Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

How should evolution be triggered?

As it currently is (randomly from greetings and combat)
- 3 (23.1%)
Only in combat (being in proximity to non allied creatures)
- 4 (30.8%)
Combat or Evolution Chamber (a free "trigger evolution" job)
- 5 (38.5%)
Only from the Evolution Chamber (including other requirements like friendship / trade)
- 1 (7.7%)

Total Members Voted: 13


Pages: 1 ... 5 6 [7] 8 9 ... 14

Author Topic: [47.05] Dwarvemon Mod v2.1  (Read 97222 times)

FirePhoenix11

  • Bay Watcher
  • Cancels Programming: Went insane.
    • View Profile
Re: [43.05] Dwarvemon Mod v1.0 (1.1 beta)
« Reply #90 on: September 19, 2017, 08:05:04 pm »

Finally got one more generation to go, so 1.1 is almost complete! Currently, the update can be expected in around 2-3 weeks. I'm trying not to push myself too hard, but it could be earlier since I'm feeling quite encouraged.
Logged
Dwarvemon Mod (For all your Pokemon needs)

RedMageCole

  • Bay Watcher
  • My sole interest is uncovering the truth!
    • View Profile
Re: [43.05] Dwarvemon Mod v1.0 (1.1 beta)
« Reply #91 on: September 20, 2017, 10:30:01 am »

Only 2-3 weeks? We could totally wait for the update if that's the case! I'm really excited and I'm glad you feel encouraged; you should, this mod is quite easily one of my favorite mods of all time! :)
Logged

FirePhoenix11

  • Bay Watcher
  • Cancels Programming: Went insane.
    • View Profile
Re: [43.05] Dwarvemon Mod v1.1
« Reply #92 on: October 01, 2017, 05:13:57 pm »

1.1 is finally here! And lots of changes have been made. The main thing is that all the Pokemon have been revised and now should be up to the same standards, along with changes/fixing/balancing and that sort of stuff. Check the changelog to see everything important.

Now with that out of the way, I can finally move on to the other stuff on the poll. Obviously, abilities will be first. Now how I want to do this is: A Pokemon will have the most appropriate ability available that isn't hidden (unless its more appropriate like Darmanitan and Zen Mode), or it is one that is actually possible to do in some way. It's more than likely about 1/3-1/4 of abilities might not be possible in DF, but I'll try my best to do as many abilities as I can.
Logged
Dwarvemon Mod (For all your Pokemon needs)

RedMageCole

  • Bay Watcher
  • My sole interest is uncovering the truth!
    • View Profile
Re: [43.05] Dwarvemon Mod v1.1
« Reply #93 on: October 01, 2017, 06:28:21 pm »

Hell yeah!

Praise be to FirePhoenix11! Let's all have a ☼Nidorino Roast☼ feast to celebrate! My treat!

And that's why you read the changelogs, folks
Logged

FirePhoenix11

  • Bay Watcher
  • Cancels Programming: Went insane.
    • View Profile
Re: [43.05] Dwarvemon Mod v1.1
« Reply #94 on: October 01, 2017, 06:35:26 pm »

Going through all the abilities, here's a possible list of what abilities Pokemon could have and their effects:
Spoiler (click to show/hide)
Logged
Dwarvemon Mod (For all your Pokemon needs)

FirePhoenix11

  • Bay Watcher
  • Cancels Programming: Went insane.
    • View Profile
Re: [43.05] Dwarvemon Mod v1.1
« Reply #95 on: October 01, 2017, 06:42:56 pm »

Hell yeah!

Praise be to FirePhoenix11! Let's all have a ☼Nidorino Roast☼ feast to celebrate! My treat!

And that's why you read the changelogs, folks
Too bad cooking doesn't remove syndromes (maybe I'll add some other way to remove it).
Logged
Dwarvemon Mod (For all your Pokemon needs)

FirePhoenix11

  • Bay Watcher
  • Cancels Programming: Went insane.
    • View Profile
Re: [43.05] Dwarvemon Mod v1.1
« Reply #96 on: October 01, 2017, 09:42:26 pm »

Hell yeah!

Praise be to FirePhoenix11! Let's all have a ☼Nidorino Roast☼ feast to celebrate! My treat!

And that's why you read the changelogs, folks
Too bad cooking doesn't remove syndromes (maybe I'll add some other way to remove it).
Now there is a way. Also I had to fix a few things, so I did a small update.
Logged
Dwarvemon Mod (For all your Pokemon needs)

FirePhoenix11

  • Bay Watcher
  • Cancels Programming: Went insane.
    • View Profile
Re: [43.05] Dwarvemon Mod v1.11
« Reply #97 on: October 01, 2017, 09:59:47 pm »

Guess I'm just a bit excited to get 1.1 out that I forgot a few things, another small update is coming. Hopefully the last.
Logged
Dwarvemon Mod (For all your Pokemon needs)

RedMageCole

  • Bay Watcher
  • My sole interest is uncovering the truth!
    • View Profile
Re: [43.05] Dwarvemon Mod v1.11
« Reply #98 on: October 01, 2017, 10:43:49 pm »

Ha, fair enough! Good thing I didn't actually generate the new world.
Will there be anything I need to copypaste into the raws with the small update, or will it just be copypasting notepads?
Logged

FirePhoenix11

  • Bay Watcher
  • Cancels Programming: Went insane.
    • View Profile
Re: [43.05] Dwarvemon Mod v1.11
« Reply #99 on: October 01, 2017, 11:21:10 pm »

Ha, fair enough! Good thing I didn't actually generate the new world.
Will there be anything I need to copypaste into the raws with the small update, or will it just be copypasting notepads?
Should just be the files themselves.
Logged
Dwarvemon Mod (For all your Pokemon needs)

FirePhoenix11

  • Bay Watcher
  • Cancels Programming: Went insane.
    • View Profile
Re: [43.05] Dwarvemon Mod v1.12
« Reply #100 on: October 02, 2017, 11:54:29 pm »


I figured out why merchants tend to enter the map on fire, maybe because they bring literal barrels of fire with them.
Logged
Dwarvemon Mod (For all your Pokemon needs)

RedMageCole

  • Bay Watcher
  • My sole interest is uncovering the truth!
    • View Profile
Re: [43.05] Dwarvemon Mod v1.12
« Reply #101 on: October 03, 2017, 12:13:23 am »


I figured out why merchants tend to enter the map on fire, maybe because they bring literal barrels of fire with them.
"Hey, Urist, we're out of cages, how are we gonna transport this flaming chicken thing?"
"Eh, just put it in a barrel."
"Wouldn't that make it pissed off and use some kind of fire move causing our entire caravan to burn up?"
"Look, Urist 2, I've had a long day; just put the damn chicken in the barrel, okay? The thing doesn't care if it doesn't have space."
"But-"
"No buts; now go hoist those Slugma and Magcargo barrels into the caravan."
Logged

FirePhoenix11

  • Bay Watcher
  • Cancels Programming: Went insane.
    • View Profile
Re: [43.05] Dwarvemon Mod v1.13
« Reply #102 on: October 03, 2017, 12:41:44 am »

At least the mystery of the flaming merchants has finally been solved. I'm pretty sure it was the only major problem that needed solving.
Logged
Dwarvemon Mod (For all your Pokemon needs)

FirePhoenix11

  • Bay Watcher
  • Cancels Programming: Went insane.
    • View Profile
Re: [43.05] Dwarvemon Mod v1.13
« Reply #103 on: October 09, 2017, 06:27:35 pm »

A bit of bad news, the file for first gen suffered a bit of corruption. I think I was able to revert what was messed up with it, but something might be missing. There's apparently no errors so I can assume I got most of it.

Otherwise, abilities are coming along great. I've yet to test them thoroughly, but they seem to work pretty well for the most part. Its probably more a fortress mode thing due to the way it works (bouncing interactions of enemies), but some should work fine in adventure mode.

Here's an example of Cursed Body, which "disables" attacks:

Logged
Dwarvemon Mod (For all your Pokemon needs)

FirePhoenix11

  • Bay Watcher
  • Cancels Programming: Went insane.
    • View Profile
Re: [43.05] Dwarvemon Mod v1.2
« Reply #104 on: October 15, 2017, 11:26:36 pm »

Abilities are done! Combat should be a bit more mixed up now. There's 181/232 abilities (+2 more requiring items) implemented in some way, with only 29 Pokemon who don't have one.

With the next update for DF coming very soon, I'll probably wait and get the mod working for it before working on plants next.
Logged
Dwarvemon Mod (For all your Pokemon needs)
Pages: 1 ... 5 6 [7] 8 9 ... 14