Bio Engineer Archive
Thread: Invalid Pet Formulae
Format:
Displayed CL:
Adjusted CL: (where applicable)
DNA Quality Donor Experimentation
Physique:
Prowess:
Mental:
Psychological:
Aggression:
eg. (and this is just an example I made up not a formula to test heh)
Displayed CL: 12
Adjusted CL: 18
Physique: AA Mountain Squill Guardian 3
Prowess: Avg Bark Mite Burrower 2
Mental: HQ Dwarf Nuna 1
Psychological: VHQ Mutant Bark Mite Queen 0
Aggression: VHQ Mountain Squill Guardian 0
If its multi-generational please include full details of each generation. Thanks
Message Edited by NancyJ on 05-24-2004 12:26 PM
Interest in keeping things organized:
Ganger writes:
this is one formula... you sample DNA for these two creatures on tatooine (a Rock beetle and a Jundland Eopie/Desert Eopie) then experiment on Aggression and mental only. I always seem to get like 2k Hams with between 100-160 damage, but every time you come to tame it it is invaild.
2: Rock Beetle dna
3: Jundland Eopie dna
4: Jundland Eopie dna
5: Jundland Eopie dna
cl4 bearded jax
slots: durni made durni (the dna from my bio pet)
and butterflies/gurbur/durni
orig Cl 4 upgraded to 6 ( i think its stuck at cl4) HAM 400-500
I think Gronda DNA might be bugged in some way. I made about 15 pets this weekend (woulda made more, but it was Memorial Day weekend... too many parties to go to) and some were fine and some were invalid. I have 2 formula that I repeated 2 times and all results were invalid. Don't know if that really constitutes repeatable, but as I mentioned, I have not had much time this weekend.
I should also mention that I am not a Master BE. I am only a 1-1-3-1 BE and so don't have much in the way of experimentation. None of the DNA templates were experimented on at all. All DNA was either average or above average in quality, but I neglected to write down what quality went into what slots. I also had different degrees of success in making the templates from Success to Great Success, unfortunately, I should have written this down as well, since I suppose in some weird way the success type could be part of the problem. Anyway... the pets
A level 8 pet which rose to level 10
Physique- Gronda
Prowess-Swamp
Hmmm... I hate the boards... I'm tired of writing half of this crap out and having something go wrong. So you're gonna get it in paragraph form HA!
I had 2 pets with Gronda in the physical slot, Swamp humbaba in the prowess and mental, tabbage in the psychological and war gronda in the aggression. One came out at level 8 and moved up to level 10 and the other came out at level 13 and moved up to level 15. I also had 2 pets with Gronda in physical, prowess and mental slots, female razor cat in the psychology and war gronda in the aggression. One came out as a level 10 and moved up to level 13 and the other was a level 11 which moved to level 13.
Sure it's hard to read, but I got frustrated with trying to make my cool chart 2 times and not having it come out at all. Anyway, I have been messing around with the creatures that go into the make up of these templates. War Gronda are not the problem as I have made other pets with War gronda DNA and not had a problem. I made others with tabbage and the only one which had an issue had all tabbage DNA, but I haven't repeated the experiment. Every pet I made with Gronda DNA, though, seems to come out invalid. I have yet to put Gronda DNA in just the aggression or just the psychology slot yet, but it gives me an invalid every time I have used it in physical, prowess and mental.
Waivveen
Ok, after much experimentation, and I thank the 3 CH who were helping me on this, I have finally found a pattern that causes us "lower level" BE to have massive problems when making pets. Granted, there are very few of us out there who actually make pets when we are novice, but the Devs are all tied up in this "no creature should ever be invalid" thing so I figured I'd be my usual pain in the butt self. It seems to me as though certain DNA and certain DNA combinations have a sort of minimum level which they try to attain. If you've seen my above experiments, I have been experimenting the hell outta Gronda DNA and then I went to Derranged Wrix and then tried a little War Gronda DNA for fun.
One thing became clear as soon as I was able to get more than 2 experimentation points. Any creature that I made that had a combinations that I used above with Gronda, Derranged Wrix and War Gronda that come out below CL 12 would always come out needing to have it's level adjusted. Anything, wheather through experimentation or just great success on both the DNA template combination and the pet itself, which was above level 12 was just fine and never had to have it's CL adjusted when it was trained by a CH.
It seems as though there is some sort of flaw in the calculations for anything under CL 12. I was tooling around on Endor and Dathomir and made several level 20-25 pets and none of them, not matter how hard I tried, came out with a Invalid Pet level. However, since I started this experiment, I have only made 2 pets under CL 12 which have been valid and both of those I used garbage creatures for (both had tabbage DNA in all 5 slots). Amana may have something with the stats/resistances as well. After all, the creature I am using as a pet started out as level 8 and has 1100 HAM 80-90 dmg, 2.2speed, 10% kinetic resist. It adjusted to level 10 when I had a CH train it. Unfortunately, I did not write down the stats of the creautres I was trying to figure out a pattern in the DNA I was using.
I haven't done any second gen testing yet, quite frankly, I'm taking a little experimentation time off. It's insanely boring stuff. I think I'll take a week off and try to boost myself al little further up the BE tree and work on some bigger pets and second generation testing as well. I have a theory that there is sort ofaverage creature level designed as the base CLin any DNA template you design. I think that if you do not get to the "minimum level" that the program will automatically try to adjust you toward that CL. Those of you with good experimentation and combination values run into the problem with this so infrequently because your combinations are almost always good success-great success and you have more than 2 experimentation points to throw into the creature to boost the level of that creature. Those of us still in the novice category don't have this luxury, as we frequently get just success on our templates and only have 1 or 2 experimentation points which do not have a very good chance of changing anything. As a result, it is much easier for us to achieve a result where the CL will be boosted by a few levels because it is lower than the average that the program is seeking.
Of course, none of this is based on any real fact as I am not a programmer, but it seems strange that I can make a CL 8 creature with one set of DNA which will move to level 10 and using the same exact sequence,make a CL 12 and it is perfectly fine. The only other thing that I can think of is that the program only looks at certain properties of the pet when actually making it and when it is pulled out to tame, the program looks at the whole thing and says... wait a minute... something's wrong. However, I don't think that this is the case or everyone would be having issues all the time.
Well, this is way too long of a post, so I'll shut up now. I figure, it's only a theory, but it's just as good a stab at the cause of the problem as any I've seen
Waivveen
I think you are on the right track here.
Some initial experiments of mine have confirmed that the level of a clone does appear to be influenced by the level of the donors. (as was pointed out to me in a previous post - this is what it says in the "advanced guide")
If you get the dna to the same stats (or as near as you can) I was finding that low level dna was raising the overall cl (normally you don't notice this as the stats are so rubbish that the overall cl is low, This seems to be why you can get low level pets with good stats IF the donors are high cls, and why when you use low level donors the CL (with any experimentation) breaches the cl10 mark.
A second observation is that when you experiment the success level reported is the average of the experimentation on the two stats which are affected by the experimentation. Thus "junior" be's will get more "successes" which are actually an average of, say, a great success and a failure.
Given this I think your theory is entirelypossible, namely that the key the bug lies with high base cl clones (remember thats clones made with low level donors) and experiment failures dragging the cl of the clone below the "base".
Maybe ![]()
Zardo