NESLife attempt #3

Wonderful update again Daft! :thumbsup:

As to the amount of time updates take, there really is no advice we could give you. The only way to cut down the time is to make updates less detailed, which would somewhat detract from the game.

Spoiler Algaceae Dendrocovitis :

Evolved from: Dendroalgae
Genes (11): Photosynthesis x3, Cold Resistance x1, Hibernation x1, Carpeting x1, Stems x2, Tendrils x2, Mass Reproduction x1
Description: The appearance of slime eaters on the cold water scene was no cause for alarm for the algaceae. They were successful enough to thrive anyway, and the grazers would simply provide some necessary culling. The algaceae would simply continue to grow in large, peaceful underwater forests. The next generation continues to spread, vertically and horizontally, to catch as much of the sun as possible.


Algaceae Dendrorethermis: Niklas
Evolved from: Algaceae Dendrocovitis
Genes added (2+bonus): Photosynthesis x2, Mass Reproduction x1
Genes removed (2): Cold Resistance, Hibernation
Resulting Genes (11): Photosynthesis x5, Carpeting x1, Stems x2, Tendrils x2, Mass Reproduction x2
Description: The highly successful cold-water algae were thriving in the warm months of the year. But in the warmer waters where their ancestors originated, and where sunlight was in opulent abundance, plant life was still not very highly evolved. It was only natural that the algae would wander ever closer to the warmer waters, spreading their dark underwater forests.
 
Threadcap: Disenfrancised
Evolved from: Ragcap
Genes (8): Sucker Mouth x1, Injector x1, Swimming x1, Fluids Parasitism x2, Parasitic Tendrils x1, Syncytial physiology x1, Metamorphic physiology x1.
Description: The Ragcap has evolved to improve its parasitic nature, with more efficient parasitic morphology and an injector to insert itself past the hardened defences of some species. However its most important development is its new ability to completely change its cellular organization – after attachment and injection of fibres the old body dissolves (to provide energy) and the fibres grow independently within the host as an aggressive animalistic fungus-like entity as the fibres spread and merge. Eventually larval Threadcaps are emitted by fibres that pierce the hosts outer layers.
 
@Slavic, YOU CANNOT HAVE TWO NEW SPECIES IN ONE TURN! Where are you getting this from? Please pick which *one* you want!
Hmm, isn't one of them (eh, the one he left) also evolved from en extinct species? I'd bet that's a :nono: as well...
 
OC Is there already a circularly system in animals (something like blood system)? or is evolving it a requirement?

Circulatory system ;), and since we have organisms metres long without having genes for one, there must be an inherent fluids movement system OR its bundled with increased size.

Also at the Bublimeon: its only phloem, you don't need xylem if you're in water silly, plus xylem requires considerably more advanced materials ;).
 
Fluids maybe, but not an organized system.A more organized one should lead to more efficiency and better results :)


BTW about speeding up updates!
Don't write any story. Just make a table with success of species from Exceptional to endangered with extincted in the end.
The stories should start coming a bit more from us (Well I promise I'll try writing something) and the idea of how areas (envierment how you spell that?! Firefox won't fix!) looks should come from your pictures (which should be what you give more care in the update, this is a lookie NES not a writy one :p, update wise anyway.. species not empires ^^)
 
Landibblo : Abaddon
Evolved from: Dibbler
Genes (2): Crawling x1, Eating Dead Things x1
Genes Added: Water Retention x 1, Crawling2 x 1
Description: The ancient Dibbler,having attempted most environmental conditions, finally stakes its claim on dry land.. or at least the soggy bits. Stronger legs means the Landibblo can support its weight out of water. Basic water retention allows it to scavenge between rockpools.
 
Circulatory system ;), and since we have organisms metres long without having genes for one, there must be an inherent fluids movement system OR its bundled with increased size.

Yes, there has to be some rudimentary method to distribute nutrients/oxygen. Just like the creatures have rudimentary touch senses. Devoting a gene to it will allow for larger creatures.

Though I don't see a developed circulatory system being much use at all without gills or lungs. A circulatory system would imply a more active creature with an increased need to distribute oxygen to it's cells- ie if it's going to have a "heart" pumping, how are you going to get enough oxygen to keep it going?
 
So should I change it to gills? What does daft say?

It is just my opinion.. Wait to see what he says.

I was going to add a circulatory system to the hunter this turn, but after reading the update, had to change my priorities...
 
Though I don't see a developed circulatory system being much use at all without gills or lungs. A circulatory system would imply a more active creature with an increased need to distribute oxygen to it's cells- ie if it's going to have a "heart" pumping, how are you going to get enough oxygen to keep it going?

No, a circulatory system implies a organism that can no longer rely on diffusion to supply its oxygen needs, thus any organism with parts over 2cm from its outer surface will need a oxygen/food carrying fluid and some method to pump/push it around (even if its just cavities lined with cilia). Annelids have quite advanced circulatroy systems and just gain the intial oxygen through their skin, and NESlife has surpssed them in complexity and size some time ago.
 
BTW about speeding up updates!
Don't write any story. Just make a table with success of species from Exceptional to endangered with extincted in the end.
I don't quite agree with this. I think that would work if Daft really wants to cut down on the update time, but the game would be much the lesser for it. We wouldn't know why creatures were successful or extinct, and we would just be developing our creatures in the dark.
 
Spoiler :
Omnidid
Evolved from: Protodid
Genes (8): Crawling x2, Flesh Eating x1, Plant Eating x1, Complex Stomach x2, Claws x1, Cold Resistance x1
Description:By adapting its stomach to be able to handle more complex foods (acids, poisons, bones, ect.) the Protodid evolved into the Omnidid. Along with this transformation it also developed the ability to survive in colder waters so that it had more grounds to feed.

Photodid
Evolved from: Omnidid
Genes (8): Crawling x2, Flesh Eating x1, Plant Eating x1, Complex Stomach x2, Claws x1, Cold Resistance x1
Genes Added (max 2): Plant Eating x1, Exoskeleton x1
Genes Removed (max 2): Flesh Eating x1
Description: With the abundance of plantlife around some Omnidid's ended up specializing their mode of eating, giving up the ability to eat flesh and instead concentrated on just the plantlife around. The other new development for this branch of the Omnidid was the growth of a fledgling exoskeleton to help protect itself from predators.

Though the Omnidid's did relatively well by adapting to the cold waters and evolving their stomach to a point that it could digest most things the Omnidid got its claws on; it still had too much competition for its own liking and the fact that it had no real defenses against would be predators. Thus the Photodid branch was born. These guys had given up the ability to eat flesh (harder to catch and seemed to have more defenses to worry about (claws, fangs, poison, acid, ect.)) but instead made it more fulfilling to just eat the various plantlife around. The other much needed evolutionary gene added was the exoskeleton. This was the beginning of the Photodid's only defense mechanism, currently very basic but it does make predators more likely to choose a different target since getting through the exoskeleton takes time/energy and they'd still have to deal with being in claw range.
 
I don't quite agree with this. I think that would work if Daft really wants to cut down on the update time, but the game would be much the lesser for it. We wouldn't know why creatures were successful or extinct, and we would just be developing our creatures in the dark.
And evolution is? Creatures knowing what to evolve to? :)
 
Let's kick off from the start again :D

Yuckius Primus: BananaLee
Genes: 1x Drifting, 1x Plankton Eating, 1x Disgusting Taste
Description: A random new species made an appearance one day, drifting around the warm shallows and chewing on plankton. However, it somehow gained the ability to taste so disgusting most predators become rather unkeen to eat of of them.
 
And evolution is? Creatures knowing what to evolve to? :)
No, but then again we're not the creatures evolving. And we already guide our creatures, knowing what they will evolve to, that's not the issue. And let's not make an Intelligent Design discussion out of this. ;)

I'm not asking for a "you should do this in order to succeed". What I want is to see the "mistakes of the past" in order to learn from them.
 
Here was a mistake of the past: Dibbler-Extreme. I made it too complicated, and so it died out.
 
Ok, than only for the most successful and least successful creatures, not more.. the rest should be given a sentence or less... Otherwise this NES is going to get closed.

Besides if he will give this hours to the pictures instead of the writing, we would have a much better view... with VIEW actually meaning seeing, of what is going on :) And I think he would enjoy his masterpieces of every turn :p
 
Hows the latest evolutionary tree going?
 
Another thing id like (though may be hard to do considering all the other stuff being done) would be to group stuff as either a plant or an animal. Might be possible to do it on the tree which would be cool. If not I just get to sort through all the current species after each update too see what kinds of things I need to evolve or can take away!
 
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