Bio Engineer Archive

Thread: Has anyone figured out where to put dna to keep specials

CelicaRitti
Mon Dec 29, 2003 12:32 pm
#1

I'm sure this has been posted before, but has anyone figured out where to put DNA with specials if you want to keep the specials in the finished template. The same goes for ranged attack.



Thanks in advance

CelicaRitti
Mon Dec 29, 2003 2:52 pm
#2

Nobody?
Spazzers
Mon Dec 29, 2003 2:58 pm
#3

I was hoping someone would answer so I would know too



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CelicaRitti
Mon Dec 29, 2003 3:01 pm
#4

JiveTimeMofo
Mon Dec 29, 2003 3:07 pm
#5

i place 5 rancor youths in a template. the bleed didn't come through (open wounds area bleed), but the kd did and not everytime though. there is something in the numbers that have to go along with the specials to make them stick.



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TsiyaAma
Mon Dec 29, 2003 3:51 pm
#6

Most of the time if I put VHQ ranged in slot 4 and VHQ with the specials I want in slot 5, I'll get it, but it's nowhere near a regular thing, more like 55% or so...



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Wapcaplet
Mon Dec 29, 2003 4:18 pm
#7

Here's what works out FAIRLY consistently for me:


Put a VHQ special 1 and ranged DNA into mind and a High (ideally AA) DNA with special 2 into aggression. You may want to back up special 2 with psyc also.


If you put a high or lower into mind it seems to get written over alot and you don't get the ranged to breed through either.



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meroc
Mon Dec 29, 2003 8:20 pm
#8

Psych and Aggression seem to be the main SA "markers", With Mental being a secondary marker and Physique/Prowess tertiary markers.


If you put the SA2 you want into Psych and the SA1 you want into Aggression you should get want you want. If your lucky. Maybe.


There seems to be other factors effecting it, so use SA DNA with the highest quality factor in those slots and it seems to help bring the SA "through" the final combine, but there still seem to be some luck involved (read: Something we don't know effects it).


If you already have DNA with the SA's you want, put it in the Mental, Psych and Agg slots and it should go through (unless you use DNA with invalid AoE SA's, the system seems to take those as a "blank" SA, then you may get Phys/Prow SA's through).




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Teemo
Tue Dec 30, 2003 2:44 am
#9

I think slots 1 and 2 affect Special 1, and Slot 5 affects special 2.


A weird idea... but maybe slot 2 affects both special 1 and 2 to a degree.

CelicaRitti
Tue Dec 30, 2003 9:09 am
#10

Thanks for the input. I will experiment also. If I discover anything


I will post it.



Thanks again

MousePad
Tue Dec 30, 2003 2:16 pm
#11

maybe the specials are just random?
JayTee001
Tue Dec 30, 2003 9:03 pm
#12

I am new to the BE profession and I have a noob type question.


Does:


Physi = Hardiness and Fortitude?


Prowless = Dex and Endurance?


Mental = Intell and (darn, forgot this one)?


Phsyc = Dependablility and Courage?


Aggression = Fierceness and Power?


Also, how do you bleed out certain ones. Like, make alot more aggression, with the result of lower intellegence? (if it can be done that way) I have been trying to make a lvl 10 creature for a friend but can't make one lower than lvl 12. He's a non CH. Any help on that?


Jay'Tee


BE/Scout/Medic


Intrepid

JiveTimeMofo
Tue Dec 30, 2003 9:14 pm
#13

if i put specials 2 in slot 1,2 and 5 and speical 1 in slot 3 and 4 it usually sticks. but it's kinda random if both one ore none stick.


trick with that is the set w/ special 2 have no special 1 and spec 1 set have no spec two.


dammit i wish there was a way to figure this out!



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Master TKA/Novice Rifleman
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