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Author Topic: mutants...  (Read 2229 times)

justinlee999

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mutants...
« on: March 26, 2010, 03:47:17 am »

where is a good place to find mutants? I want them for my squad.
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Kay12

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Re: mutants...
« Reply #1 on: March 26, 2010, 04:08:54 am »

Mutants aren't, as far as I know, common anywhere in particular. They may be found in various public areas.
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jasonred79

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Re: mutants...
« Reply #2 on: March 26, 2010, 04:20:35 am »

They're only usually available under Nightmare runs, since they only appear when nuclear power and pollution are arch-conservative, AFAIK. Other than that, they're not uncommon and seem to pop up all over the place.
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EuchreJack

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Re: mutants...
« Reply #3 on: March 26, 2010, 04:37:25 pm »

When they can be found due to the state of the laws, the Homeless Shelter is actually prime recruiting grounds.

Megaman

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Re: mutants...
« Reply #4 on: March 26, 2010, 06:17:21 pm »

strangly enough on all my nightmare runs I've never seen one.
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Funk

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Re: mutants...
« Reply #5 on: March 26, 2010, 07:54:56 pm »

They're only usually available under Nightmare runs, since they only appear when nuclear power and pollution are arch-conservative, AFAIK. Other than that, they're not uncommon and seem to pop up all over the place.
are you sure cos even seen them on normal,but only one or two times.
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Kay12

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Re: mutants...
« Reply #6 on: March 27, 2010, 03:48:14 am »

They're only usually available under Nightmare runs, since they only appear when nuclear power and pollution are arch-conservative, AFAIK. Other than that, they're not uncommon and seem to pop up all over the place.
are you sure cos even seen them on normal,but only one or two times.

He said "usually". I checked the code, by the way, and mutants seem to be available if pollution OR nuclear law is arch conservative. But they'll be very rare unless both are arch conservative. If I understood the source correctly, they can be found in

crackhouses (quite common if the laws are both C+)
park/latte stand (quite rare as many other creature types can be found there too, again having both laws C+ helps)
vegan co-op (not very rare there)
shelter (more common than crackheads if the laws are both C+)
industrial district apartments (the most common creature there if laws are favorable)
police station (rare)
court house (rare)

I repeat, you won't be able to find mutants unless pollution or nuclear legislation is arch conservative. And mutants won't show up a lot unless both laws are arch conservative.
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penguinofhonor

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Re: mutants...
« Reply #7 on: March 30, 2010, 03:32:43 am »

Also they're useless. They don't have any cool special powers and they have terrible health. And I'm pretty sure all their other stats are bad.
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Innominate

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Re: mutants...
« Reply #8 on: March 30, 2010, 08:10:19 am »

Also they're useless. They don't have any cool special powers and they have terrible health. And I'm pretty sure all their other stats are bad.
Start with 40 attribute points. For each attribute type, subtract the minimum of 4 or whatever the base value for that creature type is. So for most creatures that have starting values of 1, this means they end up with 12 points to distribute between the attribute types up to a cap of 10 (before juice, by the way). These points are then randomly assigned to the attributes, with "opposite" attributes (heart for conservatives, wisdom for liberals) one seventh as likely as "favoured" attributes, and one quarter as likely as any other attributes. If an assignment would push the attribute above its cap, it is re-rolled. In practice this means the average attribute score is slightly less than five.

Mutants, however, don't always start with 40 attribute points: they have a random number between 7 and 56. Further, they don't have a meaningful ability cap (it's set to 50 for some reason) - this means that they can start with base stats higher than 10, and also that they can potentially have a base health score of 29. This would make them exceptionally virile well into their old age, though the functional cap of attributes is still 20.

Basically, they can be great if you get good luck.
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Kay12

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Re: mutants...
« Reply #9 on: March 30, 2010, 09:17:03 am »

They are very similar to real life people who'se DNA was mutated far more than a normal persons - most of the mutations would be bad (missing limbs, paralysis, mental problems...) but there are some almost infinitely few combinations that are very beneficial.
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jasonred79

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Re: mutants...
« Reply #10 on: March 30, 2010, 09:36:05 am »


Start with 40 attribute points. For each attribute type, subtract the minimum of 4 or whatever the base value for that creature type is. So for most creatures that have starting values of 1, this means they end up with 12 points to distribute between the attribute types up to a cap of 10 (before juice, by the way). These points are then randomly assigned to the attributes, with "opposite" attributes (heart for conservatives, wisdom for liberals) one seventh as likely as "favoured" attributes, and one quarter as likely as any other attributes. If an assignment would push the attribute above its cap, it is re-rolled. In practice this means the average attribute score is slightly less than five.
Wait, your math seems weird. Don't you mean that a creature with 1 minimum has 40-7=33 points to distribute? And isn't that an average of 40/7= 5.7? Or am I reading you wrongly?
Also, what happens to characters like Athletes? I'm pretty sure I've seen athletes whose base stats total up to more than 40. How does that work?
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Grimith

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Re: mutants...
« Reply #11 on: March 30, 2010, 10:54:47 am »

Also they're useless. They don't have any cool special powers and they have terrible health. And I'm pretty sure all their other stats are bad.



I rest my case.

jasonred79

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Re: mutants...
« Reply #12 on: March 30, 2010, 11:58:15 am »

A liberal athlete has comparable stats to that at 1000 juice, grimith. What's most impressive were his stats way back at 0 juice...
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Kay12

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Re: mutants...
« Reply #13 on: March 30, 2010, 12:01:43 pm »

It's funny, they always have comparable stats. "X's stats are way lower than Y's"...
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Grimith

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Re: mutants...
« Reply #14 on: March 30, 2010, 12:16:35 pm »

Whether an athlete has comparable stats at max juice is moot. penguinofhonor wrote "[mutants] have terrible health," and he suggested all their other stats are bad. I submitted evidence to the contrary; no character could have stats as high as Kurt's unless said character had very powerful base stats.

But I'm feeling pretty non-lazy today, so here you go:

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