Friday, August 26, 2011

Gen 1 Genetics Overview: Females

This is a continuation of my discussion of the genetic changes made to the first generation Norns in my current game of C1. The males were discussed here.

Presea has a few genetic changes that, I think, must have contributed to her loner nature. Upon closer inspection of this picture, I feel compelled to mention that I don't think there are genes for getting cheese stuck to you! I wish she would eat it instead of getting it glitchily (?) attached to her legs!

140 9 0 Emb B MutDupCut Creature, Sensorimotor, Crowdedness, chem=Loneliness, thresh=0, samp=22, gain=2, features=Inverted Analogue
140 9 0 Emb B MutDupCut Creature, Sensorimotor, Crowdedness, chem=Loneliness, thresh=0, samp=18, gain=5, features=Inverted Analogue

141 10 0 Emb B MutDupCut Creature, Sensorimotor, Crowdedness, chem=Crowdedness, thresh=0, samp=71, gain=59, features=Analogue
141 10 0 Emb B MutDupCut Creature, Sensorimotor, Crowdedness, chem=Crowdedness, thresh=0, samp=75, gain=51, features=Analogue

The changes made to Presea's emitter genes follow the same pattern as Lloyd's, but with different drives. Presea becomes lonely more slowly than normal and crowded more quickly.


Raine is a completely normal, unaltered Forest Norn. I have actually found her to be a worse eater than some of the others, although she is basically always obedient when I tell her to eat. Still, I find it surprising that the Forest Norn genes don't seem to stand out more in the game.

Sheena looks like a Purple Mountain Norn, but don't be fooled. Her genetics are actually completely Ron Norn. This means that she has the Ron ForF genes as well as the altered glycogen/glucose/hunger system from both the Life Kit breeds. She is exceptionally cheerful and has always been a good eater and sleeper. She slaps a little more than is necessary, but I suspect that's a combination of the ForF genes and the small spaces that make up a great deal of Albia.

Colette, meanwhile, is a Horse Norn with several changes to reflect my first generation theme.

249 36 0 Chi B MutDupCut Creature, Sensorimotor, angry, chem=Anger, thresh=136, nom=0, gain=223, features=Analogue
249 36 0 Chi B MutDupCut Creature, Sensorimotor, angry, chem=Anger, thresh=128, nom=0, gain=239, features=Analogue

Colette has to reach a high threshold of anger before she expresses it. However, C1 Norns almost never express their anger as it is.

71 13 0 Emb B MutDupCut 1*Pain-- + 2*Pain => 1*Reward + 1*<NONE>; half-life = 8.
71 13 0 Emb B MutDupCut 1*Pain-- + 1*Pain => 1*Reward + 1*<NONE>; half-life = 8.

In Colette's system, pain decrease reactions with 2 pain instead of 1, reducing pain more effectively.

112 26 0 Emb B MutDup 1*Punishment + 1*<NONE> => 1*Reinforcement + 2*PunishmentEcho; half-life = 16.
112 26 0 Emb B MutDup 1*Punishment + 1*<NONE> => 1*Reinforcement + 1*PunishmentEcho; half-life = 16.

A Norn's learning is governed by the Reward and Punishment chemicals. These chemicals are very short-lived. They decay into Reward Echo and Punishment Echo, which are longer-lasting. Colette receives twice as much Punishment Echo for the amount of Punishment in her system than normal. I thought she may learn not to do bad behaviors more quickly than normal, but since she's basically always good, I don't think this change has influenced much.

90 1 1 0 Emb B Mut 'Disappointment' causes sig=0 GS neu=255 int=0, , ,  => 16*Boredom++ + 16*NFP++ + 8*Anger++ + 0*<NONE>
90 1 0 Emb B Mut 'Disappointment' causes sig=0 GS neu=255 int=0, , ,  => 16*Boredom++ + 16*NFP++ + 16*Anger++ + 0*<NONE>

93 4 0 Emb B Mut 'Pointer slaps me' causes sig=32 GS neu=1(I've been slapped) int=255, , , Sensed Even When Asleep => 75*Pain++ + 32*Fear++ + 8*Anger++ + 16*Sleepiness--
93 4 0 Emb B Mut 'Pointer slaps me' causes sig=32 GS neu=1(I've been slapped) int=255, , , Sensed Even When Asleep => 75*Pain++ + 32*Fear++ + 16*Anger++ + 16*Sleepiness--

94 5 0 Emb B Mut 'Creature slaps me' causes sig=128 GS neu=1(I've been slapped) int=255, , , Sensed Even When Asleep => 80*Pain++ + 32*Fear++ + 8*Anger++ + 16*Sleepiness--
94 5 0 Emb B Mut 'Creature slaps me' causes sig=128 GS neu=1(I've been slapped) int=255, , , Sensed Even When Asleep => 80*Pain++ + 32*Fear++ + 16*Anger++ + 16*Sleepiness--

These stimulus changes all go together. Colette becomes less angry than normal when disappointed or slapped, either by the hand or another creature.

Seles is our current problem child! No, actually, she hasn't been much of a problem lately. She does much better in open spaces, like the garden, and I keep her away from Norns that I want to breed. Maybe having a Norn like Seles around could be an effective form of population control?

As I've said before, Seles is a normal Wood Norn with the "fight" ForF genes from the Ron genome.

Marta is the final first generation female.

91 2 0 Emb B Mut 'Pointer pats me' causes sig=32 GS neu=0(I've been patted) int=255, , , Sensed Even When Asleep => 96*NFP-- + 16*Pain-- + 16*Loneliness-- + 16*Reward
91 2 0 Emb B Mut 'Pointer pats me' causes sig=32 GS neu=0(I've been patted) int=255, , , Sensed Even When Asleep => 64*NFP-- + 16*Pain-- + 16*Loneliness-- + 16*Reward

92 3 0 Emb B Mut 'Creature pats me' causes sig=80 GS neu=0(I've been patted) int=255, , , Sensed Even When Asleep => 80*NFP-- + 16*Loneliness-- + 31*Crowdedness++ + 8*<NONE>
 92 3 0 Emb B Mut 'Creature pats me' causes sig=80 GS neu=0(I've been patted) int=255, , , Sensed Even When Asleep => 48*NFP-- + 16*Loneliness-- + 31*Crowdedness++ + 8*<NONE>

101 12 0 Emb B Mut 'Heard creature speak' causes sig=16 GS neu=6(Creature has spoken) int=175, , , Sensed Even When Asleep => 48*Boredom-- + 32*Loneliness-- + 12*Crowdedness++ + 0*<NONE>
101 12 0 Emb B Mut 'Heard creature speak' causes sig=16 GS neu=6(Creature has spoken) int=175, , , Sensed Even When Asleep => 16*Boredom-- + 16*Loneliness-- + 16*Crowdedness++ + 0*<NONE>

Marta gets considerably more pleasure out of interacting with others than normal. Actually, I'm sort of surprised that I made these changes so huge. I must have gotten click-happy in the Genetics Kit. Maybe that explains why her personality is so noticeably different in-game!

328 20 0 Emb B MutDupCut Drive i/ps Boredom + General Sensory i/ps IT is a creature + (Lobe/Cell=0/0) and I Come => 128*Reward

This is a new instinct that rewards Marta for approaching other Creatures when bored. So, not only does she get more enjoyment out of being around others, she prefers social interactions to other activities when bored.

There's also a bit of exciting news to report! I played a short time in order to take these pictures, and right before I closed the game, I was alerted to a pregnancy by the Observation Kit! I found Marta and Emil in the kitchen -- she'd gone back to her nap, and he was doing his best to look innocent! There had been such a long lull in egg laying that I'd started encouraging my Norns to breed, something I generally don't find necessary, but these two were unsuccessful... until I turned my back for ten minutes! They weren't even together last I'd seen them!

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