Author Topic: Complexity: Everything you wanted to know, and then some  (Read 2601 times)

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Offline Ondaderthad

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Complexity: Everything you wanted to know, and then some
« on: June 24, 2008, 10:39:55 am »
I found this tutorial and thought it to be valuable info.
Repost of:
Original Thread

Quote:
I don't care what anyone does with this information EXCEPT if you are to recreate it somewhere else, Please just give me credit. This took hours to figure out and I had to do a lot of math and tests.
If there's anything incorrect please forgive me, this is a lot f data and I am human but do post in here what is wrong and the correct number/info, you won't hurt my feelings, unless you're trying then maybe : P

Dhraconus

Now for what you're all going to be reading this for.

Everyone has noticed the Complexity meter at the top of the Creator and everyone has been annoyed by it getting filled up and wanting to add just one more part, whether that's a horn or a flower or another armor plate. But that complexity is so incredibly vague it's nearly impossible to figure out what the cost of things is and what you can remove/change so you can add that part you so desperately need to finish your master piece.

First it's important to know that the numbers I will be posting are based on the max complexity being 70, however each vertebrea (piece of spine for the kids out there) is worth 1/2 of a complexity point so you actually only have 69 points to work with (for the non-kids, I did NOT pick that number it just IS). While 69 complexity points may seem a small number, the cost of parts ranges from 1-11.

Generally speaking it is possible to use any combination of parts as long as they add up to 70 ( remember the spine automatically takes up at least 1 for the 2 vertebrea, more if it's larger). There are, however a few exceptions to this rule as there are some parts which have a maximum number you can use period although you will have complexity left over for other parts. The maximums will be included and explained with the information on the relevant parts.

Finally before I get to posting a bunch of numbers I will NOT be including the names of each part, I will be posting numbers as follows:

Example page of Parts

5 | 5 | 5 | 5 |
4 | 4 | 3 | 2 |

and so forth. The numbers will match up directly with the location of a part on the pages of the CC. I'm sure everyone can figure it out just fine.

My next post will be Heads followed by Eyes and Senses, then Limbs, then Hands, then Feet, then Weapons, and finally Details.

Heads

| 10 | 10 | 10 | 10 |
| 4 | 4 | 4 | 5 |
| 7 | 10 | 10 | 10 |
| 8 | 8 | 8 | 8 |
| 10 | 10 | 10 | 10 |
| 10 | 10 | 10 | 10 |
| 8 | 11 | 10 | 9 |
| 10 | 10 | 10 | 10 |
| 10 | 10 | 9 | 10 |
| 8 | 8 | 8 | 8 |


Eyes and Senses

First of all there is a total limit of 31 parts from this page of parts PERIOD. No matter the cost you can not exceed 31 Eye/sense parts. and remember it is only the Complexity cost that is listed.

| 2 | 2 | 2 | 2 |
| 5 | 5 | 5 | 5 |
| 2 | 5 | 6 | 6 |
| 5 | 5 | 5 | 5 |
| 6 | 5 | 6 | 5 |
| 7 | 6 | 6 | 8 |
| 2 | 2 | 2 | 2 |
| 2 | 2 | 2 | 2 |
| 4 | 3 | 4 | 3 |
| 2 | 3 | 6 | 5 |


Limbs

Now Limbs are interesting, first it's worth noting that the hands and feet that come pre-attached to the limbs do NOT COST ANY complexity, the are free hands/feet, but only the pre-attached as you will see in the hands and feet (which will be included in this post for simplification.

Each section of limb, that is and single piece, once there is a joint it's two pieces for the purposes of this discussion. One limb section costs 1.5 complexity, so 2 sections, as many of the "cheaper" limbs are, costs 3 complexity. 3 sections, like the "more expensive" limbs cost 4.5 complexity, and so on. The reason I put the "cheaper" and "more expensive" in quotes is because as far as I can tell limbs are limbs are limbs, they just look a bit different and some are just pre-shaped.

Finally limbs some interesting maximums, with a hand attached it is as follows:

1 section = max 12
2 sections = max 10
3 sections = max 7
4 sections = max 6

I did not check 5+ sections as I was mainly concerned with determining cost in complexity points

The maximums for limbs with Feet or NO hand/foot are slightly different are as follows:

1 section = max 15
2 sections = max 10
3 sections = max 7
4 sections = max 6

And again I stopped there.

Anyway that's all there is to say about limbs and complexity Now here's the tables for Hand and Foot Parts:

Hands

| 7 | 6 | 7 | 7 |
| 7 | 7 | 7 | 7 |
| 5 | 5 | 6 | 7 |
| 7 | 4 | 7 | 7 |
| 4 | 4 | 6 | 7 |
| 5 | 6 | 5 | 7 |
| 4 | 4 | 7 | 6 |



Feet

| 3 | 3 | 3 | 3 |
| 3 | 3 | 3 | 3 |
| 3 | 4 | 4 | 4 |
| 4 | 3 | 3 | 3 |
| 3 | 3 | 3 | 3 |
| 4 | 3 | 4 | 4 |
| 3 | 4 | 3 | 5 |
| 3 | 3 | 4 | 4 |

Weapons are perhaps the most complex to explain, partly because I don't exactly understand it and I think perhaps it's bugged in some way. Some weapons are clear and simple however others are not.

All weapons listed with a Cost of 1 have a limit of 31 and fill up the bubbles in the meter really fast. The result is that if you add 31 weapons with a cost of 1 you will be unable to add anything else except some detail parts with a cost of one and you can add 38 of them. As I said I am unsure as to why this is and I suspect it to be a bug. So just add everything else, limbs, head, eyes, senses, hands, feet, and anything else with a cost over 1 (that isn't another weapon) BEFORE adding weapons with a cost of 1. I'm not 100% sure this will work well. Further testing is required to completely understand this, unless it is a bug and gets fixed. Anyway here is the table such as it is:

Weapons

| 1 | 1 | 1 | 1 |
| 1 | 1 | 1 | 1 |
| 7 | 4 | 2 | 9 |
| 5 | 5 | 6 | 3 |
| 1 | 1 | 1 | 1 |
| 3 | 3 | 1 | 3 |

And Finally the Details, if you're reading this go nuts with comments if you want, thank you to all who have already been reading this and refrained from commenting.

The Details also have a few parts which suffer the same "bug" (max 31 cost 1) as the weapons they will all be marked with as "1*" as lots and lots of detail parts have a cost of 1. Two other Detail parts have a limit of 31, but a cost of 2, much like the Eyes and Sense parts, which shall be marked as "2*". All other Detail parts have any sort of limit on the number, except by reaching 69 complexity. Also it's worth noting that several detail parts it is actually impossible to fill up the complexity completely with, that is without us the cheat menu and giving yourself extra DNA, which I used to figure this out, as there was no other way. The parts that cheating is required to max out complexity with (that's using nothign but those parts) are all the parts with a cost of 1 but cost 50+ DNA, however I will not be marking those as it is irrelevant and if you care you can figure it out. Anyway here is the final table of complexity costs:

Details

| 1 | 1 | 1 | 1 |
| 1 | 1 | 1 | 2 |
| 1 | 1 | 1 | 1 |
| 1 | 1 | 1 | 1 |
| 1 | 1 | 1 | 1 |
| 1 | 1 | 1 | 1 |
| 1 |1*|1*| 1*|
| 1 | 1 | 1 | 1 |
| 3 | 1*| 3 |1*|
|2* |2*| 7 | 5 |

And that's all there is to know about complexity, hope this helps people create their creatures just the way the want without having to just shrug and sigh about that darned complex complexity that isn't explained.
CREDITS:
Dhraconus