Prior to Evria’s and Evrietta’s newest eggs, the population in Albia stood at 9 Norns. Special thanks go to Tarlia for providing information about the population cap in Creatures 1. For some reason I had thought that 16 or 17 Norns was the maximum, but it actually turns out to be just 12… Which means that my “little” family is quickly getting maxed out!
Evrietta’s egg hatched first, revealing a beautiful female! This is Onessa, the first female with a Brown Mouse face. Those eyes are stunning! I also think she looks tiny and compact, like a fragile little Norn. She most certainly is not frail, though, as she learned her verbs in record time and wolfed down carrot after carrot. For the record, her father is Noric, who seems to be a part of almost every birth. Guess he knows how to be in the right place at the right time!
On the other side of the garden, another egg hatched to reveal a very active Norn who wouldn’t even stay still for his picture to be taken! This is Jedim, the son of Evria and Diren! He actually picked up some of his verbs by interacting with a few Norns who were there for his birth. Jedim is definitely an active little chap! He has a different gait than most others: Something resembling an amble, rather than a smooth-flowing walk. It doesn’t seem to slow him down, though!
In a quieter moment, I was lucky enough to snap a photo of three of the four third generation Norns. From left to right, here are Rafin, Jedim, and Onessa. The only third generation Norn missing from the bunch is Izria, who was off exploring the world. They all look so peaceful and content resting in front of the fire! It was only a matter of time before they rushed off to cause a lot of chaos in Albia.
Now that there are 11 Norns in the world, I plan on moving any additional eggs so that they will not hatch. With the birth of the 12th Norn, females can no longer become pregnant in Creatures 1. I would rather store up the next generations to slowly hatch over time, rather than preventing any additional pregnancies. I am aware of the ability to increase the number of Norns in the world, but I’m very finicky about trying anything new with this family of Norns. Feel free to leave a comment with any other suggestions to solve the population limit issue!
The new babies are really cute. :) I love the “boots” from the pixie norns combined with other breeds. The three base C1 breeds are really lovely. I could do without the long eyelashes on the females, though.
Also, I installed the original C1 on my VM (I have Vista 64 bit, and it just won’t install there), and yesterday I made updated versions of the three base breeds (plus the grendel) which have the die of old age gene. I also removed a really stupid gene that converts anti-oxidant into ageing. This gene actually makes norns get “younger” if they eat or are injected with anything with anti-oxidant in it!
If you’re interested, I have a full set of the mum and dad genomes for the hatchery (4, 5 and 6 are just copies of 1, 2 and 3 – in the ones that ship with the game, 4, 5 and 6 are actually set up to make mixed breeds, but I prefer the first generation to be purebreeds) plus the Gren.gen which is used by the grendel mother.
I’ll make one for the Purple Mountain Norn later.
Tarlia, do you know if that anti-oxident = aging gene is in all norn breeds, i.e. forest and ron too?
That’s great to hear that you installed Creatures 1, Tarlia! Hopefully you’ll share some of your experiences with your Norns: I love hearing about what happens in other Albian worlds!
Would installing the updated genomes conflict with any Norns born with the original C1 genomes? I’m wondering if they would interfere with my current Norns, and would only work in a new world. I would be extremely interested in the updated genomes! Do you have my e-mail address?
I wasn’t aware of the mixed breed genomes: I often remember only getting purebreds from the hatchery, but I guess my game doesn’t have an issue! Thanks for that tid-bit!
That’s a great idea, September_Rain! Selective breeding is very interesting, and would be quite an accomplishment. Hopefully Tarlia can answer your question about the anti-oxidant/aging gene. Good luck!
I’ve only played a little bit so far, hatching a couple of norns and installing the grendel friendly cob so the poor grendel can have some, well, friendly interactions with the norns when he meets them. I don’t like the scripted violence, it’s silly.
Where can I find your e-mail address, is it on this site? I might just post them on Creaturetopia though, that way everyone can get them.
To September_Rain’s question: I don’t actually know, but I can check. I suspect they do have it. I do know that the Ron and Forest norns come with the ‘die of old age gene’, though. I don’t really consider adding that as genengineering, more like a bug fix, but I see that the anti-oxidant gene might be something other people might want to keep. :) I just want my norns’ aging and death to be predictable.
I imagine the updated genomes are something that many people would be interested in, Tarlia, so feel free to post them on Creaturetopia for all to enjoy! I think I have my e-mail address hidden everywhere, come to think of it, thanks to some very bad experiences with spam in the past. I can always PM it to you on one of the forums, or wait patiently for you to post the genomes on Creaturetopia. Thanks!
I’m very happy to see the activity in the community: When I first joined about a month ago, it seemed like it had a lot of potential, and I’m glad that my blog has done a little something! I found my Creatures 2 and Creatures 3 discs, and might be attempting an install this weekend. I’ll be documenting how to get both versions working on a Vista laptop, since I have no idea how my brother got C1 working.