 | Grape is the last survivor of Hardcore KT, a short-lived series on my blog that ended in me intentionally meeting the conditions for it to end out of frustration at the fact that the Norns literally wouldn't listen to me to save their lives. He had a purple hue at birth, hence the name, and then he turned green when he became a child. After that, he lost his color entirely and had the appearance of a normal Sabertooth Norn. He's extremely disobedient, and getting him to eat is a pain in the butt. |
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Hmm... I'm pretty sure those stimuli are not used in any of their genes... I looked in the basic ettin genome and they have no genes that do anything for the stimuli 'hand says yes' or 'hand said no' at all... Ettins are a little scared of anything speaking though, so they will probably just think you are yelling at them. They also find playing with toys quite fun, they just don't have instincts about it... if they run across one, though, they could randomly use it and get attached (maybe it only used it at first because hearing you talk scared it a little and it thought it might be doing something wrong, so it didn't know what else to try). That's actually kind of impressive if they figured out what you wanted without really understanding what you were saying.
Nor do any of the basic norns have those stims. I also tested and looked for the drive and punishment/reward increases in the X-ray when I said the words, and they weren't there until I added the genes... They definitely weren't listening either... Another way I could tell is that tickling or 'yes' is supposed to drop fear in norns besides just give reward, and again, mine didn't get that drop from 'yes' until after I added the gene for it.
Try graphing the punishment and reward chemicals in the x-ray (204-205 are the two chemicals) along with their other drives including fear, and watch their reactions. Also, try the Creature Remote Control agent... it lets you see what they are thinking... if 'No' really works, you will see them instantly stop thinking whatever they are thinking when you say it. Like if they are thinking 'approach norn', and going towards a norn, 'no' should instantly make them stop, the first time you say it.
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Eh? I got ettins addicted to pushing toys and scared of pushing doors using Yes/No alone in creatures 3 standalone. And that's the story about how I enslaved two ettins into a life of staying in the learning room that I lured them into before I got the grendel/ettin selection.
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That 'yes/no' feature was in both earlier games, but they didn't put it into any of the C3/DS genomes for some reason... Which is why I added that ability back into CFF genomes. I doubt this one has it.
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Well I mean, you can discipline creatures without slapping or tickling them with the words "Yes" and "No". Also it can be much more abused by holding ctrl + S to give creatures an OD of reward or punishment chemicals.
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