The civ stage was actually really interesting in this challenge - I didn't realise how much strategy could come into play there, even considering it being an RTS.
Wow, that was really impressive even with usage of glitches, but without them? thats incredible work, Kingly. im glad genuine UA-camrs like you are still creating quality content, wish you the bes!
Tbh I can't see how much harder you can make this for yourself unless you were to move the goal to be omnipotent and added arbitrary restrictions such as no ship upgrades.
I love your videos so much they're very well structured and you have a relaxing voice. No offense but I've been playing them in the background to help me sleep for a few months now😂
Absolutely amazed by how thorough this is, and also how difficult the challenge was made! This really is the worst possible creature, but somehow it pulled through! Fantastic work at getting it through :-)
now to do it from the furthest starting planet from the center- as a side note, if you go out of render distance of a creature, and come back, the social things it'll request will be different! the amount of times i've had to use that on challenge runs (or simply when i don't have the needed social stats) is rather insane-
Ohh really! That's really good to know, I didn't know resetting the creature like that would give different social requests. I wonder if that would work for Rogues too!
@@KinglyValence it does!! i've done it many times before :D it also respawns all alphas in the nest, which is a trick i've used to get some extra parts during the early creature stage, by befriending the one alpha, going out of render distance, befriending the respawned alpha, etc. until i have more parts than i otherwise would, had i befriended the nest normally something else of note is that, even if you kill an epic, going out of render distance will NOT, in fact, respawn it, which is pretty nice one more thing: if you ally a rogue, go out of its spawn's render distance, and go back, you can ally that same rogue again, and have a pack consisting entirely of one species of rogue! probably of literally no utility but it's kinda funny-
@@Phobic_Nova Does the respawning Rogue only happen if you get the first one in the pack? Then leave the area and come back the Rogue is back as an ally again to add to the pack? Or does the new Rogue return as neutral?
@@KinglyValence i think it's something to do with how spore renders things as you approach, since it just... makes new creatures where they should be, rather than trying to store data for creatures you might only see once or twice-hence the reset social patterns. if you come back to a rogue without adding it to a pack, though, it won't be duplicated, unfortunately. when you re-render a rogue's spawnpoint after adding it to your pack, the rogue in your pack will remain in your pack even after you revisit its spawnpoint, and a new rogue of the same species will be spawned in said spawnpoint! the respawned rogue will still be allied, and you can recruit the new rogue on top of the rogue in your pack :D if you dismiss the rogue in your pack while a wild rogue of the same species from the same spot is still in view, neither the wild rogue nor the former packmate rogue will despawn, so there will be two "wild" rogues in one spot, which isn't very useful but is kinda funny- (if my explanations are confusing, i can probably just record this little trick n upload it here, if ye'd like!) something of note, though, is that there's a pretty funny side-effect of having different species in your pack while traveling by formerly-red-faced, allied nests. if the rogue (or any other species that is in your pack) is too far behind, and there's one of the nest's creatures nearby it but not near you, the creature might attack your packmate! because the packmate will attack back, your relationship with the creature will go back to ambivalent, and re-allying the creatures will give some more dna, as if you're befriending them for the first time! do note, though, that i can't recall if they go back down to ambivalent, or straight-up red-faced. might be the latter-
@@Phobic_Nova I gave the respawning Rogues a try but couldn't get another one to appear. I allied and added 3 different Rogues to my pack (all 3 had really close spawns!) But leaving and coming back with them still in the pack no new Rogues appeared. Can you make a video showing it? Maybe I'm not following the steps correctly. Is this also on the latest version of the game?
The tribe stage would have been a lot harder if this was done in v1.00, you couldn't even gift tribe members in that version, only the food pile was giftable... quite the oversight they did when adding the member gifting feature in a patch later with it making the tribe stuck perma ambivalent.
Oh I didn't know you couldn't gift another tribe member on 1.0. Yeah that does seem like they forget to apple the relationship timer when they added that haha
hmmm, the only way i could possibly improve this for difficulty would be to add mandatory red/aggressive, green/friendly, to the consequence path, making it harder to achieve industrious in tribal stage as actively fending off raiders lowers your your bar and also makes it impossible to achieve red to green during tribal. after that, keeping Civ economic shouldn't be *too* hard but starting out religous does means you'll have to caputure a minor economic city as early as possible only giving you 4 land vehicles due to the city size. from there all you are required to do to finish economic is NOT capture as economic necessarly but absolutlely own a majority of economic cities. (found this one out during a scientist run, accidentally got military by accident)
dude I literally got the same issue with a red card for an economic civ run today. I had 4 cities on the starting continent and all the others were controlled by a military nation, then I bribed my way into an alliance, we merged and I got a red card cuz most of the cities were military...
Have you ever done a playthrough on a purposefully messed up terraformed saveable planet other than for specific speedrun reasons?, a planet with weird island shapes and formations can make creature to civ stages really interesting, you can end up with civ cities with docks facing a small terraformed pond similar to weird random civ planets you find in space stage can be, the run can be made either harder or easier depending on how the planet is terraformed.
I've only used a changed terrain planet in a speedrun setting, but yeah that could be interesting and potentially make Civilization Stage more difficult if sculpted in a certain way. I would be interested in trying something like that if someone were to try to design a planet that made Civ harder/more interesting!
@@KinglyValence If you are gonna do it, just make sure you do not create more "continents" than there are in base planet, civ stage cannot handle it and will crash. You can however merge continents, it will result into lesser amount of cities in civ stage, but you start with some progress to account for lost cities. Creature or tribal stage work fine there apart from weird spawns or underwater nests. I have done myself few runs with different terraformed planets and lets just say they were well worth it.
@@mlgsty8880 I've once migrated to an underwater nest at the end of creature stage on a custom planet, then continued to tribal stage with an underwater tribe, it was unbeatable because no other tribes would spawn, you also couldn't walk onto land because it thought land was water and vice versa, you also couldn't fish at the fishing areas, the only food source was my domesticated creature stage allies' eggs.
I once made myself spawn on a small island in creature stage and to beat it I had to ally creatures up to a blue face and then attack them (without killing) so they reset back to yellow face, that way I was able to get enough DNA to finish creature stage as a "pacifist", that wasn't necessarily hard but very boring. Also for some reason I wasn't able to make an island as small as I did the first time, the game kept spawning more landmass around me, my game is very picky when it comes to terraforming and if I terraform "too much" the game will reset all the land back relatively to how it originally looked like. I also accidentally encased my first creature stage nest with 4 tall walls by using "swirly valley", and I was lucky I added jump to my creature, otherwise I would be softlocked. Scaling those walls made my hands hurt though, since I had to furiously spam my spacebar to climb, I only recommend this one to masochists
Thank you so much for mentioning the NEW double impression trick! It makes things much more easy, it's consistent and I feel like with a level 1 sing I can impress even the Grox
If you end creature as either red or green, and you want to get blue at the end of tribal, you will always have to do 4 of the opposite and 1 of the same you ended creature with. If you want to end with the opposite color, then every single tribe needs to be interacted with in the opposite direction. I learned this overrime because the first challenge I ever imposed on myself was to make a species of every archetype, and tribal was almost always the best point to redirect the needle.
Interesting, I wonder if we end Creature Stage just straddling the line going into Tribal Stage if we would need 4/5 tribes the other direction to change or if we could sneak our way through with 3/5. Or maybe we always get re-centered enough going into Tribal Stage that the 4/5 rule is always true.
@@KinglyValence based on the bard playthrough I did, (carnivore, social, industrious, economic), the graphic of the line doesn't seem to be accurate to how the game determines the outcome. I was barely in social at the end of creature, but the needle was higher than it was after I destroyed the first tribe (after some food collection which shouldn't normally move the needle) as if it was course correcting. This is anecdotal evidence so take it with a grain of salt, but I do believe the line graphic makes it seem the consequence calculation is more complicated than it really is.
Civ stage as military without glitches but with only the "fastest" vehicles. And no superpowers. I tried this out and succeeded 1/5 times. One time I was close to getting 4 cities and already an ally to Cyan nation. But Cyan didn't let me take the 4th city and was an ally with 7 cities.
Likely starting Carnivore to not get Siren Song could make a harder playthrough, then attacking all the tribes and completing Civ as Military with the worst vehicles. So a RGRR run would be Warrior for Raider Rally might be hardest!
I have this video allying the Grox. It's a full run (with post commentary and not from a livestream) but it's the full length 58min. ua-cam.com/video/DdEbWq7gFQQ/v-deo.html
try the following: make all segments as large as possible exept for the middle most one which should be as small as possible so the cell is shaped like a dumbbell. then place the smallest mouth directly at the smallest part in the middle. getting food with this configuration should be a bit more challenging than with a mouth at front or rear edit: why with the pitiful worm not also go for the worst abilities?
Interestingly, another comment just let me know that version 1.0 didn't have tribe member gifting, and they must have added it in later. The devs must have forgot to include the relationship timer when they added it, but that's still like a game mechanic/game knowledge than a glitch to me. I might potentially remove being able to use it in some future hardcore challenge run.
Is there a way to ensure 10 city homeworld when uplifting a species? The problem for me is that the oceans often glitch out and no harbour cities spawn. Terrain oceans seem to not be affected by this, but without changing the config files, there's a limit to how many oceans you can place per planet. In addition the mountains and cliffs often seem too steep for cities as well. Saving and reloading in atmosphere can slightly change the final number of cities, but that won't matter if it cannot even reach ~9 cities to begin with.
I wonder if using the space ship terrain tools to level the planet and put more space for cities to spawn could make a planet always produce 10. I thought it was just the terra-score that determines how many cities spawn but making rooms for them might help?
@@KinglyValence Yeah, making room is often necessary, since as far as I know, there can only be a maximum of 5 landlocked and 5 harbour cities on a planet, meaning there needs to be enough water and enough flat land for both to fill up the cap, which is also why the glitch with the oceans disappearing is so fatal here, even though they reappear immediately after using any Terrascore tool. If the water is gone when entering the atmosphere, it's very difficult to get the full 10 cities. The main problem with the tools in a vanilla game is they are unreliable and often get reset entirely, since there is a vanilla limit of 50 Terrasculpting changes, or also just partially reset, resulting in super steep coastlines or watery beaches.
If only there was a way to be even more pitiful, ideally maintaining how much of a struggle it is early on, the more tedium the better if only for the masochists :b
I wonder if you could speedrun two instances of spore at the same time, no pausing allowed (this'd require 2+ monitors and probably two different versions of spore, e.g. Steam version and EA/Origin version) Unless the game pauses when the app isn't in focus (don't remember if it does), then nvm
@@KinglyValence agree I have to say you are the most inteligent knowing about SPORE I really like every video I saw of you channel are awesome Thank you
I did Omnivore and Carnivore with the mouth on the back during a livestream, still on UA-cam, but probably won't make the edited video for it since I've done the other versions a few times :)
"We have to legitimately pay for every baby we buy" is one of those gaming phrases that sound all wrong out of context
"How long has it been since I've done that?"
he says, right after
for your members you should add an emoji of the pittiful worms
When is kingly gonna see this?
Now do the most impossible challenge, play spore without it crashing!
Nah, too hard.
Too rng
My spore never crashed before am I just that lucky
@@Scrumboilingmines only ever crashed once so far
@@Scrumboiling you indeed are
The civ stage was actually really interesting in this challenge - I didn't realise how much strategy could come into play there, even considering it being an RTS.
it was always my favorite stage, and really feels like it could be expanded out. such cool on the fly strategy for a speedrun
The other cells: small fish.
Your cell: an actual single-celled organism.
cant wait for the mouthless pitiful worm challenge
cell stage would be impossible
I didn't expect to see the usage of wave tactics in a Spore run.
So many worms lost :-(
Wow, that was really impressive even with usage of glitches, but without them? thats incredible work, Kingly. im glad genuine UA-camrs like you are still creating quality content, wish you the bes!
This man either has WAY too much time in his hands or is just built different.
can't wait for the worm% speedrun on spore!
Tbh I can't see how much harder you can make this for yourself unless you were to move the goal to be omnipotent and added arbitrary restrictions such as no ship upgrades.
thiccful worm
🧢
4:12 Surprise Grank cameo.
i love spore, and i enjoy your video's keep up the good work ill alway's support you! 👍
I love your videos so much they're very well structured and you have a relaxing voice. No offense but I've been playing them in the background to help me sleep for a few months now😂
Absolutely amazed by how thorough this is, and also how difficult the challenge was made! This really is the worst possible creature, but somehow it pulled through! Fantastic work at getting it through :-)
i was thinking about asking about this just today!! i haven't started the video yet but i'm super excited to see how it goes!
now to do it from the furthest starting planet from the center-
as a side note, if you go out of render distance of a creature, and come back, the social things it'll request will be different! the amount of times i've had to use that on challenge runs (or simply when i don't have the needed social stats) is rather insane-
Ohh really! That's really good to know, I didn't know resetting the creature like that would give different social requests. I wonder if that would work for Rogues too!
@@KinglyValence it does!! i've done it many times before :D
it also respawns all alphas in the nest, which is a trick i've used to get some extra parts during the early creature stage, by befriending the one alpha, going out of render distance, befriending the respawned alpha, etc. until i have more parts than i otherwise would, had i befriended the nest normally
something else of note is that, even if you kill an epic, going out of render distance will NOT, in fact, respawn it, which is pretty nice
one more thing: if you ally a rogue, go out of its spawn's render distance, and go back, you can ally that same rogue again, and have a pack consisting entirely of one species of rogue! probably of literally no utility but it's kinda funny-
@@Phobic_Nova Does the respawning Rogue only happen if you get the first one in the pack? Then leave the area and come back the Rogue is back as an ally again to add to the pack? Or does the new Rogue return as neutral?
@@KinglyValence i think it's something to do with how spore renders things as you approach, since it just... makes new creatures where they should be, rather than trying to store data for creatures you might only see once or twice-hence the reset social patterns. if you come back to a rogue without adding it to a pack, though, it won't be duplicated, unfortunately.
when you re-render a rogue's spawnpoint after adding it to your pack, the rogue in your pack will remain in your pack even after you revisit its spawnpoint, and a new rogue of the same species will be spawned in said spawnpoint! the respawned rogue will still be allied, and you can recruit the new rogue on top of the rogue in your pack :D
if you dismiss the rogue in your pack while a wild rogue of the same species from the same spot is still in view, neither the wild rogue nor the former packmate rogue will despawn, so there will be two "wild" rogues in one spot, which isn't very useful but is kinda funny-
(if my explanations are confusing, i can probably just record this little trick n upload it here, if ye'd like!)
something of note, though, is that there's a pretty funny side-effect of having different species in your pack while traveling by formerly-red-faced, allied nests. if the rogue (or any other species that is in your pack) is too far behind, and there's one of the nest's creatures nearby it but not near you, the creature might attack your packmate! because the packmate will attack back, your relationship with the creature will go back to ambivalent, and re-allying the creatures will give some more dna, as if you're befriending them for the first time! do note, though, that i can't recall if they go back down to ambivalent, or straight-up red-faced. might be the latter-
@@Phobic_Nova I gave the respawning Rogues a try but couldn't get another one to appear. I allied and added 3 different Rogues to my pack (all 3 had really close spawns!) But leaving and coming back with them still in the pack no new Rogues appeared. Can you make a video showing it? Maybe I'm not following the steps correctly.
Is this also on the latest version of the game?
I always really enjoy the commentary in these videos! You've got a knack for it :)
i watched u a few years ago, im glad u r still interested in spore
Wooo hoooo, thanks mate, seems like you kind of did what I proposed before!
The tribe stage would have been a lot harder if this was done in v1.00, you couldn't even gift tribe members in that version, only the food pile was giftable... quite the oversight they did when adding the member gifting feature in a patch later with it making the tribe stuck perma ambivalent.
Oh I didn't know you couldn't gift another tribe member on 1.0. Yeah that does seem like they forget to apple the relationship timer when they added that haha
6:11 these two sentences are so god damn funny
hmmm, the only way i could possibly improve this for difficulty would be to add mandatory red/aggressive, green/friendly, to the consequence path, making it harder to achieve industrious in tribal stage as actively fending off raiders lowers your your bar and also makes it impossible to achieve red to green during tribal. after that, keeping Civ economic shouldn't be *too* hard but starting out religous does means you'll have to caputure a minor economic city as early as possible only giving you 4 land vehicles due to the city size. from there all you are required to do to finish economic is NOT capture as economic necessarly but absolutlely own a majority of economic cities. (found this one out during a scientist run, accidentally got military by accident)
dude I literally got the same issue with a red card for an economic civ run today. I had 4 cities on the starting continent and all the others were controlled by a military nation, then I bribed my way into an alliance, we merged and I got a red card cuz most of the cities were military...
tbh mandatory red would probably be harder than glitchless
Have you ever done a playthrough on a purposefully messed up terraformed saveable planet other than for specific speedrun reasons?, a planet with weird island shapes and formations can make creature to civ stages really interesting, you can end up with civ cities with docks facing a small terraformed pond similar to weird random civ planets you find in space stage can be, the run can be made either harder or easier depending on how the planet is terraformed.
I've only used a changed terrain planet in a speedrun setting, but yeah that could be interesting and potentially make Civilization Stage more difficult if sculpted in a certain way. I would be interested in trying something like that if someone were to try to design a planet that made Civ harder/more interesting!
@@KinglyValence If you are gonna do it, just make sure you do not create more "continents" than there are in base planet, civ stage cannot handle it and will crash. You can however merge continents, it will result into lesser amount of cities in civ stage, but you start with some progress to account for lost cities. Creature or tribal stage work fine there apart from weird spawns or underwater nests.
I have done myself few runs with different terraformed planets and lets just say they were well worth it.
@@mlgsty8880 I've once migrated to an underwater nest at the end of creature stage on a custom planet, then continued to tribal stage with an underwater tribe, it was unbeatable because no other tribes would spawn, you also couldn't walk onto land because it thought land was water and vice versa, you also couldn't fish at the fishing areas, the only food source was my domesticated creature stage allies' eggs.
I once made myself spawn on a small island in creature stage and to beat it I had to ally creatures up to a blue face and then attack them (without killing) so they reset back to yellow face, that way I was able to get enough DNA to finish creature stage as a "pacifist", that wasn't necessarily hard but very boring. Also for some reason I wasn't able to make an island as small as I did the first time, the game kept spawning more landmass around me, my game is very picky when it comes to terraforming and if I terraform "too much" the game will reset all the land back relatively to how it originally looked like. I also accidentally encased my first creature stage nest with 4 tall walls by using "swirly valley", and I was lucky I added jump to my creature, otherwise I would be softlocked. Scaling those walls made my hands hurt though, since I had to furiously spam my spacebar to climb, I only recommend this one to masochists
Hey! So this is actually insane
Thank you so much for mentioning the NEW double impression trick! It makes things much more easy, it's consistent and I feel like with a level 1 sing I can impress even the Grox
Would be interested in seeing a pitiful Omnivore run, with different routes! Might not be as hard but could be interesting.
I've heard of tool assisted speedruns but never a tool hindered speedrun
These green beans wiggling around are cute
If you end creature as either red or green, and you want to get blue at the end of tribal, you will always have to do 4 of the opposite and 1 of the same you ended creature with. If you want to end with the opposite color, then every single tribe needs to be interacted with in the opposite direction. I learned this overrime because the first challenge I ever imposed on myself was to make a species of every archetype, and tribal was almost always the best point to redirect the needle.
Interesting, I wonder if we end Creature Stage just straddling the line going into Tribal Stage if we would need 4/5 tribes the other direction to change or if we could sneak our way through with 3/5. Or maybe we always get re-centered enough going into Tribal Stage that the 4/5 rule is always true.
@@KinglyValence based on the bard playthrough I did, (carnivore, social, industrious, economic), the graphic of the line doesn't seem to be accurate to how the game determines the outcome. I was barely in social at the end of creature, but the needle was higher than it was after I destroyed the first tribe (after some food collection which shouldn't normally move the needle) as if it was course correcting. This is anecdotal evidence so take it with a grain of salt, but I do believe the line graphic makes it seem the consequence calculation is more complicated than it really is.
I didn't know about the spyglass feature for inspecting other creature's stats
beating spore as green ham
Civ stage as military without glitches but with only the "fastest" vehicles. And no superpowers.
I tried this out and succeeded 1/5 times. One time I was close to getting 4 cities and already an ally to Cyan nation. But Cyan didn't let me take the 4th city and was an ally with 7 cities.
KinglyValence plz do no damage + pittiful worm!
You have an endurance made of steel, I congratulate you
what upppp
What would be the hardest space stage philosophy to get in a pitiful worm run?
Likely starting Carnivore to not get Siren Song could make a harder playthrough, then attacking all the tribes and completing Civ as Military with the worst vehicles. So a RGRR run would be Warrior for Raider Rally might be hardest!
Will you make a video about allying the grox? I don't have the time to watch livestreams, but I'd love to see that as a video!!
We don't do allying with the Grox on stream, we kick their butts whoo rah 😂
I have this video allying the Grox. It's a full run (with post commentary and not from a livestream) but it's the full length 58min. ua-cam.com/video/DdEbWq7gFQQ/v-deo.html
we know that there is not much left to cover in vanilla Spore but its not a reason to torture yourself
Don’t worry I’m boutta member up soon
5:22 YOU CAN EAT THE EGGS IN CREATURE STAGE? I LITERALLY HAD NO IDEA
try the following: make all segments as large as possible exept for the middle most one which should be as small as possible so the cell is shaped like a dumbbell. then place the smallest mouth directly at the smallest part in the middle. getting food with this configuration should be a bit more challenging than with a mouth at front or rear
edit: why with the pitiful worm not also go for the worst abilities?
limbless space slug
Deserved sub
Wouldn't carnivore be harder? Not only would you have to hunt, you wouldn't have siren call during creature stage.
can you play this agin but as carnivore
6:46 is this an intended game mechanic? It kinda sounds like a glitch even if it doesn't do that much
Interestingly, another comment just let me know that version 1.0 didn't have tribe member gifting, and they must have added it in later. The devs must have forgot to include the relationship timer when they added it, but that's still like a game mechanic/game knowledge than a glitch to me. I might potentially remove being able to use it in some future hardcore challenge run.
Is there a way to ensure 10 city homeworld when uplifting a species?
The problem for me is that the oceans often glitch out and no harbour cities spawn. Terrain oceans seem to not be affected by this, but without changing the config files, there's a limit to how many oceans you can place per planet. In addition the mountains and cliffs often seem too steep for cities as well. Saving and reloading in atmosphere can slightly change the final number of cities, but that won't matter if it cannot even reach ~9 cities to begin with.
I wonder if using the space ship terrain tools to level the planet and put more space for cities to spawn could make a planet always produce 10. I thought it was just the terra-score that determines how many cities spawn but making rooms for them might help?
@@KinglyValence Yeah, making room is often necessary, since as far as I know, there can only be a maximum of 5 landlocked and 5 harbour cities on a planet, meaning there needs to be enough water and enough flat land for both to fill up the cap, which is also why the glitch with the oceans disappearing is so fatal here, even though they reappear immediately after using any Terrascore tool. If the water is gone when entering the atmosphere, it's very difficult to get the full 10 cities.
The main problem with the tools in a vanilla game is they are unreliable and often get reset entirely, since there is a vanilla limit of 50 Terrasculpting changes, or also just partially reset, resulting in super steep coastlines or watery beaches.
5:28 thought you were going to say eggs can float for a second
one of my friends had a bug in his game where an egg spawned floating in mid-air
If only there was a way to be even more pitiful, ideally maintaining how much of a struggle it is early on, the more tedium the better if only for the masochists :b
I wonder if you could speedrun two instances of spore at the same time, no pausing allowed (this'd require 2+ monitors and probably two different versions of spore, e.g. Steam version and EA/Origin version)
Unless the game pauses when the app isn't in focus (don't remember if it does), then nvm
no way
now do it with a carnivore mouth
pitiful galactic adventures?
Now beat it blindfolded
Carni super pitiful would be harder tbh
Hi Could you play Galactic Adventures? I would like to see adventures.
I have a couple Adventures with commentary on the channel, but I might go for some more speedruns in the future!
@@KinglyValence agree I have to say you are the most inteligent knowing about SPORE I really like every video I saw of you channel are awesome Thank you
Pitful worm omnivore edition soon?
I did Omnivore and Carnivore with the mouth on the back during a livestream, still on UA-cam, but probably won't make the edited video for it since I've done the other versions a few times :)
Hello, how can i make spore faster? i mean can i make time in game go 2x faster???
Using Cheat Engine can speed up the game, that's what I use :)
@@KinglyValence yeah i found it but thank you anyway!
now do it without dying
what if u did the hardest path?
yoo
Bro really trying not to put Grox on thumbnails
Weed.
First :P