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Spacestar TheThundersuncat

NicheMobileTester
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Everything posted by Spacestar TheThundersuncat

  1. (This story is complete) 1. The setting. This island is made for experimentation, and we recently got a whole batch of females to attract the rogues. We" ll give this one a prettier face and make it female. 2. Attraction. They do approach males... and females. Is this just their idle animation, though? 3. The pregnant rogue (fe)male #1 Many turns later, the specimen is finally trapped on a nest! This moment of truth, however... Results in a coffin birth. No baby? 4. The angry bird family is faced with an insurmountable rage. No revenge? This needs further testing!
  2. Could you describe what exactly might seem off? Maybe the somewhat-smile with the unsmiling eyes? People do find dolls creepy, aswell. Though the purr snout doesn't seem to stare much more than the other snouts to me. What I find creepy though, is a certain angle on the digging trucks. The eyes bulge right out of the skull, as if they might fall out at any moment.
  3. Ah, well. This explains too much, my life has been a lie to this day. I too am crazy eyed and my father was bear(yena).
  4. These two random wanderers are the perfect example of recessive genes at work: Honey, did you cheat on me with my father? The pumpkin lady Dad in White, pictured with the first poison fanged creature since Adam. A great find Are you sure that's mine? An Army of Adams, improved Adams.
  5. Still, the problem remains that one doesn't let the breeding pair(s) fight or get sick easily. The exception would be a sick child, that would make the nest unusuable then for three turns, not two. Breeding in wanderers with low fertility might be a problem, but losing one day with that group is common enough. I do agree that pregnancy is beyond unbalanced. I just doubt this would be enough to fix it for some playstiles. Some fixes sound great on paper. The biggest issues with implementing balancing features resulting in, overall, more time spend pregnant with less output, might be immunity genes. I still lose them sometimes with 6-8 children. If there would be some control over that... they would be great. Falling into a downward spiral of immunity- sickness, resulting in more miscarriages, and even more by (most) new wanderers in addition to perennially bringing down the gene quality of the tribe... That sounds just as bad as a certain update that spawned rogue males everywhere. You could say now that this could all be avoided and would add challenge to the game. And you would be right. Just don't move to new islands with creatures that aren't very young (by settling down on most islands one travels to). Don't let your tribe go down to one creature with the B immunity (even if this means starvation when starting on hard islands). Learn to live with constant sickness when playing blind genes... that doesn't seem too fun to me, though. Just as rogue males can be avoided easily by keeping all females pregnant at all times... it's going to suck the fun out of the game for some players. If immunity genes aren't balanced. If they would balance them in addition, have my vote.
  6. Let me ask you this, maybe you can then understand where I am coming from. Your sick pregnant female sits on a nest (with the common cold, no less). You pass the turn. No child, the status effect pregnant is gone. Does that add to realism? If you want it to be realistic, we need: A) Worse illnesses. B) Severe food poisoning by berry p. bushes and (maybe) meat left after passing the turn. Which makes the worth of the feature questionable, when you can avoid it that easily. C) The feature including predator attacks. Again, status effect removed isn't very realistic. D) A new gene slot, or, as with twins, the issue being bound to fertility. Let's assume option D, as it takes the least programming effort. The feature isn't realistic by enough standards, maybe this makes it more feasable and low fertility more dangerous. Adding damage by a failed birth would be possible, or the nicheling could be stunned. Yeah, that's where we start to differ. As it is, I have two main issues: A) If you choose the most tame option, it doesn't add to realism, nor is it annoying enough to make a difference in gameplay. B) True realism is quite explicit. With rogue males, you don't "see as much". If you want an update that makes this as realistic as possible, I'd be as big as the wings update. Seriously, why not vote for the underground biome or something? Showing an issue isn't enough. Talking about it is important and the game doesn't offer that. There is no closure. It's the difference between showing someone a random act of bullying and showing someone a bully that comes to regret their ways. In other words, the feature could be replaced by something else that offers more realism and challenge, or the feature is going to be pretty shocking. Rogue males are the tame version of rape as it can happen in nature. Unlike rogue males however, the issue to implement failed births, or as some players have demanded, abortion, is another. I might be pro-choice, but this isn't the place for that. Seeing nichelings lose children again and again by chance is would be very upsetting to some players, myself included. Losing them by predator attack or poison berries, why would you expose your breeding pair to those? The occation would seem so rare that the effort to implement this just seems wasteful.
  7. There have been quite some posts about unsuccessful births.... But one has to remember that this game is also marketed to children. Not to mention how traumatic it might be to people who have actually lost a child. That would be very bad for sales in the least, even if you ignore the ethical aspect.
  8. I assume this would be balanced by Killer bearyenas? Too much paradise is no fun...
  9. Haha. Yeah, that's why it's a challenge! The opposing tribe would be way smaller than Adams, though, for it to work.
  10. You have 15 food and quite a few creatures that can't pick berries... Eyesight might be nice on the starters, but on a case such as ruby's, running legs might be better for mutation. Your island is too small for so many creatures. I like to determine "the size" by berry bushes:nichelings. Generally, don't start on the smaller green islands. Moving costs food and they are all on the same difficulty level. More Bearyenas make good food with a few claws. Unlocking bearyena genes is 250% faster when you bred a half bearyena nicheling with the father. Giving the female horns is quite futile, so I tend to give her the running leg, aswell. Her children (who are often sick) can at least pick berries and move two tiles at at a time. Breeding those 3/4 bearyena nichelings is questionable. You don't want them to pass on their low fertility, no horns, hindlegs and possible hemophilia. Giving normal nichelings their genes to mutate has worked best for me. They have a chance of inheriting the stinky tail, fishing tail and others, though. These genes tend to vary from bearyena to bearyena and could be useful if you don't find good wanderers. Blindness can be quite useful. Short sighted eyes aren't, though. Finding food without smelling is hard. I' ve had two scenarios on this: Adam and Eve both had poison fangs. I didn't find wanderers. Adding blindness for +2 smelling gives a creature 3 in total, as good as the big nose, which wasn't unlocked. Another one is for a challenge. The big nose + blindness results in 5 smelling. These creatures make good scouts with an aid. The gene isn't that awful, even when it lurks around in your rec. gene pool. Rogue males sometimes get scared of your creatures and run away. Old rogue males will always mate and not run away. Even if you kill them in the process... So If you plan on breeding a female or to let her stay far away by a berry bush, it's best to get them pregnant as soon as possible. You don't want rogue children. Keeping more than 6 immunity genes at a time is a menace. I would know, I made my first nichelings get all of them. It doesn't help you, it slows down progress. So don't worry about losing some above that number. To unlock the big ears, scorpion tail and lean body, go to the Oasis. The port has bones on it, but is way easier than the other hot islands. Come with swimming genes. There is usually one hot spot with a lot of berry bushes, though. If you are planning on winged creatures, get at least 300 food first, unlock the scorption tail and keep a supporting blood line. You usually start with the medium body and horns, then get wings, the beak and bearyena hindlegs. The mega. Horns and big body gives them a base strenght of 5. On harder island, a few bearyena snouts and the club like tail can get you up to an 8. This is a late game build, unless you start on the summer mountains. The fastest way to ancient genes is to start on the summer mountains. Get big body+ fluffy tail and full running legs, go to the harder snow biome, grab what you can and make a run for it to the ports! Sorry, that's all that I can think of at the moment.
  11. I like to start there and meet a balance bear at least once. They're rare, but they do spawn.
  12. Not exactly my cup of tea. But then again, we'll most likely get "free genes" in sandbox. Maybe make a suggestion? There haven't been too many about winning conditions yet 😅... I'd vote for both.
  13. Is there a chance that that big suggestions such as custom. Islands will be accepted? It's currently in third place, but was posted quite recently. They would be a good base for other suggestions like spawn rates, temperature and free genes.
  14. I feel like I have been waiting for this since I started playing niche. You could do these things in old strategy games, but that feature is really lacking in newer ones. I think there were multiple requests for an island that offers all the features in the game, biomes included, so that everything could be unlocked there in the last voting. Imagine that island as a custom killer biome, that would offer some really great challenges! It seems like a lot of programming effort, though. I hope this either gets more votes or keeps being requested until given a chance. I'll defintely keep my hopes up for this one.
  15. That is a very interesting point. Could you start another challenge? Would you be launched into "normal" game mode? Would you be stuck with the old conditions? Can you choose? You should really make a suggestion about that. It's about what choices in sandbox mode would be the most important at the moment, after all. Or ask Philo. That would be good to know, even if it gets improved by the voting after this one.
  16. The basic idea is that a tribe such as Adam's inhabits the same islands you do. They want to steal your food, nests, or attack your pack under certain conditions. This was already suggested before the wings update multiple times. Is there still interest in the community concerning rival tribes? They would make the game significantly harder.
  17. This is neither my problem, nor opinion, or even idea. According to the devs, why add certain gameplay options? To prevent cheating. What does an essential option that is free to be edited at any time take away? See, that's the issue. I am just looking for ideas that confirm to the set goals, as chance is, if they don't, they won't be implemented that way. They're not my own standard, though. I have never had an issue with sticking to a specific tribe size. What might be important for your argument would be to figure out how many people have an issue with it and how many don't. Without knowing that, one can't know the worth of an idea as defined by input. vs. output. You might argue it is worth it. Someone might say it is not. Both opinions are equally unbased without evidence. It's not me you'll have to sell that idea to, as it isn't a problem I know of. I'd just like the options of set tribe limits in addition, as I deem them more important for a gameplay mode, but you seem to want a mechanic. These are seperate issues and hence shouldn't get in the way of each other, though I won't support it.
  18. @Skysplash8 There is little use in having a number that can be changed at any point. Logically, that translates to -- the player can't change it at every whim. Which means when the change has to be bound to an event. E.g a specific creature passing away (Whims of Fate), or an amount of time passing. In other words, I am asking for the concrete, as just putting a number in somewhere doesn't add value to the game. Especially combined with the reference to Whims of Fate, I don't think the idea was meant that way, as Whims of Fate follows specific rules.
  19. I didn't think so at first either, so I started multiple lines, all that went to Whale Island encountered the same issue. No northern ports after leaving whale island. I am not sure how to describe it otherwise. The loop could be broken by one, but not by others. In either case, it wasted a lot of time. Traveling 18 - 27 times from island to island is... well. The one line that did break it, I don't know. There was no difference in strategy I could observe. Just suddendly, a northern port appeared. I haven't played story mode for some time now. When I have the time and energy, I'll see if it is still there and document it more closely, island for island.
  20. 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!
  21. 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.
  22. 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.
  23. Where is the mysterious check mark? I have seen them in the bug section, but nothing has one under suggested features on my phone.
  24. 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?
  25. 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.
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