NS/releases/3.04/manual/alien_changingspecies.html

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<td valign="top" background="images/design/red/surround_title_s.gif"><span class="sectiontext"><font color="#FF6600"><a href="alien.html" class="sectionlink">Kharaa
Data</a> :: <a href="alien_species.html" class="sectionlink">Species</a>:
Changing Species</font></span></td>
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<td>&nbsp; </td>
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<p> <img src="images/images/10red_data.gif" width="13" height="10">
Ever resource conscious, the bacterium always
first creates <a href="alien_skulk.html">Skulks</a>
&#150; they seem to provide the best results for the
least investment. After aliens spawn as Skulks,
they can change their form into the other four
species described here. A gestation sac forms
around them, and resources and information are
drawn from the bacterium. The alien that emerges
appears to have the same knowledge and <a href="alien_evolutions.html">evolutions</a>
as it did in its previous form. An alien must
have access to enough <a href="alien_resources.html">resources</a>
to gestate into each species. Some complex forms
also require two or more <a href="alien_hive.html">hives</a>
to be active.</p>
<p>The higher cost of more complex species leads
to fascinating variation in tactics. Losing one
<a href="alien_onos.html">Onos</a> costs the aliens
as much as a dozen (evolved) <a href="alien_skulk.html">Skulks</a>.
Because they basically &quot;cost&quot; nothing,
Skulks seem to be more reckless and willing to
die to destroy their target than their more powerful,
and more expensive, brothers. On the other hand,
a single Onos can destroy an entire squad and
base.</p>
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