NESLife attempt #3

Big Fanel V3: TerrisH
Evolved from: Big Fanel V2
Genes (22): Photosynthesis x7, Water Retention x2, Acid x2, Stem x2, Leaves x2, Cold Resistance x1, Carpeting x1, Roots x2, Large Size x1, Fruit x2
New Genes: Quick Early Growthx1, Water Retention x1, Stinging Tendrilsx1
Genes Lost: Acid x1
Description: with it's better abilities, the Big Fanel soon found it's self expanding into new areas, seeking out new lands, and into direct competition with the Zeeboo. while not as hardy, it Extramly Quick growth allows it to quickly out grow and out compeat the young Zeeboo. IT also developed its first Tendrils during this era.

OOC: Stinging Tendrils: a passive defense, several dozen fine threads hang from the branches, stinging any creature (except the Scensurytes, who quickly learn to avoid them). no real damage, but painful.
 
Tendrils, Terris. ;)

Time to take a break.

Spoiler mundane details :
Mudvalion: NPC
Evolved From: Simplavalion
Genes (19): Plankton Eating x2, Complex Stomach x1, Flesh Eating x1, Swimming x1, Vibration Sense x2, Eyes x2, Pressure Resistance x1, Brain Power x1, Skeleton x1, Cartilage x1, Jaws x2, Fangs x1, Communal Behaviour x1, Crawling x1, Water Retention x1
Description: The shallow seas and lakes where Simplavalions liked to live would sometimes dry out as the seasons changed. Mudvalions evolved to survive on land, at least to crawl from one muddy pool to another. As they lack any properly-developed gills or lungs, they live a fairly inactive lifestyle. While the youngsters fed on plankton, the adults would use ambush tactics against both sea and land animals. Their powerful jaws and fangs made them a threat to any land creature that existed at the time of their appearance.

->

Landavalion: North King
Evolved from: Mudvalion
Gene added (max 2): Lungsx1, Walkingx1
Gene removed (optional, max 2):
Description (optional): Exclusive to the Oroseph continent, the Landavalion is primarily a further adaptation of the Mudvalion: its earlier life is spent in the water, while its later life is mostly on land. The new Lungs power an efficient new set of legs that allow it to outrun most predators. Meanwhile, its powerful defenses are enough to discourage those it can't outrun. The creature itself survives both on Plankton and on ambush predation.


Landavalion: North King
Evolved From: Mudvalion
Genes (21): Plankton Eating x2, Complex Stomach x1, Flesh Eating x1, Swimming x1, Vibration Sense x2, Eyes x2, Pressure Resistance x1, Brain Power x1, Skeleton x1, Cartilage x1, Jaws x2, Fangs x1, Communal Behaviour x1, Crawling x1, Water Retention x1, Lungsx1, Walkingx1
Description: The shallow seas and lakes where Simplavalions liked to live would sometimes dry out as the seasons changed. Mudvalions evolved to survive on land, at least to crawl from one muddy pool to another. As they lack any properly-developed gills or lungs, they live a fairly inactive lifestyle. While the youngsters fed on plankton, the adults would use ambush tactics against both sea and land animals. Their powerful jaws and fangs made them a threat to any land creature that existed at the time of their appearance.
 
Yay my Quadrupler is a success and I got a bonus! Time to use it.

Quadrupler: C&cciv3
Evolved from: Tripler
Genes (14): Crawling x2, Plant Eating x1, Flesh Eating x1, Complex Stomach x2, Claws x1, Cold Resistance x1, Communal Behaviour x2, Brain Power x2, Eyes x1, Skeleton x1
Description: The number of large predators in the seas makes the Tripler, look like a good meal with its only small claws to defence itself and it soft body means normally one bite from a Brown Hunter would kill it. The Quadrupler counters this with it's skeleton for some defence against predators and it's increased brain power allow it to defend itself better from predators and attack smaller creatures like Dibbler MkII and Dibbler-Ice.

Becomes....

Armed Quadrupler: C&cciv3
Evolved From: Quadrupler
Genes Added (max 2+1): Claws +2, “Tough Skin”* +1
Genes Removed (max 2): None
Description (Optional): While Quadrupler was successful in the last era, it's was still a target for the predators like the Socivalion Mrk II, Grey Hunter and the descendents. Now armed with larger claws and tougher skin the Armed Quadrupler can now attempt to fended off predators with it large claws which most predators don't want to be caught by. Also it's develope Tough skin which is tougher an having scales skin (like fish scales) but not a tough as having a Shells or Exoskeletons but allow the Armed Quadrupler more freedom of movement in it limbs an either of those options. Now with these additional genes allows the Armed Quadrupler to take on more difficult and dangerous prey. It also has been given a nickname "Kings of the Swallow Sea Floor" as it is one of the most dangerous species that lives and hunts on the sea floor.

* If it can't have “Tough Skin” then put point something that give it more defence like Skeleton or Regeneration
 
Thanks for the new species,

@Splime, the new charts look great as usual. Thanks so much!

BTW, I was rushing the pics last night. Im getting the hang of my new methods now. This is an attempt at a slightly-less-cluttered and more simple pic to show whats happening on land:
TL13aa.jpg


I also changed this pic cos there was a long-extinct species of dibbler shown crawling around at the bottom, the right type is shown now. Cos im obsessive like that :)
 
Curious thought...would there need to be a specific gene for metamorphisis? Like that of a butterfly, moth, or frog? The possible advantage being you forgo some of the more energy intensive features of your creature until you are ready to reproduce (like the butterfly)?

The frog's case I guess being more due to low water retention levels than anything...
 
Cavoryte : Lord_Iggy
Evolved from: Respiryte
Gene added (max 2+1): Heat Sense, Communal Behaviour, Digging
Gene removed (optional, max 2): None
Description (optional): The Respirytes have become further specialized in their communal subterranean existance, now sending parties aboveground only to search for food. These 'Cavorytes' have developed a useful sense from the development of heat-sensitive pits on the sides of their mouths. They have grown smaller, and thinner in order to be better adapted for moving through their long, cramped tunnels. Finally, a caste system has begun to form, with some specimens being specialized for digging, others for foraging, and others still for the defense of the colony.
 
Garbage-seekers: The loser
Evolved from garbage-eater.
Gene added (2): Eating Dead Things, Smelling
Description: After they settled in during the 13e era, garbage-eaters quickly expanded. Competition amongst eachother, detection of dead material and consuming as much as they can causes some to evolve into: Garbage-seekers.
 
I can't wait for update :p... I never can thought.. Whats the chance for a quick one :)?:):):)?
 
Sorry i forgot to answer this:
Lord Iggy said:
I suggest the name 'Zerith'.

Did you accept Agonia's name? Venatorytes first evolved there before spreading through the rest of the former supercontinent. Could you name it that?

Sounds cool, i will use those names. Is it right to say Agonia is the peninsular on the most north-westerly point of the main supercontinent?

tuxedohamm said:
Curious thought...would there need to be a specific gene for metamorphisis? Like that of a butterfly, moth, or frog? The possible advantage being you forgo some of the more energy intensive features of your creature until you are ready to reproduce (like the butterfly)?

I had thought about that too. There is all kinds of stuff that is difficult to model in this game (at least difficult for me to figure out :) ). Though i could definately see a metamorphisis 'gene' having those effects as you said, leaving the more energy-expensive activities until the adult stage, and possibly having some abilities only in the larval stage.

erez87 said:
I can't wait for update ... I never can thought.. Whats the chance for a quick one ??

Not good im afraid, i still have other things that i need to work on :(

PS, i like the new evolutions. Seems like the Cavoryte is moving towards a hive -like society. Maybe zerglings will be evolving before too long :).
 
Packcult : LBaeldeth
Evolved from: Bloodcult
Gene added (max 2): Hormonal Usurption x1, Pack Hunting x1
Gene removed (optional, max 2): none
Description (optional): The Bloodcult parasites continue to improve their control over their hosts. Infested creatures now seek each other out, being rewarded with chemical release of 'feel-good' hormones when near other creatures mutated in a similar fashion to themselves, as the Bloodcults experience a greater success rate of infestation when more than one host attempts to attack a target.
 
Sorry i forgot to answer this:


Sounds cool, i will use those names. Is it right to say Agonia is the peninsular on the most north-westerly point of the main supercontinent?



I had thought about that too. There is all kinds of stuff that is difficult to model in this game (at least difficult for me to figure out :) ). Though i could definately see a metamorphisis 'gene' having those effects as you said, leaving the more energy-expensive activities until the adult stage, and possibly having some abilities only in the larval stage.



Not good im afraid, i still have other things that i need to work on :(

PS, i like the new evolutions. Seems like the Cavoryte is moving towards a hive -like society. Maybe zerglings will be evolving before too long :).
Zerith is the extreme easternmost continent. Agonia is the continent west of it, which has separated from the main supercontinent, and now has a small space separating it from the old continent.

Sorry, I think I got my east and west mixed up. :p

Packcult : LBaeldeth
Evolved from: Bloodcult
Gene added (max 2): Hormonal Usurption x1, Pack Hunting x1
Gene removed (optional, max 2): none
Description (optional): The Bloodcult parasites continue to improve their control over their hosts. Infested creatures now seek each other out, being rewarded with chemical release of 'feel-good' hormones when near other creatures mutated in a similar fashion to themselves, as the Bloodcults experience a greater success rate of infestation when more than one host attempts to attack a target.
That's just evil! And awesome!
 
The Cavorytes are, quite simply, the evolutionary result of the Respirytes retreating in their competition against the other animals of the land. With the Terradids eating such vast amounts of food, Scensurytes dominating the trees, Venatorytes taking down large numbers of defenders, and exotic new amphibians arriving from the sea.

The skies, trees, ground and seas were all taken. There was only one place left to go- down.

Digging their burrows ever deeper, the Respirytes became ever more safe from their predators. The species gradually became nocturnal, and developed a whole new sense for sensing things in the dark- thermosensitive pits lining the sides of their faces.

While now safe from almost all predators, these creatures had other problems. The large members of their species were weeded out due to the stresses of living in the long, cramped tunnels and their greater food requirements.

Foraging and Scavenging parties of Cavorytes were sent out at night to gather food, which was then brought back to the tunnels and shared. Other groups of Cavorytes spent all of their lives digging. The communal society continued to extend, reducing the capabilities of the individual but dramatically improving those of the group. Ultimately, three main groups developed- diggers, the sturdily-built shovel-clawed Cavorytes who spent all of their days in the deep tunnels maintaining infrastructure and searching for new underground food sources; the more Respiryte-ish gatherers, who have grasping claws for carrying (and are the most frequently seen breed); and the tough and dangerous warriors, who defended the foragers and the den from all invaders.

Largely unbeknownst to the world above, a complex society is developing in the darkness below.
 
I've been meaning to say this for a while- Era 3's link is broken and the updates since the mass extinction (not a particularly bad one, IMHO) are unlinked.
 
Yuckius Yummius Experimentus: BananaLee
Evolved from: Yuckius Yummius
Genes Added: Jaws x2
Description: In spite of its rather bad start, YYE worked to improve its flesh eating skills by developing jaws which slowly open - and on getting prey in them clamp them shut really quickly (like a Venus flytrap) enabling relatively weak jaws to have a relatively large clamping power (due to impactive forces)
 
Someone mentioned Zerg earlier, and I thought, no-one's evolved that parasite recently ... :mischief:
Starting to sound more like Goa'uld... :satan:
 
Cool, more evolutions :)

My problem with something zerg-like is how to represent it in the game (its not a single species as such), and i think it may be getting too far away from realism.

Lord_Iggy said:
I've been meaning to say this for a while- Era 3's link is broken and the updates since the mass extinction (not a particularly bad one, IMHO) are unlinked.

Fix0red0r!
 
Spoiler :
Socivalion Mrk II: Grombar
Genes (21): Plankton Eating x2, Flesh Eating x2, Swimming x2, Vibration Sense x1, Eyes x2, Pressure Resistance x1, Brain Power x2, Skeleton x1, Cartilage x1, Jaws x2, Fangs x1, Communal Behavior x2, Parenting Instinct x1, Gills x1
Description: time went by the Socivalions developed 3 things to help them last. The first was a way to extract more energy from the flesh they ate. Hunting in packs meant a greater portion of their diet was from meat. The second development was a set of gills. These helped shift out more oxygen from the water and was used well with the extra energy gotten from the enhanced flesh eating abilities. The 3rd and last development was a greater communal behaviour. These socivalions found that not as many hunters would bother them if many of them where in the same place and ready to help defend each other.

Socivalion Mrk III
Genes Added (Max 2): Cold Resistance x1, Communal Behavior x1
Genes Removed (Max 2):
Description: The last era treated the Socivalions very well, with their new trait's they thrived even against the Grey Hunters. Now that the numbers of Socivalions was on the incline more new traits where starting to be seen. Some socivalions started to go deeper and deeper into the cold water regions of the world looking for more food and more places to raise their young, and along with this was a greater need to stay with the pack. Most food was brought back to the community to eat and larger groups of them stayed together helping to ensure that more and more eggs made it to maturity to join the community.
 
My problem with something zerg-like is how to represent it in the game (its not a single species as such), and i think it may be getting too far away from realism.

Actually Niklas is right ... if anything they'd be more goa'uld-like than Zerg, because I don't know how to make a Zerg evolve either. ;)
 
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