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== Creatures 1 ==
 
== Creatures 1 ==
[[Creatures 1]] had no real '''ecology''' in it - although there a few [[herb]]s, they did not tend to interact with one another. The first glimpse of an ecology came with the advent of [[Life Kit]] #1 and the [[Cloud Layer Butterflies]].
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[[File:CloudLayerButterfly.png|right|thumb|Cloud Layer Butterflies with Beelacanth flowers.]]
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[[Creatures 1]] had no real '''ecology''' in it - although there were a few [[herb]]s, they did not tend to interact with one another. The first glimpse of an ecology came with the advent of [[Life Kit]] #1 and the [[Beelacanth]], the [[Bees and Hive Upgrade|bees update]], and the [[Cloud Layer Butterfly|Cloud Layer Butterflies]].  Some [[third-party]] objects interacted with their [[environment]].
  
 
== Creatures 2 ==
 
== Creatures 2 ==
[[Creatures 2]] was the first of the series to include a real '''ecological''' system. The main categories of lifeforms interacting are plants (including flowers and [[fruit]]s), [[insect]]s, [[critter]]s and [[fish]]. All of these were thought to interact not only with [[norns]], but also between each other. For example:
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[[Creatures 2]] was the first of the series to include a real '''ecological''' system, including [[weather]].[https://www.gamasutra.com/view/feature/3271/from_creatures_to_androids.php] The main categories of lifeforms interacting are plants (including flowers and [[fruit]]s), [[insect]]s, [[critter]]s and [[fish]]. All of these were thought to interact not only with [[norns]], but also between each other. For example:
*[[Bat]]s can eat [[fruit]]s and [[fungi]]
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*[[Fruit Bat|Bat]]s can eat [[fruit]]s and [[fungi]]
 
*[[Borland]] the C-monster eats [[Zander fish]] when they grow too plentiful
 
*[[Borland]] the C-monster eats [[Zander fish]] when they grow too plentiful
 
*[[Bee]]s pollinate [[flower]]s so that they produce [[fruit]]s, then [[seed]]s, which later grow into more plants
 
*[[Bee]]s pollinate [[flower]]s so that they produce [[fruit]]s, then [[seed]]s, which later grow into more plants
  
Having fun with '''ecology''' (taking care of plants, helping [[ant]]s getting [[food]] so that they don't disappear...) is good way to enjoy [[Creatures 2]]; there are hundreds of [[COB]]s on the web that can improve this particular aspect of the game.
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Life other than creatures-with-brains is classified into 'permanent' or 'ecological' categories - permanent means that it cannot die out, and ecological means that it can. Having fun with '''ecology''' (taking care of plants, helping [[Ant (C2)|ants]] getting [[food]] so that they don't disappear...) is good way to enjoy [[Creatures 2]]; there are hundreds of [[COB]]s on the web that can improve this particular aspect of the game. The [[Ecology Kit (C2)|Ecology Kit]] was included with Creatures 2 to help players.  However, if you are feeling more destructive, there exists a [[Global Warming Cob]]...
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* [http://www.gamewareeurope.com/GWDev/creatures_more.php/?id=517_0_6_0_M27 C2 Ecology in a Nutshell]
  
 
== Creatures 3 ==
 
== Creatures 3 ==
 
[[Creatures 3]] further expanded the ecological themes of [[Creatures 2]]. There are many more [[species]] and lifeforms, more types of interaction between them, and to make it a little bit more challenging, this time the player really has the opportunity to modify it with tools to maintain all of the species on the [[Ark]]. The thing is that one has to be very careful: [[bioenergy]] is rationed, and you can't produce as many [[seeds]] as you want. This is the main reason why you have to be very careful of what you do before all your ecological "credit" is gone.
 
[[Creatures 3]] further expanded the ecological themes of [[Creatures 2]]. There are many more [[species]] and lifeforms, more types of interaction between them, and to make it a little bit more challenging, this time the player really has the opportunity to modify it with tools to maintain all of the species on the [[Ark]]. The thing is that one has to be very careful: [[bioenergy]] is rationed, and you can't produce as many [[seeds]] as you want. This is the main reason why you have to be very careful of what you do before all your ecological "credit" is gone.
  
It is also important to note that every [[terrarium]] has it's very own ecology, with adapted species and [[climate]]. You can modify the climate if you find where the device is...  
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It is also important to note that every [[terrarium]] has its' very own ecology, with adapted species and [[climate]]. You can modify the climate if you find where the device is...
 +
 
 +
The [[Marine Terrarium]] is certainly the most interesting of these. In this room there is a little sand beach for your norns, but the main idea of this room is to provide you a huge aquarium with many types of [[fish]], plankton and seaweed, all of them interacting of course. [[Gaia]] is a cool addition if you encounter difficulty maintaining the ecology in [[Creatures 3]].
  
The [[Marine Terrarium]] is certainly the most interesting of these. In this room there is a little sand beach for your norns, but the main idea of this room is to provide you a huge [[aquarium]] with many types of [[fish]], [[plankton]] and [[seaweed]], all of them interacting of course. [[Gaia]] is a cool addition if you encounter difficulty maintaining the ecology in [[Creatures 3]].
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See [http://aliencreatures.de/wwwcreatures3com/non_flash/ecology/printable.htm here] for official ecology outlines.
  
 
:''See also: the [[:Category:Official Ecology|official ecology category]].''
 
:''See also: the [[:Category:Official Ecology|official ecology category]].''
  
 
== Docking Station ==
 
== Docking Station ==
There is also things to do with the '''ecology''' in [[Docking Station]]. No more bioenergy, and the few [[species]] that appeared in the [[Shee Ark]] seem to be able to survive by themselves. As there is much less room than in [[Creatures 3]], the possibilities for complex '''ecolological''' systems are quite limited. However, you can still add things to play with, and the different [[norn pack]]s that often include new [[species]] of plants or critters.
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There is also things to do with the '''ecology''' in [[Docking Station]]. No more bioenergy, and the few [[species]] that appeared in the [[Shee Ark]] seem to be able to survive by themselves. As there is much less room than in [[Creatures 3]], the possibilities for complex '''ecological''' systems are quite limited. However, you can still add things to play with, and the different [[norn pack]]s that often include new [[species]] of plants or critters.
  
 
The [[Norngarden]] also features lots of new cool stuff of this sort...
 
The [[Norngarden]] also features lots of new cool stuff of this sort...
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[[Category:Ecology|*]]

Revision as of 00:22, 24 June 2018

One of the main characteristics of the Creatures series is the Ecology, by which we mean complex interactions between different life forms, such as plants and animals.

Creatures 1

Cloud Layer Butterflies with Beelacanth flowers.

Creatures 1 had no real ecology in it - although there were a few herbs, they did not tend to interact with one another. The first glimpse of an ecology came with the advent of Life Kit #1 and the Beelacanth, the bees update, and the Cloud Layer Butterflies. Some third-party objects interacted with their environment.

Creatures 2

Creatures 2 was the first of the series to include a real ecological system, including weather.[1] The main categories of lifeforms interacting are plants (including flowers and fruits), insects, critters and fish. All of these were thought to interact not only with norns, but also between each other. For example:

Life other than creatures-with-brains is classified into 'permanent' or 'ecological' categories - permanent means that it cannot die out, and ecological means that it can. Having fun with ecology (taking care of plants, helping ants getting food so that they don't disappear...) is good way to enjoy Creatures 2; there are hundreds of COBs on the web that can improve this particular aspect of the game. The Ecology Kit was included with Creatures 2 to help players. However, if you are feeling more destructive, there exists a Global Warming Cob...

Creatures 3

Creatures 3 further expanded the ecological themes of Creatures 2. There are many more species and lifeforms, more types of interaction between them, and to make it a little bit more challenging, this time the player really has the opportunity to modify it with tools to maintain all of the species on the Ark. The thing is that one has to be very careful: bioenergy is rationed, and you can't produce as many seeds as you want. This is the main reason why you have to be very careful of what you do before all your ecological "credit" is gone.

It is also important to note that every terrarium has its' very own ecology, with adapted species and climate. You can modify the climate if you find where the device is...

The Marine Terrarium is certainly the most interesting of these. In this room there is a little sand beach for your norns, but the main idea of this room is to provide you a huge aquarium with many types of fish, plankton and seaweed, all of them interacting of course. Gaia is a cool addition if you encounter difficulty maintaining the ecology in Creatures 3.

See here for official ecology outlines.

See also: the official ecology category.

Docking Station

There is also things to do with the ecology in Docking Station. No more bioenergy, and the few species that appeared in the Shee Ark seem to be able to survive by themselves. As there is much less room than in Creatures 3, the possibilities for complex ecological systems are quite limited. However, you can still add things to play with, and the different norn packs that often include new species of plants or critters.

The Norngarden also features lots of new cool stuff of this sort...