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Showing content with the highest reputation on 02/16/2024 in all areas

  1. This'll be verrry long however Maybe introduce: -enemy/ wandering tribes that are on any island and can help late-stage gameplay from incest or more genetic makeup. Maybe even a challenge for who gets to stay on the island. Have a passive vs aggressive native tribe on any island where passive tribes are more likely to breed with your tribe and allow you to gather resources easily until you go to another island or disrespect them (hurting members). These tribes are typically on fertile lands which cause less competition. Aggressive tribes, however, are in lands with less resources than the passive tribes. Aggressive/Defensive tribes will be less likely to breed with your tribe and run away when close to them(similar to how rogues males act around male tribe members or Adam's original tribe) however if you ' steal' enough resources like food or nesting material they will get aggressive and start attacking your tribe. Hurting a member will cause their nichlings to scream and alert the tribe that you're acting aggressively and will cause them to attack. The only way an aggressive tribe can trust your tribe is if you have enough members integrated into their tribe. - beachy biome with volcanoes and beachy-themed genes (and desert biomes)/ more islands -deformities that are random (derp snout, body paw etc)which can give your niching weakness and more susceptible to being endangered or sick. They have less strength than normal nichlings and are typically hunted first along with babies elderly, and immune double niching. -Age strength regression. The elderly are not as quick, strong, or able-bodied to hunt or fight. Their immune system will cause them to get sick way quicker than normal. -more patterns and scars. - more storms like floods, twisters, sandstorms, earthquakes, and volcanic activities. Depending on the island, your nichelings would have to go on higher ground and wait a couple of days to go back to ground level during floods. Food sources like bushes and prey (other than birds) will be gone for a couple of days until the storm passes. Plants will have to regenerate however you will receive plentiful nesting materials from broken shrubs and trees. Swimming, calling and flying genes will be strong during floods as those who are able can get fish who swam upshore from the storm. If your nichling got caught in the flood, depending on their swimming genes, they will float or drown. Sandstorms will be an elongated drought with no food for a couple of days other than bugs. So those who have heat resistance and insect genes will prevail. Twisters and earthquakes only cause damage to shrubs and plants which will only decrease food/nesting material, with earthquakes making the map possibly shake up and you'll lose some members if you're unlucky. Volcanoes will burn the ground and cause smoke clouds to form (possibly rain clouds). The ground will be black and infertile for some days and if the volcano erupts and hits plant plots or your nichling they will not regenerate/ lose members. - bigger islands for bigger tribes. The bigger the tribe will give you the option to implement roles and a den for a permanent home( as seen below). However the bigger the tribe does not mean it's better as you'll have more chances of diseases spread, incest, and bug infestation. - add more roles into the tribes. Have leaders and possible gender roles like how lions act in the wild or even wolves. Alphas get more food and more mating opportunities but are responsible for the hunts, the welfare of the tribe, and those who enter. Only a small fraction of your tribe can be an alpha. Have the strongest and most desirable(desirability option can change from default game mode in sandbox mode to change up who will be alpha in your game save file) nichelings be the alphas. They will protect the tribe and with enough nesting material, can build a 'den' for the tribe if you're making a permanent home on an island. The den can house 5 baby nichelings when things are bad and even house 1 adult. The den cannot be moved so be wise where you put it depending on the location, it can be flooded or susceptible to diseases and storms. Alphas can banish, injure, or challenge other alphas/ tribe members to be leaders. There will be only 2-10 leaders in a tribe (male and female). Leaders are not banished at all and can give their role to offspring (depending on the male or female only offspring or equal opportunity). Alphas can lose rank if they lose a challenge from a lower-ranking member or do not protect members effectively and have enough food. Betas hunt and gather most of the food are loyal to the pack and seldom banished or leave. They get decent mating opportunities(not the best of the best genes) and are still fed. They can challenge alphas for rank and lose rank if they are challenged and lose, banished, or leave the tribe. Omegas are the children(unless they're the leader's offspring), new tribe members, the elderly, the sickly, and those who are not strong and desirable. They get the scrapings of food or none at all depending on the situation. Like betas, they can be banished or injured by the higher ranks to assert dominance or get rid of some nichelings and they can ascend the ranks as well. Omegas have a higher chance of leaving the tribe and being a rogue male/female(they can mate with other members even if a rouge) and even try to revolt(rare) if they're not getting basic needs like protection, shelter, and food. Omegas who are born from rogue parents and tribe-born parents have a harder time ascending the social ladder. Players have to focus on tribal happiness(happy tribe, nobody leaves, unhappy tribe, many revolts, and wandering members). Males are likely to protect the females and children from wandering members/rogues, and predators while females typically protect their young from aggressive rogues who'll try to harm newborns to mate. -more enemies, food sources, and sicknesses. -Add seasons. Seasons can change the probability of food/prey dropping and storm occurrences. -mods please modss
    2 points
  2. Was about to suggest something like it! Had the idea going on in my mind for a very long time. *stretches hands* There could probably be a random chance that whenever you travel to an island, there is already a tribe settled there. (Maybe it would be more likely as island difficulty increases) The tribes would probably act something similar to Adam’s Tribe but they will “reproduce” so that they don’t die out after 25 days. (Always found that kinda sad) They would hunt, gather berries, and such. The idea I had for this to work is that on “settled islands” (gonna call that the islands with npc tribes in them) there would be a new landform called “Nicheling den” which would spawn an NPC tribe 2 gem Nicheling once in a while (spawn rate could depend on difficulty and such to maintain a certain tribe size, would work similar to the rabbit burrow in that sense) I imagine each settled biome would spawn nichelings roughly adapted to their biome (like all Home Island guys have stripes, runner legs, big body, poison fangs and so on) each biome would have their own rough appearance of the Nichelings. The tribe size would depend on how many nicheling dens are spawned when the island first loads. (I imagine there would be a random chance for 1-5 dens to spawn on the island, which would also be determined by island size) The nichelings would be neutral for the most part, tho they will pick up any food the stumble into or take berries from bushes and such. Tho they would turn hostile if you attack them or you attack a Nicheling den. (The Nicheling dens are destroyable) The dens would spawn NPCs at a regular rate (tho I imagine spawn rate would lower in dry times and increase when there’s rain) to maintain the tribe size. If you want to get rid of the tribe completely, you would need to destroy their dens. But this will turn all of them hostile. I imagine that on the other side, you can give food to them (maybe whenever you are in a settled island there would be a bar on top or side of the screen showing “NPC tribe perception” towards your tribe) Giving them food (would work similar to the current “invite” option you get when interacting with a wanderer, but it will just give them food) would increase their perception a small bit, hitting any of them would lower it by a lot, attacking a den would make them instantly hostile. I imagine based on the island difficulty it would be harder to “befriend” them, like giving them food would increase their perception only a tiny bit in a killer island but would make them a lot happier in an easy island. Whenever you first arrive to an settled island, the bar would be at neutral and as you interact with them it would change. (Maybe on more difficult islands the bar would start closer to hostile) If they turn hostile, they would attack you at any chance they have, like Home Island Nichelings. In neutral they would generally avoid you but steal any food. If you manage to get them up to friendly perception you can start inviting them to your tribe! (Their genes are roughly adapted to their biome so it could be helpful in some cases) Tho I imagine it would require significantly more food to invite them than to invite a random wanderer. Tho the NPC nichelings will always be competing with you for food; so in islands with scarce food, you might instead want to get rid of them. Up to the player since either choice will have its benefits and difficulties. An NPC tribe is eliminated once all their dens are destroyed, they stop spawning more and they would gradually die out like current Home nichelings. I imagine once this happens, the perception bar disappears and any survivors would turn into regular wanderers. (you can see I had this idea on my mind for a long time lol)
    2 points
  3. Day/Month 0, start of research Our team's goal is to learn about one of the species native to the exoplanet Diana-4 known as Dianae Felivulpes, of which we have raised two specimens in captivity from a young age (001 was taken in as a cub while 002 was already a juvenile when found). The pair, nicknamed “Adam” and “Eve” respectively, have recently been released into the wild. They are roughly twenty five Diana-4 days old (or two solar years). 001 (Adam) and 002 (Eve) after arriving at their new location Our hope is that they can adapt to their natural environment despite captivity, allowing us a closer look at this intriguing alien species so similar to Earth’s own. The pair have taken their “banishment” from Outpost Apollo rather well and have just been brought to a relatively peaceful location. We look forward to their next actions. -Dr. Emilio Albrecht, head of project
    1 point
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  5. *Been reading a Juzi (There was other ships the story was based around, but I was was there for Juzi) fan fiction (murder drones) the past, what, 6 or smth hours*
    1 point
  6. "What about the homosexual?" "They are all homosexual"
    1 point
  7. I aslo hate the fact that the idiots are calling ppl gay as a joke because , its really not nice to say that but they literally joke about it like an and thing . I have been called lesbian on most days, tho im probs not. its not supposed to be an insult but its used as one .
    1 point
  8. Ok, here are some of my old suggestions that I still think could be fun Bevare of cringe formatting, old art and severe grammar mistakes!
    1 point
  9. Would seasons be possible to code? Maybe the season would change every 10 days on normal islands, but on islands like the mountains a certain season would last longer (in this case winter). You could also have cold snaps in winter months. Prey could also spawn less and berry bushes would stop producing as much fruit. Also predators would spawn more as they are food is more scarce. In fall, wanderers would compete with you for food more, and more nuts would fall from trees. In spring, it would rain a lot more and prey would be very easy to find. In summer their could be heatwaves that could start fires, and maybe their would be more aggressive storms. You could also have more varieties of plants spawn in spring and summer. Creatures fertility could also go up in accordance to the seasons. For example, it would be much easier to breed two creatures in spring and summer than in fall and winter.
    1 point
  10. Welcome in the Stray Fawn Studio Forums We are happy to have you with us and hope you will enjoy your time here! To make sure everybody gets along, we put together a few basic rules. Please make sure to read them and act accordingly. Post/threads that involve the following content/behaviour will result in moderator action: 1) Political, ideological or religious posts likely to result in behaviors banned under rule 3) 2) Content unsuitable for children, e.g. nudity, sexually suggestive or explicit images, excessive violence, gore and drugs; 3) Insults and threats, stalking, bullying or any other behavior construed to be of a potentially rude, slanderous, accusatory, combative or otherwise harassing nature to/of another person; 4) Any discriminatory (racist, sexist, etc.) language, actions or iconography, with or without historical context; 5) Use of vulgarity, profanity, parts thereof (S***) and any similar technique to post vulgar or profane content;6) Reposting closed or removed content without moderator consent.  7) Think about your wording. If you don't like something, preferably use "I don't like" instead of "I hate", "... sucks", etc. 8) Continuously spreading negativity in the community. 9) Make sure to stay on topic and don't spam threads unless it's explicitly allowed. 10) Creating a new account while being banned will result in a permanent ban from the forums. Also, please think carefully about posting personal information. This is an open forum where everybody can read what you are posting. So for situations that are of personal nature it's adviced to use private messages with people you trust. If threads show a high potential of resulting in any of the behaviour mentioned above, moderators might close them.
    1 point
  11. Before you start... age settings whatever you want. You must increase all the damage multipliers as long as healing is the lowest. Have 8 starters. 2 must have deformed paw. 2 must have hemophilia 2 must be short-sighted 1 sickly 1 completley healthy Linking to rule 1 and 2, starters can't be broken nails (nichelings that had a claw turned into runner leg by chance) or have alpha genes (check rule 2) If you are curious to how I made up these dumb and random rules, I google translated serious niche tips through a bunch of langueges. Then I used my creativity to come up with meanings and rule ideas. Enjoy. 1: Meaning: Whenever a nicheling with claw or bearyna paw is born, roll a generator to see if they're a Broken Nail or not. Broken Nails have their claw replaced with a runner leg using console. As for the 'poor groups' part, all Broken Nails must be cast away to live in small groups away from the tribe. Set them to omegas. 2: Meaning: The most recessive genes in every category (Melanism, Stripes, Bearyena ears, Bearyna snout, Antenna, Blind, Orange eyes, Heat body, Bearyna hind leg, Peacock tail) 'Alpha Genes'. Use console to give each baby born an Alpha Gene in their recessive. If a child is born with two or more Alpha Genes in their DOMINANT slots, they are set to alphas, and have a lifespan increased by 20% of their orignal one (use console). However, nichelings who got set to Alphas using the Alpha Genes can only breed once in their life, and only breed with non-alpha gene nichelings. (as an extra rule, so not every nicheling has them) 3: By edit menu, Google Translate means mutation menu. You start with all mutations unlocked. But randomly generate each mutation you pick. You can use the random mutation picker on scratch for this (I can link it if you can't find). If you land on a mutation that's really useful on a specific biome, for example, big ears, you MUST immiedietley start trying to reach an island with that biome, with at least one nicheling with the gene it picked. 4: When a female mates with a male for the first time, he is her mate forever. But use a number generator for a small chance for the female's mate to be abusive. If he is abusive, every 5 nights, put him next to the female and make her take damage based on the male's strength stat. They must still mate. 5: When a nicheling has less than 1/10 of their lifespan left, they're an elder. But elders don't rest. They must gather as much food as possible. Add a number of food points they must gather before death. This is based off lifespan, for example, if you put a very long lifespan in the settings, increase the food they must collect before death. If they don't collect the amount of food you set for them to collect, you lose 1/4 of the food they DID collect, and you must sacrafice one of their children. (keep track of how much they collect) It's harsh, I know. If you want, google translate a niche tip, like 'Make sure you are careful with immunity genes' and put it through a bunch of langueges and back, then add it as a rule to your save. If you have no meaning ideas you can ask me for one
    1 point
  12. My First Challenge on the board! "The Kingdom of the Unseen." So, basic gist is: 1. You are watching over a tribe of Nichelings run by an Alpha and their two Main Underlings. 2. These Nichelings are afraid of attracting attention to themselves. 3. These Nichelings will kill any Wanderer or Rogue Male Capable of Sight that roams into their Territory; The Alpha is the head of the Charge and if them and their Main Underlings lose sight/smell/hearing of the Wanderer/Rogue, the Alpha will be trapped within their Nichelings, rocks, berry bushes - where they will be exiled and shred to pieces by their Tribe. Their Main Underlings will be Drowned/Cast into Flames/Left in the Jungle/Etc. There will be new promotions: 1 New Alpha and 2 New Main Underlings. 4. When an Alpha dies - without being a Failed Alpha - the Entire Tribe will vote between the Two Underlings to become Alpha, in which the New Alpha can choose to Demote and Promote new Main Underlings. 5. Only Alphas may Sire or have Children. (OPTIONAL - THIS IS IF YOU WANT TO MAKE LIFE HARDER.) 6. When you Encounter a Blind Nicheling, you cannot attack it, instead, you can choose to leave it alone, or let it join. This is the Only Type of Nicheling that can join you (other than Glacier Nichelings, which may join due to having no one they know alive who they can reveal the Tribe Location to.) 7. Nobody is Spared nor allowed to Leave the Tribe alive - Every Traitor dies as not to reveal the Tribe whereabouts. 8. Your Main Territory/Tribe Hub must be surrounded by Grass, Reeds, etc 3 Tiles Thick, and Nests must have said flora Growing over them. 9. You cannot use Stumps near your Main Territory, nor Nests outside them. 10. Your Tribe must Switch Islands every ___ day. You may generate/choose your own chosen amount of days suited to your likings, but they must switch to large islands. 11. Friendly Bearyenas can be Alphas, but they're risky because if your Main Underlings cannot track down the Rogue Male or Wanderer, the Bearyena AND Main Underlings are killed. Settings: Lifespan can be whatever you want. Every Creature, Plant, etc is Enabled. Start with 3 Nichelings. Start with 20 Food and 20 Nesting Material.
    1 point
  13. A Hard Carrot is any nichleling with red fur in one slot and yellow in the other, making it bright orange. Hard Carrots determine decions such as 'run away from the predator or fight?' When making these decisions, generate with a number generator based off how many Hard Carrots you have in the tribe, unless you have 1 carrot, in that case, use their age. But if you are doubting anything related to the challenge, you have to sacrafice half of your Carrots.
    1 point
  14. The power went out for like, five hours. I WAS READING FANFICTIONS HOW DARE IT
    0 points
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