[B18] POKÉRIM: POKÉ BALL 2.0

Started by WalkingProblem, October 08, 2017, 03:07:11 PM

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WalkingProblem

(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)

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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...)

SpaceDorf

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
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.
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WalkingProblem

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.

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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

WalkingProblem

Oh, I'm also hoping to get someone to translate this mod to Japanese.

Anyone?

WalkingProblem

POKÉRIM: POKÉ BALL VER1.1 UPDATE!!!



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

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VER 1.1 CHANGELOG:
– Amended the mistake in the CasterStats (x10, not x5)
– Added RicoFox233 临时の工作服's Chinese Translation

WalkingProblem

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...

WalkingProblem

[B18] POKÉRIM: POKÉ BALL 2.0



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

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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/

kubolek01

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
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 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.

Nekokon

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.

WalkingProblem

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.

Nekokon

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.

WalkingProblem

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?

Nekokon

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).

WalkingProblem

Thanks for the ideas, I will take them into consideration. 

Anyway, I felt surprised by the lack of pokemon enthusiast in the community. lol~