So when do you guys play DS, anyway?

G

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Archived from groups: alt.games.creatures (More info?)

All right. I took some time getting acquainted with Docking Station,
with and without C3 docked on. (I noticed that some things seem to be
missing from the ship when it's docked with the station; in
particular, you don't have to upgrade any of the gadgets, and the
critter picker upper wasn't visible, though it was mentioned in the
help for a gadget. Also, while I'm thinking of it, is it possible to
lose something permanently by flushing it out an airlock? I'm
thinking specifically of the teleport pads.) Finally, I felt
confident enough to try my hand at saying hi to the locals, so to
speak. Double-check that everything's ready for immigrants, hit the
online button, and... nothing. Oh, silly me, someone else has to be
online at the same time. I'd thought they were stored on the server
or something until someone came to pick them up. No biggie. The
question is: when are people on? Obviously DS will be more fun to
play if I'm not just twiddling with my own Norns...
 
G

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-----BEGIN PGP SIGNED MESSAGE-----
Hash: RIPEMD160

Fred M. Sloniker wrote:
| All right. I took some time getting acquainted with Docking Station,
| with and without C3 docked on. (I noticed that some things seem to be
| missing from the ship when it's docked with the station; in
| particular, you don't have to upgrade any of the gadgets, and the
| critter picker upper wasn't visible, though it was mentioned in the
| help for a gadget. Also, while I'm thinking of it, is it possible to
| lose something permanently by flushing it out an airlock? I'm
| thinking specifically of the teleport pads.) Finally, I felt
| confident enough to try my hand at saying hi to the locals, so to
| speak. Double-check that everything's ready for immigrants, hit the
| online button, and... nothing. Oh, silly me, someone else has to be
| online at the same time. I'd thought they were stored on the server
| or something until someone came to pick them up. No biggie. The
| question is: when are people on? Obviously DS will be more fun to
| play if I'm not just twiddling with my own Norns...
|

Try saturdays? In theory there's an effort to get online then.
Incidentally, you can check the number of online users with Ctrl-Shift-B
twice.

And finally, norns are stored on the server but only if they have a
destination. It needs an online user to give them a destination.
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G

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Archived from groups: alt.games.creatures (More info?)

On Sun, 20 Mar 2005 22:24:13 -0500, bd <bdonlan@bd.beginyourfear.com>
wrote:

> Try saturdays? In theory there's an effort to get online then.
> Incidentally, you can check the number of online users with
> Ctrl-Shift-B twice.

Well, I tried staying online for a while, and after a bit some folks
sent me some Norns. Then I spent some time teaching them how to talk
(odd, that people would send me adult Norns who hadn't been taught)
and trying to meet their needs.

....

....

Er. Is that it? I'm sorry, I really am-- I want to enjoy this game--
but there doesn't seem to be much to do. Norn care seems trivially
easy, there doesn't seem to be enough variation in the species to make
selective breeding interesting, the 'grendel threat' doesn't even
enter into it unless I dock the ship (and even then, it doesn't seem
to be a big factor in most people's enjoyment, given that you can
easily download a switch to turn them off)... what is it, exactly,
that you people do playing this game? I'm not trying to be the 'your
game suxx0rz' guy here; I honestly want to find the fun, but...
 
G

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Archived from groups: alt.games.creatures (More info?)

On 2005-03-21, Fred M Sloniker <fizzit@pioneernet.net> wrote:
> missing from the ship when it's docked with the station; in
> particular, you don't have to upgrade any of the gadgets, and the

It was annoying. That's why the docked ship comes with all upgrades
already done.

> help for a gadget. Also, while I'm thinking of it, is it possible to
> lose something permanently by flushing it out an airlock? I'm
> thinking specifically of the teleport pads.) Finally, I felt

Yes. Cameras are even worse...
--
emmel <the_emmel*you-know-what-that's-for*@gmx.net>
(Don't forget to remove the ** bit)

Official AGC feedback maniac

"God is playing creatures - and we're the norns."

"A hundred dead are a tragedy - a hundred thousand are statistics."

"I guess you can call yourself lucky." -
"I could, but Linda suits me a little better... :)
Things called lucky tend to get hit by trucks."

Hi, I'm a .sig virus. Just copy me to your .signature. And don't worry.
 
G

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Archived from groups: alt.games.creatures (More info?)

"emmel" <the_emmel*whatever*@gmx.net> wrote in message
news:slrnd3t140.9g0.the_emmel*whatever*@btcips73x6.cip.uni-bayreuth.de...
> On 2005-03-21, Fred M Sloniker <fizzit@pioneernet.net> wrote:
>> missing from the ship when it's docked with the station; in
>> particular, you don't have to upgrade any of the gadgets, and the
>
> It was annoying. That's why the docked ship comes with all upgrades
> already done.
>
>> help for a gadget. Also, while I'm thinking of it, is it possible to
>> lose something permanently by flushing it out an airlock? I'm
>> thinking specifically of the teleport pads.) Finally, I felt
>
> Yes. Cameras are even worse...

*nods* The one I/we personally noticed was the low, touch-sensitive pad...
we didn't experiment with the rest. Even more annoying, strangely enough,
were those non-unique things that one nevertheless couldn't recycle.

--
The Triad
User of 'Thingamajig!'
Refractor Dragon -=(UDIC)=-
 
G

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Archived from groups: alt.games.creatures (More info?)

-----BEGIN PGP SIGNED MESSAGE-----
Hash: RIPEMD160

The Triad wrote:
| "emmel" <the_emmel*whatever*@gmx.net> wrote in message
| news:slrnd3t140.9g0.the_emmel*whatever*@btcips73x6.cip.uni-bayreuth.de...
|
|>On 2005-03-21, Fred M Sloniker <fizzit@pioneernet.net> wrote:
|>
|>>missing from the ship when it's docked with the station; in
|>>particular, you don't have to upgrade any of the gadgets, and the
|>
|>It was annoying. That's why the docked ship comes with all upgrades
|>already done.
|>
|>
|>>help for a gadget. Also, while I'm thinking of it, is it possible to
|>>lose something permanently by flushing it out an airlock? I'm
|>>thinking specifically of the teleport pads.) Finally, I felt
|>
|>Yes. Cameras are even worse...
|
|
| *nods* The one I/we personally noticed was the low, touch-sensitive
pad...
| we didn't experiment with the rest. Even more annoying, strangely
enough,
| were those non-unique things that one nevertheless couldn't recycle.
|

Ctrl-Shift-C
position mouse over target
Type "kill hots" followed by enter
Ctrl-Shift-C

This'll nuke anything, and I do mean anything. Be careful :)
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Version: GnuPG v1.4.1-ecc0.1.6 (GNU/Linux)
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Archived from groups: alt.games.creatures (More info?)

"Fred M. Sloniker" <fizzit@pioneernet.net> wrote in message
news:feos31dkl5dhpqm0nhfes45p5qj2om7hc4@4ax.com...
> On Sun, 20 Mar 2005 22:24:13 -0500, bd <bdonlan@bd.beginyourfear.com>
> wrote:
>
>> Try saturdays? In theory there's an effort to get online then.
>> Incidentally, you can check the number of online users with
>> Ctrl-Shift-B twice.
>
> Well, I tried staying online for a while, and after a bit some folks
> sent me some Norns. Then I spent some time teaching them how to talk
> (odd, that people would send me adult Norns who hadn't been taught)
> and trying to meet their needs.
>
> ...
>
> ...
>
> Er. Is that it? I'm sorry, I really am-- I want to enjoy this game--
> but there doesn't seem to be much to do. Norn care seems trivially
> easy, there doesn't seem to be enough variation in the species to make
> selective breeding interesting, the 'grendel threat' doesn't even
> enter into it unless I dock the ship (and even then, it doesn't seem
> to be a big factor in most people's enjoyment, given that you can
> easily download a switch to turn them off)... what is it, exactly,
> that you people do playing this game? I'm not trying to be the 'your
> game suxx0rz' guy here; I honestly want to find the fun, but...

Hm. *considers* It really depends on one's individual... tastes, I'd/we'd
suppose you'd call them... I/we specifically found that the games appeal to
the same part of oneself that can care for a child, or for a pet; the term
'maternal/paternal instincts' can be applied to the first, but there's
probably not a phrase (or there might be, but we haven't heard of it) for
the second. It's not the same sort of game as in the common FPS or strategy
game, where the goal is 'Save the planet!' or 'Conquer the world!' or the
many variations on that theme...

*thinks* Hrm. Do you remember those things that were going around a while
back? Tamagotchi or something on those lines? Creatures is--in short--like
that, but better.

--
The Triad
User of 'Thingamajig!'
Refractor Dragon -=(UDIC)=-
 
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Archived from groups: alt.games.creatures (More info?)

On Mon, 21 Mar 2005 12:27:16 -0000, "The Triad" <wanderer@beeb.web>
wrote:

> Hm. *considers* It really depends on one's individual... tastes,
> I'd/we'd suppose you'd call them... I/we specifically found that
> the games appeal to the same part of oneself that can care for a
> child, or for a pet; the term 'maternal/paternal instincts' can be
> applied to the first, but there's probably not a phrase (or there
> might be, but we haven't heard of it) for the second. It's not the
> same sort of game as in the common FPS or strategy game, where the
> goal is 'Save the planet!' or 'Conquer the world!' or the many
> variations on that theme...

Hm. I guess I can see that. Maybe I'd be happier if I had a better
environment to raise the things in. (The default maps are cluttered,
and the few metarooms I tried to grab were 404'd.) (ponders designing
his own metaroom) So how much can Norn learn, anyway? I believe
their perception skills are limited, so I can't, for instance, build a
toy-vending machine and expect them to use it if they want a toy; they
wouldn't be able to tell it apart from any other machine. But what
can I teach them to do?
 
G

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Archived from groups: alt.games.creatures (More info?)

"Fred M. Sloniker" <fizzit@pioneernet.net> wrote in message
news:is6u319f9mgfrb3ivbe85fttf7icojg5d9@4ax.com...
> On Mon, 21 Mar 2005 12:27:16 -0000, "The Triad" <wanderer@beeb.web>
> wrote:
>
>> Hm. *considers* It really depends on one's individual... tastes,
>> I'd/we'd suppose you'd call them... I/we specifically found that
>> the games appeal to the same part of oneself that can care for a
>> child, or for a pet; the term 'maternal/paternal instincts' can be
>> applied to the first, but there's probably not a phrase (or there
>> might be, but we haven't heard of it) for the second. It's not the
>> same sort of game as in the common FPS or strategy game, where the
>> goal is 'Save the planet!' or 'Conquer the world!' or the many
>> variations on that theme...
>
> Hm. I guess I can see that. Maybe I'd be happier if I had a better
> environment to raise the things in. (The default maps are cluttered,
> and the few metarooms I tried to grab were 404'd.) (ponders designing
> his own metaroom) So how much can Norn learn, anyway? I believe
> their perception skills are limited, so I can't, for instance, build a
> toy-vending machine and expect them to use it if they want a toy; they
> wouldn't be able to tell it apart from any other machine. But what
> can I teach them to do?

Not certain. In short: experiment. Also, remember that you can breed
them. *nods*

--
The Triad
User of 'Thingamajig!'
Refractor Dragon -=(UDIC)=-
 
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"bd" <bdonlan@bd.beginyourfear.com> wrote in message
news:vs73h2-7ki.ln1@bd-home-comp.no-ip.org...
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: RIPEMD160
>
> The Triad wrote:
> | "emmel" <the_emmel*whatever*@gmx.net> wrote in message
> |
> news:slrnd3t140.9g0.the_emmel*whatever*@btcips73x6.cip.uni-bayreuth.de...
> |
> |>On 2005-03-21, Fred M Sloniker <fizzit@pioneernet.net> wrote:
> |>
> |>>missing from the ship when it's docked with the station; in
> |>>particular, you don't have to upgrade any of the gadgets, and the
> |>
> |>It was annoying. That's why the docked ship comes with all upgrades
> |>already done.
> |>
> |>
> |>>help for a gadget. Also, while I'm thinking of it, is it possible to
> |>>lose something permanently by flushing it out an airlock? I'm
> |>>thinking specifically of the teleport pads.) Finally, I felt
> |>
> |>Yes. Cameras are even worse...
> |
> |
> | *nods* The one I/we personally noticed was the low, touch-sensitive
> pad...
> | we didn't experiment with the rest. Even more annoying, strangely
> enough,
> | were those non-unique things that one nevertheless couldn't recycle.
> |
>
> Ctrl-Shift-C
> position mouse over target
> Type "kill hots" followed by enter
> Ctrl-Shift-C
>
> This'll nuke anything, and I do mean anything. Be careful :)

*wonders if there's any way to do it to the hand*

--
The Triad
User of 'Thingamajig!'
Refractor Dragon -=(UDIC)=-
 
G

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Archived from groups: alt.games.creatures (More info?)

On 2005-03-21, The Triad <wanderer@beeb.web> wrote:
> "emmel" <the_emmel*whatever*@gmx.net> wrote in message
> news:slrnd3t140.9g0.the_emmel*whatever*@btcips73x6.cip.uni-bayreuth.de...
>> On 2005-03-21, Fred M Sloniker <fizzit@pioneernet.net> wrote:
>>> missing from the ship when it's docked with the station; in
>>> particular, you don't have to upgrade any of the gadgets, and the
>>
>> It was annoying. That's why the docked ship comes with all upgrades
>> already done.
>>
>>> help for a gadget. Also, while I'm thinking of it, is it possible to
>>> lose something permanently by flushing it out an airlock? I'm
>>> thinking specifically of the teleport pads.) Finally, I felt
>>
>> Yes. Cameras are even worse...
>
> *nods* The one I/we personally noticed was the low, touch-sensitive pad...

Oh, you can always produce more of those with the creators...

> we didn't experiment with the rest. Even more annoying, strangely enough,
> were those non-unique things that one nevertheless couldn't recycle.

Everything you can pick up (and maybe the creatures can pick up, but I'm
not certain about that) will get destroyed in the airlocks. The
exception from the rule is my light sensor, that was specifically
designed not to. Basicly you couldn't pick it up - it chanced its
attributes when the hand touched it.
--
emmel <the_emmel*you-know-what-that's-for*@gmx.net>
(Don't forget to remove the ** bit)

Official AGC feedback maniac

"God is playing creatures - and we're the norns."

"A hundred dead are a tragedy - a hundred thousand are statistics."

"I guess you can call yourself lucky." -
"I could, but Linda suits me a little better... :)
Things called lucky tend to get hit by trucks."

Hi, I'm a .sig virus. Just copy me to your .signature. And don't worry.
 
G

Guest

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Archived from groups: alt.games.creatures (More info?)

On 2005-03-22, The Triad <wanderer@beeb.web> wrote:
> "bd" <bdonlan@bd.beginyourfear.com> wrote in message
> news:vs73h2-7ki.ln1@bd-home-comp.no-ip.org...
>> -----BEGIN PGP SIGNED MESSAGE-----
>> Hash: RIPEMD160
>>
>> The Triad wrote:
>> | "emmel" <the_emmel*whatever*@gmx.net> wrote in message
>> |
>> news:slrnd3t140.9g0.the_emmel*whatever*@btcips73x6.cip.uni-bayreuth.de...
>> |
>> |>On 2005-03-21, Fred M Sloniker <fizzit@pioneernet.net> wrote:
>> |>
>> |>>missing from the ship when it's docked with the station; in
>> |>>particular, you don't have to upgrade any of the gadgets, and the
>> |>
>> |>It was annoying. That's why the docked ship comes with all upgrades
>> |>already done.
>> |>
>> |>
>> |>>help for a gadget. Also, while I'm thinking of it, is it possible to
>> |>>lose something permanently by flushing it out an airlock? I'm
>> |>>thinking specifically of the teleport pads.) Finally, I felt
>> |>
>> |>Yes. Cameras are even worse...
>> |
>> |
>> | *nods* The one I/we personally noticed was the low, touch-sensitive
>> pad...
>> | we didn't experiment with the rest. Even more annoying, strangely
>> enough,
>> | were those non-unique things that one nevertheless couldn't recycle.
>> |
>>
>> Ctrl-Shift-C
>> position mouse over target
>> Type "kill hots" followed by enter
>> Ctrl-Shift-C
>>
>> This'll nuke anything, and I do mean anything. Be careful :)
>
> *wonders if there's any way to do it to the hand*

kill pntr
--
emmel <the_emmel*you-know-what-that's-for*@gmx.net>
(Don't forget to remove the ** bit)

Official AGC feedback maniac

"God is playing creatures - and we're the norns."

"A hundred dead are a tragedy - a hundred thousand are statistics."

"I guess you can call yourself lucky." -
"I could, but Linda suits me a little better... :)
Things called lucky tend to get hit by trucks."

Hi, I'm a .sig virus. Just copy me to your .signature. And don't worry.
 
G

Guest

Guest
Archived from groups: alt.games.creatures (More info?)

On 2005-03-21, The Triad <wanderer@beeb.web> wrote:
> *thinks* Hrm. Do you remember those things that were going around a while
> back? Tamagotchi or something on those lines? Creatures is--in short--like
> that, but better.

Compare these two again and I'm going to nuke you.
--
emmel <the_emmel*you-know-what-that's-for*@gmx.net>
(Don't forget to remove the ** bit)

Official AGC feedback maniac

"God is playing creatures - and we're the norns."

"A hundred dead are a tragedy - a hundred thousand are statistics."

"I guess you can call yourself lucky." -
"I could, but Linda suits me a little better... :)
Things called lucky tend to get hit by trucks."

Hi, I'm a .sig virus. Just copy me to your .signature. And don't worry.
 
G

Guest

Guest
Archived from groups: alt.games.creatures (More info?)

On 2005-03-21, Fred M Sloniker <fizzit@pioneernet.net> wrote:
> On Mon, 21 Mar 2005 12:27:16 -0000, "The Triad" <wanderer@beeb.web>
> wrote:
>
>> Hm. *considers* It really depends on one's individual... tastes,
>> I'd/we'd suppose you'd call them... I/we specifically found that
>> the games appeal to the same part of oneself that can care for a
>> child, or for a pet; the term 'maternal/paternal instincts' can be
>> applied to the first, but there's probably not a phrase (or there
>> might be, but we haven't heard of it) for the second. It's not the
>> same sort of game as in the common FPS or strategy game, where the
>> goal is 'Save the planet!' or 'Conquer the world!' or the many
>> variations on that theme...
>
> Hm. I guess I can see that. Maybe I'd be happier if I had a better
> environment to raise the things in. (The default maps are cluttered,
> and the few metarooms I tried to grab were 404'd.) (ponders designing
> his own metaroom) So how much can Norn learn, anyway? I believe
> their perception skills are limited, so I can't, for instance, build a
> toy-vending machine and expect them to use it if they want a toy; they
> wouldn't be able to tell it apart from any other machine. But what
> can I teach them to do?

Actually that should be possible. They can differentiate by smell, so it
theoretically *should* be possible.
--
emmel <the_emmel*you-know-what-that's-for*@gmx.net>
(Don't forget to remove the ** bit)

Official AGC feedback maniac

"God is playing creatures - and we're the norns."

"A hundred dead are a tragedy - a hundred thousand are statistics."

"I guess you can call yourself lucky." -
"I could, but Linda suits me a little better... :)
Things called lucky tend to get hit by trucks."

Hi, I'm a .sig virus. Just copy me to your .signature. And don't worry.
 
G

Guest

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Archived from groups: alt.games.creatures (More info?)

On 2005-03-22, The Triad <wanderer@beeb.web> wrote:
> "Fred M. Sloniker" <fizzit@pioneernet.net> wrote in message
> news:is6u319f9mgfrb3ivbe85fttf7icojg5d9@4ax.com...
>> On Mon, 21 Mar 2005 12:27:16 -0000, "The Triad" <wanderer@beeb.web>
>> wrote:
>>
>>> Hm. *considers* It really depends on one's individual... tastes,
>>> I'd/we'd suppose you'd call them... I/we specifically found that
>>> the games appeal to the same part of oneself that can care for a
>>> child, or for a pet; the term 'maternal/paternal instincts' can be
>>> applied to the first, but there's probably not a phrase (or there
>>> might be, but we haven't heard of it) for the second. It's not the
>>> same sort of game as in the common FPS or strategy game, where the
>>> goal is 'Save the planet!' or 'Conquer the world!' or the many
>>> variations on that theme...
>>
>> Hm. I guess I can see that. Maybe I'd be happier if I had a better
>> environment to raise the things in. (The default maps are cluttered,
>> and the few metarooms I tried to grab were 404'd.) (ponders designing
>> his own metaroom) So how much can Norn learn, anyway? I believe
>> their perception skills are limited, so I can't, for instance, build a
>> toy-vending machine and expect them to use it if they want a toy; they
>> wouldn't be able to tell it apart from any other machine. But what
>> can I teach them to do?
>
> Not certain. In short: experiment. Also, remember that you can breed
> them. *nods*

Best thing to do, however, is sit back and watch.
--
emmel <the_emmel*you-know-what-that's-for*@gmx.net>
(Don't forget to remove the ** bit)

Official AGC feedback maniac

"God is playing creatures - and we're the norns."

"A hundred dead are a tragedy - a hundred thousand are statistics."

"I guess you can call yourself lucky." -
"I could, but Linda suits me a little better... :)
Things called lucky tend to get hit by trucks."

Hi, I'm a .sig virus. Just copy me to your .signature. And don't worry.
 
G

Guest

Guest
Archived from groups: alt.games.creatures (More info?)

-----BEGIN PGP SIGNED MESSAGE-----
Hash: RIPEMD160

emmel wrote:
| On 2005-03-21, Fred M Sloniker <fizzit@pioneernet.net> wrote:
|
|>On Mon, 21 Mar 2005 12:27:16 -0000, "The Triad" <wanderer@beeb.web>
|>wrote:
|>
|>
|>>Hm. *considers* It really depends on one's individual... tastes,
|>>I'd/we'd suppose you'd call them... I/we specifically found that
|>>the games appeal to the same part of oneself that can care for a
|>>child, or for a pet; the term 'maternal/paternal instincts' can be
|>>applied to the first, but there's probably not a phrase (or there
|>>might be, but we haven't heard of it) for the second. It's not the
|>>same sort of game as in the common FPS or strategy game, where the
|>>goal is 'Save the planet!' or 'Conquer the world!' or the many
|>>variations on that theme...
|>
|>Hm. I guess I can see that. Maybe I'd be happier if I had a better
|>environment to raise the things in. (The default maps are cluttered,
|>and the few metarooms I tried to grab were 404'd.) (ponders designing
|>his own metaroom) So how much can Norn learn, anyway? I believe
|>their perception skills are limited, so I can't, for instance, build a
|>toy-vending machine and expect them to use it if they want a toy; they
|>wouldn't be able to tell it apart from any other machine. But what
|>can I teach them to do?
|
|
| Actually that should be possible. They can differentiate by smell, so it
| theoretically *should* be possible.

I don't think there's a toy smell...

Aha, the list:
"Ca smell 0 (sound)"
"CA smell 1 (light)"
"CA smell 2 (heat)"
"Ca smell 3 (water)"
"CA smell 4 (nutrient)"

# chemical 170
"CA smell 5 (water)"
"CA smell 6 (protein)"
"CA smell 7 (carbohydrate)"
"CA smell 8 (fat)"
"CA smell 9 (flowers)"
"CA smell 10 (machinery)"
"CA smell 11"
"CA smell 12 (Norn)"
"CA smell 13 (Grendel)"
"CA smell 14 (Ettin)"

# chemical 180
"CA smell 15 (Norn home)"
"CA smell 16 (Grendel home)"
"CA smell 17 (Ettin home)"
"CA smell 18"
"CA smell 19"

Most likely the unnamed ones aren't recognized by the creature at all.
So, while one could condition a norn to push machine when bored, it
might not stick, as the norn would get little boredom decrease from it,
and would not connect the appearance of a toy.
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Archived from groups: alt.games.creatures (More info?)

-----BEGIN PGP SIGNED MESSAGE-----
Hash: RIPEMD160

emmel wrote:
| On 2005-03-22, The Triad <wanderer@beeb.web> wrote:
|
|>"bd" <bdonlan@bd.beginyourfear.com> wrote in message
|>news:vs73h2-7ki.ln1@bd-home-comp.no-ip.org...
|>
|>>-----BEGIN PGP SIGNED MESSAGE-----
|>>Hash: RIPEMD160
|>>
|>>The Triad wrote:
|>>| "emmel" <the_emmel*whatever*@gmx.net> wrote in message
|>>|
|>>news:slrnd3t140.9g0.the_emmel*whatever*@btcips73x6.cip.uni-bayreuth.de...
|>>|
|>>|>On 2005-03-21, Fred M Sloniker <fizzit@pioneernet.net> wrote:
|>>|>
|>>|>>missing from the ship when it's docked with the station; in
|>>|>>particular, you don't have to upgrade any of the gadgets, and the
|>>|>
|>>|>It was annoying. That's why the docked ship comes with all upgrades
|>>|>already done.
|>>|>
|>>|>
|>>|>>help for a gadget. Also, while I'm thinking of it, is it possible to
|>>|>>lose something permanently by flushing it out an airlock? I'm
|>>|>>thinking specifically of the teleport pads.) Finally, I felt
|>>|>
|>>|>Yes. Cameras are even worse...
|>>|
|>>|
|>>| *nods* The one I/we personally noticed was the low, touch-sensitive
|>>pad...
|>>| we didn't experiment with the rest. Even more annoying, strangely
|>>enough,
|>>| were those non-unique things that one nevertheless couldn't recycle.
|>>|
|>>
|>>Ctrl-Shift-C
|>>position mouse over target
|>>Type "kill hots" followed by enter
|>>Ctrl-Shift-C
|>>
|>>This'll nuke anything, and I do mean anything. Be careful :)
|>
|>*wonders if there's any way to do it to the hand*
|
|
| kill pntr

I lied, that's the one thing you can't destroy:

KILL (command) agent (agent)
Destroys an agent. The pointer won't be destroyed. For creatures, you
probably want to use DEAD first.
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Archived from groups: alt.games.creatures (More info?)

On 2005-03-23, bd <bdonlan@bd.beginyourfear.com> wrote:
>
> emmel wrote:
>| On 2005-03-22, The Triad <wanderer@beeb.web> wrote:
>|
>|>"bd" <bdonlan@bd.beginyourfear.com> wrote in message
>|>news:vs73h2-7ki.ln1@bd-home-comp.no-ip.org...
>|>
>|>>-----BEGIN PGP SIGNED MESSAGE-----
>|>>Hash: RIPEMD160
>|>>
>|>>The Triad wrote:
>|>>| "emmel" <the_emmel*whatever*@gmx.net> wrote in message
>|>>|
>|>>news:slrnd3t140.9g0.the_emmel*whatever*@btcips73x6.cip.uni-bayreuth.de...
>|>>|
>|>>|>On 2005-03-21, Fred M Sloniker <fizzit@pioneernet.net> wrote:
>|>>|>
>|>>|>>missing from the ship when it's docked with the station; in
>|>>|>>particular, you don't have to upgrade any of the gadgets, and the
>|>>|>
>|>>|>It was annoying. That's why the docked ship comes with all upgrades
>|>>|>already done.
>|>>|>
>|>>|>
>|>>|>>help for a gadget. Also, while I'm thinking of it, is it possible to
>|>>|>>lose something permanently by flushing it out an airlock? I'm
>|>>|>>thinking specifically of the teleport pads.) Finally, I felt
>|>>|>
>|>>|>Yes. Cameras are even worse...
>|>>|
>|>>|
>|>>| *nods* The one I/we personally noticed was the low, touch-sensitive
>|>>pad...
>|>>| we didn't experiment with the rest. Even more annoying, strangely
>|>>enough,
>|>>| were those non-unique things that one nevertheless couldn't recycle.
>|>>|
>|>>
>|>>Ctrl-Shift-C
>|>>position mouse over target
>|>>Type "kill hots" followed by enter
>|>>Ctrl-Shift-C
>|>>
>|>>This'll nuke anything, and I do mean anything. Be careful :)
>|>
>|>*wonders if there's any way to do it to the hand*
>|
>|
>| kill pntr
>
> I lied, that's the one thing you can't destroy:
>
> KILL (command) agent (agent)
> Destroys an agent. The pointer won't be destroyed. For creatures, you
> probably want to use DEAD first.

Well, the command returns no error, but it doesn't destroy the hand. So
I was lying, too.
--
emmel <the_emmel*you-know-what-that's-for*@gmx.net>
(Don't forget to remove the ** bit)

Official AGC feedback maniac

"God is playing creatures - and we're the norns."

"A hundred dead are a tragedy - a hundred thousand are statistics."

"I guess you can call yourself lucky." -
"I could, but Linda suits me a little better... :)
Things called lucky tend to get hit by trucks."

Hi, I'm a .sig virus. Just copy me to your .signature. And don't worry.
 
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-----BEGIN PGP SIGNED MESSAGE-----
Hash: RIPEMD160

emmel wrote:
| On 2005-03-23, bd <bdonlan@bd.beginyourfear.com> wrote:
|
|>emmel wrote:
|>| On 2005-03-22, The Triad <wanderer@beeb.web> wrote:
|>|
|>|>"bd" <bdonlan@bd.beginyourfear.com> wrote in message
|>|>news:vs73h2-7ki.ln1@bd-home-comp.no-ip.org...
|>|>
|>|>>-----BEGIN PGP SIGNED MESSAGE-----
|>|>>Hash: RIPEMD160
|>|>>
|>|>>The Triad wrote:
|>|>>| "emmel" <the_emmel*whatever*@gmx.net> wrote in message
|>|>>|
|>|>>news:slrnd3t140.9g0.the_emmel*whatever*@btcips73x6.cip.uni-bayreuth.de...
|>|>>|
|>|>>|>On 2005-03-21, Fred M Sloniker <fizzit@pioneernet.net> wrote:
|>|>>|>
|>|>>|>>missing from the ship when it's docked with the station; in
|>|>>|>>particular, you don't have to upgrade any of the gadgets, and the
|>|>>|>
|>|>>|>It was annoying. That's why the docked ship comes with all upgrades
|>|>>|>already done.
|>|>>|>
|>|>>|>
|>|>>|>>help for a gadget. Also, while I'm thinking of it, is it
possible to
|>|>>|>>lose something permanently by flushing it out an airlock? I'm
|>|>>|>>thinking specifically of the teleport pads.) Finally, I felt
|>|>>|>
|>|>>|>Yes. Cameras are even worse...
|>|>>|
|>|>>|
|>|>>| *nods* The one I/we personally noticed was the low, touch-sensitive
|>|>>pad...
|>|>>| we didn't experiment with the rest. Even more annoying, strangely
|>|>>enough,
|>|>>| were those non-unique things that one nevertheless couldn't recycle.
|>|>>|
|>|>>
|>|>>Ctrl-Shift-C
|>|>>position mouse over target
|>|>>Type "kill hots" followed by enter
|>|>>Ctrl-Shift-C
|>|>>
|>|>>This'll nuke anything, and I do mean anything. Be careful :)
|>|>
|>|>*wonders if there's any way to do it to the hand*
|>|
|>|
|>| kill pntr
|>
|>I lied, that's the one thing you can't destroy:
|>
|>KILL (command) agent (agent)
|>Destroys an agent. The pointer won't be destroyed. For creatures, you
|>probably want to use DEAD first.
|
|
| Well, the command returns no error, but it doesn't destroy the hand. So
| I was lying, too.

Is there noone trustworthy left in this world?
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On 2005-03-23, bd <bdonlan@bd.beginyourfear.com> wrote:
>
> emmel wrote:
>| On 2005-03-21, Fred M Sloniker <fizzit@pioneernet.net> wrote:
>|
>|>On Mon, 21 Mar 2005 12:27:16 -0000, "The Triad" <wanderer@beeb.web>
>|>wrote:
>|>
>|>
>|>>Hm. *considers* It really depends on one's individual... tastes,
>|>>I'd/we'd suppose you'd call them... I/we specifically found that
>|>>the games appeal to the same part of oneself that can care for a
>|>>child, or for a pet; the term 'maternal/paternal instincts' can be
>|>>applied to the first, but there's probably not a phrase (or there
>|>>might be, but we haven't heard of it) for the second. It's not the
>|>>same sort of game as in the common FPS or strategy game, where the
>|>>goal is 'Save the planet!' or 'Conquer the world!' or the many
>|>>variations on that theme...
>|>
>|>Hm. I guess I can see that. Maybe I'd be happier if I had a better
>|>environment to raise the things in. (The default maps are cluttered,
>|>and the few metarooms I tried to grab were 404'd.) (ponders designing
>|>his own metaroom) So how much can Norn learn, anyway? I believe
>|>their perception skills are limited, so I can't, for instance, build a
>|>toy-vending machine and expect them to use it if they want a toy; they
>|>wouldn't be able to tell it apart from any other machine. But what
>|>can I teach them to do?
>|
>|
>| Actually that should be possible. They can differentiate by smell, so it
>| theoretically *should* be possible.
>
> I don't think there's a toy smell...
>
> Aha, the list:
> "Ca smell 0 (sound)"
> "CA smell 1 (light)"
> "CA smell 2 (heat)"
> "Ca smell 3 (water)"
> "CA smell 4 (nutrient)"
>
> # chemical 170
> "CA smell 5 (water)"
> "CA smell 6 (protein)"
> "CA smell 7 (carbohydrate)"
> "CA smell 8 (fat)"
> "CA smell 9 (flowers)"
> "CA smell 10 (machinery)"
> "CA smell 11"
> "CA smell 12 (Norn)"
> "CA smell 13 (Grendel)"
> "CA smell 14 (Ettin)"
>
> # chemical 180
> "CA smell 15 (Norn home)"
> "CA smell 16 (Grendel home)"
> "CA smell 17 (Ettin home)"
> "CA smell 18"
> "CA smell 19"
>
> Most likely the unnamed ones aren't recognized by the creature at all.
> So, while one could condition a norn to push machine when bored, it
> might not stick, as the norn would get little boredom decrease from it,
> and would not connect the appearance of a toy.

Hm... looks like I missed that. Works with food vendors, though.
--
emmel <the_emmel*you-know-what-that's-for*@gmx.net>
(Don't forget to remove the ** bit)

Official AGC feedback maniac

"God is playing creatures - and we're the norns."

"A hundred dead are a tragedy - a hundred thousand are statistics."

"I guess you can call yourself lucky." -
"I could, but Linda suits me a little better... :)
Things called lucky tend to get hit by trucks."

Hi, I'm a .sig virus. Just copy me to your .signature. And don't worry.
 
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"emmel" <the_emmel*whatever*@gmx.net> wrote in message
news:slrnd40b8q.l65.the_emmel*whatever*@btcips73x6.cip.uni-bayreuth.de...
> On 2005-03-22, The Triad <wanderer@beeb.web> wrote:
>> "Fred M. Sloniker" <fizzit@pioneernet.net> wrote in message
>> news:is6u319f9mgfrb3ivbe85fttf7icojg5d9@4ax.com...
>>> On Mon, 21 Mar 2005 12:27:16 -0000, "The Triad" <wanderer@beeb.web>
>>> wrote:
>>>
>>>> Hm. *considers* It really depends on one's individual... tastes,
>>>> I'd/we'd suppose you'd call them... I/we specifically found that
>>>> the games appeal to the same part of oneself that can care for a
>>>> child, or for a pet; the term 'maternal/paternal instincts' can be
>>>> applied to the first, but there's probably not a phrase (or there
>>>> might be, but we haven't heard of it) for the second. It's not the
>>>> same sort of game as in the common FPS or strategy game, where the
>>>> goal is 'Save the planet!' or 'Conquer the world!' or the many
>>>> variations on that theme...
>>>
>>> Hm. I guess I can see that. Maybe I'd be happier if I had a better
>>> environment to raise the things in. (The default maps are cluttered,
>>> and the few metarooms I tried to grab were 404'd.) (ponders designing
>>> his own metaroom) So how much can Norn learn, anyway? I believe
>>> their perception skills are limited, so I can't, for instance, build a
>>> toy-vending machine and expect them to use it if they want a toy; they
>>> wouldn't be able to tell it apart from any other machine. But what
>>> can I teach them to do?
>>
>> Not certain. In short: experiment. Also, remember that you can breed
>> them. *nods*
>
> Best thing to do, however, is sit back and watch.

Can be--assuming that they can take care of themselves. Being able to
understand them can be useful too... which reminds me/us of something/s
unrelated.

First: recently realised that in Creatures 3, 'hungry for' is one concept;
one verb. Startling.

Also: if one considers a main function of the brain to be that of
pattern-finding, then could curiosity be seen as when a concept is not
inclusively enough part of a pattern, leading to attention being drawn to it
and the person in question investigating it? We're reading Steve Grand's
Creation: Life and How to Make It (apologies if capitals are misapplied),
and while the subject of curiosity has not (yet) been addressed directly,
it's something that we think could be worth considering.

....concepts... the hardwiring of the concepts, predefined things such as
'food', predefined interactions such as 'eat' or 'push'... qualities, now.
Things having the same qualities, or resulting in the same thingamjigs;
categories. Meta-categories... a Norn that can ask 'why' and have the
answer strengthen the associations between concepts, the interactions
between them, the results...

Need to read more. Randomish thoughts.

--
The Triad
User of 'Thingamajig!'
Refractor Dragon -=(UDIC)=-
 
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"bd" <bdonlan@bd.beginyourfear.com> wrote in message
news:el28h2-2eh.ln1@bd-home-comp.no-ip.org...
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: RIPEMD160
>
> emmel wrote:
> | On 2005-03-23, bd <bdonlan@bd.beginyourfear.com> wrote:
> |
> |>emmel wrote:
> |>| On 2005-03-22, The Triad <wanderer@beeb.web> wrote:
> |>|
> |>|>"bd" <bdonlan@bd.beginyourfear.com> wrote in message
> |>|>news:vs73h2-7ki.ln1@bd-home-comp.no-ip.org...
> |>|>
> |>|>>-----BEGIN PGP SIGNED MESSAGE-----
> |>|>>Hash: RIPEMD160
> |>|>>
> |>|>>The Triad wrote:
> |>|>>| "emmel" <the_emmel*whatever*@gmx.net> wrote in message
> |>|>>|
> |>|>>news:slrnd3t140.9g0.the_emmel*whatever*@btcips73x6.cip.uni-bayreuth.de...
> |>|>>|
> |>|>>|>On 2005-03-21, Fred M Sloniker <fizzit@pioneernet.net> wrote:
> |>|>>|>
> |>|>>|>>missing from the ship when it's docked with the station; in
> |>|>>|>>particular, you don't have to upgrade any of the gadgets, and the
> |>|>>|>
> |>|>>|>It was annoying. That's why the docked ship comes with all upgrades
> |>|>>|>already done.
> |>|>>|>
> |>|>>|>
> |>|>>|>>help for a gadget. Also, while I'm thinking of it, is it
> possible to
> |>|>>|>>lose something permanently by flushing it out an airlock? I'm
> |>|>>|>>thinking specifically of the teleport pads.) Finally, I felt
> |>|>>|>
> |>|>>|>Yes. Cameras are even worse...
> |>|>>|
> |>|>>|
> |>|>>| *nods* The one I/we personally noticed was the low,
> touch-sensitive
> |>|>>pad...
> |>|>>| we didn't experiment with the rest. Even more annoying, strangely
> |>|>>enough,
> |>|>>| were those non-unique things that one nevertheless couldn't
> recycle.
> |>|>>|
> |>|>>
> |>|>>Ctrl-Shift-C
> |>|>>position mouse over target
> |>|>>Type "kill hots" followed by enter
> |>|>>Ctrl-Shift-C
> |>|>>
> |>|>>This'll nuke anything, and I do mean anything. Be careful :)
> |>|>
> |>|>*wonders if there's any way to do it to the hand*
> |>|
> |>|
> |>| kill pntr
> |>
> |>I lied, that's the one thing you can't destroy:
> |>
> |>KILL (command) agent (agent)
> |>Destroys an agent. The pointer won't be destroyed. For creatures, you
> |>probably want to use DEAD first.
> |
> |
> | Well, the command returns no error, but it doesn't destroy the hand. So
> | I was lying, too.
>
> Is there noone trustworthy left in this world?

Well, there is, but we've been deliberately misleading you all this time
into thinking that there aren't.

--
The Triad
User of 'Thingamajig!'
Refractor Dragon -=(UDIC)=-
 
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"emmel" <the_emmel*whatever*@gmx.net> wrote in message
news:slrnd40b28.l65.the_emmel*whatever*@btcips73x6.cip.uni-bayreuth.de...
> On 2005-03-21, The Triad <wanderer@beeb.web> wrote:
>> "emmel" <the_emmel*whatever*@gmx.net> wrote in message
>> news:slrnd3t140.9g0.the_emmel*whatever*@btcips73x6.cip.uni-bayreuth.de...
>>> On 2005-03-21, Fred M Sloniker <fizzit@pioneernet.net> wrote:
>>>> missing from the ship when it's docked with the station; in
>>>> particular, you don't have to upgrade any of the gadgets, and the
>>>
>>> It was annoying. That's why the docked ship comes with all upgrades
>>> already done.
>>>
>>>> help for a gadget. Also, while I'm thinking of it, is it possible to
>>>> lose something permanently by flushing it out an airlock? I'm
>>>> thinking specifically of the teleport pads.) Finally, I felt
>>>
>>> Yes. Cameras are even worse...
>>
>> *nods* The one I/we personally noticed was the low, touch-sensitive
>> pad...
>
> Oh, you can always produce more of those with the creators...

Er, no. That's the thing--you can replicate them, but you can't create more
if you destroyed all copies in existence. Or are we/am I forgetting
something?

>> we didn't experiment with the rest. Even more annoying, strangely
>> enough,
>> were those non-unique things that one nevertheless couldn't recycle.
>
> Everything you can pick up (and maybe the creatures can pick up, but I'm
> not certain about that) will get destroyed in the airlocks. The
> exception from the rule is my light sensor, that was specifically
> designed not to. Basicly you couldn't pick it up - it chanced its
> attributes when the hand touched it.

Hmm. (Note to selves: play game sometime soonish.)

--
The Triad
User of 'Thingamajig!'
Refractor Dragon -=(UDIC)=-
 
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On Wed, 23 Mar 2005 13:15:12 -0000, "The Triad" <wanderer@beeb.web>
wrote:

> Er, no. That's the thing--you can replicate them, but you can't
> create more if you destroyed all copies in existence. Or are we/am
> I forgetting something?

I'm surprised, given how extensible the game is, that this hasn't been
addressed. Make all non-unique objects obtainable in some way, and
all unique objects indestructible. (If you drop the medical bot in DS
into space, it reappears in its original location; I haven't tried
actually flushing it into space, though. And that's not even a unique
item like the cameras or teleport pads. (Yeah, there's more than one
of them, but each one is a little different.))
 
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On 2005-03-23, bd <bdonlan@bd.beginyourfear.com> wrote:
>
> emmel wrote:
>| On 2005-03-23, bd <bdonlan@bd.beginyourfear.com> wrote:
>|
>| Well, the command returns no error, but it doesn't destroy the hand. So
>| I was lying, too.
>
> Is there noone trustworthy left in this world?

You are implying there ever was...
--
emmel <the_emmel*you-know-what-that's-for*@gmx.net>
(Don't forget to remove the ** bit)

Official AGC feedback maniac

"God is playing creatures - and we're the norns."

"A hundred dead are a tragedy - a hundred thousand are statistics."

"I guess you can call yourself lucky." -
"I could, but Linda suits me a little better... :)
Things called lucky tend to get hit by trucks."

Hi, I'm a .sig virus. Just copy me to your .signature. And don't worry.