NESLife attempt #3

Cool stuff!

@Abaddon, Im not sure scent production can be quite a big advantage as that. Just to give you a warning, it might not be as useful as you hope.

BTW, the Nest Fanels may get spread from island to island, and eventually to Falciria, by creatures eating their fruit and 'discarding' the seeds somewhere new.

I accept it won't be perfect, I was waiting for you to pick which creature it worked best with, then launch into some co-evolution.. :p at several people trying to poo poo it not realising that!
 
Cool stuff!

@Abaddon, Im not sure scent production can be quite a big advantage as that. Just to give you a warning, it might not be as useful as you hope.

BTW, the Nest Fanels may get spread from island to island, and eventually to Falciria, by creatures eating their fruit and 'discarding' the seeds somewhere new.

I accept it won't be perfect, I was waiting for you to pick which creature it worked best with, then launch into some co-evolution.. :p at several people trying to poo poo it not realising that!
 
Xeeboo: Kol.7
Evolved from: Burrowing Zeeboo (Kol.7)

genes: : Photosynthesis x5, Mass Reproduction x3, Roots x5, Stems x1, Water Retention x4, Regeneration x1, Mineral Eating x5, Protected Seeds x1, Fast Growth x1, Vibration sense x1, Vocalisation x1, Cold Resistance x4, Stem x1, Hibernation x2, Airborne Seeds x2

Genes added: Water filtering +1, cold resistance +1, salt resistance +1, photosynthesis +1
Genes removed: -2 Water retention, -1 Vocalization

The Burrowing Zeeboos were in danger. A newer, greater breed replaced them wherever they grew, the Dome Zeeboo. During the last era, the Burrowers were pushed further into the Oltic wastes, towards the East coast of Asmara. But still the Dome Zeeboos continued to advance, they were better adapted to the climate, grew faster too. In a last desperate plea for escape, the burrowing zeeboos took to the sea. Zeeboos were always known for their adaptivity, yet it has been a long time since they had to grow beneath the waves. Thus, the Xeeboo was born. It was the first Zeeboo species to touch the water for aeons, it would be away from competition at last. During this era the Xeeboos were still very much confined to the shallow waters on the coast. Its airborn seeds worked suprisingly well being pulled from the plants by the waves and deposited elsewhere. They also lost their ''voclisation'', it had been wasted during the last era anyway, with the surviving plants becoming isolated from each other. They adpated a water filter that allowed them to remove excess salt to some degree from the sea water they absorbed to use within the plant, this lead to the build up of small salt deposits around the plant which may have been able to kill competing plants with less resistance to pure salt. It is believed that some Burrowing Zeeboos survive in isolated regions on land even still.
 
Spoiler :
Packtudian: c&civ3
Evolved from: Travtudian
Survival Status: Thriving
Genes (24): Plant Eating x2, Flesh Eating x2, Complex Stomach x2, Claws x4, Cold Resistance x1, Communal Behaviour x3, Brain Power x2, Eyes x2, Skeleton x1, Tough Skin x1, Fat Reserves x1, Swimming x3, Gills x2, Vibration Sense x1, Pack Hunting x1
Description: Packtudian evolve to take advantage of the fact there are no small pack hunting animals in the oceans. In doing this they become the first descendant of the ancient dibbler to fully lose there legs! All that left of the legs are six small fins where the legs once where, by losing their legs it allow them to be able to swim faster by streamlined their body's. They became more social and develop pack behaviour in hunting their prey. They found that the large size of the Travtudian was not needed and Packtudian lost it. There claws have changed there shape bit the top part of there claws grew longer and more pointed to allow them to “spear” prey on the claws.


To:

Evolution Template:
Huntudian : c&civ3
Evolved from: Packtudian
Gene added (3+1 from last age): Pack hunting +1, Strength +1, Swimming +1 Eyes +1
Gene removed (optional): Claws -1
Description: Huntudian brains has developed to help them work with each other to catch prey better an before. Their eyes continue develop better to spot prey from a distance. There Claws become lighter but the muscles the claws and body as grown stronger. This strengthening muscles in their body allow them swimming quicker.
 
Royalis Jubblera Hevina: TerrisH
Evolved From: Royalis Jubblera
Genes (25): Eating Dead Things x2, Crawling x1, Complex Stomach x2, Water Retention x3, Eyes x1, Flying x3, Smelling x2, Cold Resistance x1, Acid Spit x1, Communal Behaviour x5, Plant Eating x2, Digging x1, Brain Power x1
New genes: Parential Instinct x1, Comunal behavior x1 (x6), Hive Construction x1
Description: Royalis Jubblera Hevina was the next step of the Royalis family. As the individual swarms grew bigger and their members smarter so did their underground hives grow more complex and bigger. They began wetting down the dirt they dug out with their spit, and compacting it into the tunnel walls, making them stronger. They began constructing chambers exclusively to store meat (so it would ripen properly), and even chambers to keep the young Royalis protected as they matured.
 
Porcuball: The Farow
Evolved from: Fluffball
Gene added: feathers x1, digging x1, lungs, x1
Gene removed:
Description: The success of the fluffball in the northern regions lead to diversification of the species. To defend against predators in the north the feathers hardened into spkies. When threatened the creature rolled up into a spikey ball which became very hard to penetrate.

OCC: Decided to try something new. I may return with my Valions if they start facing troubles but many are still alive.
 
How does that work? How do Terrarytes recognize each other then?
They see the heat of other things.

Hello, I am new to this website and this forum interested me so I would like to give it a shot.

Bariothorim: Nailix
Evolved from: Saaranix
Survival Status: ?
Genes (26): Crawling x2, Plant Eating x4, Complex Stomach x2, Exoskeleton x2, Communal Behaviour x2, Water Retention x3, Lungs x2, Cold Resistance x1, Eyes x1, Walking x3, Brain Power x1, Live Young x1, Smelling x1, Vibration Sense x1, Hooves x1
Genes Removed: Flesh Eating x1, Eating Dead Things x1, Claws x3
Genes Added: Hooves x1, Plant Eating x2, Communal Behavior x1.
Description: The Bariothorim has evolved from the Saaranix, during its evolution it lost all ability to digest meat/flesh and turned into a full time herbivore (the +2 plant eating). The reason it had evolved in such a way was because it had been out classed by the other predators, and so began to fill the role of an herbivore. It lost its claws and evolved hooves, so it can run faster (the +1 hooves) and it can kick away predators easier. Its stomach changed completely so it became more complex to handle the newly acquired plant diet. During its evolution it became more of a herd animal so its communal behavior skills have been enhanced so they can worn its herd of any predators and work together better to find food.
Welcome to the family! (The classification of Scuteridae (to which the Bariotherim belongs) is a family :p)

Xeeboo: Kol.7
Evolved from: Burrowing Zeeboo (Kol.7)

genes: : Photosynthesis x5, Mass Reproduction x3, Roots x5, Stems x1, Water Retention x4, Regeneration x1, Mineral Eating x5, Protected Seeds x1, Fast Growth x1, Vibration sense x1, Vocalisation x1, Cold Resistance x4, Stem x1, Hibernation x2, Airborne Seeds x2

Genes added: Water filtering +1, cold resistance +1, salt resistance +1, photosynthesis +1
Genes removed: -2 Water retention, -1 Vocalization

The Burrowing Zeeboos were in danger. A newer, greater breed replaced them wherever they grew, the Dome Zeeboo. During the last era, the Burrowers were pushed further into the Oltic wastes, towards the East coast of Asmara. But still the Dome Zeeboos continued to advance, they were better adapted to the climate, grew faster too. In a last desperate plea for escape, the burrowing zeeboos took to the sea. Zeeboos were always known for their adaptivity, yet it has been a long time since they had to grow beneath the waves. Thus, the Xeeboo was born. It was the first Zeeboo species to touch the water for aeons, it would be away from competition at last. During this era the Xeeboos were still very much confined to the shallow waters on the coast. Its airborn seeds worked suprisingly well being pulled from the plants by the waves and deposited elsewhere. They also lost their ''voclisation'', it had been wasted during the last era anyway, with the surviving plants becoming isolated from each other. They adpated a water filter that allowed them to remove excess salt to some degree from the sea water they absorbed to use within the plant, this lead to the build up of small salt deposits around the plant which may have been able to kill competing plants with less resistance to pure salt. It is believed that some Burrowing Zeeboos survive in isolated regions on land even still.
I could have sworn that it would have been called the 'Seaboo'.
 
Proto-Inis:Fuschia
Evolved From: Land Spinaneraria
Genes (28): Swimming x3, Plankton Eating x4, Insect Eating x6, Exoskeleton x1, Silk Production x2, Smelling x2, Eyes x1, Cold Resistance x2, Water Retention x2, Lungs x1, Crawling x2, Legs x1
Genes Removed: Tentacles x2, Spikes x1
Genes Added: Exoskeleton x1, Crawling x1, Legs x1
Description: An even more land developed version of the Land Spinaneraria developed shortly after its initial evolution. The loss of tentacles and the addition of legs greatly aided its land survival, as its movement capabilities outside of water were vastly improved. It began to move even further inland, although it was still most successful in areas where it could properly supplement its diet with plankton, as it had not yet lost this trait.

OOC: If only you could remove more than three genes... ;)
 
Giant Quintupler: NPC
Evolved from: Quintupler
Genes (21): Crawling x2, Plant Eating x2, Flesh Eating x2, Complex Stomach x2, Claws x3, Cold Resistance x1, Communal Behaviour x2, Brain Power x2, Eyes x1 Skeleton x1, Tough Skin x1, Large Size x1, Fat Reserves x1
Survival Status: Struggling
Description: Gaint Quintuplers never stop growing, and they can live for a century or more. As they grow, they need more food to sustain themselves. So, they have evolved special fat reserves, which they carry as lumps on their backs, and tubular growths underneath their torsos. These can store energy and nutrients in a more efficient way. This allows them to gorge themselves when food is plentiful, and then store all the excess goodness for when times are tough.


Crusipler: squid1111
Evolved from: Giant Quintupler
Genes (25): Crawling x2, Plant Eating x2, Flesh Eating x3, Complex Stomach x2, Claws x5, Cold Resistance x2, Communal Behaviour x2, Brain Power x2, Eyes x1 Skeleton x1, Tough Skin x1, Large Size x1 Fat Reserves x1
+1 cold resistance/+2 claws/+1Flesh eating
Description:They will fight....
 
You can only have 3 new genes, 4 only counts if you have a bonus.

It's quite interesting, your guy is evolving a lot like their Asmaran cousins, the Gregarices and Velocirices.
 
They see the heat of other things.

But creatures do not have a perfectly specific temperature.. it would be impossible to distinguish anything other than animal/plant.. an even then you would get problems.

Your creature couldnt differentiate between your species and my own with heat alone...
 
aha, I am on board now, reading from the right page. You are correct L_I ;)
 
Welcome, Nailix :salute:

@bestshot9, its actually been kinda assumed that those kind of species in this game already have some kind of larval stage to settle in new places. Also im not sure about the 'Nerve Net', i can see why you'd want it there, but then it would be strange that it was lacking from so many other species before. Its another one of those things that has kinda been skipped already, something that should be implied rather than requiring a 'gene' for it. Pretty much everything is assumed to have some basic senses.

So anyway, you could invest all those genes in something else if you want. Maybe just '+1 swimming' would imply an advanced larval stage that could travel far before settling down?

@Kol.7, there's a bit of a problem in this NES when it comes to plants evolving to survive land, and then going back into the sea. Technically, there should be no need for salt resistance and water filtering, only the removal of 'water retention'. But I admit it would be very weird to have fully-functioning sea plants that were basically identical clones of land species.

Im honestly not sure how to handle this yet! Any suggestions are very welcome :)

@The_Farow, could the Porcuball maybe have +1 'spines' or something instead of +1 feathers? With the way i'd like to handle things, feathers will never be weapons by themselves. It would just be an even bigger ball of fluff :)

=AbaddonYour creature couldnt differentiate between your species and my own with heat alone...

Well, i think the 'pattern' of heat could be noticeably different, especially as Iggy's species have exoskeletons, which the wormy ones don't.

Although basic at this stage, im assuming the heat sense could evolve into something like a snake's.
 
Hmmm, I was hoping that stacks of pure salt would be poisonous to sea plants ordinarilly, hence salt resistance. It was more of a land clearing thing really, they filter the water and dump the salt on the seabed in large stacks. It does this constantly so the stack buillds up after a while, even though it is still being dissolved by the sea.

And, nope, the sea zeeboos are officially Xeeboos. (sounds like seaboo :p)
 
DP as creatures returned to the sea, it was a lot harder than those that left. You still need water retention, but in a different way.. you need to be able to avoid the osmotic losses.
 
Well Daft... If you're going to make it too difficult for me... I guess I wont be able to branch after all :p...

Also, I found a horiffic and dispicable mistake in the stats... The Dome z.b was evolved from the burrowing z.b not the mountain z.b. ;)
 
@The_Farow, could the Porcuball maybe have +1 'spines' or something instead of +1 feathers? With the way i'd like to handle things, feathers will never be weapons by themselves. It would just be an even bigger ball of fluff :)

:lol: Sorry, I was just picturing balls of feathers rolling on the frozen tundra. Reminded me of the tribbles from Stark Trek.

I was thinking of doing that but since it was just hardened feathers I went with more feathers. But yes change it.
 
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