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Showing content with the highest reputation on 10/20/2018 in all areas
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I am not a big fan of the yellow fur either, though mixed with white and beige it makes some nice combinations, if I remember correctly. I don't like the red fur either, at least not in double form. Mixed with others it's alright.3 points
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I like yellow fur mixed with redbrown fur. It makes a nice orange color. Also my fav nicheling had yellow mixed with white. Other yellow combinations do look bad tough. Different eyecolors are nice.3 points
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I'm boring and favor more functional genes. Things like nimble finger and ram horn (it's hard to get mega horn when u r starting new files all the time). Usually all my nichelings have the same useful traits and I leave the cosmetic traits alone. I like having variety. Tho I usually try to get rid of yellow fur because it's just plain ugly. Two yellow genes r way too bright of a yellow, but at the same time it doesn't look good mixed with other colors like brown or black. It's just horrible all around. I like mask and spots. Stripes are sometimes hard to see in my opinion, i like how they looked in older versions better. And I usually try to breed out black eyes. I like when my niches have all sorts of different colors, purple, yellow, green, blue... But when there's a lot of black eye genes they just dominate everything.3 points
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To me, it didn't matter if a creature was the strongest or the fastest (Now I see why I'm so bad at Niche,) but the most important thing to me was whether or not a creature looked cute. Bam. Perfect creature. I even still remember my panda army from 0.1.5., because we all know panda pattern was the superior gene to every other gene. Actually, panda pattern was just a cosmetic gene, and I'm pretty sure it had no effect on a creature's survival... But ever since they removed exterminated all pandas from existence after 0.5.0., I started to look for "cute" genes again. Then, I discovered how adorable big ears were. So, big ears quickly became the new panda pattern for me. Bam. New perfect creature. Then I discovered how cute melanism was with black eyes. Combine this with big ears now. Bam. Newer perfect creature. That's my perfect creature right there. What do you guys consider to be perfect creatures?1 point
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So, I just randomly had an idea for a new gene. It would maybe look kind of like a snake head, with frills on the sides. If a creature comes within a certain range (maybe three or four spaces?) the nicheling with the gene has an option to spit at it. The creature would be poisoned, and wouldn't take damage right away. Perhaps you could make puddles on certain spots, and creatures who step in them (including nichelings) would be poisoned. Edit: Based on people's suggestions, I think that I should change it to instead paralyze the target for a day or two, although only a few turns for larger creatures. However, there is also a very small chance to poison the target. Edit 2: Should probably add some possible unlock conditions. I think that it would be unlocked after eating a certain number of toxic berries and licking a certain number of times. Another option could involve picking from the carnivorous plant.1 point
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Missions that don’t take place on a planet. Asteroid fields? Space battles? Hammerhead migrations (looking much like those with real hammerhead sharks)? The possibilities are expansive.1 point
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I thought that maybe a general thread for stray fawn related gifs could be amusing I'll start by posting a gif I captured in the Nimbatus Sumo tournament today which made me laugh out loud. My spinning drone went up against one that used a detachable magnetic battering ram. As usual the battering ram went skittering off the screen. But much to my surprise the lump of magnets found it's way back into the arena, crashing into its own core. The opponent's core then got crushed between me and the ram, and that's when the core's thrusters went nuclear and shot the poor guy's core out of the arena like a bullet XD1 point
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I feel that galaxies should Work like this. For example having to destroy a pirate dock, hidden away on a jungle planet then gaining an item that lets you access there home system. After that you get a huge reward from your employer. But then later in the galaxy you find the pirates escaping from the galaxy after their stronghold was destroyed. Later in another galaxy, which just happens to be conquered by the pirates, you are constantly hunted down by them the whole time. So basically, the further the you progress they tougher it gets because of your previous actions.1 point
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I'm not entirely sure they should provide a reading at all in these areas. Upon thought, having a directional sensor set to gravity is an almost certain sign you're using the wrong design for the region. Maybe you have it so it can also be used on planets, and that's fine, but there's no possible purpose to serve here. I also think that in Zero-G regions, the camera should always take its up-down orientation from your drone, instead of the level. The designers seem to have gone to some trouble to be physically correct in some regards, such as space and movement and orientation having no meaning without a point of reference. On a planet, that point would be the center of the planet, but in a Zero-G region, I'm not sure using the center of the map to orient the camera makes sense - nor does having an arbitrary orientation locked, as if space had a north and south. When you get too far out, you can get an arrow pointing you toward the center, as you do on planets, to make sure you don't get lost.1 point
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Level edition? How would that work? Like you can create terrain pieces, and enemies that will be added to a selection of random terrain generator planets?1 point
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and burrowing would allow them strafing movements without having to worry about the terrain they'll navigate while leaving it, or while strafing left and right as the player tries to get at their burrow.1 point
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Adding a separate sumo arena with an entrance fee doesn’t actually seem like that bad of an idea... I don’t like purchaseable drones though. also, PLEASE ALWAYS SEPARATE YOUR SUGGESTIONS INTO DIFFERENT POSTS.1 point
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Maybe we could place them like really far apart, or maybe have a pop-up saying “are you sure you want to quit”1 point
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Bearyenas ears + Big Nose = Cuteness! (Extra points if it has mask)1 point
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Agreeing with Jojo, here. I made a save where important creatures/lines are reincarnated and held eternally young. Pretty diverse, just no derp snouts, pure red or pink fur, or black/yellow fur (until I got one good sir that could actually rock the look...).1 point
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So, some people have suggestions which base of parts using recourses to operate, such as weapons or the factory block. However, I've been thinking about the potential implications of using recourses to operate parts in order to function. If a part that consumes recourses is setup to operate continuously (the factory for example), it would mean that a player could continuously loose hard earned recourses and have it drained from their supplies. This would be a horrible occasion, and would waste a lot of time and effort that went into collect said recourses. One of the core game aspects of Nimbatus is to be able to do certain actions without directly inhibiting yourself. So, I devised a work around that should be applied to any sort of parts that could consume recourses. Instead of having parts consume recourses directly from the hotbar, it would use the recourses which are available in it's own recourse tanks. First off, this means that there are no long term effects to the player if a mission fails, as no recourses are actually lost, and it's mearly a trade off. Either to operate the part with recourses, or to load the recourses into the recourse collector. The second benifit is that it can be used to augment a part's usability. If a part requires recourse to have already been collected, then players will have already had to have been on the planet long enough to have harvested the recourses. Finally, it means that best of all, the mission can be replayed at no expense, which is important in a game made like Nimbatus. Also, this sollution also works well for balancing factories. Factories could be set up to consume (any) recourse to produce parts, which would make them still functional, but also more situational for operation. Since the player has to collect recourse prior to using the factory, it will not be spammable, but still useful.1 point
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I love bearyena ears as well, but I don't have one perfect creature. My tribe that went to the home island was 'perfect' for surviving especially in a swamp but they weren't my preferred looks (as I don't have one) I cannot have a preferred look because I love diversity in my tribes. It get's really boring really fast if everybody looks the same, so I just have favourite genes, but I don't want them on all of my Nichelings either ^^1 point
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How dare you say that big ears is the cutest gene?! BEARYENA EARS ARE THE CUTEST!!!1 point
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Yeah, I knew it was possible to get panda pattern again, but back in 0.1.5. panda pattern was its own gene. Thanks, though!1 point
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They still have panda You have to have Mask and Pattern D https://sites.google.com/view/nichepatterns/comparing-the-patterns-mask1 point
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Well, balance bears can surely hold their breath and dive to find fish. After all, they are like polar bears but even more suited to water!1 point
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Maybe we could set it different for each rank, for example omegas don't get to eat at all, betas eat 2 and alphas eat 5...1 point
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Many tribes have a story to tell. But could this influence game play on an additional level? Imagine a little book in the starting menu. You can choose values from different sets: -- Spirit of the Hunter: all meat dropped is doubled. However, predators gain one attack point. -- (2) all meat dropped is trippled. Predators gain two points in attack. Normal berry bushes act poisonous. -- One with Nature: collecting offers one extra food point. Bunills, dodomingos and crabbits become substantially harder to slay. -- (2) collecting offers two extra food points. Non hostile entities cannot be killed. Predators live longer. -- Lover of the Night: negative status effects last half as long, positive ones twice of original lenght. Immunity to leeches and bleeding. -- Oral Tradition: Creatures live 7 days longer, healing fruits and purr snout restore more health. (+50%) All entities spawn less often. (-20%) -- (2) Creatures live 14 days longer. Enemies are substantially more long-lived, deal more damage and healing is less effective. Spawnrates are further decreased. (-33%) -- Fortuna/Will of the Gods: Damage resistance is obsolete for nichelings and predators. Creatures cannot stack stats higher than 2, 5 for attack, 3 for fishing. Small chance (15%) to gain 10 additional food from an action or to cause 10 damage. -- (2) Creatures are born with randomized stats. Your rogue-born, no pawed derpsnout might just be the greatest warrior in all of history. (2 points of a genetic base stat are still counted.) -- Sirens Call: Calling will always attract -- something. Nichelings that have sung gain an extra point in defense. -- Dancing Shadows: Creatures with at least two points total in stealth, camouflage or odour disguise gain 4 more points in those skills. -- Warrior Code: Nichelings have +2 points in attack and + 1 gathering by default. Hiding becomes impossible. -- Adam's Quest/Heart of the explorer: Creatures have one extra point in movement. -- advanced group dynamics: Born alphas are slightly stronger (+1), omegas better gatherers to one present skill (+1), beta's senses are sharpened. (+1 hearing/smelling). Children inherit rank. E.g. a+a = alpha or beta // b+a = alpha or beta. // b+o= beta or omega// o+a= o,a or b. -- Wicked Grace: Winged creatures see one tile farther into the distance, including grass. -1 cold/heat resistance. Non flighted animals gain 2 hot/cold resistance. -1 hearing. Short sighted creatures act blind. -- Northern lights: Drowning damage only occurs over night. Rogue males carry ancient or rare traits. Dodomingos and Ramfoxes drop 15 more food. -- Sun Gods: Shrivelled berry bushes offer 2 food points per berry. +1 heat resistance, immunity to sleeping sickness. -- Unity: Large packs (25+) consume less food (-25%) and twins are more common (+50%). More wanderers and fewer rogues spawn. Immunity sickness kills a creature in three days, sickness does twice the damage to other nichelings. Small packs (20 or below) consume more food (+10%). Sickness does no damage. + 1 hot, +2 cold resistance. Drastically fewer identical twins, wanderers and rogues spawn (-50%).1 point
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We will publish a roadmap for the Early Access (very) soon Thanks for your patience and please look forward to it1 point
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-- Mark children with the right immunities to a mate at birth. This way parents do not have more or less children than required. -- You only need 4 immunity genes. 5 is good, 6 can sometimes be a hassle. -- don't have more than two main breeding pairs. Give them a maximum of three kits each (not counting twins) unless a immunity isn't being passed down properly. -- wait until creatures are a bit older before they have children. -- In certain biomes under particular bad luck, immunities might be spread through a tribe with no matches. Pick sickness over a too high population. -- No rogue children. For story purposes, non-required wanderers or other lovebirds only have one child two days before their death. If one child is born for every two deaths, tribe size can be gently decreased. Most importanly, try a whims of fate challenge with a maximum of 10 and a minimum of 2 creatures. Strategies learned in that are the best teachers, if you want to try the playstyle. Personally, anything over 15 nichelings gets a bit tedious long term. So I aim for 10 if possible.1 point
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Ok, let's draw some key winners! The draw is completly based on random numbers. Here are the winners from page 1 - 16. I'll send over your keys via PM ^^ Congrats! Page 1: @DRACL10N Page 2: @Evo-Robot Page 3: @Qwarty4 Page 4: @Maniac1 Page 5: @[username not available] Page 6: @Andur Page 7: @MSG Page 8: @Ippenutt Page 9: @The_PurpleFurry Page 10: @RobotNinja Page 11: @Fireforest Page 12: @ALAN0010YT Page 13: @Drake255 Page 14: @aSackOfRoos Page 15: @Discorded Page 16: @Birdleaf The give away is not yet over though We'll keep it open for some more time and draw winners from page 17 and up. Thank you all very much for participating! We will certainly run more give aways in the forums soon too!1 point
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Spitting is something I wanted to add since FOREVER. Some of you might still remember that the Derp Snout used to be called Spit Snout, the reason being that we wanted to give it spitting ability It would be able to spit at Rabills and other small prey, which would glue them to the ground for a day. Take my upvote!1 point
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Nimbatus is a pretty complex game with a lot of features that need to be cataloged and understood. Games like this usually have a wiki page, but Nimbatus's sucks. I've already taken it upon my self to at lest get all of the basics down. I didn't know that reckages could give you resouces until 2 days ago, a wiki would have been helpful. All im saying is that we seriously could use a better wiki page.0 points