Description(Generated)
Evolving Ecosystem Pack by Andrew Carroll for Creatures 2, is an agent pack with food, fruit, critter and pest agents
Evolving Ecosystem Pack by Andrew Carroll for Creatures 2, is an agent pack with food, fruit, critter and pest agents
::----- Rhinoreadme.txt -----:: Genetic Rhino If you are reading me, you've obviously downloaded the Genetic Rhino or Evolving Ecosystem Pack. Allow myself to introduce... myself. I am a readme, and this is my wife Oprah. Anyway, the Genetic Rhino is the second cob to be made with a genetic code. The Genetic Rhino will bounce around your Albia looking for Genetic Ferns to eat. Each bounce take energy, and each bite of a fern gives energy. When the Rhino has a certain level of energy it grows or reproduces. The offspring have a slightly different CAOS code, and will behave slightly differently. Their offspring will have a slightly different code. In the end, the rhinos with the best code will survive and reproduce. The beauty of these genetic cobs is that they adapt to your Albia, and even different parts of your Albia. In essence, it makes itself into the best cob for your Albia. Just be thankful that this genetic revolution in cobs doesn't cost you... One million dollars Thanks to Lis Morris for the pose help ENJOY ::----- Fernreadme.txt -----:: Genetic Fern If you are reading me, you've obviously downloaded the Genetic Fern or Evolving Ecosystem Pack. Allow myself to introduce... myself. I am a Powers, Austin Powers, and yes, Danger is my middle name. Anyway, the Genetic Fern is the very first cob ever to have a genetic code. The fern will metabolise light according to its genetic code. It's offspring will have a slightly different CAOS code, and will behave slightly differently. Their offspring will have a slightly different code. These are eaten by the Genetic Rhino and their growth is hindered by Genetic Termites. It is highly recommended you inject the genetic rhino and the genetic termites into the same area as these if the area you inject these into has lots of light; if not these will grow uncontrollably until your computer slows down. In the end, the ferns with the best code will survive and reproduce. The beauty of these genetic cobs is that they adapt to your Albia, and even different parts of your Albia. In essence, it makes itself into the best cob for your Albia. All these genetic experiments are just my attempt at making a clone 1/8 my size. ENJOY ::----- Termitereadme.txt -----:: Genetic Termites Let me ask you a question, and be honest... Aren't you getting tired of these Austin Powers based readmes? If you're reading me, then you've received the Genetic Termites: The genetic termites are hive organisms that go around eating detritus, ants, Lis' pill bugs, and the leaves of genetic ferns. The termites are eaten by genetic rhinos. There are 3 types of genetic termites: The forager, who goes out gathering food to return to the nest; the builder, who stays near the nest working on construction projects; and the queen, who establishes new hives. A colony will constantly produce these different types of termites at a ratio determined by the queen's genetics and at a rate also determined by the queen's genetics. As the colony ages, the queen loses her ability to pump out termites as fast and as efficiently. She requires more and more energy, and her offspring have more harmful mutations. Eventually there will not be enough food for the colony to survive, but if the queen had good genes, she will have passed them on. Colonies go through 3 stages: Expansion, Climax, and Decline. During expansion the colony is relatively new, it is marked by foragers going out and finding untapped food sources to bring home to the colony. A queen that has genes inclined to production of foragers will excel at this stage. Climax is the colony at its greatest height, the builders have built many mounds for growing fungus; the untapped food supplies are basically used, and the colony lives and grows on the food provided from the builder's mounds. A queen with genes inclined for builder production will have a long climax stage. During decline the queen's energy needs and eggs eventually cause more food to be consumed than produced. This period is marked by the decay of builder's hills and slower foragers. Queens with genes favoring breeders will get the most out of this period because producing foragers and builders is useless to stop the decay. In areas with a high supply, queens with genes for a high tick rate and forager production will thrive. In areas with a low food supply, queens with genes for a low tick rate and builder production will thrive. These will adapt to the individual areas and features of the Creatures world. ::----- Generalreadme.txt -----:: General Instructions You've downloaded the evolving ecosystem pack. This readme will be short and sweet. Put all .s16 files in the images folder Put all .cob files in the objects folder Put all .wav files in the sounds folder Put the .txt files wherever you like Please read the readme files. They will tell you how the new genetic cobs work, and they are humourous. At least IMO.
A plant with a genetic code that will slowly adapt to give the most productivity for each part of your Albia. By Andrew Carroll aka Jcarrcwalk 6/26/99 Version 1.0
A Rhino (C3 creature) with a genetic code that eats the genetic ferns and adapts to your Albia. By Andrew Carroll 6/26/99 Version 1.0
Hive detritovores with a genetic code that go around eating detritus and, as always, adapting to your Albia. By Andrew Carroll aka Jcarrcwalk 6/27/99 Version 1.0