(http://dinorim.mingjilim.com/wp-content/uploads/2017/04/PokeRim-Now-Planned.jpg)
I am proud to announce that PokéRim – A Pokémon mod is currently in the plans.
INTENDED FEATURES:
- All 151 1st Generation Pokémons
- Pokéballs which allow you to "tame" creatures on explosion (4 types: Pokéball, Greatball, Ultraball, Masterball)
- Crafting Pokéballs on your own.
[/s]
- Pokéballs can be used on other animals, not just Pokémons – allows you to "catch" tough to tame creatures like Thrumbo or Megasloths.
- All Pokémons have varying rarity – some are very common – some are just hard to come by.
- Mewtwo will only appear after you catch all 149 Pokémons (minus Mewtwo and Mew) <--- mechanics of how this will happen is still under consideration
- Mew is an extreme rare creature, will only appear on event <-- mechanics of how to make this way more rare than Thrumbos are under consideration as well
- Will try to find out if there is way to turn the Pokémon into a Pokéball, which can be equipped by the Pawn, and be released and used in combat by a click of a button <-- no promises on this one
Let me know what you guys think!
As well as comment below if you have any suggestions or ideas (or ideas for how rare Pokémons like Mew and MewTwo should appear)
----
(http://walkingproblem.com/wp-content/uploads/2017/10/Preview.png)
PokéRim: Poké Ball Mod is now available!
https://ludeon.com/forums/index.php?topic=35971
sounds interesting, how will pokemon be found however? you should think of which biomes fit which pokemon and seasons, so you can't just sit around your base and catch them, you gotta go out and seek them
only thing i have to wonder....Dugtrio and eggxecute.... are they 1 poke or multiple? if they are one, are each part like limbs? and if you destroy 2 of the 3 dugtrio does it de-evolve into a diglett? also can you change its body to show each missing head? same goes for doduo and dodrio... lol such horrifying prospects
Quote from: ZE on April 12, 2017, 01:13:47 PM
sounds interesting, how will pokemon be found however? you should think of which biomes fit which pokemon and seasons, so you can't just sit around your base and catch them, you gotta go out and seek them
only thing i have to wonder....Dugtrio and eggxecute.... are they 1 poke or multiple? if they are one, are each part like limbs? and if you destroy 2 of the 3 dugtrio does it de-evolve into a diglett? also can you change its body to show each missing head? same goes for doduo and dodrio... lol such horrifying prospects
lol....
tentatively, i havent start thinking about the individual pokemons, but the plan is that the pokemons will only appear in biomes that suits them - which mean, while you can go around to catch them (or tame them in RimWorld's language) in your map, you can never catch all the species if you never venture out.
Thus the game will force players to go from the hot deserts to the tropical rainforests to the ice sheets - just to catch them all!
My plan is to make the rare pokemons really difficult to catch~ =P
Looking forward to my jigglypuff skin boots
Work. WORK! Many people count on you! Even in our HQ...
Quote from: kubolek01 on September 02, 2017, 09:52:31 PM
Work. WORK! Many people count on you! Even in our HQ...
HQ? Which HQ?
Look at my proffesion. That under my avatar, it says it all.
Quote from: kubolek01 on September 04, 2017, 05:05:48 AM
Look at my proffesion. That under my avatar, it says it all.
Epsilon Army?
Quote from: Walking Problem on September 04, 2017, 08:09:45 AM
Quote from: kubolek01 on September 04, 2017, 05:05:48 AM
Look at my proffesion. That under my avatar, it says it all.
Epsilon Army?
Yep! And work harder or you will end up as our Initiate, against your will.
Due to how rimworld is i don't think that a pokemon mod makes much sense.
There is something like this for minecraft and i feel like it makes much more sense there and that mod already has a lot of features (battles,breeding,flying on top of your charizard, etc).
This is my main reason why i don't think it's worth making it for rimworld.
Edit: Also the main reason why i don't play minecraft is because the game is too easy, no skill or strategy whatsoever but i feel like the main reason i wouldn't want to play pokemon in rimworld is because rimworld is too difficult and i'm absolutely sure my pokemon would all end up with bionic parts..
Actually nevermind maybe it's worth making this mod for rimworld xD
Quote from: jpnm92 on September 07, 2017, 09:05:35 PM
Due to how rimworld is i don't think that a pokemon mod makes much sense.
There is something like this for minecraft and i feel like it makes much more sense there and that mod already has a lot of features (battles,breeding,flying on top of your charizard, etc).
This is my main reason why i don't think it's worth making it for rimworld.
Edit: Also the main reason why i don't play minecraft is because the game is too easy, no skill or strategy whatsoever but i feel like the main reason i wouldn't want to play pokemon in rimworld is because rimworld is too difficult and i'm absolutely sure my pokemon would all end up with bionic parts..
Actually nevermind maybe it's worth making this mod for rimworld xD
Bionics for increased power against raiders? Pretty good, bit is it League allowed? :P It is worth making for me, only dev mode pawn list will be fat (wanna make it separate? )
Quote from: jpnm92 on September 07, 2017, 09:05:35 PM
Due to how rimworld is i don't think that a pokemon mod makes much sense.
There is something like this for minecraft and i feel like it makes much more sense there and that mod already has a lot of features (battles,breeding,flying on top of your charizard, etc).
This is my main reason why i don't think it's worth making it for rimworld.
Edit: Also the main reason why i don't play minecraft is because the game is too easy, no skill or strategy whatsoever but i feel like the main reason i wouldn't want to play pokemon in rimworld is because rimworld is too difficult and i'm absolutely sure my pokemon would all end up with bionic parts..
Actually nevermind maybe it's worth making this mod for rimworld xD
Actually I fully understand what you mean.
Thats the reason also why Pokemon mod is on very low priority, until some of the technical issues are resolved - in which the most important one of all is ranged attack for animals.
It does make sense to have pokemons because pokemons are just animals in which you tame and release to fight - which is part of the rimworld game. The world map with different biomes also means that it is possible to force players to move to all different biomes to catch the different pokemons.
I personally think the biggest problem is still faithfully recreating the attacks of the pokemons, as well as resolving the water-based pokemon issue. Because since there is no boat or water biomes, i not sure how we going to tackle having water pokemons...
Quote from: Walking Problem on September 08, 2017, 08:05:53 AMThats the reason also why Pokemon mod is on very low priority...
Or you should just drop it altogether. Nintendo is notorious for protecting its IP and sending cease-and-desists to fan projects.
Best case scenario if you continue is that the mod will be unpopular enough to fly under the radar.
I said code/learn or join us! I found sth about ranged animals in GeneticRim mod files. Not tested it fully, but seems there are ranged attacks there. Disassemble it and check, maybe you reach a milestone?
Quote from: Fereal on September 08, 2017, 10:05:07 AM
Or you should just drop it altogether. Nintendo is notorious for protecting its IP and sending cease-and-desists to fan projects.
Best case scenario if you continue is that the mod will be unpopular enough to fly under the radar.
Until they send the cease and desists thingy, it doesnt really matter.
The most important thing is I'm not earning money through it. So if they do send legal letter, all I need to do is to remove it. Or, I will go to their office and make a deal with them and launch it as a paid mod with shared income~ LMAO
Quote from: kubolek01 on September 08, 2017, 02:07:58 PM
I said code/learn or join us! I found sth about ranged animals in GeneticRim mod files. Not tested it fully, but seems there are ranged attacks there. Disassemble it and check, maybe you reach a milestone?
GeneticRim?
rimsenal feral has a critter that has an 'invisible' gun, but it also can perform alot of human functions so I don't know if it helps.
Yea, found it in mod directory, haven't found which one uses it.
Quote from: Walking Problem on September 08, 2017, 09:40:03 PM
GeneticRim?
This mod: https://ludeon.com/forums/index.php?topic=35158.0
Quote from: BlackViperMWG on September 10, 2017, 10:00:54 AM
This mod: https://ludeon.com/forums/index.php?topic=35158.0
Checking it out now~
Giant Spider Thrumkachu .. i choose you !!
Quote from: SpaceDorf on September 14, 2017, 06:34:03 PM
Giant Spider Thrumkachu .. i choose you !!
Adapting vanilla animals to turn based fight... Uhm. And whaaat you have done?! Too many genework...
Quote from: kubolek01 on September 15, 2017, 12:58:48 AM
Uhm. And whaaat you have done?! Too many genework...
It evolved that way, I swear.
So evolution gone insane!
When I do work on this mod, I will be as canon as possible to Pokemon, in term of the creatures.
So nope, there wont be thrumbokachus or mufflax~
But in the Charcoal GotY Edition released in Usbekistan ..
Quote from: SpaceDorf on September 15, 2017, 12:59:05 PM
But in the Charcoal GotY Edition released in Usbekistan ..
Not even try Dorf... And WP, you have 60 days to make it anyway working!
I see Nintendo doing a DMCA strike or forcing you to share the ad revenue in the near future xDD
Thank you for your hard work as always!
Presuming you catch them all, and only one of each, that's gonna be 151 animals messing around on the map. Think of the animals tab! And my processor! Scotty of the USS Craptop won't be happy, I can tell you that for nowt.
I *think* I'm requesting a pokecentre.
P.S. it just struck me. Are you gonna make pokemon immortal or will we be butchering pikachu? D:
Nadya: "that's a masterful pikachu effect armchair you've made, Adrian! How did you manage that?"
Adrian: "Well, that psychopath butchered Mongoose and her kids so I thought I'd put the skin to good use."
Nadya: "D:"
Red: "You could have done better. One moment, I'll tear it apart for you and go kill Cupcake."
Aren`t Pokeballs some throwable stasis pods of holding where the Pokemon are stored in Hammerspace ?
Quote from: Smellfungus on September 22, 2017, 04:57:10 AM
Presuming you catch them all, and only one of each, that's gonna be 151 animals messing around on the map. Think of the animals tab! And my processor! Scotty of the USS Craptop won't be happy, I can tell you that for nowt.
I *think* I'm requesting a pokecentre.
P.S. it just struck me. Are you gonna make pokemon immortal or will we be butchering pikachu? D:
Nadya: "that's a masterful pikachu effect armchair you've made, Adrian! How did you manage that?"
Adrian: "Well, that psychopath butchered Mongoose and her kids so I thought I'd put the skin to good use."
Nadya: "D:"
Red: "You could have done better. One moment, I'll tear it apart for you and go kill Cupcake."
Game allows only one way to be immortal:100% armor for damage type. And no, probably not. It would end up making raids easy asf! PS: The Rim is brutal, we don't mess much about it. PSPS: I HATE PIKACHUS!
Quote from: kubolek01 on September 25, 2017, 03:02:11 AM
Quote from: Smellfungus on September 22, 2017, 04:57:10 AM
Presuming you catch them all, and only one of each, that's gonna be 151 animals messing around on the map. Think of the animals tab! And my processor! Scotty of the USS Craptop won't be happy, I can tell you that for nowt.
I *think* I'm requesting a pokecentre.
P.S. it just struck me. Are you gonna make pokemon immortal or will we be butchering pikachu? D:
Nadya: "that's a masterful pikachu effect armchair you've made, Adrian! How did you manage that?"
Adrian: "Well, that psychopath butchered Mongoose and her kids so I thought I'd put the skin to good use."
Nadya: "D:"
Red: "You could have done better. One moment, I'll tear it apart for you and go kill Cupcake."
Game allows only one way to be immortal:100% armor for damage type. And no, probably not. It would end up making raids easy asf! PS: The Rim is brutal, we don't mess much about it. PSPS: I HATE PIKACHUS!
Nope. Pokemons will not be immortals. They will be just like normal animals. =P
---
As for Pokeballs, they will work as a "tame ball". If the colonist throw it on a wild animal, it explode and hits the animal - there will be a random mathematical thingy calculation that, if "successful", will tame the creature instantly.
Pokeball is the solution to taming powerful creatures like panthers and thrumbos. =}
Wearing a red and white Baseballcap raises the taming rate by 100%
Quote from: SpaceDorf on September 25, 2017, 05:16:57 AM
Wearing a red and white Baseballcap raises the taming rate by 100%
lol... There is no baseball caps in the rimworld right?
I am thinking, maybe to kick off the PokeRim mod series - maybe I should create the Pokeball mod first~ =P
At least its a useful weapon to have
how does that work? down an animal and toss the ball? it "Cryptosleep"s them and tame's it?
Quote from: ZE on September 27, 2017, 02:13:00 PM
how does that work? down an animal and toss the ball? it "Cryptosleep"s them and tame's it?
My current idea is simply to toss it like a grenade and instant tame....
I havent thought about tossing it at a downed animal.... nor keep the animal in the ball... because I see a lot of technical issues with trying to code something like that.
If keeping to rimworld's mechanic, a "taming grenade" may be useful (its not that useful to cryptosleep animals... i guess....); plus probably not very realistic to keep a huge animal like snorlax or thrumbo in a small ball... lol.... (excuses to avoid doing difficult codings...)
Quote from: Walking Problem on September 26, 2017, 03:36:34 AMplus probably not very realistic to keep a huge animal like snorlax or thrumbo in a small ball... lol.... (excuses to avoid doing difficult codings...)
Or trying to explain the Lore of a Pokeball by reasonable means :)
As far as I remember the Ball does not open but zaps the Pokemon somehow in and out of it.
So it is less a actual Ball containing and more a portable Starfleet Transporter-Buffer or Nano-Storage.
Quote from: SpaceDorf on September 28, 2017, 04:40:00 AM
Or trying to explain the Lore of a Pokeball by reasonable means :)
As far as I remember the Ball does not open but zaps the Pokemon somehow in and out of it.
So it is less a actual Ball containing and more a portable Starfleet Transporter-Buffer or Nano-Storage.
Yeah, I understand how the original poke ball works. Its just a matter of whether should I follow it faithfully or simply making it a "tame grenade"
hmm....
Quote from: Walking Problem on September 28, 2017, 04:59:02 AM
Quote from: SpaceDorf on September 28, 2017, 04:40:00 AM
Or trying to explain the Lore of a Pokeball by reasonable means :)
As far as I remember the Ball does not open but zaps the Pokemon somehow in and out of it.
So it is less a actual Ball containing and more a portable Starfleet Transporter-Buffer or Nano-Storage.
Yeah, I understand how the original poke ball works. Its just a matter of whether should I follow it faithfully or simply making it a "tame grenade"
hmm....
More work-more quality-POPULARITY! Do it harder! PS: size doesn't matter, only catch rate on different types of balls.
Quote from: kubolek01 on September 29, 2017, 02:39:19 PM
More work-more quality-POPULARITY! Do it harder! PS: size doesn't matter, only catch rate on different types of balls.
Yeah. Typically, I have a "hidden rule" for my mods - if its not going to be used much or at all by the players (either due to that it is way to troublesome/useless, or there is a better way either in vanilla or other mods) - I won't make/design it that way.
Thus, while assuming I can code a carryable cryptosleep casket ball in which to capture an animal inside - how and why would players use it that way?
And also on the technical side, its a furniture... and even if its a weapon item, the pawn can still only carry just 1 of them. Negating the usefulness of it (plus you will need to train the animal for obedience and release before its any use for fighting).
(Welcome to modding together with Walking Problem)
Quote from: Walking Problem on October 01, 2017, 03:51:26 AM
Thus, while assuming I can code a carryable cryptosleep casket ball in which to capture an animal inside -
how and why would players use it that way?
I can't imagine in which ways player will Abuse this ability
Fixed - did you ever play or read Dwarf Fortress ? Where every new feature, bug or glitch becomes a opportunity for magma powered mass destruction ?
If not you should look up the tutorials for magma pistons and magma shotguns.
GCS Silk farms, Dragon Turrets, and so on .. I have to admit I have not read the Forums myself for some time now, so I am not up to date on current Dwarven Engineering.
Quote from: Walking Problem on October 01, 2017, 03:51:26 AM
And also on the technical side, its a furniture... and even if its a weapon item, the pawn can still only carry just 1 of them.
Now we are back to the purlpe-minion conversion problem. How to create a specific animal on purpose.
By thinking of pokeballs as grenades or shells you could at least stack them and have a bunch of them,
but I have no clue how you could force-inherit the cryo ability to items.
It may be easier to make the uninstalled buildings stackable.
By thinking of shells I sidestepped onto poke-mortars.. just ignore that idea.
Quote from: Walking Problem on October 01, 2017, 03:51:26 AM
plus you will need to train the animal for obedience and release before its any use for fighting.
I thought that one was a given by Pokemon Lore ... or you apply those skills directly on the taming event.
And thinking of what you allready done with Minions and Slaves, what about different Melee Verbs ?
Quote from: Walking Problem on October 01, 2017, 03:51:26 AM
(Welcome to modding together with Walking Problem)
I would like to buy a season ticket.
Season ticket is at my discord. If you are there, you can literally follow all the latest development of all my mods as well as the ideas that is added into some form of to do list.
----
Yeah, this pokeball thingy need to think thru
Interesting idea there, but first I think you have to consider the main selling point of a pokemon mod. To me best part of pokemon world is that you can 1. Find and catch them; 2. Train them (or make them stronger); and 3. Make them fight; thus if you want to make an immersive pokemon mod (and not just "adding animals look like pokemons") you should involve those selling points into the main mechanic.
This is just my suggestions (since I don't know how to get into your discord):
1. Finding and catching pokemon:
- Finding isn't much of a problem, just need to put them into their own biomes and make people leave their base to get around and catch them. Adventuring to find pokemons is a game by itself. Legendary pokemons still come with event of course.
- Catching pokemon: keep it simple with the pokeball tame bullet/grenade type. Maybe increase the chance of taming based on current hp (so you have to beat them down first like pokemon games), but make the pokeball bullet does actual dmg so you might kill or permanently injured the poor thing if you try too hard (to replace the running away event, BECAUSE NOTHING CAN GET AWAY IN RIMWORLD!!!).
- Pokemon running after you around might not be so bad, it's not worth focusing on the cryptosleep casket thingy at the moment.
2. Training pokemon (or drug them or whatever to make them stronger):
- This is actually the hardest part if you wanna literately make them train able like pawns. Might have to turn them into semi-pawns like MAI's robot with limited abilities but that might be too much work. Not saying you can't, but maybe leave it until much later. For now the easiest would be let them "grow" into their evolved form like your minions. Would be amazing if there's anyway you can scale dmg based on animal's size as it grows but so far I haven't seen anything like that yet.
- Maybe give them 1 part that can enhance their performance via in-game surgery. Ex: give a thunderstone (either crafted or bought) to electric type pokemon to boost their move speed and damage. This extra part would have no effect on the pokemon even when removed.
3. Fight with pokemon (or making use of your little critter):
- Might either be the most amazing or most boring part. The easy way would be skipping this all together and keepping the mod strictly to "collecting all 151 pokemons". The hard way would be modify them based on pre-exit model (mechanoid particularly) to give them viable fighting capability which resemble their actual pokemon-ish abilities. To make things simple you can just put them into melee and ranged type, and adjust base dmg/range/accuracy/avoid... however you like.
- More extensive use of pokemon would involve helping out with your colony daily activity (also the main reason why team rocket is the best). Earth/Rock type can mine, Normal/Flying can haul, Bug can chop tree, Grass can harvest/grow, Psychic can nudge for big mood increase, Fighting can be at your front melee charge and Fire can be your little pyromaniac.
- Btw if you're struggling with animal ranged attack, you should check out Rim of Madness (MIGO caster) or Extrasomethingsomething Mechanoid (most of the new mechanoid).
Seems it will come after A18 release, if it gonna be that complex. But you can do it mate, just try to balance work amount between mods.
This'll be awesome if you get it working! As for pokeball production, are you going to go with the apricorns (for low-tech) and then regular pokeballs for high-tech?
Quote from: Nekokon on October 01, 2017, 03:28:50 PM
Interesting idea there, but first I think you have to consider the main selling point of a pokemon mod. To me best part of pokemon world is that you can 1. Find and catch them; 2. Train them (or make them stronger); and 3. Make them fight; thus if you want to make an immersive pokemon mod (and not just "adding animals look like pokemons") you should involve those selling points into the main mechanic.
This is just my suggestions (since I don't know how to get into your discord):
1. Finding and catching pokemon:
- Finding isn't much of a problem, just need to put them into their own biomes and make people leave their base to get around and catch them. Adventuring to find pokemons is a game by itself. Legendary pokemons still come with event of course.
- Catching pokemon: keep it simple with the pokeball tame bullet/grenade type. Maybe increase the chance of taming based on current hp (so you have to beat them down first like pokemon games), but make the pokeball bullet does actual dmg so you might kill or permanently injured the poor thing if you try too hard (to replace the running away event, BECAUSE NOTHING CAN GET AWAY IN RIMWORLD!!!).
- Pokemon running after you around might not be so bad, it's not worth focusing on the cryptosleep casket thingy at the moment.
2. Training pokemon (or drug them or whatever to make them stronger):
- This is actually the hardest part if you wanna literately make them train able like pawns. Might have to turn them into semi-pawns like MAI's robot with limited abilities but that might be too much work. Not saying you can't, but maybe leave it until much later. For now the easiest would be let them "grow" into their evolved form like your minions. Would be amazing if there's anyway you can scale dmg based on animal's size as it grows but so far I haven't seen anything like that yet.
- Maybe give them 1 part that can enhance their performance via in-game surgery. Ex: give a thunderstone (either crafted or bought) to electric type pokemon to boost their move speed and damage. This extra part would have no effect on the pokemon even when removed.
3. Fight with pokemon (or making use of your little critter):
- Might either be the most amazing or most boring part. The easy way would be skipping this all together and keepping the mod strictly to "collecting all 151 pokemons". The hard way would be modify them based on pre-exit model (mechanoid particularly) to give them viable fighting capability which resemble their actual pokemon-ish abilities. To make things simple you can just put them into melee and ranged type, and adjust base dmg/range/accuracy/avoid... however you like.
- More extensive use of pokemon would involve helping out with your colony daily activity (also the main reason why team rocket is the best). Earth/Rock type can mine, Normal/Flying can haul, Bug can chop tree, Grass can harvest/grow, Psychic can nudge for big mood increase, Fighting can be at your front melee charge and Fire can be your little pyromaniac.
- Btw if you're struggling with animal ranged attack, you should check out Rim of Madness (MIGO caster) or Extrasomethingsomething Mechanoid (most of the new mechanoid).
Awesome post.
1 - Yeah, I'm thinking around the same concept, where the tame chance affected by "wildness" + "remaining hp" + type of pokeball used. If possible, we can make pokeball a bit like crafting swords, where different material used will result in different effectiveness. So in fact, we can actually design different type of pokeballs for different effectiveness. (maybe between 3 - 5 types?). And also perhaps pokeballs does cause damage too, thus it would take a lot of "care" by the player to ensure then dun over injure the target animal/pokemon too much, or he might just kill the pokemon with a pokeball. lol~
2 - I understand that there are 3 forms for most pokemons, but I'm not fully sure if the 3 forms should be the same animal, or should be 3 different animals (at first I'm thinking 3 forms in 1 animal... but now i'm leaning more towards 3 animals). So far damage between the different "age group" are the same (unfortunately). This "training" of the pokemon really do need to kindda think about it.
Training works different in rimworld, since training means feeding and talking to them. While training in Pokemon is fighting.
Which means, to make a "level" for their combat, I will have to create that stats for pokemons to be able to gain level while they fight (not sure how to do that yet; need to figure out the codes)
3 - Yeah, this is the difficult part - to make the mod "make sense". My current thought is to allow the players to slaughter their pokemons to get "pokemon essence" or "pokemon dna" - which they can then use the DNA to craft Mew-Two: the most OP pokemon in the game. lol~ Other rare pokemons will be via incidents.
And good ideas about having them help out with chores... since I'm already verse with making animals do these stuffs, this definitely can be done.
Quote from: kubolek01 on October 02, 2017, 01:45:26 AM
Seems it will come after A18 release, if it gonna be that complex. But you can do it mate, just try to balance work amount between mods.
Likely, since there are so much mods and mod updates to work on...
But I'm interested to start with a pokeball mod first... need to see how to fit it into my already packed todo list.... (not to mention i need to earn money for my real life)
Quote from: Crustypeanut on October 02, 2017, 05:50:06 AM
This'll be awesome if you get it working! As for pokeball production, are you going to go with the apricorns (for low-tech) and then regular pokeballs for high-tech?
Possible. Maybe they need to harvest apricorns or vanilla berries to make the apricorn pokeballs (a cheap version of the pokeball).
To think of it... maybe pokeballs are single use. Like the doomsday rocket. LOL~
That would make it challenging (thus more worth it to use a powerful pokeball, which you can tame without having to fight the creature)
If I had such thing yesterday. Why I have to pray to RNGesus while having quite a good tech :( PS:I think downing would make catching impossible, similar to original. Until it gets up, but remember the Double Down Doom rule!
PSPS:Mewtwo isn't OP, just counter it with any Dark type's and watch it going desperate!
Quote from: kubolek01 on October 04, 2017, 01:07:26 AM
If I had such thing yesterday. Why I have to pray to RNGesus while having quite a good tech :( PS:I think downing would make catching impossible, similar to original. Until it gets up, but remember the Double Down Doom rule!
Dun really get what you mean by "if you had such a thing" and "praying while having good tech".... lmao...
It possible catch while down, I just need to make sure the pokeball do not deal high damage. Its just gonna deal as much damage as throwing a mini bowling ball at another person... lol
Quote from: kubolek01 on October 04, 2017, 01:09:11 AM
PSPS:Mewtwo isn't OP, just counter it with any Dark type's and watch it going desperate!
There is no dark type in 1st Generation, which is what I'm focusing on. LOL
Downing has 2/3 kill chance on non colony pawns. And most ghosts can use Dark attacks. As well as other.
What you suggested doesn't make sense at all. What pokemon game has the "downing would make catching impossible" like you said ? Downing a pokemon isn't the same as killing one. If you think you only "down" pokemons in the game, welcome to the (rim)world.
Also gen 1 has no dark type pokemon as well as dark type move, so Mewtwo WAS op. But seeing it has its story in the original I think it's probably better if players can't get it the normal way (crafting, catching, recruiting...) but only through a chain of request events. Probably 1 request event for each legendary birds "a legendary pokemon was sighted nearby", and after you finished all 3 you can get "sighted Mewtwo event". Main reason for it to be request event is so that you can make the encounter map yourself with specific challenges and time limit, instead of having them attack your fortified based and practically giving themselves out. Players will be able to use them after catching, so they can't be too op.
This will require a new storyteller, but I think you can modify HP Lovecraft storyteller by jercell (with permission) since it uses accumulated system to generate events from small to big instead of throwing event based on current value at that moment.
Sad to hear that this mod will be delayed until after A18 though.
Quote from: Nekokon on October 04, 2017, 11:07:17 AM
What you suggested doesn't make sense at all. What pokemon game has the "downing would make catching impossible" like you said ? Downing a pokemon isn't the same as killing one. If you think you only "down" pokemons in the game, welcome to the (rim)world.
Also gen 1 has no dark type pokemon as well as dark type move, so Mewtwo WAS op. But seeing it has its story in the original I think it's probably better if players can't get it the normal way (crafting, catching, recruiting...) but only through a chain of request events. Probably 1 request event for each legendary birds "a legendary pokemon was sighted nearby", and after you finished all 3 you can get "sighted Mewtwo event". Main reason for it to be request event is so that you can make the encounter map yourself with specific challenges and time limit, instead of having them attack your fortified based and practically giving themselves out. Players will be able to use them after catching, so they can't be too op.
This will require a new storyteller, but I think you can modify HP Lovecraft storyteller by jercell (with permission) since it uses accumulated system to generate events from small to big instead of throwing event based on current value at that moment.
Sad to hear that this mod will be delayed until after A18 though.
Fainting is similar to downing, yea? And then, it would be nice to see a new storyteller. Default became too easy and predictable. Then, we had possibility to meet next generation in parts which came for GBA. So we gonna meet them controlled by STUPID AI :P
Minor idea:make the dev ID for pawns having a tag, like TBI for TiberiumRim creatures.
My current idea for MewTwo is that it can only be summoned/crafted with the DNA of ALL Pokemons.
To get the DNA of ALL Pokemon would be ridiculously difficult on its own. Try taming every single vanilla animals in the game. =P
Quote from: Walking Problem on October 05, 2017, 01:08:12 PM
My current idea for MewTwo is that it can only be summoned/crafted with the DNA of ALL Pokemons.
To get the DNA of ALL Pokemon would be ridiculously difficult on its own. Try taming every single vanilla animals in the game. =P
Vanilla is just 40 or sth, the hardest is for sure Thrumbo. Maybe I'd send it against that Psychic god? Or Tiberium mutated version for more REKTy job?
You will need to get all 150 pokemon's DNA (might be slightly lesser, I think Mew is not included in it), including legendary/rare pokemons of the 1st generation.
And many of them is gonna be as difficult to tame as Thrumbo or Jaguar. And making it worse, you need to slaughter the pokemon to get the DNA.... are you willing to slaughter your legendary/rare Pokemons?
lol~
Not Tamed (tame designated)
(http://walkingproblem.com/wp-content/uploads/2017/10/not-tamed.jpg)
Throw Pokeball at Dromedary...
(http://walkingproblem.com/wp-content/uploads/2017/10/pokeball-thrown.jpg)
Dromedary is now part of my Tribe (temporarily called Dromedary 2)
(http://walkingproblem.com/wp-content/uploads/2017/10/tamed.jpg)
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Yes. PokéRim: Pokeball mod is happening.
It's amazing to see you working on so many mods at the same time. Keep up the good work man.
Personally I think catching all 150 pokemons to create Mewtwo is a bit too hard and tedious. It would be a very long grind until you can create it, but when you do Mewtwo is practically given out for you (if you create/summon it in your base).
What I mean by giving Mewtwo (and other legendaries) its own story isn't to simply make it hard to acquire, but to make an epic encounter by giving it a pre-generated map (Haplo's MapGenerator might help). There're a few reasons:
1. Mixing legendary pokemon events inbetween would help to break the long grind of getting all pokemons into small chunks (just like we had to fight gyms while collecting pokemons, and had to fight team rocket in between gyms). It's a good game design to keep things interesting and objective-focused. At start of course you would want to capture a few useful pokemons for your own colony needs, but afterward there's not much incentive to catch them all. Unlocking legendaries based on number of acquired pokemons (of certain types) is a neat idea, since you don't need a new storyteller this way (~ insanity lance). Still, in order to stay faithful with original Mew should be the only pokemon locked by 151 pokemons achievement, and it should only be a mascot for bragging right with no special power (or maybe x100 nuzzle)
2. The encounter map would serve as the main challenge rather than the legendary pokemon itself, since we can't just make the pokemon op to keep balance in check, and we also wouldn't want to just come close, shoot it a few times and try to catch it like a normal pokemon.
3. Based on the type of legendary, you can create a specific challenge that requires certain strategy to stir things up, for example, a volcanic map (Biomes+ already got one) with semi permanent flames (custom flamable floor with 1m hp would work) for Moltres which requires bringing a lot of heat protected gear and firefoam (or water pokemon); a huge premade base with lots of small rooms with mechanoid/turret which best tackled by digging through wall (careful not to dig into another trap room) or find/destroy power sources; or hordes of manhunting pokemons for Articuno's map (sorry out of idea). The possibility is endless, and those map won't require too much extra coding.
But anyway it's still a long way until you have to start checking on those shiny sparky birdies. I'm really looking forward to see how you're gonna tackle the ranged pokemons problem. I tried a few things but apparently xml isn't enough to give pet range attack :(
Quote from: Nekokon on October 05, 2017, 06:26:04 PM
It's amazing to see you working on so many mods at the same time. Keep up the good work man.
Personally I think catching all 150 pokemons to create Mewtwo is a bit too hard and tedious. It would be a very long grind until you can create it, but when you do Mewtwo is practically given out for you (if you create/summon it in your base).
What I mean by giving Mewtwo (and other legendaries) its own story isn't to simply make it hard to acquire, but to make an epic encounter by giving it a pre-generated map (Haplo's MapGenerator might help). There're a few reasons:
1. Mixing legendary pokemon events inbetween would help to break the long grind of getting all pokemons into small chunks (just like we had to fight gyms while collecting pokemons, and had to fight team rocket in between gyms). It's a good game design to keep things interesting and objective-focused. At start of course you would want to capture a few useful pokemons for your own colony needs, but afterward there's not much incentive to catch them all. Unlocking legendaries based on number of acquired pokemons (of certain types) is a neat idea, since you don't need a new storyteller this way (~ insanity lance). Still, in order to stay faithful with original Mew should be the only pokemon locked by 151 pokemons achievement, and it should only be a mascot for bragging right with no special power (or maybe x100 nuzzle)
2. The encounter map would serve as the main challenge rather than the legendary pokemon itself, since we can't just make the pokemon op to keep balance in check, and we also wouldn't want to just come close, shoot it a few times and try to catch it like a normal pokemon.
3. Based on the type of legendary, you can create a specific challenge that requires certain strategy to stir things up, for example, a volcanic map (Biomes+ already got one) with semi permanent flames (custom flamable floor with 1m hp would work) for Moltres which requires bringing a lot of heat protected gear and firefoam (or water pokemon); a huge premade base with lots of small rooms with mechanoid/turret which best tackled by digging through wall (careful not to dig into another trap room) or find/destroy power sources; or hordes of manhunting pokemons for Articuno's map (sorry out of idea). The possibility is endless, and those map won't require too much extra coding.
But anyway it's still a long way until you have to start checking on those shiny sparky birdies. I'm really looking forward to see how you're gonna tackle the ranged pokemons problem. I tried a few things but apparently xml isn't enough to give pet range attack :(
Yeah I understand what you are getting. The main reason why its not in my game design right now is because I do not have experience working on world map stuff yet. Thus I cannot make major plans based on something I have idea how to do and how it works (I have yet to start on my first proper A17 playthrough)
But yeah, its still a long way to go before I will start working on the pokemon side of the PokeRim mod. Thus we have a lot of time to debate and discuss how should we do this for the benefit of all pokemon fans whom are playing Rimworld.
Thus I want to start on a more 'straightforward' mod, which is the Pokeball. (It should be quite difficult and not too difficult at the same time - since its about making a totally new feature or weapon idea, yet based on "logic", it shouldnt be too difficult)
So luckily, with the high I'm on from launching my Arachnid mod 3.0, I get on with it, and I managed to "crack it" and made it work.
Since the screenshot I posted earlier, I had continue to hack the codes and now it is compatible with the explosion radius. Which means, we can have some pokeball which are more effective due to its bigger "catchment area". For the basic pokemon, you need to hit the creature on the same grid - which from my testing, its ridiculously difficult. Which means that, you need to "down" the animal, before you can "capture it" with the pokeball.
Its 8.30am over in Singapore now, I need to go catch my sleep after an entire night of hacking.
What is next, is to add in the consideration of "wildness" of the animal, to influence the success rate; as well as to make the pokeball, "pick-able-up" again.
The idea I have now is, that you throw the pokeball, your pawn will no longer be holding anymore pokeball. After the pokeball explode, it will be respawned on the location it explode, for you to pick it up again. (thus it will not behave like a grenade, which is unlimited, or like a doomsday rocket, which after one use, its gone forever)
What you guys think?
Grenade isn't one use item in vanilla ? I play mostly with CE so I'm not too sure.
If pokeball can be picked up again and again then it kind of defeats the purpose of making player craft more pokeballs. You can just increase the <RangedWeapon_Cooldown> to stop ppl from spamming balls. Leaving them as stackable consumable would be more logical.
I had a look into CE's grenade code, and it uses quite a few classes from CE core so it might not be easy to snip out (you might wanna try asking NoImageAvailable if he can help). Or you can ask Dub if he can share the code to limit equipment usage (like his med kit).
If you want to give pokeball a flat tame rate (offset only by wildness), instead of making them do dmg, add a stackable hediff on target which will instantly kill target after 10 balls or so (no other effect otherwise). Reasons:
- The rate of taming won't change based on current hp, so you can throw balls at pokemon even at full hp. Even balls do dmg, it would be really really hard to accidentally kill pokemons when they're at full hp (we're gonna use them to fight, can't make them die too fast).
- If you increase the dmg from pokeballs to counter, it might get exploited to use against other things like raiders.
- The stackable hediff won't active before 10 stacks, so it's much harder to exploit. Jecrell has an amazing step by step guide on how to add extra effect (Plague in this case, you can use it, modify or make your own) to a pistol here: https://ludeon.com/forums/index.php?topic=33219.0
Quote from: Nekokon on October 06, 2017, 12:19:10 AM
Grenade isn't one use item in vanilla ? I play mostly with CE so I'm not too sure.
If pokeball can be picked up again and again then it kind of defeats the purpose of making player craft more pokeballs. You can just increase the <RangedWeapon_Cooldown> to stop ppl from spamming balls. Leaving them as stackable consumable would be more logical.
I had a look into CE's grenade code, and it uses quite a few classes from CE core so it might not be easy to snip out (you might wanna try asking NoImageAvailable if he can help). Or you can ask Dub if he can share the code to limit equipment usage (like his med kit).
If you want to give pokeball a flat tame rate (offset only by wildness), instead of making them do dmg, add a stackable hediff on target which will instantly kill target after 10 balls or so (no other effect otherwise). Reasons:
- The rate of taming won't change based on current hp, so you can throw balls at pokemon even at full hp. Even balls do dmg, it would be really really hard to accidentally kill pokemons when they're at full hp (we're gonna use them to fight, can't make them die too fast).
- If you increase the dmg from pokeballs to counter, it might get exploited to use against other things like raiders.
- The stackable hediff won't active before 10 stacks, so it's much harder to exploit. Jecrell has an amazing step by step guide on how to add extra effect (Plague in this case, you can use it, modify or make your own) to a pistol here: https://ludeon.com/forums/index.php?topic=33219.0
Okay, sorry if I havent explain more details about how the Pokeball I'm working on works.
Grenade in vanilla is extremely slow in aiming, throwing and detonating (my template currently is the EMP grenade)
Thus in my tests, I found there is literally no way you can hit an animal that is not staying still (either down or sleeping)
The reason to make it able to pick up again, is because, the pawn would be defenseless once he throws the pokeball (again, not CE, I know CE can equip stuffs from the bulk). So the balance this aspect of the game, the pawn can pick up the pokeball and try again.
I think a good way to "expend" the pokeball is to make it disappear upon a successful tame.
To have stackable hediff and kills the animal after 10 try can also be exploited. Imagine a creature which is impossible to kill, i get 10 pawns to throw 10 pokeball at a time and it becomes an instant kill - its also a problem. Plus its not really lore-accurate.
In my test, because its like a EMP grenade, the explosion frightens the animal, and the animal will flee upon explosion (both successful tame and unsuccessful) - thus making it somewhat logical, that animals will not just stay there for you to tame them. And the funny thing (and good thing) is, that the explosion actually triggers manhunting mental break on the animal. Which means, a single fail attempt on a jaguar or a cobra, would means life or death situation for your pawn.
Which as a result, makes more sense to down the creature before attempting a tame.
Another thing I feel that Hp should not be a concern for tame success rate, is because in the lore / anime - some low level pokemons are indeed easy to capture. But in rimworld-esque situation, the reason to still fight them and down them, is mainly because they dun keep still.
Thus, for high level (high wildness) creatures, low level pokeballs will have high failure rate - making it really dangerous to try taming. Thus making it necessary to craft high level expensive pokeballs for high level creatures. And with the explosion radius code I added, we can also create higher level pokeballs that can do mass taming / area taming (the explosion cannot be massive, because it will lag the hell out of your computer due to the number of cells the game need to check) : mainly more useful to tame low level creatures without needing to fight it.
All in all, i dun think its wise to make it overly complex, for both game design and coding.
I understand what you were trying to do now. I was assuming all types of pokeballs have the same flat capture rate based solely on pawn's Animal level since you only mention the range different between each type in your previous post. If the ball's capture rate can be changed then just ignore the 2nd part of my post.
Somehow your way of explaining "how to catch wild animal" makes more sense than the original game. The main real life concept is still "to prevent them from running away or attack", but because it's a game they turned that into battle and I was hanging onto the game method instead of the logical one. I need to think team rocket harder.
Still, if hp won't affect success chance you will need to think of another way to limit balls spamming on downed pokemon since it's a lot harder to accidentally kill them now, especially strong ones. Maybe a lot of small bleeding wounds from fragments (but not much pain, to prevent them going down too easily with only balls) ? Strong pokemons still won't go down too fast, but by the time it does you will have a lot of patching to do, and spamming balls would make it bleed faster than your doctor can treat it.
Respawning ball after explode is good enough, but I was worrying about bugs with impassable terrain. If you can make it work then there's no problem, although you should pump the ingredients for pokeball up a bit. Also I'm not too sure about the idea of mass taming. Pokemon has always been kind of game focusing on individuals, thus it feels weird to be able to catch them enmasse and release toward raids like expandable pawns. For epic theme like Game of Throne, yes, but pokemon, errr... If you want to expand the idea of not having to fight to catch low level creatures, maybe make pokeball with lower rate but high accuracy and instantly explode upon hit ? It should be enough to catch them with just 1 shot when they're sleeping because of the low wildness, no fight needed.
Quote from: Nekokon on October 06, 2017, 12:41:18 PM
I understand what you were trying to do now. I was assuming all types of pokeballs have the same flat capture rate based solely on pawn's Animal level since you only mention the range different between each type in your previous post. If the ball's capture rate can be changed then just ignore the 2nd part of my post.
Somehow your way of explaining "how to catch wild animal" makes more sense than the original game. The main real life concept is still "to prevent them from running away or attack", but because it's a game they turned that into battle and I was hanging onto the game method instead of the logical one. I need to think team rocket harder.
Still, if hp won't affect success chance you will need to think of another way to limit balls spamming on downed pokemon since it's a lot harder to accidentally kill them now, especially strong ones. Maybe a lot of small bleeding wounds from fragments (but not much pain, to prevent them going down too easily with only balls) ? Strong pokemons still won't go down too fast, but by the time it does you will have a lot of patching to do, and spamming balls would make it bleed faster than your doctor can treat it.
Respawning ball after explode is good enough, but I was worrying about bugs with impassable terrain. If you can make it work then there's no problem, although you should pump the ingredients for pokeball up a bit. Also I'm not too sure about the idea of mass taming. Pokemon has always been kind of game focusing on individuals, thus it feels weird to be able to catch them enmasse and release toward raids like expandable pawns. For epic theme like Game of Throne, yes, but pokemon, errr... If you want to expand the idea of not having to fight to catch low level creatures, maybe make pokeball with lower rate but high accuracy and instantly explode upon hit ? It should be enough to catch them with just 1 shot when they're sleeping because of the low wildness, no fight needed.
Yeah,all your concerns are valid and I actually already test too.
The "mass tame" via the explosion radius actually only make capturing that 1 animal easier. Because its unlikely I will make the explosion radius more that 5 squares (because of the lag due to the logic I used in the coding). Mainly, its more like 2-3 radius (think grenade in vanilla game). And even if I decide to create a 10 explosion radius pokeball - its will be balanced by allowing it mainly only to tame really low level animals.
In my testings, most animals dun even stand near to each other close enough to do mass taming.
So its more like making its "easier" to capture the animal, rather than "mass taming" - because you need to remember, the pokeball throwing misses the mark quite a lot (depends on range stats?) - which is why, the most accurate is always to just stand next to a stationary animal and throw at it. (down and sleeping)
----
Yeah, I need to adapt the game to the Rimworld logic. The "battles" do not really happen in the way in the Pokemon game. Its more like a very angry animal on manhunting and just stab you to death before you can do anything. LMAO.
Taming strong animals is really going to be difficult - because to down a strong animal, you will need a lot of damage (probably your entire colony going out to attack it) - but if you maim it or cause permanent injuries to it... it would render it meaningless to tame it. Thus you need use a very powerful pokeball to tame it first time (any failure will cause manhunting).
So its up to the players to weigh the options - to spend crazy amount of expensive resources on a super powerful pokeball, or to pick a fight with a thrumbo.
====
By the way, in my codes, i set that, you can only tame an animal that is without a faction. Which means, you cannot tame insects from infestation event. (not sure about the bugs on arid/desert though)
Great to see you ironing this out smoothly.
Grenade has <ForcedMissRadius> 1.9 (iirc) by default, I think that's why you have been missing them a lot. You can tone it down a bit if you want to make high accuracy pokeball.
Regarding taming strong animals, I think the better method would be making use of pokemon:
1. The easier way is to change their attack to do blunt dmg (to not cause bleed) and let them duke it out. While we're trying to prevent ppl using op human weapon to cheese pokemon, it's not a problem if players use captured pokemons to gang up on a wild strong one (which was exactly what we did in pokemon game anyway).
2. The hard way involves coding hediff into pokemon's ranged attack (after you'd already solved the problem with giving ranged attack to pet, adding hediff directly to the weapon would be simple). Special effect from ranged attack may vary from chance to fall asleep (1 free ball throw, need a long cd to prevent cheesing), chance to increase pain, reduce conscious (go down faster) to apply slow/stun/reduce accuracy...
If you have no pokemon to fight or your pokemons are too weak to tackle on a strong wild one, that's when you have to choose if you want to take the risk of using human weapon and cripple the poor guy (or getting ko'ed by the beast and go down with your colony). It takes longer but the trade off is higher chance of catching strong pokemon without permanent injuries, and it's also lore friendly.
Quote from: Nekokon on October 06, 2017, 11:53:31 PM
Great to see you ironing this out smoothly.
Grenade has <ForcedMissRadius> 1.9 (iirc) by default, I think that's why you have been missing them a lot. You can tone it down a bit if you want to make high accuracy pokeball.
Regarding taming strong animals, I think the better method would be making use of pokemon:
1. The easier way is to change their attack to do blunt dmg (to not cause bleed) and let them duke it out. While we're trying to prevent ppl using op human weapon to cheese pokemon, it's not a problem if players use captured pokemons to gang up on a wild strong one (which was exactly what we did in pokemon game anyway).
2. The hard way involves coding hediff into pokemon's ranged attack (after you'd already solved the problem with giving ranged attack to pet, adding hediff directly to the weapon would be simple). Special effect from ranged attack may vary from chance to fall asleep (1 free ball throw, need a long cd to prevent cheesing), chance to increase pain, reduce conscious (go down faster) to apply slow/stun/reduce accuracy...
If you have no pokemon to fight or your pokemons are too weak to tackle on a strong wild one, that's when you have to choose if you want to take the risk of using human weapon and cripple the poor guy (or getting ko'ed by the beast and go down with your colony). It takes longer but the trade off is higher chance of catching strong pokemon without permanent injuries, and it's also lore friendly.
Yeap yeap~
So for the pokeballs, we can have many different versions - some grenade throw speed is faster, some grenade flies over faster, some detonate faster, more accurate or less accurate, etc...
So mid level pokeballs can possible be more like dodgeball type of throwing~ haha
Yeah, for the ranged animals, i need to go check the codes soon. After I'm done with the pokeball foundationals codes.
Once I'm done with the pokeball codes - will be the fun part - we can start conceptualising and designing the pokeballs together~
(it would be easier if you join my discord though~ easier to chat there and share the work)
Everyone feel free to join my discord: https://discord.gg/W2Vb27T
Totally revamped the "pokemon combat system"
How the maths / dice roll works:
POKEMON / CREATURE
Difficulty = Wildness of animal (which means 0 = totally not wild, 1 = totally wild)
CombatPower = Default combat power listed in which animal (this determines how many elephants vs boomrats will appear in a manhunter event) / 200 <--- elephant is 310, thrumbo is 600, boomrat is 50
AnimalHealth = By percentage of health. 100% health = 1, 10% health = 0.1
So the "PokemonLevel" = Difficulty + CombatPower + AnimalHealth
CASTER
Random Number = between 0 - 0.5 (this is for randomness)
CasterStats = Animal Taming Skills ( Animal Skills 0 = 0, Animal Skills 20 = 0.22) x 10 <-- This is in accordance to the vanilla game, where a level 20 will have 22% chance of successful tame
PokeballLevel = Weapon Damage / 100
Pokeball Caster's "diceroll" = Random Number + CasterStats + PokeballLevel
So the determination of whether is a successful tame, depends on which number is bigger. PokemonLevel or Caster.
If PokemonLevel > Caster, taming fail.
If PokemonLevel < Caster, Success!
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For some reference (full health):
Chicken: 1.11
Boomrat: PokemonLevel 2.0
Panther: PokemonLevel 2.575
Elephant: PokemonLevel 3.3
Thrumbo: PokemonLevel 4.985
Level 0 Caster (with pokeball of damage 50): 0.5 ~ 1.0
Level 20 Caster (with pokeball of damage 50): 2.7 ~ 3.2
Every Animal Level gains 0.11 in pokeball stats.
------------
This is Mushinto, my test Pokemon Master
(https://cdn.discordapp.com/attachments/306149480854454283/366163299290841088/Revamped_-_Mushinto_stats.jpg)
At Animal Level 4, he is still considered a noob in pokemon catching
The test Pokeball hits 2 chickens, but only one got tamed.
(https://cdn.discordapp.com/attachments/306149480854454283/366163549472686080/Revamped_-_Mushinto_vs_Chicken_Successful.jpg)
This one he failed
(https://cdn.discordapp.com/attachments/306149480854454283/366163591331577857/Revamped_-_Mushinto_vs_Chicken_Not_Successful.jpg)
And I think the mathematical logic is perfect now, as Mushinto cant even catch a turkey at full stats. He needs a better Pokeball.
(https://cdn.discordapp.com/attachments/306149480854454283/366164792228052994/Revamped_-_Mushinto_cant_even_catch_a_turkey_at_full_stats.jpg)
Mushinto then finally managed to tame the Turkey after punching it and try the pokeball again.
(https://cdn.discordapp.com/attachments/306149480854454283/366166965099823116/Revamped_-_Mushinto_finally_tamed_the_Turkey_after_punching_it_and_then_try_again.jpg)
The first pokeball failed, so the Turkey turned manhunter.
So while Mushinto got bitten by the Turkey, the 2nd pokeball succeeded (thus the tamed Turkey is fleeing from the shock)
------------------ UPDATE -----------------
Added Text to indicate Success or Failure
(https://cdn.discordapp.com/attachments/306149480854454283/366180302260928514/Pokemon_Text_Mote.jpg)
To clarify the process ..
Caught Pokemals are instantly tamed, nothing else at the moment ?
Quote from: SpaceDorf on October 07, 2017, 07:03:18 PM
To clarify the process ..
Caught Pokemals are instantly tamed, nothing else at the moment ?
Yes. Nothing else.
Although other things does happen to the colonist that caught the pokemon - tale is added, animal skill will improve (amount is according to the animal's combat power), "pokeball combat stats" available in the error log for player's reference, animal tamed stats will increase as well (as if you tamed them by food).
Awesome :)
So i'm actually at the stage of the "most fun part" - creating the actual Poke Balls.
The way how the Poke Ball works in the Nintendo games arent really suitable for direct translation - as the GEN I Poke Balls difference are mainly only in capture effectiveness (since combat is 1 dimensional)
In Rimworld, we are in a 2 dimensional world, so we can actually do things differently - perhaps even invent our own Poke Balls.
For now, I guess I will just add the 4 main types (-Safari Ball) from the GEN I: Poke Ball, Great Ball, Ultra Ball & Master Ball
(https://cdn.bulbagarden.net/upload/9/93/Bag_Pok%C3%A9_Ball_Sprite.png)
Poke Ball will be the standard type, in which throwing accuracy is important. Its probably also not very effective against higher level creatures.
(https://cdn.bulbagarden.net/upload/c/ca/Bag_Great_Ball_Sprite.png)
Great Ball will be a standard type, but with a bigger capture radius (the only one with a capture radius in the 1.0 release). While its still just as basic, but it allows pawns with lousy aim to capture easier.
(https://cdn.bulbagarden.net/upload/0/03/Bag_Ultra_Ball_Sprite.png)
Ultra Ball will be the higher level type, which can allow you to capture most of the wild animals, less the most powerful ones. (provided your pawns' animal skill isnt too sucky)
(https://cdn.bulbagarden.net/upload/6/6d/Bag_Master_Ball_Sprite.png)
Finally, Master Ball will be the ver1.0 most powerful poke ball, which can allow you to have a chance to capture very powerful creatures like Elephants and even Thrumbo. I will make sure that it would not be a "one hit wonder" against Thrumbo.
Then in future versions, I will add even more type of balls that can be crafted with all sort of weird stuffs, different effects and usage, as well as Pokeballs that are powerful enough to deal with even more powerful creatures than Thrumbo (like my future Dinosaur mod - DinoRim, or the Pokemon mod - PokeRim)
Typical Thrumbo hunt ends up with 1/3 chance to keep it alive. If so, best time to attemp catching the hopeless animal. Remember 33% to survive being downed as non-colonist!
Wow, you're progressing so fast. It's Thanksgiving weekend over here so I'm just chilling out and didn't look around the forum much. At this speed we might as well discuss about actual pokemon combat and balance (151 is quite a big number after all).
A small note for capturing part still: I think you should try to limit being able to capture a lot of creatures early game since it would be quite a big advantage. Remember you will only lose the ball if you successfully tame the creature (if you're still doing it this way). Maybe increase the cost of pokeball and gate stronger balls behind tech or rare resource, ex: pokeball can be crafted in crafting spot with iron/wood/stone block, great ball can only be crafted in smithy with plasteel/chemfuel/silver, ultra ball can be crafted in machining table with gold/jade/uranium, and master ball is from special event only. Pokemon will be able to help out your colony a lot depend on types, so it should cost accordingly.
Also I think there's no need for a big event notice (having to click and close) since there's no automatic "tell someone to capture this" button and you will always know right away if you success or fail. It can be simplified into small notice on top of the screen. Just QoL thing.
For pokemon combat power, you can reference this chart: https://bulbapedia.bulbagarden.net/wiki/List_of_Pok%C3%A9mon_by_base_stats_(Generation_I).
Just think how a Thrumbo (600 in rimworld) would fare against a Dragonair (500 in pokemon) and scale them up accordingly. Depend on how faithful you want to follow the original we can talk more about each pokemon's individual stats to adjust.
For sprites, good news is we have all the overworld (full view: front/left/right/back) sprites from HeartGold - SoulSilver. Bad news is they're from a DSi game so the resolution is rather low.
https://www.spriters-resource.com/fullview/26794/
This is ripped from the game itself so you only have to credit Nintendo as usual (and hope they won't go after you if this mod get popular). Maybe the ripper too, but not mandatory since he said so.
Opps, forgot the separated sprites: https://veekun.com/static/pokedex/downloads/overworld.tar.gz
You can use 7z to unzip.
Quote from: kubolek01 on October 08, 2017, 09:08:26 AM
Typical Thrumbo hunt ends up with 1/3 chance to keep it alive. If so, best time to attemp catching the hopeless animal. Remember 33% to survive being downed as non-colonist!
If you note my calculations:
Thrumbo: PokemonLevel 4.985
VS
Level 0 Caster (with pokeball of damage 50): 0.5 ~ 1.5
Level 20 Caster (with pokeball of damage 50): 2.7 ~ 3.7
Full health worth 1.0 pts. So assuming you can down it at 0.33 health, you will still need to defeat a PokemonLevel of 4.315.
Standard Pokeball and Great Ball both is only 50 in damage (+0.5)
Even you use a Ultra Ball which is 100 in damage (twice as powerful) to increase your Level 20 Trainer to 3.2 ~ 4.2 <-- and still its not enough to beat a Thrumbo. (heehee, see the amount of balancing I did there?)
Thus the only way to get legendary creatures like Thrumbo or Dinosaurs (my future mod, not talking about the existing ones, since I dunno how they coded it) - is to use the Master Ball.
Master Ball is 4 times more powerful than a standard ball.
Your Level 20 Trainer with Master Ball will be 4.2 ~ 5.2 - which will be enough to capture a downed Thrumbo (unless you are damn unlucky), but will provide you with a good fight if its not down.
(the number is 0.5 higher, because I've increased the randomness range to 0.0 - 1.0)Quote from: Nekokon on October 08, 2017, 10:20:25 AM
Wow, you're progressing so fast. It's Thanksgiving weekend over here so I'm just chilling out and didn't look around the forum much. At this speed we might as well discuss about actual pokemon combat and balance (151 is quite a big number after all).
A small note for capturing part still: I think you should try to limit being able to capture a lot of creatures early game since it would be quite a big advantage. Remember you will only lose the ball if you successfully tame the creature (if you're still doing it this way). Maybe increase the cost of pokeball and gate stronger balls behind tech or rare resource, ex: pokeball can be crafted in crafting spot with iron/wood/stone block, great ball can only be crafted in smithy with plasteel/chemfuel/silver, ultra ball can be crafted in machining table with gold/jade/uranium, and master ball is from special event only. Pokemon will be able to help out your colony a lot depend on types, so it should cost accordingly.
Also I think there's no need for a big event notice (having to click and close) since there's no automatic "tell someone to capture this" button and you will always know right away if you success or fail. It can be simplified into small notice on top of the screen. Just QoL thing.
For pokemon combat power, you can reference this chart: https://bulbapedia.bulbagarden.net/wiki/List_of_Pok%C3%A9mon_by_base_stats_(Generation_I).
Just think how a Thrumbo (600 in rimworld) would fare against a Dragonair (500 in pokemon) and scale them up accordingly. Depend on how faithful you want to follow the original we can talk more about each pokemon's individual stats to adjust.
For sprites, good news is we have all the overworld (full view: front/left/right/back) sprites from HeartGold - SoulSilver. Bad news is they're from a DSi game so the resolution is rather low.
https://www.spriters-resource.com/fullview/26794/
This is ripped from the game itself so you only have to credit Nintendo as usual (and hope they won't go after you if this mod get popular). Maybe the ripper too, but not mandatory since he said so.
Opps, forgot the separated sprites: https://veekun.com/static/pokedex/downloads/overworld.tar.gz
You can use 7z to unzip.
Due to game engine limitations, I cannot make the weapon not disappear when miss, but disappear when hit. Now, pokeballs will be one shot weapons, thus the timing to throw the ball is extremely vital (and you must hit your target, like Pokemon Go).
And the randomness points, as mentioned above, is increased. The reason is to not make the Pokeball overly useless, especially in the case where you can only carry one per person out to battle.
I'm also introducing Apricorn as the tribal version of the Pokeball.
The standard pokeball will need to be researched, unless you start the game with industrial technology already.
All the other more advanced pokeballs will need to be researched as well.
As for production, they are relatively resource cheap. The resources have to make sense, in my opinion. Like, there is no wood or stones in pokeballs, thus there shouldnt be in this mod as well. Pokeballs are essentially just a high tech mentallic gadget sort of thing - so the production mainly involve steel and components. Master Ball will require a little bit of gold due to the super advanced circuitry its using. There is no use of Plasteel and Uranium, because these are hard metals, and we dun need such hard metals for something that is meant to explode without killing people. lol~
There is no plans for events in this mod. Since its just a "weapon mod".
And thanks for the chart and the sprites!
-------
By the way, I already finished production essentially.... I'm just doing testing now and then I'll prepare for launch and launch it, hopefully within an hour's time.
Lol the random ingredient was just my way of saying you should limit the availability of them based on in-game progression (pokeball for early game with early tech and easy to find ingredients, then better balls for later with higher tech and rarer ingredient). Throwing a ball made of rock at a rattata would effectively give you a dead rat in realistic scenario probably. If pokeball is 1-use item now there's no need for that limitation anymore.
Quote from: Nekokon on October 08, 2017, 01:37:18 PM
Lol the random ingredient was just my way of saying you should limit the availability of them based on in-game progression (pokeball for early game with early tech and easy to find ingredients, then better balls for later with higher tech and rarer ingredient). Throwing a ball made of rock at a rattata would effectively give you a dead rat in realistic scenario probably. If pokeball is 1-use item now there's no need for that limitation anymore.
Yeah, I realised that, if the pokeball is not a one use item - there is literally no more reasons to craft them - and the pokeball would be OP in a certain way.
So the materials used for the crafting now are pretty attainable, in exchange for the amount of trouble one need to go thru the use the pokeball to tame animals... and imagine missing your target using a master ball.... its painful. haha
Thanks god we still have ordinary taming at hand, if we don't want to play it that way. I still remember my 2 bond-on-tend situations. Just be a little lucky, it's easier than winning main prize in "Lotto";)
(http://walkingproblem.com/wp-content/uploads/2017/10/Preview.png)
PokéRim: Poké Ball Mod Launched~!
https://ludeon.com/forums/index.php?topic=35971
Quote from: kubolek01 on September 16, 2017, 09:12:40 AM
Quote from: SpaceDorf on September 15, 2017, 12:59:05 PM
But in the Charcoal GotY Edition released in Usbekistan ..
Not even try Dorf... And WP, you have 60 days to make it anyway working!
He did it.
Quote from: Walking Problem on September 15, 2017, 12:56:39 PM
When I do work on this mod, I will be as canon as possible to Pokemon, in term of the creatures.
So nope, there wont be thrumbokachus or mufflax~
WRONG !!! Quote from: SpaceDorf on September 14, 2017, 06:34:03 PM
Giant Spider Thrumkachu .. i choose you !!
(https://i.imgur.com/dlpUJVC.png) (https://ludeon.com/forums/index.php?topic=35158.msg370414#msg370414)
Nice work artwork there!
Scary shit. lol
Dorf... as always insane.
So far anyone tried the Poke ball mod?
How is it for you guys?
It's actually the geneticRim mod .. I have nothing to do with this, but combining it with Pokeballs :-D
Quote from: SpaceDorf on October 11, 2017, 03:42:52 AM
It's actually the geneticRim mod .. I have nothing to do with this, but combining it with Pokeballs :-D
You tried to catch one with Poke Ball? How it went?
Not yet ..
my Infantry Regiment is still stuck in a poison forest .. and I have yet to install the pokeBalls ..
But I can will whip up a testing Ground this evening and try if Rimworld Pokethulhu is a thing :)
==== EDIT ====
Brain caught up with me ..
I think GeneticRim produces tamed animals .. so no need for Pokeballs.
But with every other creature I thing they should adhere to the calculated stats you gave your Balls *snicker*
==== EDIT 2 ====
But maybe I can Poke some Tiberium Mutants or Zombies.
I dun think Zombies are considered wild animals or factionless...
---
For other animal mods, if they do not set the combat power in relative terms to the vanilla animals - things may appear weird (either too high level or easier than expected to catch)
Quote from: Walking Problem on October 12, 2017, 05:17:08 PM
I dun think Zombies are considered wild animals or factionless...
---
For other animal mods, if they do not set the combat power in relative terms to the vanilla animals - things may appear weird (either too high level or easier than expected to catch)
I know what Dorf wants... using Tiberium Terror as colony animal. 53 melee damage says most, being a Thrumbo in part says the rest. Not even try gamebreaking!
Quote from: kubolek01 on October 13, 2017, 12:55:44 AM
.... Not even try gamebreaking!
(https://s-media-cache-ak0.pinimg.com/originals/ae/66/9f/ae669f7fc7d862f62f940ac260099b31.gif)
Sooo no gamebreaking or get a shot with empty barrel? Nvm.
What I meant is .. I never TRY to break the game ;D
Quote from: kubolek01 on October 13, 2017, 12:55:44 AM
I know what Dorf wants... using Tiberium Terror as colony animal. 53 melee damage says most, being a Thrumbo in part says the rest. Not even try gamebreaking!
Can you even tame that visceroid?
Quote from: Walking Problem on October 13, 2017, 01:58:53 PM
Quote from: kubolek01 on October 13, 2017, 12:55:44 AM
I know what Dorf wants... using Tiberium Terror as colony animal. 53 melee damage says most, being a Thrumbo in part says the rest. Not even try gamebreaking!
Can you even tame that visceroid?
Vis is other story, Terror is a Thrumbo which mutated under Blue Tiberium influence. Manhunt on tame 80%. 100% on hit. 53 dmg with horn.
Quote from: kubolek01 on October 13, 2017, 02:47:27 PMVis is other story, Terror is a Thrumbo which mutated under Blue Tiberium influence. Manhunt on tame 80%. 100% on hit. 53 dmg with horn.
Looks like you need a master ball to tame this one.
If not a Tiberium Enhanced Ball
====== EDIT ======
I've done it.
Tremble before true dwarven science !
GIANT SPIDER-THRUMKACHU !!!!
(https://i.imgur.com/PULAwMw.png)
Quote from: SpaceDorf on October 13, 2017, 02:59:20 PM
If not a Tiberium Enhanced Ball
====== EDIT ======
I've done it.
Tremble before true dwarven science !
GIANT SPIDER-THRUMKACHU !!!!
(https://i.imgur.com/PULAwMw.png)
Why you are that insane! Repeating: I HATE PIKACHUS!
WP, what you work on now?
Quote from: SpaceDorf on October 13, 2017, 02:59:20 PM
If not a Tiberium Enhanced Ball
====== EDIT ======
I've done it.
Tremble before true dwarven science !
GIANT SPIDER-THRUMKACHU !!!!
(https://i.imgur.com/PULAwMw.png)
thats a nightmare dude....
Quote from: kubolek01 on October 14, 2017, 02:31:14 PM
WP, what you work on now?
I'm currently working on Planet of the Apes mod.
Before that, I launched the hardcore version (patch) of the arachnid mod, and a CE patch for the Trading Economy mod.
Quote from: Walking Problem on October 14, 2017, 02:43:45 PM
Quote from: SpaceDorf on October 13, 2017, 02:59:20 PM
If not a Tiberium Enhanced Ball
====== EDIT ======
I've done it.
Tremble before true dwarven science !
GIANT SPIDER-THRUMKACHU !!!!
(https://i.imgur.com/PULAwMw.png)
thats a nightmare dude....
Quote from: kubolek01 on October 14, 2017, 02:31:14 PM
WP, what you work on now?
I'm currently working on Planet of the Apes mod.
Before that, I launched the hardcore version (patch) of the arachnid mod, and a CE patch for the Trading Economy mod.
Sooo much work... ever planned to find allies in work?
Quote from: kubolek01 on October 14, 2017, 02:50:24 PM
Sooo much work... ever planned to find allies in work?
Some people had offered, but I find that doing the stuff on my own is more enjoyable. lol~
I dun mind helping others with their projects, but for my stuff, the only real help i need, is usually the C# coding part. Because this is a hobby thing- like I actually do mods like most people play games....lol. I enjoy the process, especially the high when I launch a mod/update and when people comment/send their appreciation to me. =P
Like for Pokemon's case, I will happy to have people contributing in term of the game mechanics (codings) that could make all those special attacks come true~ =D
Quote from: Walking Problem on October 14, 2017, 03:14:09 PM
Quote from: kubolek01 on October 14, 2017, 02:50:24 PM
Sooo much work... ever planned to find allies in work?
Some people had offered, but I find that doing the stuff on my own is more enjoyable. lol~
I dun mind helping others with their projects, but for my stuff, the only real help i need, is usually the C# coding part. Because this is a hobby thing- like I actually do mods like most people play games....lol. I enjoy the process, especially the high when I launch a mod/update and when people comment/send their appreciation to me. =P
Like for Pokemon's case, I will happy to have people contributing in term of the game mechanics (codings) that could make all those special attacks come true~ =D
The easier way would be letting certain animals use weapons, which are easier to make than the whole ranged beta attacks thing. If It's possible...
Quote from: kubolek01 on October 14, 2017, 03:53:11 PM
The easier way would be letting certain animals use weapons, which are easier to make than the whole ranged beta attacks thing. If It's possible...
Animals that carries weapons cannot be tamed (like the Centipedes or my Arachnids Plasma Bugs)
Quote from: Walking Problem on October 14, 2017, 05:14:36 PM
Quote from: kubolek01 on October 14, 2017, 03:53:11 PM
The easier way would be letting certain animals use weapons, which are easier to make than the whole ranged beta attacks thing. If It's possible...
Animals take carries weapons cannot be tamed (like the Centipedes or my Arachnids Plasma Bugs)
So game forces it...
Which does not mean, we can't do evil melee attacks for the time being.
Would anybody be willing to draw a yellow lightning hamster for me ?
Mine sucks ...
Quote from: SpaceDorf on October 19, 2017, 09:11:58 AM
Which does not mean, we can't do evil melee attacks for the time being.
Would anybody be willing to draw a yellow lightning hamster for me ?
Mine sucks ...
I actually already drew the Pikachu long time ago~ lol
(http://walkingproblem.com/wp-content/uploads/2017/04/PokeRim-Now-Planned.jpg)
Any progress? Thread is so silent...
Quote from: Walking Problem on April 09, 2017, 11:56:25 PM
(http://walkingproblem.com/wp-content/uploads/2017/10/Preview.png)
PokéRim: Poké Ball Mod is now available!
https://ludeon.com/forums/index.php?topic=35971
Maybe you missed something ;D
Quote from: SpaceDorf on October 22, 2017, 05:47:15 PM
Quote from: Walking Problem on April 09, 2017, 11:56:25 PM
(http://walkingproblem.com/wp-content/uploads/2017/10/Preview.png)
PokéRim: Poké Ball Mod is now available!
https://ludeon.com/forums/index.php?topic=35971
Maybe you missed something ;D
Any, but beyond this part. I get notified for all posts here, so how would I miss Objective 1 Complete?
Currently I'm busy working on Planet of the Apes mod.
After that I am thinking of a Rick and Morty mod.
Then after that maybe finally go to my Starship Troopers Federation mod... =P
Quote from: Walking Problem on October 23, 2017, 06:59:17 AM
Currently I'm busy working on Planet of the Apes mod.
After that I am thinking of a Rick and Morty mod.
Then after that maybe finally go to my Starship Troopers Federation mod... =P
Explained by your avatar ;) Everchanging.
I was wondering about the avatar too ..
Quote from: kubolek01 on October 23, 2017, 07:47:19 AM
Explained by your avatar ;) Everchanging.
Yeah... i'm excited by so many things... i cant control myself....
Yellow Space Hamsters .. now planned.
(https://i.imgur.com/7Eg4dTt.png)
Quote from: SpaceDorf on October 23, 2017, 12:07:37 PM
Yellow Space Hamsters .. now planned.
(https://i.imgur.com/7Eg4dTt.png)They are meant as mice, but whatever...
True ..
still it looks like a fat little bunny and less like a mouse, or a hamster for that matter.
Quote from: SpaceDorf on October 23, 2017, 05:07:52 PM
True ..
still it looks like a fat little bunny and less like a mouse, or a hamster for that matter.
And is tinier than on this screen, at least how Pokédex say.
The pikachu will be smaller and more "correct sized" in the final Pokemon mod~ =}
By the way, this pikachu is my texture, if you have not noticed yet~ =D
For those who cannot wait for me, check out this mod: Professor Schmilv's RimMon: https://ludeon.com/forums/index.php?topic=39015.0
Someone was faster... maybe make your mods as complete as possible, than make new insane ideas? ;)
Quote from: kubolek01 on March 25, 2018, 03:19:59 PM
Someone was faster... maybe make your mods as complete as possible, than make new insane ideas? ;)
Yeah, because I want my mods to be as complete as possible, something like Pokemon had to wait until the "technology" catch up. Which it did just recently.
But now, I have other mods that need my attention first. =\
But its okay~
I might still do my own version when I feel like it. =}
Quote from: Walking Problem on March 26, 2018, 01:49:17 PM
Quote from: kubolek01 on March 25, 2018, 03:19:59 PM
Someone was faster... maybe make your mods as complete as possible, than make new insane ideas? ;)
Yeah, because I want my mods to be as complete as possible, something like Pokemon had to wait until the "technology" catch up. Which it did just recently.
But now, I have other mods that need my attention first. =\
But its okay~
I might still do my own version when I feel like it. =}
Just hope you won't work to death then.
Quote from: kubolek01 on March 26, 2018, 02:10:40 PM
Just hope you won't work to death then.
Haha... Hope not~
I always tell everyone, its a waste I cant do modding as a fulltime job~ XD
I think the same view is held by many of the modders here~
Is this dead?
Quote from: Scavenger on October 10, 2018, 08:57:49 PM
Is this dead?
Nope its not dead. I'm just.... so overwhelmed. lmao
If I'm working on mods full time - SURE!
But modding hardly earn me money; barring a few kind souls that are my patrons or those that had treated me to some meals via ko-fi~
So most of my days are spent hunting for money in the real life.
But because the pokemon movies are coming... so I'm getting excited about coming back to work on this mod - especially a lot of the work i had done in other mods, is actually in preparation for this mod too.