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Spacestar TheThundersuncat

NicheMobileTester
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Everything posted by Spacestar TheThundersuncat

  1. I used the console to start with fully crippled creatures, derpsnout, no paw, one blindness gene, frog legs, white fur and the lean body for 0 attack. Barely fertile. Any genes to mutate were determined by the random generator at birth. As soon as two kits are compatible, the parents stop breeding. No mixing with wanderes allowed, but one does start with 100 food. I tried this two times. You'll never know what you end up with!
  2. My starters once had three claws on them. They ran into one when they had their first child. "Yay, free food!" Is an odd first thought, but there weren't too many berry bushes. Trying to only eat predator meat sounds like something that could only work in the deadly hills, though.
  3. That much is obvious, but it locked me from discovering new islands after leaving the island. That's the issue. What happened after leaving Whale island, not the port choice on Whale island. Assuming that this isn't too common (I have found others with the same issue) and the island was moved in tier, it might just be fixed. Or some games are cursed. I remember downloading the add- ons for dragon age and item names and voices were missing. At least I could fix that by myself.
  4. Where is the mysterious check mark? I have seen them in the bug section, but nothing has one under suggested features on my phone.
  5. I wonder how they would implement it. Can the limit be bound to a creature without trouble? Or would it change every 20 days? I'd like the 20 days option, but is it a gameplay mode when the player just rolls a dice for themselves? Would the game do it? Is is worth programming that to the devs., I think Philo did once say that random generators would be left to the players to implement. Your ideas?
  6. No, I meant that after I left whale island in story mode, no ports of higher difficulty showed up in the game. There was no northern port from there on, nowhere. Nowhere, as in, I traveled to all of the limited available islands nowhere. I'd have to check if this bug is still in the game, though. The difficulty of whale island was moved, so it shouldn't be a problem? Still confuses me how they got to crossing, that can usually only be done in Sandbox mode or after being on crossing once, but why mention it then? See, it's clear contradiction. Anyway, this wouldn't have gotten me riled up, but the same thing happened with my first tribe. Hope I won't see it again.
  7. You had access to crossing? Whale island gives me a bug every time in story mode -- without fail -- that results in ports to harder islands being unable to spawn. I can't travel to harder islands, either, via Whale island. I'd have to test if this is still the case and report the bug sometime, so your input would be really helpful.
  8. I really love the Summer Mountains to start on. They provide the selective pressure for a headstart and allow one to directly go to the killer cold biome to unlock the mega. horns, digging truck or armored body. Not to mention the abundance of food.
  9. My first game in story mode was beyond broken. I read the traveling instructions very carefully. It all went very smoothly and when it didn't, I still had an absurd amount of food to fall back on. However, my issue was that no port to harder islands spawned when it should have. After crossing 10 more islands, I downloaded a trainer for infinitive movement. Another 20 islands later, the port finally made an appearance Today, I would have simply restarted the game. Back then, I thought the whole game might be broken or that I was doing somerhing wrong. The insult added to this injury is that it happened all over again with a line I really loved and had to delete.
  10. It makes no sense. I once thought there is one... But I have had a few females hit rogue males. (for science, totally) Sometimes they run away, sometimes they mate, independent of age, strenght and energy of the female. They will always go for females with no energy, but whether a female with full energy scares him away or not is random. The only defense is the spiky body. It does seem that old rogue males are way more likely to mate instead of running away. Some will stick to a single male... can they be gay? Are they buggy? Alhough, I did once have an exorbitantly pretty scout, so pretty I thought him female at birth, and so did the rogues... Anyway, does anybody know the method behind this madness? @Philo?
  11. I didn't come to whale island with the intent of starting a purely flighted line, so when two wanderers showed up... that line would have more luck than all others combined. In total they had two beak genes, two wings, two big bodies, scorpion tail and peacock tail. Perfect starters, in other words. However, they shared an immunity gene. Their children turned out sick, blind, too weak to hunt and easy to bleed dry. Oh, and winged, beaked with a rec. Big body. So the best of the litter moved to a stinky tree in hopes that their children would be more healthy. Only, there was... a perfectly healthy, one winged, beaked female with two novel immunity genes. This was not the end of it. Fast forward two islands later, two old birds settle down in the Summer mountains. Their first ice block boasts a big bodied, mega. horned female. Exactly the gene they wanted. They have 6 children, no one inherits the B immunity. The new female steps up to the challenge and has... three children with a beak, one fully winged despite the mother's big nose and running legs. This line had unusually easy match ups in immunity from there on and went to unlock all genes. They lost the supporting line in the killer cold biome that provided food when they couldn't. In the end, they all go back in blood to those four wanderers.
  12. So there are no issues when the immunity genes match up. I was wondering about that.
  13. Wait, inbreeding isn't fine when immunity genes match up? I haven't noticed any issues.
  14. What was already offered: Blind genes. A more dangerous enviroment by either increasing a predator's senses or attack. This now includes messing with temperature. Nichelings need to eat more food, live longer or even have altered attributes. (Claw offering a +3 in strenght). The spawn chance of any entity can be altered. E.g. no bears in the mountains, but your pack needs to compete with an army of ramfoxes. Wanderers behave differently, they might only steal one sort of food or downright attack your nichelings. Custom Islands can be edited and saved by the player for later. This might include the feature of creating one big mega island where all features can be unlocked and predators coexist. Another old request, rival tribes. Rival tribes behave like Adam's, but steal your food, compete for nests and attack your nichelings under certain conditions. //Wanderer's and Rogue males' basic gene quality can be altered. E.g. double no paw and short sighted eyes would amount to -3 points. If your minimum is set on -2, no such creature will spawn in the game. //Alternatively, the chance of finding a single gene can be altered or muted. Here comes a wandering army of purr snouts knocking on your door. Yes, without a single spot on them. //Wanderers' genes can be altered, and/or so can your pack's at the start. This includes entering the game with more nichelings. Limited tribe sizes. (Conversely, large minimum tribe sizes on difficult islands). -- In a Whims of Fate style, so that the number is bound to a creature, or an event. -- an aid that allows the player to set the max. tribe limit to anything every time they like. This should prevent overstepping the limit by accident, as neither children can be born or wanderers invited when the tribe is full. Options I heard elsewhere: Anything based on the random number generator. A tribe focusing on one gene. That might translate to: after unlocking the peacock tail, fifteen days later, no male without it will be able to breed.
  15. There is no one better at finding food sources than a nicheling with three smelling and blind eyes. That's 5 smelling in total, I believe. Really op at scouting with a second animal.
  16. The gene being the most dominant and those creatures not getting eaten seems a debuff in and of itself. But then you have things like poison berry bushes. Imagine if all rogue males had poison resistence and so do their children. That would be an interesting game of penalty or no penalty....
  17. This happened to me aswell and three others I know of. Yes, on the island with the hardest difficulty and the others. Whatever the issue was, it disappeared as mysteriously as it came. It's most likely just luck. Odd things happen, getting two new genes from six ice blocks. Having 7 nichelings born in a row with the same immunity genes... from the same parents. The game of "is this a bug?" Is quite prevalent.
  18. I'd like the player to decide their chance to find high quality genes. No paw, frog legs and short sighted eyes would gain -3 points. If your minimum is set to -2, you will never find a nicheling with all three traits. This includes Rogue males. The points might also alter the chance to inherit said disabilities, or might make old creatures more likely to mutate them, as it was in previous versions. I'd love to hear more ideas on this, so please share your thoughts on what you would like in your game!
  19. DogCatCowPig, I thought about that, but I'd rather have one new gene with an actual function attached than 3 new cosmetics. So I am generally against them.
  20. That would make it quite hard for players like myself who play on their own... and I don't think one should face that sort of punishment for prefering to play offline.
  21. I don't deny it does, it might take up room for other improvements, though. It's quite subjective, in how complete it is. But that is not my concern.
  22. I would like that, but I know it is never going to happen in a family friendly game such as this one. Besides, it adds to the challenge.
  23. Sounds amazing to me! I would love to see forests become an actual thing, we have seen Adam's island after all as a forest like biome.
  24. This seems quite unbalanced. Paws have no rec. genes, either. The requested genes don't add much novelty, but are hard to implement. Not exactly what the devs aim for. I can see these animals as competion on the harder islands, though. That would go well with the added trees, which they would "protect". Some people have talked out rival tribes, how about a rival species? They wouldn't need to be bound to the hot islands, either. The swamps could use some more life. Some modification here and there and it could work very well as a smaller update.
  25. These genes are a little close to the originals by themselves. There has been a request for an underground tunnel system, I can see night genes fitting perfectly into that idea. Which and what stats they should have is more complicated. I suppose we'll just have to see.
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