[A17] PokéRim – A Pokémon mod series for RimWorld

Started by WalkingProblem, April 09, 2017, 11:56:25 PM

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WalkingProblem

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. =}

SpaceDorf

Wearing a red and white Baseballcap raises the taming rate by 100%
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

WalkingProblem

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

ZE

how does that work? down an animal and toss the ball? it "Cryptosleep"s them and tame's it?

WalkingProblem

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...)

SpaceDorf

#35
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.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

WalkingProblem

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....

kubolek01

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.
Eat lead, walking pile of silver! (greedy Player)
I...I can't do it. Leave it alive, please!(inner soul)
It lives 200 years to end up as a jacket?!(realists mind)
If I would go to vacation in off-Earth, even fictional place, I'd choose Nibel.

WalkingProblem

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)

SpaceDorf

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.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

WalkingProblem

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

Nekokon

#41
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).

kubolek01

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.
Eat lead, walking pile of silver! (greedy Player)
I...I can't do it. Leave it alive, please!(inner soul)
It lives 200 years to end up as a jacket?!(realists mind)
If I would go to vacation in off-Earth, even fictional place, I'd choose Nibel.

Crustypeanut

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?
Losing is ‼Fun‼

WalkingProblem

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)