creature training #1

As to not seem so noobish, this is a little article explaining the logic and process I have developed on training my creatures. Like most things I do, there is no one set way that you need to do it in, and just because you do it the same way I did, doesn't mean that you will have a creature the same as mine. Black and White is a powerful game and has a lot of individuality in it. Part of what makes thing game so great is how versatile it is, you could spend hours managing and watching how the villagers work, or you could spend days on end training and watching your creature (to the point where the little people seem more like objects for your creature). I've even spent time experimenting with the little animals that dot the landscape, watching how they react to an extreme fireball, or seeing them eat food and multiply like rabbits under certain conditions. Not to mention throwing things, it's a lot more complex then most people think.

The concept of training a creature is simple; he does something, you praise/punish him for it, and he dose it more or less depending on how much you petted/hit him.

Once you get a creature going on a routine, its quite simple to change how often he should do something, by simply modulating the percent of praise. But a new creature, or an inexperienced creature, needs a little help to get going.

One of the simplest ways of getting a creature to do something is to put him on a learning leash and do it in front of him (while you got his attention). After a while (depending on creature type, and other variables) he should copy you, at which time you should praise him (or punish him, if your playing devil's advocate).

A more advanced way (and also more structured way) of getting a creature to do something is to leash him to it "and he'll interact with the thing he is leashed to". When the creature is leashed to something, sit there and watch what he does, sooner or later he will most likely do what you want him to, again you should then praise him an appropriate amount. If the creature doesn't do what you want him to, then use the above way of the learning leash, then once he knows how to do it, repeat the process. Training a creature by leashing him to an object greatly increases the ability to dictate to your creature what you want him to do it to.

This later of the two main way is also good because he does things on his own accord, usually resulting in actions that he would not normally do, or you would have a hard time instructing him on how to do it. This works especially well with different leashes and on the village center / desire flags, but it can also work on other things, like fences or odd objects. And as always with learning something new, I suggest experimenting (possibly with a new creature).


These are the levels that I pet my creature at, so that he might follow them and become autonomous (in otherwords, a plan I made, that when followed will make him do what I want him to.)

10%
All minuscule things that I found neat, and things that I want him to do when he has nothing else to do (such as water fields or dance for fun.)

20%
Help people out that really need it. (in my villages)

When on evil leash, I pet him for growling and fireballing things

30%
Any type of dance to impress people. Heal spell when used on people from my villages that are below 60% life.

40%
Miracles used when impressing, such as heal increase and rainstorm,

When on evil leash, I pet him for throwing rocks and physically hurting people (like crushing or throwing them)

50%
Impressing using flock of birds, and fulfilling high (above 85%) desire flags of any village.

When on evil leash, I pet him for lighting extreaming villages, and eating people when hungry (above 35% need)

60%
70%
Sleeping any where, eating anything (when tiredness or hunger is above 40%)

80%
Sleeping in pen (when above 45% tiredness) eating fish (when above 40% hunger)

When on evil leash, I pet him for megablasting another gods temple when tiredness is below 30%.

90%
Eating out of village stores (when above 60% hunger), going to pen to sleep (when above 50% tiredness), healing/putting oneself out (when above 20% damage)

100%
showing feelings, being curious, wanting to explore, wanting to steal things.

So basically if you were to dumb my system down, (in order of necessity) He always take care of pressing needs of his own, Will impress people when ever possible, Can be evil but only if on evil leash or angry, Will keep own villages alive, And has unique personality quarks that make him more realistic (curiosity, exploring, stealing ) Not to mention his uncontrolled fighting abilities. Using my plan, I can easily implement new actions that I find into the network of autonomy, and if I want to I can switch things around totally and have a different creature (because it all depends on the training.).
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