Bio Engineer Archive
Thread: Novice has creature making question.
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LordCushing
Fri Apr 02, 2004 11:37 am
#1
Thanks for taking the time to read this. I just reached Novice Bio-Engineer and I am having a blast. But I do have some novice questions in regards to creature making. I know that the food and chemical toolkit is used with the food and chemical crafting station to be able to experiment on DNA templates. But what tools and crafting station do you need to use experimentation points on creating the actual creature? OR can you not experiment on the creature and just on the DNA? Any help would be appreciated. And does anyone have an explanation (or a link to a post) with what stats on the template equal stats on the creature? Thanks.
Albion_DeCrappa
Fri Apr 02, 2004 11:42 am
#2
Same crafting station and tool, the DNA template is the only thing you can experiment on. There should be three new tabs. Genetics, which contains the DNA template; Creatures, which contains your creature skins; and Tissues which contains Tissues, Pet Stims and Vitality Packs.
Albion_DeCrappa
Fri Apr 02, 2004 11:46 am
#3
Sorry about that, didn't see the last part of your post. Now this is from a while back, most of which came before the first BE revamp in Publish 5 or 6. I haven't created a creature in a while because I refuse until we get a responce saying that the system work and we can no longer create invalid pets. But you can play with it and see for yourself. Most of this work was done by Sumo, but I cannot disclude many other BEs in teh past like Tal.
Physique:(Physique * 40%) + (Prowess * 25%) + (Mental * 5%) + (Psychological * 5%) + (Aggression * 25%)
Prowess:(Physique * 25%) + (Prowess * 42%) + (Mental * 17%) + (Psychological * 8.5%) + (Aggression * 7.5%)
Mental:(Physique * 5%) + (Prowess * 10%) + (Mental * 50%) + (Psychological * 30%) + (Aggression * 5%)
Psychological:(Physique * 9%) + (Prowess * 5%) + (Mental * 26%) + (Psychological * 43%) + (Aggression * 17%)
Aggression:(Physique * 17%) + (Prowess * 16%) + (Mental * 8.5%) + (Psychological * 16.5%) + (Aggression * 42%)
Health(Hardiness * 18)
Action(Dexterity * 18)
Mind(Intellect * (18)
To-Hit(Cleverness / 1000)
Attack Speed2.5 - (Courage * .001)
Damage(Power * .8)
ArmorIf Fortitude > 500 Armor = Light
ResistsDNA resists < 0 are Vulnerabilities
If any DNA resist is Special or Vulnerable all Effectivnesses = 0, Special and Vulnerability stay the same.
Use Physique algorythmto calculatetheresist
If any Template resist is < 0 it is a Vulnerability
If Template Kinetic Special > 60 it = 60
If any other Template Special > 80 it = 80
Prowess:(Physique * 25%) + (Prowess * 42%) + (Mental * 17%) + (Psychological * 8.5%) + (Aggression * 7.5%)
Mental:(Physique * 5%) + (Prowess * 10%) + (Mental * 50%) + (Psychological * 30%) + (Aggression * 5%)
Psychological:(Physique * 9%) + (Prowess * 5%) + (Mental * 26%) + (Psychological * 43%) + (Aggression * 17%)
Aggression:(Physique * 17%) + (Prowess * 16%) + (Mental * 8.5%) + (Psychological * 16.5%) + (Aggression * 42%)
Health(Hardiness * 18)
Action(Dexterity * 18)
Mind(Intellect * (18)
To-Hit(Cleverness / 1000)
Attack Speed2.5 - (Courage * .001)
Damage(Power * .8)
ArmorIf Fortitude > 500 Armor = Light
ResistsDNA resists < 0 are Vulnerabilities
If any DNA resist is Special or Vulnerable all Effectivnesses = 0, Special and Vulnerability stay the same.
Use Physique algorythmto calculatetheresist
If any Template resist is < 0 it is a Vulnerability
If Template Kinetic Special > 60 it = 60
If any other Template Special > 80 it = 80
LordCushing
Fri Apr 02, 2004 12:31 pm
#4
Thanks very much for your help! This is exactly what I was looking for!
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