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Author Topic: -Pokefortress 0.1.4 alpha-  (Read 5228 times)

LordRandomness

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-Pokefortress 0.1.4 alpha-
« on: July 16, 2012, 11:25:27 pm »

This is a mod that I'm working on, it's nowhere near finished but it's currently in a playable state so I figured I'd release it for playtesting. Basic features include:

- Playable Eevee civ, complete with all seven evolutions
- New workshops: Three varieties of Apricorn refinery, and an evolution chamber where evolution takes place
- Apricorns and berries. The former can be processed into a wide variety of goods, while the latter is mainly a food and drink source (Aspear Berries can, however, be processed into leather)
- Evolution stones, which are processed at the evolution chamber into Eviolite, which immediately turns gaseous and evolves any pokemon that can evolve into the target type who inhale/come into contact with it. They are also used as regular gems, so be careful about what your gem setter uses!
- The framework for adding other pokemon creatures and civs easily: pokemon type classes, moves that affect different types differently, status ailments, stat-altering moves, and so forth. I will add additional playable pokemon once things like berries and mnemonic clouds are done, but I am also accepting user-submitted pokemon creature/civ designs, so if you've got a favourite you want playable, get in there!

Changelog:
- 0.1.4 alpha released
- Apricorn refining jobs now return 1.5x the number of Apricorns used in seeds, ditto for making aspear leather
- Added the mnemonic chamber. Jobs at the chamber take a mnemonic (only one currently implemented is Toxic) and release a gas cloud. The cloud causes anyone affected by it to teach the mnemonic's move to everyone nearby repeatedly (including themselves, the best way to tell if the cloud succeeded is to watch for a notification saying the pokemon performing the job has learned the move). Mnemonics are made at the alchemon's workshop with one stone of the move's type, one unit of extract from the relevant berry type (Kebia for poison), and a refined white Apricorn bar.
- For that matter, Kebia Berry added. Growth time is crazy high and the plant itself is quite expensive.
- Umbreon's Faint Attack is now a SPECIALATTACK_INTERACTION attack rather than a regular interaction. Seemed more appropriate.

- 0.1.3 beta released
- Due to ongoing issues with evolution being unreliable, I'm just going to roll with it. Evolution now only has a 10% chance to consume the stone (this may be tweaked if that makes things too easy)

- 0.1.3 released, currently in alpha
-- Elemental stone backgrounds fixed
-- Berries implemented up to Tamato
-- The last six have an extract that applies a syndrome on contact/injection, reducing the relevant stat.
-- You can combine the extract with a bar of white Apricorn metal to get four bars of ammunition material. This special ammunition boils into a gaseous cloud when it sticks into a creature, inflicting the berry's syndrome. This is the feature keeping the release in alpha, any feedback on what it's doing would be greatly appreciated. If you're not game, just don't make the bolts!

- 0.1.2 released
-- Evolution now works flawlessly, I believe, thanks to SYN_CONTACT. SYN_INHALED is still going to be put on there, just in case. This is the main reason I'm uploading again so soon. Nooooope >_>
-- Fixed the graphical issues with workshops.

- 0.1.1 released
-- Apricorn Refinery reactions are more descriptive
-- Same for the aspear Berry reaction
-- Changed Espeon's tile from e to s to prevent confusion with un-evolved Eevee
-- Evolution Chamber is now more passable, hopefully this will make the gas spread work better!
-- Evolution Gas has had its temperature modified, that might help too.
-- Berries are now edible (DERP)

Things already fixed/added for the next release:


Upcoming improvements:
- Numerous minor fixes
- Multiple size category weapons/tools for different size pokemon
- Complete berry list with effects (currently only 26 or so)
- Evolution REALLY needs to get fixed, once I can work out how.
- Mnemonic gas something reliable, produced at another new workshop, that allows pokemon to learn new moves
- Legendary Pokemon statted and added as megabeasts
- AI improvements, I'm going to mess around with making some of the healing abilities only be used when fleeing
- Finish the language file properly (this is just a matter of putting in the time)
- Ports to other operating systems (the given file is for Linux) - any help with this would be appreciated
- Some sort of aid to above ground building (assuming Apricorns don't get the job done)
- Better system for Flying and Ghost evolution stones
- Look into slight colouration variations (there's a standard set of colourations and no deviation from it at the moment, barring shinies)
- Anything else I can think of!

Things I don't think I can fix:
- Self-buffing abilities are just being used whenever they come up. This leads to combat message spam even while there's no combat going on, and is a result of the AI.

More details are available on the download page located at http://dffd.wimbli.com/file.php?id=6675. I am constantly looking for feedback, improvement suggestions, and why I'm bad at DF modding, so if you've got the time I'd appreciate anyone going over the mod files. Playtesting feedback is equally welcomed, this is my first foray into DF modding so I need all the help I can get!

Oh, and here's another pokemon mod: http://www.bay12forums.com/smf/index.php?topic=102446. It might be more your thing, it has several differences (but more similarities than I originally thought!) and looks like a pretty high quality piece of work to me. I'm going to be borrowing an idea or two, so if anyone has a problem with that, just speak up :p
« Last Edit: July 24, 2012, 07:47:00 am by LordRandomness »
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Hugo_The_Dwarf

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Re: -Pokefortress 0.1.0a-
« Reply #1 on: July 16, 2012, 11:31:24 pm »

So this is what all your questions were leading to? Don't forget my handy dandy Wiki Rip in my sig. It's dangerous to go alone.
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LordRandomness

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Re: -Pokefortress 0.1.0a-
« Reply #2 on: July 16, 2012, 11:35:31 pm »

So this is what all your questions were leading to? Don't forget my handy dandy Wiki Rip in my sig. It's dangerous to go alone.

Ah, I was wondering if anyone would make that connection. I'll take a look at that, thanks. (Wiki itself has been serving me fine so far, though)

Toxicshadow

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Re: -Pokefortress 0.1.0a-
« Reply #3 on: July 16, 2012, 11:39:48 pm »

So this is what all your questions were leading to? Don't forget my handy dandy Wiki Rip in my sig. It's dangerous to go alone.

Ah, I was wondering if anyone would make that connection. I'll take a look at that, thanks. (Wiki itself has been serving me fine so far, though)
Yes but Hugo's wiki uses frames, which load instantly. Unlike the wiki which requires you to load 80 thousand tabs and they all take ages to load :P
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LordRandomness

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Re: -Pokefortress 0.1.0a-
« Reply #4 on: July 16, 2012, 11:41:02 pm »

Fair enough, if I get too fed up I'll make the switch :p

Toxicshadow

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Re: -Pokefortress 0.1.1-
« Reply #5 on: July 17, 2012, 12:48:33 pm »

By the way, may I ask you what your mod intends to do? Are you making each pokemon species a playable entity? If you are, lemme give you a tip:
For most entities, you can make one set of raws, but add multiple creature tokens. When the entity is generated, DF will pick one of the specified entities at random. So rather than 151 sets of raws, you can have a lot less(Could be between 5 and 30+ depending on how you decided to divide the pokemon in their raws)
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tahujdt

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Re: -Pokefortress 0.1.1-
« Reply #6 on: July 17, 2012, 04:27:40 pm »

It's been done. There was another pokemon mod by monk12 and someone else.
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LordRandomness

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Re: -Pokefortress 0.1.1-
« Reply #7 on: July 17, 2012, 05:58:29 pm »

By the way, may I ask you what your mod intends to do? Are you making each pokemon species a playable entity? If you are, lemme give you a tip:
For most entities, you can make one set of raws, but add multiple creature tokens. When the entity is generated, DF will pick one of the specified entities at random. So rather than 151 sets of raws, you can have a lot less(Could be between 5 and 30+ depending on how you decided to divide the pokemon in their raws)

I'm still not positive on this point, actually. I was hoping to eventually replace as many things as possible with pokemon variations, which might mean making some of them appear as animals/megabeasts. Although with multiple raws, I might use the pokemon not being used as civs as other things, and having some of the pokemon able to form civs while some aren't would be kinda strange...

It's been done. There was another pokemon mod by monk12 and someone else.

Your point? There are multiple Warhammer mods, multiple pony mods, multiple "bonus creature pack" mods, and there isn't even a pokemon mod listed on the community mods thread yet! I took a look at monk12s, and it was about inserting pokemon into an existing fantasy world...mine will ultimately end up being about procedural generation of an entirely pokemon-based world (I plan for pretty much the only thing left of "original" DF to be things like grasses, tree types, and stones). Furthermore, monk uses tissue types for his weakness/resistance thing, which is more efficient but bars him from having pokemon use actual materials for body parts. I am instead going to have type as a creature class and use CE_PAIN to represent damage (enough knocks you out, which is generally fatal in combat anyway), which makes some interactions with typed moves easier (and lets you tweak damage from moves better), but means that physical damage is calculated normally. They're different systems, although I may consider borrowing some parts of his. Oh, plus I've got evolution, apricorns, etc, and I'm planning to add a TM-style mnemonic gas system that I don't think monk was ever planning to. Plus, their berry system is less complete and I'm going to add curatives processed from berries. Also theirs was intended as curative, while mine is intended as preventative (keep your fort on a steady diet of Cheri-based foods and you won't have to worry about paralysis. Upgrading to something like Full Heal equivalent beverages will take a lot of time and berries)

Oh, and the biggest one: their fortress mode appears to be "pokemon as pets". Mine is "pokemon as playable civ". That is probably enough difference to warrant a new mod already.

So if you were looking for me to discontinue, I'll have to disappoint, sorry :p
« Last Edit: July 17, 2012, 06:17:17 pm by LordRandomness »
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Hugo_The_Dwarf

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Re: -Pokefortress 0.1.1-
« Reply #8 on: July 17, 2012, 07:47:50 pm »

By all means continue, Nothing wrong with varitey.
Some might like to play as Poke Trainers, some may like to play as Pokes themselves.

Monk12 + Old Greg did have an evolve system altho they never finished it and got lazy and just made it a timed evolved instead of the planned "trial by fire" evolutions (which would be very large, don't blame them for cutting corners) But ToxicShadow is now taking over that project.
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LordRandomness

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Re: -Pokefortress 0.1.1-
« Reply #9 on: July 17, 2012, 08:44:29 pm »

By all means continue, Nothing wrong with varitey.
Some might like to play as Poke Trainers, some may like to play as Pokes themselves.

Monk12 + Old Greg did have an evolve system altho they never finished it and got lazy and just made it a timed evolved instead of the planned "trial by fire" evolutions (which would be very large, don't blame them for cutting corners) But ToxicShadow is now taking over that project.

Well, I'm happy with my evolution stone based system, now that I've gotten the kinks worked out. It's good for fortress mode pokemon civs since it adds additional incentive to go exploring for the stone you need for your civ, so it adds additional gameplay...it's not nearly as good for pokemon as pets simply because the "trainer" race has its own requirements and adding an entire facet of gameplay just for the pets on top of the race's gameplay crowds things a little. A combat-based or time-based evolution system with less interaction from the player is a better alternative there.

(Not to mention I need to do multiple evolution paths right off the bat, and this seemed the best way to do it)

Also, someone's working on that thing now? Awesome, maybe we could compare notes.

LordRandomness

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Re: -Pokefortress 0.1.3 alpha-
« Reply #10 on: July 19, 2012, 12:02:01 am »

Okay, evolution is FINALLY working acceptably. Not reliably, per se, but acceptably =/

LordRandomness

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Re: -Pokefortress 0.1.3 alpha-
« Reply #11 on: July 24, 2012, 07:46:47 am »

Bad news for the three of you who actually play this: Updates will be slowing due to uni starting back up again. I'll still do what I can, but...

LordRandomness

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Re: -Pokefortress 0.1.4 alpha-
« Reply #12 on: August 02, 2012, 03:09:48 am »

UPDATE: Not dead, just sleeping. I've been sorting out computer issues and getting back into the study cycle, and the next update will be mostly boring stuff (I'm planning to remove certain elements that I have substitutes for, such as the existing overground plants, gems, etc), plus I'm going to change the upload to just a "raw" file instead of a full executable package (I'll switch it over to a Windows package if that is preferred). That version will be released as 0.2.0 for major structural changes, then it's back to implementing TMs! I'm taking advice on which ones to implement next, if anyone has a preference, speak up.

Oh, and if anyone's good at designing creature bodies, I could really use some help on the pokemon bodies so I can start adding new civs. Thanks!