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RimWorld => Releases => Mods => Outdated => Topic started by: WalkingProblem on October 08, 2017, 03:07:11 PM

Title: [B18] POKÉRIM: POKÉ BALL 2.0
Post by: WalkingProblem on October 08, 2017, 03:07:11 PM
(http://walkingproblem.com/wp-content/uploads/2017/12/Preview2.png)

Have you dreamed of being a Pokémon Trainer, to go around catching Pokémons and wild creatures!?

NOW YOU CAN!



Proudly presenting: The Poké Ball Mod!!!

The Poké Ball mod is the first mod from the PokéRim mod series, an ambitious long term project that we had announced on 4th April 2017 (http://walkingproblem.com/2017/04/04/announcement-of-tentative-plans-for-pokerim-pokemon-mod-for-rimworld/).

This mod introduces the Pokeballs, which are a form of one-use grenades, which can be used to tame wild animals to become part of your colony. Each of them can be crafted with the appropriate researched required done.

Gone are the days, where you wonder how on earth rimworld, are you going to finally get a pet panther.

Now its possible!

Grizzly Bear? Sure!

Cobras? Why not!?

Thrumbo? Are you good enough to catch it? =P



FEATURES:
– 5 Types of Pokeballs: Apricorn, Poké Ball, Great Ball, Ultra Ball, Master Ball
– 5 Research for each of the Pokeballs
– Pokeballs are craftable using vanilla structures (crafting spot for apricorn, machining table for the rest)
– Intricate mathematical combat calculations to determine success or failure
– Pokeball capture attempt's stats and calculation viewable from error log
– Colonist that successfully tame a wild animal will gain animal skills experience
– Amount of skills gained from taming is according to the combat power of the animal
– Colonist's animal tamed stats will be updated with each successful tame using a pokeball
– Tales will tell of how your colonists tamed the animals
– You can bash up the animal to make it easier to tame!



POKÉ BALLS:

(http://walkingproblem.com/wp-content/uploads/2017/10/Apricornball.png)
Apricorn Primative Poké Ball

A primative form of poké ball, made from using wild berry and some simple materials, for use to capture and tame wild animals.
WorkToMake: 1000
Cost: 1 x RawBerries, 5 x Steel
ProducedAt: Crafting Spot
ResearchRequirement: Apricorns

MarketValue: 120

PokeBallLevel: 50 (+0.5 in the calculation)
ExplosionRadius: none
Range: 7.9
warmupTime: 1.5
RangedWeapon_Cooldown: 2.66
AccuracyTouch: 1.0
AccuracyShort: 0.8
AccuracyMedium: 0.6
AccuracyLong: 0.4


(http://walkingproblem.com/wp-content/uploads/2017/10/Pokeball.png)
Standard Poké Ball

A standard poké ball, that is commonly used by all pokémon trainers, in their pursue to become a Pokémon Master.
WorkToMake: 2000
Cost: 1 x Component, 8 x Steel
ProducedAt: Machining Table
ResearchRequirement: Pokeball

MarketValue: 250

PokeBallLevel: 50 (+0.5 in the calculation)
ExplosionRadius: none
Range: 12.9
warmupTime: 1.0
RangedWeapon_Cooldown: 2.66
AccuracyTouch: 1.0
AccuracyShort: 0.9
AccuracyMedium: 0.8
AccuracyLong: 0.7

(http://walkingproblem.com/wp-content/uploads/2017/10/Greatball.png)
Great Poké Ball

An improvised explosive version of the poké ball, that is easier to use standard poké ball due to a bigger catchment area. Noobs love this
WorkToMake: 3500
Cost: 3 x Component, 10 x Steel
ProducedAt: Machining Table
ResearchRequirement: GreatPokeball

MarketValue: 415

PokeBallLevel: 50 (+0.5 in the calculation)
ExplosionRadius: 3 cells radius
Range: 12.9
warmupTime: 1.0
RangedWeapon_Cooldown: 2.66
AccuracyTouch: 1.0
AccuracyShort: 0.9
AccuracyMedium: 0.8
AccuracyLong: 0.7

(http://walkingproblem.com/wp-content/uploads/2017/10/Ultraball.png)
Ultra Poké Ball

An high tech version of the poké ball, that is twice as powerful as a standard poké ball. This primarily used to tame powerful creatures that are beyond the ability of the standard poké ball.
WorkToMake: 4500
Cost: 5 x Component, 10 x Steel
ProducedAt: Machining Table
ResearchRequirement: UltraPokeBall

MarketValue: 625

PokeBallLevel: 100 (+1.0 in the calculation)
ExplosionRadius: none
Range: 12.9
warmupTime: 1.0
RangedWeapon_Cooldown: 2.66
AccuracyTouch: 1.0
AccuracyShort: 0.9
AccuracyMedium: 0.8
AccuracyLong: 0.7

(http://walkingproblem.com/wp-content/uploads/2017/10/Masterball.png)
Master Poké Ball

An extremely powerful version of the poké ball, used by professional Pokémon Masters. This is poké ball is known to be able to capture some of the most powerful creatures.
WorkToMake: 10000
Cost: 25 x Component, 3 x Steel, 2 x Gold
ProducedAt: Machining Table
ResearchRequirement: MasterPokeBall

MarketValue: 4500

PokeBallLevel: 200 (+2.0 in the calculation)
ExplosionRadius: none
Range: 12.9
warmupTime: 1.0
RangedWeapon_Cooldown: 2.66
AccuracyTouch: 1.0
AccuracyShort: 0.9
AccuracyMedium: 0.8
AccuracyLong: 0.7

—————

Poké ball 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 – 1.0 (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!

—–

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 ~ 1.5
Level 20 Caster (with pokeball of damage 50): 2.7 ~ 3.7
Every Animal Skills Level gains 0.11 in CasterStats stats.

(http://walkingproblem.com/wp-content/uploads/2017/10/Tamed-Effect.jpg)

After each pokeball hit (not miss), you will be able to check the stats behind the Pokeball Battle, and figure out what should be your next move.
(http://walkingproblem.com/wp-content/uploads/2017/10/FinalPokeballCombatSystem.jpg)

If it fails, should you get another colonist with higher animal skills?

Or should you use a higher level pokeball?

Or should you bash up and down the animal and try again (a downed animal can lose as much as 0.7 points in their PokemonLevel points)?

Its your choice!~

—–

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=35971.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/pokerim-poke-ball-ver2-0/
STEAM DOWNLOAD: http://steamcommunity.com/sharedfiles/filedetails/?id=1162860582
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem

ポケリム モンスターボール 2.0 日本版アドオン
STEAM ダウンロード : https://steamcommunity.com/sharedfiles/filedetails/?id=1217825065
非STEAM ダウンロード : http://walkingproblem.com/sdm_downloads/pokerim-poke-ball-ver2-0-japanese-version/

credit: SFX from youtube.com/TheBlindTrainer

-----

VER2.0 UPDATE NOTE
Improvement had been made to the pokeball codes to allow missed pokeball to not disappear after being thrown, as well as indication of the pokeball missed, as it had been really cryptic about what actually happened in the previous version when it misses (especially when the pokeball disappears). So this update shall make the pokeball really usable now. I also edited the chinese translation as well as added a japanese translation on my own as a separate download.

-----

VER 2.0 CHANGELOG:
– Added miss mote to know the pawn missed
– Allowed pokeball to not vanish if it fail to hit target
– Added a japanese translation version (as a separate download)
– Edited the chinese translation to better reflect the original english version

VER 1.1 CHANGELOG:
– Amended the mistake in the CasterStats (x10, not x5)
– Added RicoFox233 临时の工作服's Chinese Translation
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: SpaceDorf on October 08, 2017, 04:19:51 PM
Now that was fast ..

Walking Problem, I choose you ..
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: N23 on October 08, 2017, 04:39:15 PM
Still no pokemons.... =c
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: Nekokon on October 08, 2017, 10:08:05 PM
Congratulation on the release.

Still, it feels kind of weird not having any pokemon at all. How about adding a few pokemons (1st evolution, no special type with only melee attack) next to test out general balance within the game ?
I can think of a few typical ones for testing purpose:
- Rattata: most basic pokemon, just to serve as a base to compare. Estimate to have around husky's stats (yes, pokemon should be much stronger than their real animal counterpart).
- Mankey: for basic combat test. Should be equal to a colonist with lv 10 melee and bionic arms. 2nd base to compare.
- Rhyhorn: for basic combat test. Should be around megaspider in term of hp, dmg and defense (if not counting the rock type), but fall short on speed. 3rd base.
Also can be use to make a base for rock type: high sharp armor, low speed, and to test if using high defense pokemon to act as bullet magnet is too op and imbalance for vanilla raids. Iirc vanilla behaviors is to focus bigger threat rather than first target, but not sure how it's calculated so it's better to check.
- Snorlax or Kangaskhan: for basic combat test. I estimate they should be quite close to Thrumbo with huge pool of hp, great attack, decent defense and meh speed. 4th base.

With the 4 bases it should be possible to balance other pokemons (combat-wise) around without a lot of eyeballing.
You've already familiar with adding ability to haul/nuzzle/fix/harvest... so there's probably no point to test them here again.
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: ZE on October 09, 2017, 12:51:10 PM
evolutions would be rather interesting, i was thinking how to do them myself, independant of pokemon age

were i to choose which, i'd go for the kanto starters and their evos
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: SpaceDorf on October 09, 2017, 01:08:29 PM
If you could base evolution on the animal livestages, you could change the properties of the animal during its lifetime.

you would just have to fuck with the aging process of the animal ..


fuck .. posted to soon : if you are able to do this .. you could basically misuse Pokemon Age as Pokemon XP
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: kubolek01 on October 09, 2017, 03:13:30 PM
Thanks god Master Ball isn't one-per-save insta catch tool, as original. WP, who caught you to be alright? A bored Spacer? xD
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: WalkingProblem on October 09, 2017, 10:56:12 PM
Quote from: kubolek01 on October 09, 2017, 03:13:30 PM
Thanks god Master Ball isn't one-per-save insta catch tool, as original. WP, who caught you to be alright? A bored Spacer? xD

Its pretty much insta-catch for most creatures in the game, even when used by really lousy animal skilled colonist (it would be a waste of a good pokeball though, if throw it at a chicken.... or worse.. missing the chicken...)

But I thought, if it can insta catch any legendary animals (including any super monsters or dinosaurs from mods) - it would be too OP to be fun anymore

Quote from: SpaceDorf on October 09, 2017, 01:08:29 PM
If you could base evolution on the animal livestages, you could change the properties of the animal during its lifetime.

you would just have to fuck with the aging process of the animal ..


fuck .. posted to soon : if you are able to do this .. you could basically misuse Pokemon Age as Pokemon XP

Thats the "easier" way to do it.

The more correct way is to give pokemons special "stats" like fighting experience or some other kinky stuff, that when the bar is full, it will auto respawn as an evolved creature.

But not that I know now how to do that yet.... lol
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: SpaceDorf on October 10, 2017, 04:29:37 AM
Quote from: Walking Problem on October 09, 2017, 10:56:12 PM
Thats the "easier" way to do it.

It's always easier to improvise with what you got, than to reinvent the wheel.

Quote from: Walking Problem on October 09, 2017, 10:56:12 PM
The more correct way is to give pokemons special "stats" like fighting experience or some other kinky stuff, that when the bar is full, it will auto respawn as an evolved creature.

With you being one of the most advanced creature modders at the moment .. do you think you want to do this ?
Technical Difficulties aside .. balancing alone would be a nightmare.
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: WalkingProblem on October 10, 2017, 06:00:35 AM
Quote from: SpaceDorf on October 10, 2017, 04:29:37 AM
With you being one of the most advanced creature modders at the moment .. do you think you want to do this ?
Technical Difficulties aside .. balancing alone would be a nightmare.

My gut feeling now is that, it is possible to do.

This poke ball mod actually supposed to be pretty challenging to code, since I'm literally creating a new form of weapon type - but somehow, it went incredibly smoothly... i shock myself even... it seems like all these months of coding C# for the game is translating to better understand of how the codes works in this game, and how one set of codes relate to another - plus how to use Visual Studio...

Getting the game to "remember" something is pretty new to me; dabbled slightly while doing this Pokeball mod. Might be possible.

fingers crossed
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: SpaceDorf on October 10, 2017, 07:24:53 AM
That was the biggest hurdle for me too.
Collecting the right Development Tools and setting them up to do what I want.
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: WalkingProblem on October 10, 2017, 09:05:29 AM
Quote from: SpaceDorf on October 10, 2017, 07:24:53 AM
That was the biggest hurdle for me too.
Collecting the right Development Tools and setting them up to do what I want.

Then let me suggest the tools I use for coding:

xml : Notepad++ (free)
game code referencing: ILSpy (free)
c# coding: visual studio community edition (free)

Its all free. Dun bother using others - you can't get more "professional" than Visual Studio (which i believe we can graduate into real professional coding jobs someday learning how to use this software)

Thats all I use.

I have 2 monitors, so one will open visual studio, the other will open ILSpy; and then I just search for codes to copy or reference on the right (ILSpy), and then code on the left monitor (Visual Studio) - its basically all I use for C# coding for all my RimWorld mods.
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: SpaceDorf on October 10, 2017, 11:07:30 AM
Yup, the same as I do now.
Plus GitHub for Code Backup and Maybe publishing some day
and GoogleDocs/Sheets for portable notes.
I dabbled in Gimp, and hope I will do better in Photoshop.

I only recently came into possession of a second monitor ( okay I am abusing my TV .. but who cares .. 55" HD Rimworld Rocks .. )

And I was looking for a way around Visual Studio for a long time, since it became worse with every iteration, just like Office or Adobe.
My basic problem is that I learned to code before true OOP was forced upon us and Visual Studio had more in common with Notepad++ than with Photoshop ... so I hoped in vain that there was a possible way.
Since using the compiler with another IDE still requires me to install Visual Studio I accepted that Microsoft made the One IDE to rule them all ..
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: Nekokon on October 10, 2017, 03:47:05 PM
In rimworld it's rather hard to level up pokemon through combat since there're limited numbers of enemy/wild animals in some biomes. You might want to take this into consideration when balancing xp amount to evolve, as well as the amount of xp every other enemies give when killed (or per attacking action).
Or you can be lazy and make a new training job (like release/haul...) which increases the pokemon's stats (per trained level, if possible) and makes pokemon involve when finished. Not very exciting to look at compare to a pokemon involves in the middle of a fight, but it would reduce the workload by a lot.
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: ZE on October 10, 2017, 09:35:18 PM
an animal only skill
like it doesnt even show on humanlikes but only on pets, increases when training, hauling, fighting , killing
caps at 100 instead of 20

would be fun to try to evolve standard animals lol. 

feed a rat poprocks to evolve into a boomrat
boomrat reaches level 30 to evolve into a nukerat
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: WalkingProblem on October 10, 2017, 11:30:05 PM
(assuming that the leveling is doable)

The question would be how to make their attack go higher than default because of the leveling. Because attack damage is actually detached from the pawn somewhat.

My original view was simply leveling to let them evolve, rather than having leveling like humans (where each level increases their attack)

---

As for leveling, my preference would be to gain xp by killing only. But again, this part of the code is yet another dubious area where I not sure if I can do.

Plenty of difficult codings (to bend the game against its will...)
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: SpaceDorf on October 11, 2017, 03:33:38 AM
Each Pawn has a counter for kills, right ?

If you set the xp gain for the melee/ranged verb down to zero ?

Question is, do you want to use general xp or enemy based xp ?
( each kill 1xp or pikachu 0.5 xp legendary pokemon 1000xp )

And I am still of the opinion that the evolution should be based on the life-stages of the pokemon
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: WalkingProblem on October 14, 2017, 03:45:54 PM
Quote from: SpaceDorf on October 11, 2017, 03:33:38 AM
Each Pawn has a counter for kills, right ?

If you set the xp gain for the melee/ranged verb down to zero ?

Question is, do you want to use general xp or enemy based xp ?
( each kill 1xp or pikachu 0.5 xp legendary pokemon 1000xp )

And I am still of the opinion that the evolution should be based on the life-stages of the pokemon

The thing about life stages is that, for most of the cases, we probably will never get to see them evolve~ LOL
Because of how short most colonies survive.

---

I thinking for the future of this pokeball mod, to add more type of pokeballs, as well as pokeballs that can turn a human into your colonist (like an instant recruit pokeball).

Or even more crazy ones like pokeballs that can cause instant berzerks on the enemy, or pokeballs that gives AIDS... I dunno~ LOL
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: WalkingProblem on October 14, 2017, 05:26:30 PM
Oh, I'm also hoping to get someone to translate this mod to Japanese.

Anyone?
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: WalkingProblem on October 18, 2017, 02:57:00 PM
POKÉRIM: POKÉ BALL VER1.1 UPDATE!!!

(http://walkingproblem.com/wp-content/uploads/2017/10/Preview1.1.png)

Just a quick update to the codes, after qjqqwerty informed me on steam that the casterStats is x5 to the animal taming chance than the x10 I have mentioned in the description. It was a mistake, it supposed to be x10 (I forgot to update the codes).

Thus this update.

Sorry for any Thrumbo taming failures~ ={{{

—–

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=35971.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/pokerim-poke-ball-ver1-1/
STEAM DOWNLOAD: http://steamcommunity.com/sharedfiles/filedetails/?id=1162860582
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem

----

VER 1.1 CHANGELOG:
– Amended the mistake in the CasterStats (x10, not x5)
– Added RicoFox233 临时の工作服's Chinese Translation
Title: Re: [A17] Poké Ball Mod ( part of PokéRim: Pokémon mod series ) launched~!
Post by: WalkingProblem on October 18, 2017, 02:58:01 PM
I starting to think that I should add in Social skills and Shooting skills into the calculation... not just animal skills... so that normal taming still make sense... lol...
Title: Re: [B18] POKÉRIM: POKÉ BALL 2.0
Post by: WalkingProblem on December 01, 2017, 08:47:23 PM
[B18] POKÉRIM: POKÉ BALL 2.0

(http://walkingproblem.com/wp-content/uploads/2017/12/Preview2.png)

VER2.0 UPDATE NOTE
Improvement had been made to the pokeball codes to allow missed pokeball to not disappear after being thrown, as well as indication of the pokeball missed, as it had been really cryptic about what actually happened in the previous version when it misses (especially when the pokeball disappears). So this update shall make the pokeball really usable now. I also edited the chinese translation as well as added a japanese translation on my own as a separate download.

VER 2.0 CHANGELOG:
– Added miss mote to know the pawn missed
– Allowed pokeball to not vanish if it fail to hit target
– Added a japanese translation version (as a separate download)
– Edited the chinese translation to better reflect the original english version

---

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=35971.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/pokerim-poke-ball-ver2-0/
STEAM DOWNLOAD: http://steamcommunity.com/sharedfiles/filedetails/?id=1162860582
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem

ポケリム モンスターボール 2.0 日本版アドオン
STEAM ダウンロード : https://steamcommunity.com/sharedfiles/filedetails/?id=1217825065
非STEAM ダウンロード : http://walkingproblem.com/sdm_downloads/pokerim-poke-ball-ver2-0-japanese-version/
Title: Re: [B18] POKÉRIM: POKÉ BALL 2.0
Post by: kubolek01 on December 03, 2017, 06:00:46 AM
Little improvement. I rarely used balls I distance shorter than 3 tiles at all ;) Or after pumping target with lead...
Now it's 15 (?) Mods done to B18 out of 40
Title: Re: [B18] POKÉRIM: POKÉ BALL 2.0
Post by: WalkingProblem on December 03, 2017, 10:11:34 PM
Quote from: kubolek01 on December 03, 2017, 06:00:46 AM
Little improvement. I rarely used balls I distance shorter than 3 tiles at all ;) Or after pumping target with lead...
Now it's 15 (?) Mods done to B18 out of 40

Yeah~ I think adding the "miss" notification as well as keeping the pokeball if it misses makes a big difference.
Title: Re: [B18] POKÉRIM: POKÉ BALL 2.0
Post by: Nekokon on March 12, 2018, 08:01:34 PM
Sorry for necro, but I just wanna check if you plan to return to this mod anytime soon.
My pokeball has been collecting dust since forever with no pokemon around, and I feel like using them to tame normal animal is kind of immersion breaking.

I think while having attack power increased with level is nice, if it requires too much work for you to implement it's not worth the trouble. It's perfectly fine to use a simple system like charmander does 5 dmg, charmeleon does 8 dmg, charlizard does 12 dmg instead of charmander does 5 then 6 then 7 then evolve... It makes evolution feel much more significant. If implementing evolve thru kill counter or new training job is too much work, you can just add an option of throwing specific stone at your pokemon to evolve (stones which you can buy from exotic trader or mined - a new type of vein isn't too hard to make).
Either way, the main point is it's better if you can get some kind of "pokemon base" out so we leechers can help with other easier stuffs (sprites, balancing stats, find audio,..). That way you can keep working on more complicated stuffs like attack that gives effects or specific tasks for certain types and not getting boggled down by making tiny changes for 100 similar pokemons again and again.
Title: Re: [B18] POKÉRIM: POKÉ BALL 2.0
Post by: WalkingProblem on March 13, 2018, 08:56:53 AM
Quote from: Nekokon on March 12, 2018, 08:01:34 PM
Sorry for necro, but I just wanna check if you plan to return to this mod anytime soon.
My pokeball has been collecting dust since forever with no pokemon around, and I feel like using them to tame normal animal is kind of immersion breaking.

I think while having attack power increased with level is nice, if it requires too much work for you to implement it's not worth the trouble. It's perfectly fine to use a simple system like charmander does 5 dmg, charmeleon does 8 dmg, charlizard does 12 dmg instead of charmander does 5 then 6 then 7 then evolve... It makes evolution feel much more significant. If implementing evolve thru kill counter or new training job is too much work, you can just add an option of throwing specific stone at your pokemon to evolve (stones which you can buy from exotic trader or mined - a new type of vein isn't too hard to make).
Either way, the main point is it's better if you can get some kind of "pokemon base" out so we leechers can help with other easier stuffs (sprites, balancing stats, find audio,..). That way you can keep working on more complicated stuffs like attack that gives effects or specific tasks for certain types and not getting boggled down by making tiny changes for 100 similar pokemons again and again.

ITS ALIVE~!!!!

No need to sorry for bring up the mod, the mod is quiet because apparently, very few people are excited about this mod ( there is only 710 steam subscribers, as compared to other mods that are in the thousands )

So I'm supposed you are talking about Pokemon mod in general, rather than just PokeBall.

The thing about Pokemon was that, previously, range attacks do not exist for animals, which makes making the pokemons impossible (since we do not want 100 animals that are just.... like any other animals). Good news is that Range Animal Framework is out, so that made this possible.

So the only main thing is,  time and money (money = time as well...) - unless I can do modding fulltime, pokemons are currently sitting quite behind on the todo list, as I'm involved with the LOTR mods, working on my other mods updates as well. 

I means, even this thread, its only 2 page long. It says a lot about the number of pokemon fans in the community apparently.
Title: Re: [B18] POKÉRIM: POKÉ BALL 2.0
Post by: Nekokon on March 13, 2018, 04:11:20 PM
Well, that's why I suggested getting a "pokemon base" out and offload the rest to ppl who's willing to help (at least with xml, but not good enough to touch C#). Right now there's not much point in using the mod or discussing in a pokeball thread without pokemon.

For example, you can take minion's code as a base, add animal range attack code and release as editable xml. I believe it's already included options for all the jobs minion can do . Whoever wants to help can simply copy the base, change sprites, stats, sounds, picking specific job that type can do... prioritizing pokemon with simple mechanic first (1st or only 1 evolution, melee + physical). That would flesh out a big chunk of the mod already, and will start pulling more ppl in, both using and helping. Personally I think this mod has more potential than a LOTR mod, since we already have a lot of mods with similar theme out there like Magic, Medieval, Starwar, Cthulu... but not much for animal training/fighting (unless there's new mechanic like boss fight with a Balrog or special maps with specific condition to clear for quests).

When you have extra time again, you can come back and add hediff/dmg type to attack, thus helpers can start working toward pokemons with special attack/effect. Or you can add evolution mechanic some other days and ppl can start with 2nd and 3rd evolution pokemons. It's like a mini version of jesc's tool or hub's lib, you build up on the base while others use the base to flesh out the mod.
Title: Re: [B18] POKÉRIM: POKÉ BALL 2.0
Post by: WalkingProblem on March 13, 2018, 04:34:37 PM
Anyway as mentioned, the tools and frameworks that allow the Pokemon mod to be do-able only surfaced recently.

So its something I'm willing to work on.

How about the pokemon mechanic? What ideas you have?
Title: Re: [B18] POKÉRIM: POKÉ BALL 2.0
Post by: Nekokon on March 13, 2018, 08:20:54 PM
Each type of pokemon can have their own quirk. I can only list some here, but the possibility is vast (even better if you can ask for the code from Magic and Rim of Madness mod):
- Normal: haul. Generally has high movement speed but nothing else.
- Flying: haul + big flying pokemons can transport thru world map (like Hastur's beast in Cthulhu mod, but smaller range)
- Bug and grass: plant/harvest. Walking fertilizer totem (Cthulhu mod, might not possible)
- Fighting: high melee dps. Can repair/reload/... stuffs that you can use hands for except for haul.
- Electric: range attack can stun. Recharge battery (new stuff, save for later). Walking light source (new stuff, might not possible)
- Fire: range attack can lit fire. Refuel generator/kitchen (new stuff). Walking heater (new stuff, might not possible).
- Water/Ice: range attack can slow (might need new hediff to reduce movement/manipulation). Can fill water tank if you use along with "no water no life" mod or dub's hygiene mod (new stuffs). Walking air conditioner (new stuff, might not possible)
- Psychic: range attack (close to mid range) has 100% accuracy and 100% armor piecing. Raise mood (exactly like nuzzle, but with a different name for flavor).
- Ghost: range attack (very close) has 100% accuracy and 100% armor piecing and can build up insanity (like spawn of Cthulhu). Mood drop aura affects everyone (like the mistwalker - Cthulhu mod)
- Poison: range attack can build up toxic (like cobra mod). Toxic aura (new stuffs)
- Rock/Ground: Dig. Occasionally poop out rare ore (new stuff)
- Dragon: All of the abo... just kidding.

Mix and match those types and you can have a big variety, plus individual stat adjustments can open a lot of fun strategy. Moreover if you want it's not hard to add specific addition for certain pokemons for even more diversity - thus encourage getting different pokemons instead of only 1 each type.
Example: Charmander can use mid range attack, Charmeleon can use mid range attack which can lit the floor on fire, Charlizard can use mid range attack which lit 3x3 square on fire. Squirtle can use mid range attack, Wartortle can use long range attack, Blastose can rapid fire long range attack. Bulbasaus can use mid range attack, Ivysaus can use mid range attack with poison/paralyze, Venusaur can use extreme accurate long range attack (solarbeam).
For even more complexity, you can add more than 1 attack to a pokemon with separated chance of active; however this would be better to use only for high class pokemons to really set them apart and reduce workload.

Best of all, unlike other mods with interesting new mechanic you won't be getting any control over all these variety, and this on its own can be a really nice mechanic. It's gonna be a much better story when your Zapdos decided to use its 1% chance lightning storm attack in the middle of a raid and save the day, compare to you ordering your op mage to use his op spell which you KNOW will save the day. With giddy up enemy can bring their pokemons and wreck havoc the same unpredictable way.

For evolution mechanic, as my previous post, it's fine to make it simple like throwing a specific stone at your pokemon, despawn it and spawn an evolution. It encourages ppl to incorporate their usual rimworld gameplay (buying rare stone from trader, mine rare ore vein, doing requests) instead of training days after days. You can make the new pokemon forget about all the training (as in, become arrogant after evolving) for flavour to make those +15 animal pawns feel useful, also to make evolving a choice instead of a no-brainer (an useful fully trained Charmeleon, vs a hard to train but powerful Charlizard; or a paralyze spore crowd control Ivysaus vs a solar sniper Venusaus).

Other not-so-mechanic stuffs would be limiting certain types of pokemon in certain biomes to encourage exploring; custom request to fight legendary pokemons in premade map (might be really hard to implement, but if possible you can have a lot of fun here); limit breeding for balance purpose (maybe make them birth corresponding elemental stone instead of egg); boss fight (drop a customized legendary pokemon with a bunch of AoE skills and permanent manhunter into your colony, gives stones when butchered).

If you want to experiment with new mechanic it would be awesome, but again it really depends on your schedule. Even after most of the mod is fleshed out, you can always come back to add more mechanic (mostly new special attacks, and maybe some new boss fights).
Title: Re: [B18] POKÉRIM: POKÉ BALL 2.0
Post by: WalkingProblem on March 14, 2018, 07:27:40 AM
Thanks for the ideas, I will take them into consideration. 

Anyway, I felt surprised by the lack of pokemon enthusiast in the community. lol~
Title: Re: [B18] POKÉRIM: POKÉ BALL 2.0
Post by: Nekokon on March 14, 2018, 10:22:27 AM
Maybe ppl think of it as just another generic animal mod where you simply catch them, train them and forget about them for the rest of the game (or until they lost a leg or something).
Animal mods that add customization and variety are actually quite popular, like giddy up or generic rim for example. Generic rim, while not heavily impact gameplay, give lots of customization with great visual; and Giddy up fundamental change the way ppl use animal allowing a lot of new strategy and problem to work with. This mod should build up on top of them, with huge variety (both in term of number of pokemons plus their abilities and the uncontrollable outcome during battle) and some customization (which pokemon to catch/use, which/when to evolve).

To add another mechanic for gameplay customization, you can limit the number of pokemons following 1 pawn (1 or 2), forcing players to decide and make tag teams instead of having 1 pokemon master roaming with 200 stunkachu. Some combinations would be great (like 100% accuracy pokemon with melee pawn for no chance of friendlyfire; or minigun pawn with rock pokemon which has like 95% sharp dmg reduction...), some would be bad, but players will have to work with what they got thus making interesting choices.

Another combat mechanic, if you can make attack spawn certain temporary objects at point of impact (spider's web from giant spider mod in particular), you can modify the code to make AoE crowd control attack with distinctive visual. Also the spinning web verb for giant spider can be use with pokemon with "walking something" suggestion above, as they can randomly make a temporary ice/fire/fertilize/light field which affects surrounding area for a few hours.