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Are the 2017 breeds good for wolfing run   
Aliena

Aliena



  11/8/2017

Are the 2017 breeds good at surviving on their own? Should I start using these instead of vanilla norns for my wolfing runs?

And are their genetics able to mutate? I highly value this, because otherwise my runs will just be clones competing for food.

 
Arnout

Arnout



  11/8/2017  1

Hey! If you want 2017 Creatures that can mutate well, make sure that you pick up the 2017-m pack. They'll mutate in all genes except for poses, gaits and time line (aging and death) genes.

As for wolfing runs: So far I've seen that the 2017 breeds are good at surviving on their own, as long as you have enough starch resources in your worlds. Without their starch, they're tempted to become a little... stubborn; I'm not sure if this problem exists in any older genome versions as well. They'll only become good breeders once you get a decently sized population, so start out with at least 4-6 Creatures. I once did a really short (but succesful) wolfing run with the 2017 breeds, but I grew bored as I tend to do. :P

 
Aliena

Aliena



  11/8/2017

I have never installed breed beyond the official ones that came in exe files. I tried to intell these in the genetics folder, but they didn't show up. Am I doind something wrong?
 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  11/8/2017

I think you need to install the .gen and .gno files in the Genetics folder and the .family files in My Agents. (You may need to move or rename the present .family files). You can then start a new world and choose to start with a starter family, then two 2017-m creatures will be injected into your world.

My TCR Norns
 
Aliena

Aliena



  11/9/2017

Are the .family files neccesary for the .gen and .gno to show up in the incubator?

And which "genetics" folder is the correct one? There is one in my documents, two in program files (one for c3, the other for ds)

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  11/9/2017

The .gen and .gno files will not show up in the incubator.

The .family files will only allow you to inject a pair of norns into a new world.

As your installation is a split installation, possibly either the Documents genetics folder or the program files' genetics folder will work. I think there may be some issues if you put them into the DS program files folder, like you may not be able to access them in a C3 standalone world?

You might like to try PRAYegger to make a normal .agent file for the egglayer or muco, or use the egg maker with the .gen file.


My TCR Norns
 
Aliena

Aliena



  11/10/2017

I got the stupid ball lately. What's the program you use to make an agent? If you could give me the link, I would be very grateful.
 
Doringo
Lodestar

Doringo


 visit Doringo's website: Abacus & Ettinus
  11/10/2017

For me, they've always had issues finding seeds but I've had much more success with CFE norns. If you want my advice, try to compare two runs and see which works for you.
 
Aliena

Aliena



  11/10/2017

2017 norn runs have been a lot shorter than the ones I use vanilla norns in. For once, it seems vanilla beats modded creatures, the opposite of what happens on most games.

It's sad I'm the only one still using vanilla norns, but they seem more geared toward survival than the supposedly "better" ones.

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  11/10/2017

I've uploaded a couple of adoptions at TCR, I hope they help. A lot of the post-CFE breeds include an Achilles' heel from the gizmo norns intended to make creatures more realistic - they can't survive to breeding age without ever eating food, as the vanilla norns can.

My TCR Norns
 


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