Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 5

Author Topic: Evolution: Life on Land: Turn 4 "Bay 12 Solves Climate Change"  (Read 4386 times)

UristMcRiley

  • Bay Watcher
    • View Profile
Re: Evolution: Life on Land: Turn 1, Late Join Accepted
« Reply #15 on: June 30, 2021, 01:06:02 pm »

Skorpi
Spoiler (click to show/hide)

Turn Actions
Spend 1 ♍︎ to increase intellect by one tick
Spend 2 ♍︎ on new feature Mandibles with the need too better process the wide variety of foods the skorpi ingest, a natural evolution of more complicated mouth parts (somewhat helped along by my own genius genetic manipulation) was only natural, this new mouth consists of two pairs of mandibles the outer pair being thick and strongly made of some of the hardest shell on the skorpi's body these wide grooved mandibles are used to masticate food before passing them to the smaller inner set of mandibles that then pass the food into the mouth.


Edit: It appears I am incapable of reading
« Last Edit: June 30, 2021, 01:43:20 pm by UristMcRiley »
Logged

flazeo25

  • Bay Watcher
  • Nightmare Eater
    • View Profile
Re: Evolution: Life on Land: Turn 1, Late Join Accepted
« Reply #16 on: June 30, 2021, 01:19:38 pm »

That be 6 ♍︎ for Skorpi you only got 4 this turn. Just getting two cost 3 ♍︎
Logged

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: Evolution: Life on Land
« Reply #17 on: June 30, 2021, 08:03:03 pm »

Creature Name:: Scarlets
Spoiler (click to show/hide)

Improve the legs of the Scarlets to become swimming legs, like that of a pleopod, for the Scarlets to be able swim and reach those larger swimming creatures and suck the blood from them.

Develop a set of mandibles below the proboscis all connected to the same digestive system, that allow for the chewing of seaweed and grass, and even crunching of smaller nuts, and eating smaller creatures.
Logged

Sensei

  • Bay Watcher
  • Haven't tried coffee crisps.
    • View Profile
Re: Evolution: Life on Land: Turn 1, Late Join Accepted
« Reply #18 on: July 04, 2021, 12:19:49 am »

Turn 2
After dropping your species on the ground again, the time dilator is kicked into action! You watch the planet spin around at lightning pace, and you can see the continents move, just a little. Now, how are your modified creatures doing?

Verderame: develop signal pheromones
When near a big source of food, like a big carcass or the likes, the Verderame emits pheromones that attract others of its kind to the banquet.
Please post an updated version of your creature (and finances etc) with each action! That's the "lazy" format, it means you do the work. :P

Feeding Pheremones: The Verderame will emit a pheremone which attracts more of its kind when it has eaten its fill and there is still more food, leading to group feeding frenzies. This helps them capitalize on, mainly, beached sea creatures. The Verderame brings in 8 food.

Spoiler: Megadont (click to show/hide)
Develop cellulose digestion, allowing Megadont to consume branches, shrubs, fallen trees and other types of wood.
Cellulose Digestion: The Megadont can digest dense, structural plant matter which other herbivores ignore.
Now with a more powerful digestion system, the Megadont sets its sights on the forests. Its massive form still doesn't really help it ingest trees, its tentacles are not strong enough to uproot them and it doesn't really have the sort of teeth to bore into wood, but it can eat the entirety of bushes which dot the plains, and it can eat fallen branches and that sort of thing. The Megadont scoops up 10 food.

Xelqu

They give off pheromones that say “Prey” and “Food”. They use this to attract easy food and hiding things they would normally not be able to find.

Spoiler (click to show/hide)
Now this is a tricky one. The Xelqu is supposed to emit pheremones which affect the behavior of other species? That's a highly specialized trait. The species common in the cold-weather area near your Xelqu are the Plorks, and the Megadonts. Neither of them already have pheremone-receiving behavior, so you're kind of out of luck on this one. The Genetic Engineer won't charge you anything though. He also says that he might be able to sneak a trait into a rival species, but it would cost you ♍︎6 and he can probably only do it once without getting caught.

While the Xelqu hasn't gotten better at hunting Plorks, the Plork population is growing, and the Xelqu collects 9 food.

Anrium: Develop thicker parts to it's mouth and pinchers to allow them to be used for burrowing.

Spoiler: Anirum (click to show/hide)
Burrowing Pincers: The Anirum's mandibles allow it to dig through soft soil and sand.
The Anirum's burrowing is mainly a defensive feature, since there is no creature in the temperate region which hides in burrows or buries food. With the local Verderame and Skorpi stepping up their competition, the Anirum is also forced to turn them to use as weapons. It's a help in fighting off or preying, sometimes, on the smaller competing species. The Anirum brings in 9 food, and barely.

Skorpi
Spoiler (click to show/hide)

Turn Actions
Spend 1 ♍︎ to increase intellect by one tick
Spend 2 ♍︎ on new feature Mandibles with the need too better process the wide variety of foods the skorpi ingest, a natural evolution of more complicated mouth parts (somewhat helped along by my own genius genetic manipulation) was only natural, this new mouth consists of two pairs of mandibles the outer pair being thick and strongly made of some of the hardest shell on the skorpi's body these wide grooved mandibles are used to masticate food before passing them to the smaller inner set of mandibles that then pass the food into the mouth.


Edit: It appears I am incapable of reading

The Skorpi is made more intelligent, beginning to remember and reason, it can find simple patterns and outwit basic state-machine-like creatures.
Mandibles: The Skorpi has a complicated set of dual mandibles, large outer ones for fighting and tearing apart food, and smaller internal ones for chewing.
The Skorpi's mandibles provide it enough defense that a Verderame cannot prey on it idly, though if forced to fight the larger Verderame tends to win. The big benefit of the mandibles, larger pieces of food, helps some but is limited by competition from the swarming Verderame. The Skorpi collects 6 food.

Creature Name:: Scarlets
Spoiler (click to show/hide)

Improve the legs of the Scarlets to become swimming legs, like that of a pleopod, for the Scarlets to be able swim and reach those larger swimming creatures and suck the blood from them.

Develop a set of mandibles below the proboscis all connected to the same digestive system, that allow for the chewing of seaweed and grass, and even crunching of smaller nuts, and eating smaller creatures.
Remember your goal is to be the dominant species on land- there's only so much for you in the ocean.
Swimming Legs: The Scarlet can swim at a quick pace, but for only short bursts before it rests on the sea floor.
Mandibles: The Scarlet can eat food which isn't convenient for its proboscis.
By leeching blood off large sea creatures, the Scarlet finds a boon of food, but swimming up in the ocean is highly risky, as there are many creatures attracted to its irregular movement which prey upon it. The mandibles also help it feed off more regular seaweed and nuts. The Skorpi finds 7 food.

The Plorks have no modification, but they keep on Plorking. They gather 5 food.

Edit: Stompulons also gather 6 food.
« Last Edit: July 04, 2021, 02:26:21 pm by Sensei »
Logged
Let's Play: Automation! Bay 12 Motor Company Buy the 1950 Urist Wagon for just $4500! Safety features optional.
The Bay 12 & Mates Discord Join now! Voice/text chat and play games with other Bay12'ers!
Add me on Steam: [DFC] Sensei

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: Evolution: Life on Land
« Reply #19 on: July 04, 2021, 12:58:04 am »

Creature Name:: Scarlets
Spoiler (click to show/hide)

Fine, Develop insect wings into the Scarlets so they can fly out of the sea and act as some sort of fucked-up fishing dragonfly thing since they can dive with their swimming legs and for them to understand the Hot biome cuisine.

Also increase intellect by one step.

Notes: You Skipped Stompulons
« Last Edit: July 04, 2021, 07:26:59 pm by Shadowclaw777 »
Logged

Leonardo8

  • Bay Watcher
    • View Profile
Re: Evolution: Life on Land: Turn 1, Late Join Accepted
« Reply #20 on: July 04, 2021, 05:39:16 pm »


Verderame: develop signal pheromones
When near a big source of food, like a big carcass or the likes, the Verderame emits pheromones that attract others of its kind to the banquet.
Please post an updated version of your creature (and finances etc) with each action! That's the "lazy" format, it means you do the work. :P

Feeding Pheremones: The Verderame will emit a pheremone which attracts more of its kind when it has eaten its fill and there is still more food, leading to group feeding frenzies. This helps them capitalize on, mainly, beached sea creatures. The Verderame brings in 8 food.

I am sorry, i will.
Spoiler (click to show/hide)

Modifications:
Slither The Verderame develops the ability to slither like a snake on modified scales on their bellies. The tentacles still exist as prehensile appedages, but the locomotion is now faster and more efficient.
Beak : An hard, keratinous turtle-like beak provides the means to eat hard food, not to mention a real weapon to consume still living beings that might object to becoming prey.
« Last Edit: July 05, 2021, 05:11:20 am by Leonardo8 »
Logged

Knightwing64

  • Bay Watcher
  • The Most Handsome Bay12 Member
    • View Profile
Re: Evolution: Life on Land: Turn 2, Late Join Accepted
« Reply #21 on: July 04, 2021, 05:40:44 pm »

Creature Name: Xelqu

Develop the ability to camouflage by changing their skin color depending on the color of the thing they are hiding on. They use this to ambush unsuspecting prey.




Money: ♍︎1
Description: A floating squid with sharp teeth and compact eyes.
Population: 2
Size: 2
Intellect: 1
Features:
Carnivore
Skin
Limbs: Tentacles with suckers on them.
Air-Breathing Gills
Amphibious
Climate: Cold
Calorie Requirement: 6
Logged

Knightwing64

  • Bay Watcher
  • The Most Handsome Bay12 Member
    • View Profile
Re: Evolution: Life on Land: Turn 1, Late Join Accepted
« Reply #22 on: July 04, 2021, 05:42:50 pm »


Verderame: develop signal pheromones
When near a big source of food, like a big carcass or the likes, the Verderame emits pheromones that attract others of its kind to the banquet.
Please post an updated version of your creature (and finances etc) with each action! That's the "lazy" format, it means you do the work. :P

Feeding Pheremones: The Verderame will emit a pheremone which attracts more of its kind when it has eaten its fill and there is still more food, leading to group feeding frenzies. This helps them capitalize on, mainly, beached sea creatures. The Verderame brings in 8 food.

I am sorry, i will.
Spoiler (click to show/hide)

Modifications:
Slither The Verderame develops the ability to slither like a snake on modified scales on their bellies. The tentacles still exist as prehensile appedages, but the locomotion is now faster and more efficient.
Beak : An hard, keratinous turtle-like beak provides the means to eat hard food, not to mention a real weapon to consume still living beings that might object to becoming prey.

I think you need 6 for two modifications. You might want to take one off. I might be mistaken though, I only skimmed the rules honestly.
Logged

Leonardo8

  • Bay Watcher
    • View Profile
Re: Evolution: Life on Land: Turn 1, Late Join Accepted
« Reply #23 on: July 04, 2021, 05:48:21 pm »


Verderame: develop signal pheromones
When near a big source of food, like a big carcass or the likes, the Verderame emits pheromones that attract others of its kind to the banquet.
Please post an updated version of your creature (and finances etc) with each action! That's the "lazy" format, it means you do the work. :P

Feeding Pheremones: The Verderame will emit a pheremone which attracts more of its kind when it has eaten its fill and there is still more food, leading to group feeding frenzies. This helps them capitalize on, mainly, beached sea creatures. The Verderame brings in 8 food.

I am sorry, i will.
Spoiler (click to show/hide)

Modifications:
Slither The Verderame develops the ability to slither like a snake on modified scales on their bellies. The tentacles still exist as prehensile appedages, but the locomotion is now faster and more efficient.
Beak : An hard, keratinous turtle-like beak provides the means to eat hard food, not to mention a real weapon to consume still living beings that might object to becoming prey.

I think you need 6 for two modifications. You might want to take one off. I might be mistaken though, I only skimmed the rules honestly.
2 modifications is 3, 3 modifications is 6.
Logged

flazeo25

  • Bay Watcher
  • Nightmare Eater
    • View Profile
Re: Evolution: Life on Land: Turn 2, Late Join Accepted
« Reply #24 on: July 04, 2021, 06:56:37 pm »

Anirum Modfications
Communicative Pheromones: Develop ability to communicate basic information through 2 feelers on top of their heads.
Limb Variance: Develop 4 back crustacean legs larger each with three small toes and 1 larger hind toe, while moving 4 other legs further up the body but smaller and only having three digits.

Spoiler: Anirum (click to show/hide)
« Last Edit: July 04, 2021, 08:13:18 pm by flazeo25 »
Logged

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: Evolution: Life on Land: Turn 2, Late Join Accepted
« Reply #25 on: July 04, 2021, 07:25:40 pm »

Spreadsheet for the Confused
Plorks: 3 Population, 4 Calories, 6 Money
Scarlets: 2 Population, 6 Calories, 0 Money
Verderame: 2 Population?, 7? Calories even if Omnivores, 0 Money
Stompulon: 2 Population, 5 Calories, 6 Money
Skorpi?: 2 Population?, 5 Calories even if Omnivores?, 3 Money
Megadont: 1 Population, 9 Calories, 3 Money
Anirum: 2 Population, 8 Calories, 0 Money
Xelqu: 3 Population, 7 Calories, 4 Money

The Verdarame and Skorpi are in a weird since state I don’t think their diet is being factored I , since it seems Omnivore adds +1 calories to the Scarlets and Anirum, but not to the Verdarame and Skorpis.
Because currently they would be standing at 1 population if the Omnivore trait does that.

Btw it would be helpful to add previous traits to your species sheets I imagine. As for money I believe it was we started with 3, then each new turn we gain 2 as stated in the rules.
« Last Edit: July 04, 2021, 07:30:04 pm by Shadowclaw777 »
Logged

a1s

  • Bay Watcher
  • Torchlight Venturer
    • View Profile
Re: Evolution: Life on Land: Turn 1, Late Join Accepted
« Reply #26 on: July 05, 2021, 06:30:22 am »

Spoiler: Megadont (click to show/hide)
Develop trait "Teeth": (megadont needs to have mega-teeth otherwise its misnamed) Allows megadont to turn wood into pulp to ease digestion.
Develop trait "wrecker tentacles": several of megadont's tentacles become bigger and less sensitive, allowing it to break off branches and small trees and put them in its mouth.
[/quote]
Logged
I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Knightwing64

  • Bay Watcher
  • The Most Handsome Bay12 Member
    • View Profile
Re: Evolution: Life on Land: Turn 1, Late Join Accepted
« Reply #27 on: July 05, 2021, 04:45:37 pm »

Spoiler: Megadont (click to show/hide)
Develop trait "Teeth": (megadont needs to have mega-teeth otherwise its misnamed) Allows megadont to turn wood into pulp to ease digestion.
Develop trait "wrecker tentacles": several of megadont's tentacles become bigger and less sensitive, allowing it to break off branches and small trees and put them in its mouth.
[/quote]

Why is it that whenever I think of your character I see a vegetarian Bruce from Jaws? It’s just like a instinctive reaction at this point.  :)
Logged

UristMcRiley

  • Bay Watcher
    • View Profile
Re: Evolution: Life on Land: Turn 2, Late Join Accepted
« Reply #28 on: July 05, 2021, 06:50:43 pm »

Skorpi
Spoiler (click to show/hide)

Turn Actions
Spend 1 ♍︎ on further increasing the intellect of the Skorpi
Spend 2 ♍︎ on developing Striking Fore Legs The Skorpi begin to develop more aggressively orientated forelegs in order to aid in predation and defense of carrion sites, these legs are now only secondarily used for propulsion with increased muscle mass being used to propel spiked legs jointed much like the fore claws of a praying mantis into any creature hapless enough to come into reach. They also can help the Skorpi Climb vertical surfaces by driving they're claws into said surface and ever so slowly dragging themselves up though this really isn't a efficient form of propulsion
Logged

flazeo25

  • Bay Watcher
  • Nightmare Eater
    • View Profile
Re: Evolution: Life on Land: Turn 2, Late Join Accepted
« Reply #29 on: July 05, 2021, 07:49:25 pm »


You forget to update you species sheet.
Logged
Pages: 1 [2] 3 4 5