-
Posts
432 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Events
Posts posted by Mulan the Cat
-
-
10 hours ago, Bad fawn said:
Well I can't really see rocks just appearing out of nowhere
There would need to be a short 'growing' phase for them as they either emerge from the ground or break out of a cliff.
-
This ties into my previsous suggestion about replacing grass with regrowing grass if you ban grass in world settings. But, it's different enough to have its own page.
So, I have always found that new islands are a lot more fun simply because they haven't been cleared out. So this will keep islands fresh in order to stop them getting, well, boring.
Firstly, berry bushes/man eating plants.
This would be true for all berry bushes. I have two ideas:
1. When a berry bush is destroyed, a new one grows within a tile of the last one instead of right where the old one was or the toxic berry bushes just being destoryed.
Or 2: (more complicated) Every time a nicheling gathers from a berry bush, they get a (very low, think 2% chance) to plant a seed where they end their day three days later (somesort of status-based effect). If they destroy the bush, they get it automatically.
Secondly, boulders:
Everytime a boulder is destroyed a new one will emerge on an unoccupied tile. This would be a slow process, taking around 30-50 days.
Third: Oak/palm/stinky fruit trees
This would be the same as my second idea for berry bushes but be MUCH lower. Add to that, after a tree lives about... I don't know, 500-1000 days? It will die. Saplings would have a high chance of dying before becoming trees and would grow for 50-100 days.
Fourth: Other trees
Trees that are too close together will die or die if they reach 500-1000 days, every time one of these trees dies three saplings will grow with a 50% chance to make it to a tree if no trees are within a certain range.
Note: There should be a setting enabling/disabling if an object can regrow.
And that's it. Please tell me what needs to change.
- 1
-
You could even have a fainter outline around creatures whose action points aren't used up.
-
How would they be unlocked?
-
It'd be easier if there was just a way to connect them in the family tree, that way you could keep track of it.
-
What if there was a rare chance for an island to have some kind of current or floating 'raft' that you have to swim to? You would board the current/raft and that would transport you to an all ocean area? Perhaps a underwater island would be better than going super deep to the midnight level of the ocean.
We'd need more stuff for it though, and a few different types of 'islands'.
-
On 11/10/2019 at 11:27 AM, catsagainstdeterminism said:
Toxic appearance has worked on bearyenas for me, given they're not hungry. Rogues also have a bar that changes their tactics a bit when full. I guess Toxic Body could smell bad to the smelling ape, or at least be seriously scentless in the jungle. Not much to do with hearing.
If -- then or +chance to suggestions are generally not implemented, but I don't know what the issue is with that. I'm still eternally confused why toxic body has no heat resistance. It seems like such a given. Or actual platypus "smelling" tactics. Short snout has been risen from the grave to be adorable and useless, though.
Hmm, might be a bug then for me but bearenas go for toxic-bodied nichelings before medium bodied for me. I'll test it later. Rouges don't really need to be effected by toxic body but'd it be useful if they were. I suppose that making toxic body more poisonous would work too, as long as it effected bluebirds.
3 hours ago, Skysplash8 said:The only thing I don't agree with is less speed for the smaller horns.
I have that just to balance out the genes a bit. Since otherwise no-horns would be the worst when in real life, very few animals actually have horns. Of those that do, they all have some way to support the horns.
The problem with my method is that a double clawed creature would have enough strength to have horns even though the claws wouldn't help support the horns. But, I don't want to limit diversity of the nichlings by saying that creatures with this can't have horns. I also don't want to limit flying with the smaller horns.
A better solution might be to give a bonus to no-horns but it'd have to make sense and be balanced. For instance, +1 speed, swimming and flying would be over powered.
So the smaller horns could also be given requirments to use their strength. Like ram horns could be used only when 'ramming' or antlers could only be used against other nichelings but that would take a lot of work to implement and would be annoying.
One idea is to give some horn genes different seasons like deer have in real life. That's been suggested before, I'll see if I can find the link. But that wouldn't work for all the horn genes.
Nor do I want to just give the genes always +1 strength and -1 speed because that would make hunting rabbits all that much harder and fighters all that much slower.
And yet another option is just to get rid of no-horns and replace it with manes, crests, ear tufts, and so on.
- 1
-
This is pretty straight forward. When you ban grass through sandbox settings it should be replaced with regrowing grass unless regrowing grass is also banned. Also when you ban regrowing grass it should be replaced with non-regrowing grass.
- 1
-
Personally I think upright would make more sense all things considered. Here is my alterations on the stats:
+2 cold resistance
-1 heat resistance
+3 hearing
-
In case you have the pregnancy duration set to a higher number it should be once the female has less than 3 days remaining. Otherwise, great idea!
-
To start with, toxic body:
Toxic body isn't very helpful on the hard/killer islands. It doesn't have any heat/cold ressistence which makes it difficult on the snowy mountains, savannah and jungle. I understand no cold resistence but no heat resistence doesn't make sense. On top of this, the repelling predators isn't the most effective.
So, better stats would be:
+2 (or more) poisonous
+1 distasteful appearance
+2 heat resistance
And immunity to bluebirds plus a better job of discouraging (or doing more poisoning to) bearenas and apes.
And now short snout.
It is one of the worst head gene as it only adds +2 smelling. As it is based on rodents (who you don't want to be bit by) better stats would be:
+2 smelling
+1 strength OR +2 of a higher chance to do bleeding when attacking a predator (slashing or something?). (~30% chance every time they attack successfully. I think this would be useful down the line too.)
Gills:
Gived a choice between water body and gills, water body would be a better choice for underwater breathing since it gives swimming. So I think gills should give:
+2 underwater breathing
+1 swimming
Saber fangs:
The only problem with saber fangs is that its stats are the same as bearena snout so what if it gave:
+2 strength
+1 distasteful appearence
+2 smelling
+1 of that higher chance to do bleeding to predators
Horns:
Well, there is an imbalance here. Megahorns are better than ram horns, antlers and savannah horns and no horns is by far the worst. I understand that megahorns is hard to get but it still should be balanced with the other genes.
So Megahorns:
+2 strength
- 2-4 flying
Either incompatible with the weaker body genes OR -2 speed if the creature has less than (or equal to) 3 strength and -1 speed if the creature has less than (or equal to) 6 strength. Since you need to be strong to support such a weight.
And ram horns, savannah horns and antlers:
+1 strength
Either incompatible with the weaker body genes or -2 speed if the creature has less than (or equal to) 2 strength and -1 speed if the creature has less than (or equal to) 4 strength.
- 1
-
17 hours ago, Zixvir said:
-0 strength means no damage dealt
Oh, okay.
-
What about this:
Some head types give the option of 'carrying'. Not all of them, but the ones that would make sense. For example, beak wouldn't but purr snout would.
It costs one action point to pick up a baby/child. You can set them down on a free tile next to you for one action point. While carrying the child you have:
-2 speed (min 1)
-2 swimming (min 1)
-3 flying
And any strength, collecting, cracking, distasteful appearance and so on you get from your head and paw genes would be rendered useless. You'd still have purring or cold resistance.
The child has:
Warmed up by pack+1 defense
And can be carried around
Bluebirds won't attack but other predators can still kill the child.
- 2
-
9 hours ago, Zixvir said:
are you a good drawer? maybe you could draw it!
there should be the 1 base speed and the -0 strength but 3 added speed and -3 strength when a predator is near.
I'm not a great drawer.
The reason I had a base of 2 speed is just because they should be as fast as normal hindlegs. The only problem of having a base of -0 strength is that they are built to be for runners and not fighters.
I like the idea of having worse strength when a predator is near, sort of a flight vs fight response.
They could also have +3 base speed, +1 swimming and -1 strength and then when a predator is near +2 extra speed and an additional -2 strength?
-
Set up:
Age 9/15/36/100
Damage 100/60/60
Healing 90
Starter nichelings should be fine
Blind genes adds some challenge
Normal food and nesting material
Don't ban anything
Rules:
Every nicheling starts at the lowest rank
Each family has its own way of increasing rank
Nicheling must get to a higher rank to have children, build nests, be the leader etc
Only six nichelings at a time may have mutations, they cannot join an existing unit but can make their own. Only one per unit (eye colour, horn colour, pattern colour, pattern shape/size/density don't count.)
Always travel to the north or towards snow, grassland or whale island. From whale island you may go anywhere
No more than three offspring from a single female
Only nichelings who do not belong to a family may have a nest and their offspring cannot have a mutation
You cannot clear grass unless:
It is over a berry bush, regrowing grass, creature-eating plant, or part of a trail
Trails must:
Be one-wide only
Only meet at intersections ( that have three trails that connect to one spot)
Intersections cannot be less than 6 tiles from eachother
Trails cannot be too close to each other
Family units:
Family units are between 3 and 18 nichelings or so. They each have a leader and one family (sort of the top family) has a tribe leader
Nichelings in different units cannot be mates
Nichelings who join a different unit cannot be the leader
Each family must have its own food source, defined territory and so on.
The leader should have their own spot (like a tree stump)
All family units have their own traditions and beliefs
Optional goals:
Have every gene expressed
Unlock every gene
Complete all the leader's wishes (a new one comes with each leader)
Other than that, have fun and good luck!
Also, here is a family/tribe leader generator. Give the tribe leader a family AND tribe goal: https://scratch.mit.edu/projects/340383683/
- 1
- 1
-
On 10/8/2019 at 10:23 AM, Fishyfishyfishy500 said:
I'm sorry for not giving a possible solution, I couldn't think of one
They could be more prehistoric than archeopteryx or more modern?
- 1
-
Here is my take on what might make better stats:
Feathered body:
+2 flying with wings
-1 stealth
+1 cold resistance
Feather Crest
(is fine)
Clawed wings
+2 flying if genes are identical
+2 digging
Feathered tail
(flying creatures don't really need to dodge so):
+1 flying
Bird talons
+2 swooping strength
+2 swooping fishing
+1 flying
(has to have +1 swimming so the creature can move)
-1 speed
-1 digging
-1 collecting
Pincer paw
+2 strength
+1 cracking
+1 defense
Chitinous legs
(is fine)
Queen tail:
(queen ants do fly)
-2 speed
-2 swimming
6 fertility (over rules fertility genes)
-100 days of pregnancy (min 1)
Ice body (perhaps give it a different name to cold/cooling body)
-2 cold resistance
+4 heat resistance
+2 cooling effect
Dexterous feet:
+1 collecting
+1 speed
+1 swimming
Hood:
(if it's a cobra hood it wouldn't add smelling, otherwise fine)
- 2
-
I suppose, think of a rabbit or deer.
Stats:
+3 Speed
+1 Swimming
-1 Strength (or set to 0)
+2 extra speed (untop of normal +2) and -2 additional strength when a predator (blue bird, bearena, ape, killer ape, defender bear, arctic ramfox, balance bear etc) is within 3 tiles (three tiles being a safe distance from most creatures).
This will be VERY useful when making a no-strength type tribe in the deadly hills or jungle, since you could sense if a creature was in danger of being eaten.
Child nichelings (the ones with 1 action point) might get +1 speed when a predator was near while teens+ would get the full bonus.
-
So, this isn't really a challenge. It's just a way of have niche more exciting. You can add more rules if you want:
Family units:
Their own gem colour3-12 nichelings (split them off when they get to 12)
1-6 permanent nests
A territory
Food sources
Family units have their own stories, legacies, traditions and beliefs. Give your nichelings last names if you want. The most notable unit will have a leader who gets to boss everyone around. Other family units also have a leader but only among themselves.
Wandering nichelings (who belonged to units that stopped meeting the requirements or left on their own or are wanderers) can make their own unit or join one. If they join a unit, they don't get to be leader.
Nichelings that belong to different units can't be mates.
Rules:
Enemy, hunger, environment damage: 12, 18, 24, 30 or 36
Healing: 12, 18, 24, 30 or 36
Ages:
Baby: 1-6
Child: 2-12
Teen: 3-18
Adult: 18-100
Pregnancy: 6-30
Blind genes
DON'T unlock all genes or ban anything (yes even defender bear)
Other than that, remember the family units. They will have their own cultures so try to keep them apart. One might be all about strength and fighting while another is focused on knowledge, teaching and instruction.
End Goal:
Every leader has a goal, in the end it's just to have the best story or longest legacy. Family trees are fun to make, and you can mark which family group they were a part of.
Have fun!
-
Perhaps each time you switch between the tribes it would be like a new day started? That way new rabbits would spawn, berries would regrow and rain could come. Except the niche lings wouldn't age or anything until after both tribes had gone.
Also, the tribe you aren't playing shouldn't be effected by rouge males, bluebirds etc while you aren't playing them. You can attack the other tribe, but can't mate with them or invite them to join your tribe.
- 1
- 1
-
No. Not really in anycase. Mulan is a female warrior from history which is the name I gave my cat.
-
Goal:
Max every attribute (collecting, cracking etc). Note that you do not need the creatures to be alive at the same time.
Rules:
You can't use mutations
You MUST ban wanderers (not iceblocks or bearenas or rouge males)
Optionally: blind genes
And 4: Have fun!
Start up:
Have as many nichelings as you want and start at any island you want.Every starting nicheling must have:
And half of them, rounding up, must be sickly. No more than 3 imunity genes between them.
- 1
-
When you think about it, the Savannah doesn't really have all that much in terms of animals
The snow mountains have Ramfoxes, Balance Bears and walrus deer unique to them
The grasslands have Bearenas, Killer Bearenas and moles
The sea has Razorana and leeches and fish and clams
The swamp has bugs
The jungle has apes, enough said
And the savannah has... bearenas who really don't belong in the savannah. I mean, they have thick fur and big body. If you try using those genes in the Savannah, your toast. As well as termites but those don't attack nichelings.
Here's what I'm thinking
A mix between a lion, cheetah and leopard.
They hang around trees (up to 5 steps away) and attack nichelings that get too close. They come in numbers: 1 (60% chance), 2 (10%), 3(10%), 4(10%), 5-9(10%)
They have:
4 Speed
1 or 2 attack
20-30 days of health
-
Rules:
1. Nichlings will not breed with another Nicheling that shares a gene with them (list of exceptions below)
2. Nichelings can only have 3 children max (doesn't count the ones that die and twins count as 1)
3. Nichelings can only have 2 mates max
Exceptions to Rule 1:
Eyesight
Blood quality
Fertility
Ressesive genes
(note that nichelings may share up to three genes that they express. No more.)
Settings:
Blind genes
Don't unlock all genes
Default or longer lifespan recamended
Goal:
Have all genes expressed in your tribe
Good Luck!
- 1
food types
in Feature Requests
Posted
I like it. Milk can be produced once from each female who is 'caring for her child'.
Anyway the catagories could be:
Berries
Meat
Poison berries
Fish
Nuts
Other fruit (from stinky fruit trees and meat-eating plants)
Milk
Roots
We might even have dried fruits and meats or some sort of decay system.