actually sure which of back/forward propagation and leak out/in sends stuff back to the source lobe.

Anyway the leakage rate on the attention lobe needs tweaked -- it doesn't go down fast enough so the norn's attention can get kind of stuck (coincidentally, I myself have been stuck in an OCDish feedback loop re doing this :S) -- and I'm not sure which concept lobe I want to hook the decision lobe up to yet but uh... it seems like it works mostly?

C2 gives me stillborn banana norns if I try to stick more than 15 lobes in their brains. idk if there's a way around that so cloning the concept lobe could create some limits. (I thought I read about C1 norns mutating up to 36 duplicate lobes..?)

I guess a more elegant solution could be to just hexedit the C2 executable to get flat dendrite spreads to hook up linearly instead of in clumps. I guess I could figure out where the brain data resides in memory, figure out what writes to that when I hatch a norn, and try to trace the data backwards. I'm not really in the mood to do this right now.

 
Lurhstaap

Lurhstaap
United States  

 visit Lurhstaap's website: Addicted To CAOS
  5/28/2017

The way the brain works changes significantly between versions of the game, and most especially between C2 and C3/DS, alas. I'm not sure it's really feasible to back-engineer that way, but I'm also by far the least-educated person involved with this work. XD So I may just be too ignorant to know how this ought to be done.

With that said, I can tell you that in C3, whether the dendrites migrate or line up in order is a specific checkbox setting in the Genetics Kit. I have no idea if such a thing is available in the C2 Kit as I do very little work with C2. But it's worth a look.

C1 Norns did indeed sometimes throw multi-lobe mutations, but the thing is, none of those extra lobes generally -did- anything. Adding extra -functional- lobes, I think, is a whole different ballgame.


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

 
Intyalle

Intyalle
New Zealand  

 visit Intyalle's website: Nadia Eat Hand
  5/28/2017

IIRC, C1 just didn't recognise new lobes at all beyond a certain number, it just straight-up ignored them. So they actually couldn't develop a function.

Also known as bab_5_freak from the old Gameware forums.
 
Geat_Masta

Geat_Masta
United States  


  5/28/2017

ylukyun wrote:
Why isn't it possible? Just curious.



because it takes a freaking month to implement a GUI, and ain't nobody got time for that!

Yeah, in C2 the checkbox is called flat, but from what you describe it just isn't possible in C2, due to what inty said, or something similar.


Donate to the development of Kreatures

(The unofficial Creatures 4)

 
Lurhstaap

Lurhstaap
United States  

 visit Lurhstaap's website: Addicted To CAOS
  5/28/2017

Really? Wow. That explains a lot, though. I always wondered why those Norns with many many extra lobes never seemed to suffer for it. But if it was the equivalent of "junk DNA" for them (albeit metaphor used very loosely given we've been discovering functions in "junk" DNA the last few years), that'd make a lot more sense.

And why does that answer not surprise me, GM? XD So many of my ideas turn out to be technically possible, but very impractical.


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

 
Lurhstaap

Lurhstaap
United States  

 visit Lurhstaap's website: Addicted To CAOS
  6/2/2017  2

I may or may not ever do this myself, though I'd like to take a shot at it when I'm not so occupied with existing projects. So I decided to drop it into Idea Pool in case anyone else took a fancy to the notion. (I will say that if a code-y type is interested in writing the scripts needed, I can fit in doing the art.)

Basically, there are very, very few third party beasts. I'd like to make a few. They would range from being the critter equivalent of pests - annoying but not truly dangerous - up to nasty stuff that could kill a Norn if provoked (though nothing quite as deadly as the KT Tyrannosaurs. They're very cool, but should probably stay in their proper milieu.)

These beast ideas come in two basic types:

Monsters are unique individuals, or maybe small groups of unique individuals, that don't reproduce. They may snack on critters or other things just to give them a more lifelike feel (and to help slightly cut down the population of some of the more fertile living agents where needed) but they have no actual need to eat to survive. They just roam around in the area they're placed - flying, swimming, or walking, whichever is appropriate - occasionally eating stuff, or possibly doing other things (like hitting gadgets or pests, maybe). When these die a new one should spawn automatically. Monsters might die on a timer, or might exist until killed by a Norn/Grendel/Ettin hitting it to death. (Should take at least 2-3 strikes, more for tougher ones, to kill it if possible.)

Varmints (for lack of a better word) are simply animals, like critters - just potentially annoying/dangerous ones.

Will add more specific ideas to this post as I come up with them.

Name: The Bullygoat
Type: Monster
Appearance: A bipedal goatlike thing with a snake-esque tail.
Traits: Hits gadgets, eats detritus and manky. Carries bacteria, if this is possible to set up as an agent trait? Gives crowdedness if pushed or pulled. If hit, he hits back, causing pain and injury. He should be a fairly nasty beast that takes at least 3-5 hits to kill, and who is capable of killing a Creature that hits it repeatedly with too much time in between the hits (it should regain its 'HP' or whatever when not being attacked). It shouldn't do enough damage to kill most Creatures before they can inflict the number of hits required to kill it, but this one is meant to be a real danger. At the same time, I also mean for it to be possible for tough, brave Creatures to kill the Bullygoat and thus get some peace from it... for awhile. When it dies it should respawn after a time interval. Say, half an hour?

Name: Teenydrakes
Type: Varmint
Appearance: Very small dragons of varying color and details, depending on their subtype.
Traits: Divided into subtypes as follows.
-- One type of Teenydrake will have wings and fly around sometimes eating critters, laying eggs, et cetera. If pushed/pulled it only gives Disappointment (thus discouraging them without actually harming them), but if hit, it bites, inflicting pain.
-- Another type will have no wings and be aquatic. It eats critters and lays eggs only on plants. If pushed/pulled/gotten it gives small pain due to its pointiness, if hit it gives more pain and a small dose of some toxin.
-- Another aquatic type will eat seeds and lay its floating eggs randomly in the open water. It gives no pain if pushed/pulled, but does expose the Creature touching it to a small dose of glycotoxin. If hit it gives pain and a small (but larger than that given by push/pull) dose of glycotoxin. Getting it results in a larger amount of pain and glycotoxin.
-- This type has no wings, but lives on land. It eats detritus, manky, seeds, and fruit. It will smack away Creatures that push/pull it, causing minor pain, but strikes viciously if hit, inflicting high pain and some injury. Its attack also exposes the victim to a random assortment of antigens and toxins, ideally a different quantity and dose each time (though nothing high enough to be immediately deadly - some doses would be minor, others potentially life-threatening, but no worse than that.) If that can't be done, then the attack will inflict a small amount of each antigen.
-- Another winged type. This one is "vampiric". Push/pull gives punishment only, and one hit will kill this one as it is smaller and weaker than the others described so far. However, it bites nearby Creatures occasionally at random, inflicting some pain and injecting fever and sleep toxins. This bite attack nourishes it and sustains its life the way eating sustains the other types.
-- A zombified and/or skeletal dracolich type. Again, this one eats nothing and randomly attacks nearby Creatures occasionally to sustain itself. Creatures that push/pull/get are hit with Fear and Coldness, while those that hit it suffer another small dose of both, plus some Pain, as the undead thing returns the attack. The skeletal type should collapse after two hits, while the zombie should take three, and neither should recover health like the others do. Having been enchanted into undead monsters, these don't reproduce like normal Teenydrakes. Instead, when one of them dies, it spawns exactly one of its own type to replace it. So you'd inject the exact number you want. Then when one dies, its body turns into an egg sprite which then hatches its replacement. (Magic doesnt have to make sense >O)

Name: Nidhogg
Type: Monster
Appearance: A zombie/undead-esque (or at least hideously ugly and corpse-like) lindwurm. Snaky body, tattered mane, bony-taloned forelimbs, and eerie glowing eyes above a fang-filled maw. Tail may have some kind of fin, or a ragged fin down the spine, or both.
Traits: Nidhogg is another dracolich-type beast. It is aquatic, but will not die if placed on land - it just won't be able to do much more than squirm very slowly from place to place. In the water, however, it is a proficient swimmer, but it shouldn't swim too high in the water column wherever it is placed. That is, it should mostly swim just above the bottom of the sea/wherever you place it (high enough that it doesn't routinely bump into/get stuck in odd bits of landscape, but low enough that it never approaches the surface unless placed in extremely shallow water, like the NornTerrarium pond.) Nidhogg is a nastier version of the undead Teenydrakes. If the Norn gets, it gets a moderate shock of Coldness, Pain, and Fear. If it pushes/pulls, Nidhogg gives a small amount of Coldness and Pain. It also whispers corrupt thoughts and suggestions, saying "Maybe hit norn" or "Maybe eat creature egg". (I don't expect these to actually make the Norns nearby act on these suggestions, but that would be neat! If so there should be a time limit though so it doesn't just poison Norns forever. ... Then again... if made gradual... that could be a deeply cool mechanic. Maybe make two versions though, one that does it just for effect and one that really corrupts, for people who don't want to deal with the latter.) If hit, it strikes back, dealing Pain, Coldness, Fear, and Injury. It should be tough enough that truly fragile breeds may die after only a couple of hits, just like with Grendel hits, but tougher breeds should be able to withstand its attacks long enough to kill it without suffering too many losses themselves. When just swimming around it should periodically issue a dark suggestion or mutter some evil, grim, bizarre comment or line of poetry. It is not alive and does not regain health if damaged. It will die after five strikes. Or at least it will seem to die. It will collapse to the bottom and take on a deathly pose. However, after a suitable time period (half an hour?) it will rise again and return to its ominous swimming along the bottom, waiting for hapless Creatures to interact with it.


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

 
Papriko
Peppery One

Papriko
Germany  


  6/2/2017  1

Unique monsters that pose a danger and do not reproduce? You know what I instantly thought of? The *ahem* "uninvited guests" from Dwarf Fortress (DF spoilers ahead).
Using a compound agent in a massively watered down version of the way creatures sprites function, you could make those creatures randomly generated, with different abilities, posing a variable level of threat.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
ylukyun
Axe Maniac Diva

ylukyun

Moderator


 visit ylukyun's website: Engineering
  6/2/2017

Should the beasts be edible?
 
Lurhstaap

Lurhstaap
United States  

 visit Lurhstaap's website: Addicted To CAOS
  6/2/2017  1

No. Beasts typically aren't. They're to compete with the norns and add a little danger.

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

 
Elegnaim

Elegnaim



  6/4/2017

@Lurhstaap: I love the idea of having what would amount to apex predators in a Creatures game. The grendels don't exactly count, even if I guess that was sort of their original intent :P

Got some interesting, mostly not-negative, effects in C2 by making the concept lobe perceptible. idk how sustainable this is though -- i'd imagine having a perception lobe larger than the concept lobe would result in the concept lobe sort of filling up quickly and I'm not sure what happens when the concept lobe IS full.

Still trying to come up with some ideas for what I could do with this/possibly working around the eventual concept lobe clog :S

 
Lurhstaap

Lurhstaap
United States  

 visit Lurhstaap's website: Addicted To CAOS
  6/4/2017

What do you mean making the concept lobe perceptible? I'd like to try mimicking your edit in DS. :D

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

 
Geat_Masta

Geat_Masta
United States  


  6/4/2017

@lurhstaap this is what he's talking about

Basically he's trying to mimic what we did with the comb->comb tract, within the limits of C2.

Update on our experiments: we've concluded that the tracts are doing some undocumented thing that's effecting the results.


Donate to the development of Kreatures

(The unofficial Creatures 4)

 
Lurhstaap

Lurhstaap
United States  

 visit Lurhstaap's website: Addicted To CAOS
  6/4/2017

Ahhhh, I see. Thanks for clarifying!

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

 
Geat_Masta

Geat_Masta
United States  


  6/4/2017

@Elegnaim Looking over the source code of brain monitoring utilities made by chris double confirm that the C2 brain is on a 64x48 grid, and if 2 neurons are on the same place they share the same underlying data, to allow the brain to be saved and loaded in large blocks.

Donate to the development of Kreatures

(The unofficial Creatures 4)

 
Elegnaim

Elegnaim



  6/4/2017

You can still link the concept lobe with itself which... sort of works better than dumping concept back into perception, but making concept perceptible leads to some more amusing behaviors.

@Geat_Masta

https://www.dropbox.com/s/zqtfus9g1y70i6j/nskit.png?dl=0

I tried out a few things.

From what I can tell, what you're describing only applies to saving the game (and marginally on birth). So you CAN have overlapping lobes and they'll work fine -- up until the point you save, in which case everything gets flattened.

Though I'm not sure if this is actually happening consistently. For instance maybe having two lobes of the same size at the same position will get flattened, but if they're slightly offset they won't? I actually tried moving all of the lobes to position 1x1 at one point and while I think the neuron states were off when I reloaded the game in question, the dendrites didn't explode like that.

Definitely seems like overlapping lobes are something to be avoided for the time being though.

On the other hand the neuroscience kit doesn't seem anywhere nearly as robust to weird brain configurations as the game itself so it's entirely possible those screenshots aren't actually accurate to what the game is doing.

That being the case there's ample room for a larger perception lobe if you re-position everything. The brains have a lot of unused space as it is.

 
Zurinsel13

Zurinsel13
Austria  

 visit Zurinsel13's website: Random maybe
  6/5/2017

Was thinking about Dragon Grendels for the upcoming CCSF, but I have no time to create a breed >.<

"Vision is the art of seeing what is invisible to others"
-Jonathan Swift

 
Lurhstaap

Lurhstaap
United States  

 visit Lurhstaap's website: Addicted To CAOS
  6/5/2017  1

@Zurinsel - That's actually been my original goal this whole time. XD I prefer Grendels to Norns as a rule. But I know most people don't. So I've been trying to perfect the basic 'dragon' genome on Norns, then make a proper Grendel. With luck I'll be able to do that before CCSF this year. But if not, definitely next year.

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

 
Charli

Charli



  6/6/2017  1

Here's a few ideas I recently had.

1. Similar to some suggestions I've seen before, a sort of water tank, but this one is used only for storing eggs. Like a sort of hatchery. It keeps eggs inside and prevents them from hatching until the users decides otherwise. - I'm sure there's already some agents that do something like this, but I think a little hatchery water tank would be kind of cute.

2. A "grendel's eye" butterfly or moth, similar to the butterflies you get in real life. This one could land on plants, and when it spreads its wings you can see the markings on them that looks like a grendel's eye. Could scare norns, especially if there was a way to make them mistake the butterfly for an actual grendel.

3. Similar to the above idea - butterflies that look like leaves, stick insects that look like... sticks.

4. If anyone makes the poop project that's been discussed, perhaps we could have dung beetles as well!

5. This is my favourite idea, albeit a bit morbid (kinda like the "eating corpses" idea that was suggested earlier in the thread). So feel free to skim over it if you're squeamish!

Corpses, instead of disappearing, gradually decompose, and at last turn into a skeleton. Bugs/critters could feed on the decomposing corpse, until only the skeleton remains. If a norn tries to touch the skeleton it breaks up into a lot of separate bones which the norns can then play with.

6. An autonamer like the ones that already exist, but in this one the user inputs names of their choice. The autonamer then selects names from the list the user has added. Could perhaps combine names, for example if you input "Anne" and "Marie" it may name a norn "Anne-Marie." Of course you'd need to input a lot of names for wolfling runs, but it might be fun if you have your own tastes with regards to creature names (or you want to do themed names or something.)

Oh, or maybe an autonamer that has options for themed names or names from certain languages, etc.


Nornish Blog: nornish.tumblr.com
 
c1anddsaddict

c1anddsaddict
United States  


  6/6/2017  2

Charli wrote:

6. An autonamer like the ones that already exist, but in this one the user inputs names of their choice. The autonamer then selects names from the list the user has added. Could perhaps combine names, for example if you input "Anne" and "Marie" it may name a norn "Anne-Marie." Of course you'd need to input a lot of names for wolfling runs, but it might be fun if you have your own tastes with regards to creature names (or you want to do themed names or something.)

Oh, or maybe an autonamer that has options for themed names or names from certain languages, etc.



The simplest way to do that is to pick an existing autonamer, find its respective catalogue file, and then edit said catalogue file to give it whatever names or bits of names you want. That's how several of the Protective Tub (and one Supernamer) replacements work.

If you do want to edit the catalogue files, I suggest making a back-up and looking closely at the syntax. It's not as complicated as editing CAOS, but one little mistake can mess up the file.

A brief run-down of the different autonamers I know of, in case it'll be helpful to you:

1. Default Autonamer
Gives creatures a single name from a list of real-world names from different cultures. Alphabetizes the names by generation, so generation 1 starts with A, 2 starts with B, and so on. This autonamer distinguishes between male and female names.
Name Examples: Waynoka, Frances, Abu
Corresponding Catalogue Filename: names
Possible edits: This autonamer would be good for giving your creatures a single name from a preset list.

You could bypass both the alphabetical and gender naming conventions of the original through the catalogue, if you wanted to, by ignoring the alphabetical and/or gender labels for the sections and just posting whatever you wanted. Alternatively, you could create your own progression through the generations (say, have them go in reverse alphabetical order, or start with short and simple names that get longer and more complicated as the generations go on)

2. Protective Tub
This autonamer gives creatures two names: one from a list of adjectives, then one from a list of nouns.
Name Examples: Real Birds, Public Rifle, Tranquil Group
Corresponding Catalogue Filename: random_name_bits
Possible edits:
Quite a few people, myself including, have edited this one, showing there's a lot you can do with it. You don't have to stick to using nouns and adjectives: you could use it to give your creatures first and last names instead, for example. Or, like with Anne-Marie in your post, you could make it give creatures two first names (though there would be a space between them instead of a hyphen).

Amaikokonut is the creator of this agent, and her policy about modifying it suggests you link back to the original protective tub and allow others to modify your new catalogue list. You are free to modify it and share your modifications with the community. Source


3. Supernamer
This autonamer gives creatures a single name composed of one or more short particles that can each be pronounced on their own. Like with the default autonamer, creatures are named alphabetically by generation. Names almost always end in a vowel, with only one exception: names that end in "n'".

EDIT:The Particles are separated into several categories: the "Xn" (replace X with each numbers 1-26) categories, and the "particles" category.

For the purposes of the original Supernamer, the letter "Y" is treated as solely a consonant.

Xn: Every creature will get just one of these, and they go at the beginning of the name. The number corresponds to the creature's generation and thus the letter of the alphabet the name will begin with. The Xns that correspond to vowels simple have that vowel capitalized. The Xns that correspond to consonants will have at least said consonant (at the beginning, and capitalized) and one vowel; some will have an extra consonant.

Particles: I can't recall whether creatures will have at least one of these, or can go without. Each will be given a random number of these, within a certain maximum. These particles, uncapitalized, go in the middle and at the end of the name. Each particle ends in a vowel, except for one: "n'". The particles can have 0-3 consonants.
Name Examples: Appiga, Vai, Quessubi
Corresponding Catalogue Filename: supernamer
Possible edits:
I've made a replacement for this one, adding in a bunch of pronounceable particles that weren't in the original. You don't have to take it in that direction, though. You could, for example, make a replacement catalogue that constructs names based on a fictional language (kind of like with the Dragon autonamer, but using the Supernamer as a base instead). Or, you could have the particles be words and get a norn called "Cattrainspiffy" if you wanted.

Like with the default autonamer, you could bypass the generational naming if you wanted.

Unfortunately, Markham Carroll's (the creator of the original supernamer) website seems to have gone down. This unfortunately both makes the agent itself hard to come by, and leaves me unable to find their creation policy. If anybody knows what it was or can find an archived copy, that'd be appreciated.

4. Dragon Autonamer
This autonamer constructs a single name from words in Skyrim's dragon language, to give creatures random names like those of Skyrim's dragons. This autonamer is a bit more complicated than the others The words are separated into three categories, called First_Dragon, Middle_Dragon, and Other_Dragon.

First_Dragon: Each creature will have one of these. This list contains verbs, nouns, prepositions and adjectives. Because these start off the names, they begin with capital letters.

Middle_Dragon: A given creature may or may not get one of these. These are prepositions and linking verbs. If a creature gets one of these, it'll be in the middle of their name.

Other_Dragon: Each creature will have at least one of these, and some will get two. This list seems to contain the same words as the First_Dragon list, except without the capital letters because these go in the middle and end of the name.
Name Examples: Krahbeyn, Munaxgaafkro, Dinoknaaldovah
Corresponding Catalogue Filename: dragon_name_bits
Possible edits:
Since this one is more complicated, you'll want to consider your edits more carefully. Otherwise, the potential uses for this one are pretty similar to those of the Supernamer, with the bonus that this autonamer is still readily available and the creator's policy comes in a readme in the agent's download.

Kittytikara made this autonamer using Amaikokonut's Protective Tub as a base. According to the policy stated in the readme, if you do use this to make a new autonamer or replacement file, you should credit Amaikokonut instead of KittyTikara and link to the original Protective Tub.

_____________

There's also the Wolfling Run autonamer, another made by Amaikokonut, but that's a bit of a special case because it uses the cos file to name creatures instead of the catalogue.


DS village

My TCR norns

STAY AWAY FROM THE MOLDY, DISEASED CHICKEN NUGGET STASH!!!

 
Elegnaim

Elegnaim



  6/6/2017  2

Charli wrote:
Here's a few ideas I recently had.
Corpses, instead of disappearing, gradually decompose, and at last turn into a skeleton. Bugs/critters could feed on the decomposing corpse, until only the skeleton remains. If a norn tries to touch the skeleton it breaks up into a lot of separate bones which the norns can then play with.



... What if you could revive partially-decomposed grendels as bony grendels (and then apply this to norns and ettins as well)?

...... Or have airlocked creatures come back as some kind of Voidborn species Astral Norns?

Like essentially how frog norns work only horrifying.

Anyway!

I like the idea behind pickups -- that is, encouraging exploration -- but I don't like how they gate, well, useful tools. Like I think putting the splicers or recycle efficiency upgrades behind them makes sense to me, but not the science kit in C2 or the injector in C3.

What I DO think would be a good use for these though is triggering... let's say terraformation projects. As a possibly actionable example, let's say you replace the Science Kit pickup in C2 with something that would create the upper-most bridge from the Plato Project, and the Advanced Science Kit pickup with something that would turn on that garden volcano mod (and maybe open a shortcut to the potion room?)

In C3, maybe have the terrariums locked until a norn opens them (fringe benefit: keeps the Ettins/Grendels away early on?) and do the same with the weather control panels.

Ideally though this would work best with an entirely new world/set of metarooms.

(I guess the CA/CV games kind of did this, but uh... :S)

 
Charli

Charli



  6/7/2017  1

Very helpful info c1anddsaddict, thank you very much for taking the time to write that out! I'm using supernamer right now, which does the job wonderfully, but yeah... more personalisation would be fun. Unfortunately I'm useless at the technical stuff, but I'd like to learn, so maybe I'll try it out in the future.

A couple of other ideas I forgot to put in my earlier comment:

Updates for the life stages page on C3/DS, for male norns, where it tells you when a male impregnated a female.

And updates for text that appears when you hover on the alert icons in the top-left, where instead of saying (for example) "Judy became pregnant," it would say "Karl made Judy pregnant," so you can see at a glance who the fathers are.

It bugs me that you get all the information on pregnancies/babies in the females' life stages and alerts, but it only shows up for the males when the baby hatches.


Nornish Blog: nornish.tumblr.com
 
Intyalle

Intyalle
New Zealand  

 visit Intyalle's website: Nadia Eat Hand
  6/7/2017

I have to second that. It really is quite annoying, trying to track fathers down.

Also known as bab_5_freak from the old Gameware forums.
 

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