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Sunday, December 6, 2015

CCSF 2015 Random Seasonal Run Numbers

The random events were adapted from Ferral's and Kezune's lists. Most of the events will only affect one team at a time, and maybe 1 individual from that team. I roll once to see which team is getting the event, roll again to get the event, and roll as needed if the event affects an individual or I need to randomly choose a location.

Random Team Numbers:
  1. Norns
  2. Ettins
  3. Grendels
Random Creature Numbers (everyone):

Males:
1. Dilo
2. Ziggy Stardust
3.  Vansu
4. Abrupt Quince
5. Agreeable Spark
6. Roy
7. Riptide
8. Loutish Dime
Females:
9. Sara
10. Milly
11. Violent Violet
12. Lomadia
13. Tinker
14. True Rose
15. Evangeline
16. Samia
17. Blaze
18. Courageous Spark

Random Creature Numbers (per team):

Norns:
  1. Sara
  2. Lomadia
  3. Milly
  4. Dilo
  5. Ziggy Stardust
  6. Violent Violet
Ettins:
  1. True Rose
  2. Tinker
  3. Vansu
  4. Abrupt Quince
  5. Evangeline
  6. Agreeable Spark
Grendels:
  1. Roy
  2. Loutish Dime
  3. Riptide
  4. Samia
  5. Blaze
  6. Courageous Spark
Random place numbers:
  1. Ocean balcony
  2. Treehouse
  3. Under the treehouse
  4. Volcano cave
  5. Purple temple + caves
  6. Under the castle
  7. Pink Tree area
Random Events:
  1. Cursed is the Minority: The team with the lowest number of creatures has one of their members banished to the Meso.
  2. A Pox on you: A creature with the lowest drives is injected with a toxin from Kezune's list.
  3. Fatal Accident: Export the creature who has had the most children. If no one on the team has had children, then whoever looks the happiest/has the lowest drives gets exported.
  4. World-Breaker: Block off access to an area that isn't vital to migration.
  5. Idle Hands: Every toy in the team's immediate area is moved to another area.
  6. Not the Bees: Release a few stingers from the stinger pod.
  7. Dumbing Down: Remove the learning device. If it's already been removed, then randomly select a creature and turn off their ability to speak.
  8. Fruits of Temptation: Place 4 poisonous things next to a few randomly selected creatures.These poisonous things are labeled as mankey or detritus, to make it fair on the creature.
  9. Bah Humbug: All of the Christmas decorations are moved to the Meso.
  10. Solitary Confinement: Flip a coin, if heads a randomly selected creature is moved to an uninhabited area of the world with food in it and, if tails, a randomly selected creature is moved to an uninhabited area without food.
  11. Ticket to Hell: A randomly selected creature near a bunch of food is moved to an area with no food.
  12. Critter Cataclysm: A species of critter or bug is removed from the game, if there is one.
  13. Splice Experiment: One creature is made using the mini gene splicer. No creatures are killed, but one of the teams gets a free baby.
  14. Dimensional Wanderers: Offline portals are added to two random locations. If this event has already been rolled, then a new portal is added.
  15. Regroup: The randomly selected team is moved into the Meso.
  16. Matchmaker: A randomly selected male and female are moved to the Meso.
  17. Useless Trolling: All of the creatures in the selected team gets a random mark.
  18. Luck of the Draw: Select a random agent to add, regardless of whether it's good or bad.
  19. Hazel Thumb: Sprinkle 3 good and 3 bad plants near the selected team.
  20. Find-it: Inject 6 toys and randomly sprinkle them in a random area.
  21. Redistributing Wealth: A random creature from the selected team gets a portable item near them moved to a random location.
  22. Misplaced Christmas Present: Inject three random, portable agents and place them in the Meso, where no on gets to enjoy them.
  23. Critter Contribution: A new species of critter is added.
  24. Trading Places: Two randomly selected creatures from any team are swapped.
  25. Temporary Banishment: If there are any creatures in the meso, then they are moved to a randomly selected area in the main metaroom. 
  26. Alien Abduction: A randomly selected pair of creatures, from any team, are abducted and spliced with the inseminator. If both of them are male, then a randomly selected female is inseminated with the egg. The species of the baby determines which team the baby belongs to.
  27. Feed the masses: A food vendor is added to the most heavily populated area. 
  28. Heal the Sick: The creature from the randomly selected team that looks the most miserable is moved to a better area.
  29. Christmas Decorating: Randomly add some new Christmas decorations. If "Bah Humbug" was rolled previously, then the Christmas decorations are moved from the Meso to the main metaroom.
  30. Successful Rescues: Any creature, regardless of team, that is outside of the current seasonal area is moved back to safety.
  31. Pest Control: Trappers are added near any stinger nests. If there aren't any stinger nests, then a few trappers are added to random areas.
  32. Albian Expansion: An extra patch plant is added to the area where most of the creatures are. If "World Breaker" was prevuously rolled, then that area is unblocked.
  33. A visit from Santa: Every creature that doesn't have a toy near it gets one placed near it.
  34. Vocabulary Boost: If "Dumbing Down" was previously rolled, then the learning machine is added back. If It hasn't been rolled then another learning machine is added.
  35. Free Refills: Place a single-bite piece of food next to every creature on the randomly selected team.
  36. Fresh Blood: Each surviving team gets two randomly generated creatures.

Thursday, October 8, 2015

Random updates

I was on a roll with the blog posts, and then it fell off a cliff. So let's see if I can't write a few posts and maybe avoid a month long gap. It's also a good excuse to shake off the rust and to show off what ever little progress I've made.

The wolfling run I'm doing for the CCSF is safely nearing it's end. I'v decided to end it when they hit gen 600, and that isn't to far away. The Norns in it are probably dumb as rocks, but the original Norns weren't spectacularly smart either. They also had a weird stimulus mutation where they would get antigen 7 when hit by another Norn. All of the Norns had dead muscles and were limping everywhere. So I decided to fix the mutation and the fixed genome in to the vast backlog of eggs. Maybe it will work, though I have my doubts.

Speaking of which, the genome I've been working on for the CCSF might not be done in time. I wanted it to be CFF, so I decided to convert the Banshees to CFF. I successfully convert it once, only to realize I had saved over the Grendel with another Norn genome somehow. After reconverting them a second time, someone posted a CFF Banshee the same day. I decided to keep working on my conversion though, and I'm morphing it into what I want. Hopefully I get it done in time for the CCSF.

I will have a stupidly complex toy for the CCSF though. I found a clock sprite while digging around in C2's sprite folder a while ago and decided to make a toy out of it. And so I did. It has two states, broken and working. When it's hit, it's considered broken and won't loop the animation. So in the very least, I will have a toy agent and a pack of dumb Norns for the adoption sampler.

Friday, September 18, 2015

An Eggciting Egg Finding Machine

Guess who's wolfling run is doing well for once? My wolfling run hasn't died out in nearly 40 generations, even with population controls exporting the old Norns and a weird egg finder set up. I think moving them into a simpler seasonal migration world is what did the trick. The run is quite boring now, so I'll just write about my egg finder setup instead!

During another wofling run, I noticed the older eggs weren't hatching. I'd find generation 10 eggs mixed in with my generation 20+ eggs and that annoyed me. So I rigged up an egg finder to a timer, and made sure the older eggs would hatch first. It worked surprisingly well.

Basically what happens is the egg finder picks up all of the eggs and sorts them from oldest to newest. Since the newest eggs are in the water, they don't hatch. This makes the older eggs hatch a bit quicker, and means you won't have old eggs laying around anymore. The fireplace is actually a portable incubator, like the Meso's heat pan, and makes sure the older eggs hatch faster. The lavaball is just there to teleport the babies into the main metaroom.

It works quite well, but has one slightly annoying side effect. Your generation count isn't going to go up very fast with this egg finder set up, especially if your creatures are prolific breeders. It basically forces every egg to hatch in order, so it takes a while for one generation to finally end. So maybe it's not great for every run.

Agent links:
Egg Finder
DS Timer
Lavaball 4
Fireplace (it's under December 15th)

Monday, September 14, 2015

Absolutely Terrible

These are the most stupidest Norns I have ever seen. If they aren't sitting around complaining of hunger, surrounded by food I might add, then they are obsessed with toys. Not only that they can't even get through a basic IQ test. I've restarted this run three times since I last blogged about them. So I gave up on them.

Well, I gave up on that group to be exact. Instead of splicing them, for the millionth time, I started over with the old wolfling run Norns and a slightly tweaked CFF genome. This time I was more careful who I chose to splice further, running each batch of splices through an IQ test. I also ended up scrapping the world they were in, and moving them to a simpler world. It worked out in the end though. As of today, the run is still alive. Hopefully it stays that way!