I'm no Modder, but I have a suggestion. What if Legendary Pokemon were Deities/Mega-Beasts?I like it :P there's a megabeast token that is usable in creature definitions:
A 'boss' creature. A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.
The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with [COMMON_DOMESTIC]
-snip-I totally agree, that's what I was intending to bring up in the OP. It's savage but, the least nonsensical. Essentially a 'middle-ages' Pokemon world?
My advice would be to spin the mod as a "Pre-technology" pokeworld. The world before the pokeball and modern technology made training pokemon easy and eating them unnecessary. That way you could treat them as normal creatures, use cagetraps to catch them, and then train and eat them as humans surely did in prehistoric pokemon times.
-snip-I totally agree, that's what I was intending to bring up in the OP. It's savage but, the least nonsensical. Essentially a 'middle-ages' Pokemon world?
My advice would be to spin the mod as a "Pre-technology" pokeworld. The world before the pokeball and modern technology made training pokemon easy and eating them unnecessary. That way you could treat them as normal creatures, use cagetraps to catch them, and then train and eat them as humans surely did in prehistoric pokemon times.
(I'm gonna double post because I'm evil.)Castes are the best way to handle it. The old mod by Monk12 and Old Greg (http://www.bay12forums.com/smf/index.php?topic=102446.msg3028191#msg3028191) did it that way. It works pretty well, two castes per evolution, one male one female. :p Thats what I would go with atleast
Another thing to think about is how you're going to set up the evolution system. You could set each pokemon as a creature (but there wouldn't be any evolving). Or you could do sets (like squirtle, warturtle, and blastois) as one creature with castes. I would do the second one so you could control the population ratios of the pokemon so that the later evolutions are more rare than the weaker earlier evolutions. In addition, that would allow groups of one "species" to show up all at once (like a blastois shows up with several squirtles).
You would probably be able to pull off the pokemon mystery dungeon universe. All mons as part of a single civ, in adventure mode you go on missions, you build havens from the dungeons as fortresses, your pokemon speak, fall in love, fight for themselves rather than follow a trainer like a pet.This is where I think we're stumped lol.
You can also neuter humans. Remove their bite and kick attacks. Give them splash, tackle, and flail. Then they will be at the mercy of rattata. No weapons or armor, just run and hope companion pikachu kills the pidgey.
Or you can look at pokemon x nobunagas ambition where the trainers are samurai.
Ocean biomes are basically broken right now if you've never tried them.This is pretty interesting, so far I'm into it. Would we still have every Pokemon tameable?
I recommend this: one civ of samurai-ainu who need their steel to hold their ground vs pokemon.
Civs of each type that randomly spawn mons from that type as castes. Maybe a guild civ that's basically the civilization of mystery dungeon with all mons as members
Wild uncivilized mons that humans can tame and use vs civilized mons or human invaders.
Ghost type nightcreatures who convert other mons or humans into ghosts.
I had some other thoughts before but scrapped them. I left some in the spoiler below.Alright, definitely feeling the Japanese lang file.
If we can just convert all the old pokemon to the new version, most of the work is already done.
Just segregate some civs of pokemon of the same type. You could probably put the gastly line into poison, dratini line into normal, reduce the amount of necessary civilizations. You could also go by team instead, maybe a team rocket civ with mons used historically by team rocket members.
To make a creature for a pokemon civ, you have to define a new pokemon creature with castes of each pokemon that can live in the civ. So the fire civ would have vulpix, magmar, and growlithe castes. We could use the type guidelines of the pokemon TCG, with rock, ground, and fighting types in one group, ice and water types in one group, dragon and normal types in one group, etc.
For humans, try to find a Japanese language raw file someone else already made for DF, if you want the flavor. It should be as simple as removing their basic attacks to neuter them. Probably remove the other civilizations, since we're using pokemon civs instead. We probably do want multiple hostile human civs so that we can have pokemon battles.
The game would be like the world of Sir Aaron and the Red Army (http://pokemon.wikia.com/wiki/Red_Army). Humans and pokemon fighting each other to death, in armor. Pokemon being sentient and capable of organizing themselves, some of them might not wait for human orders but form their own warlike civilizations along mystery dungeon lines.
Some pokemon will have COMMON DOMESTIC to make all human civs bring them, and other wild pokemon can get tamed as necessary.Spoiler: "IF you plan to start from scratch" (click to show/hide)
That's entirely up to you. It's not too hard to create new entity files. Your best bet would be to have custom clothing items called "Team Plasma Uniform", "Team Galactic Uniform", etc. to distinguish foe human civs. The problem would be that everyone would pull from common domestic, including the samurai humans. Also, the foe humans are not guaranteed to bring any animals at all, plus I've always thought it was illogical that pokemon did not have their own form of civilization, given how intelligent they basically are.Very true. I wasn't planning on making the teams' civs just bring pets, I was thinking about just cloning the human creature and making the pokemon, castes, so as that they're brought along because they're 'members' of the civilization. I agree the pet system is pretty unreliable honestly, and it would be kinda frustrating having a "siege" where it's 50 humans running around like lunatics while nobody's doing anything.
Pokemon could use equipment like focus bands and choice scarves. They could bring rare materials like fire stone or reaper cloth. In super mystery dungeon they can ind emera gems. And don't underestimate the utility of food.Oooh very true. Also little crafts would be nice for some filler flavor. It seems pretty reasonable that some pokemon might carve little figures out of wood or something.
I mean, what else do you usually buy from caravans?
You probably want to make pokemon out of some tough material to replicate their in-game "resilience".I love the ancient idea, I was thinking of the same thing. Especially with all those fossil pokemon we see in the games that existed 'thousands of years ago' it would be so cool seeing them alive and ubiquitous with the world.
If you want, you could go down the route of creating original alchemy based on items found pokemon games. For example, you could bring in meteors from Ruby/Sapphire that could be forged into weapons, or shadow crystal from Pokemon Ranger as another weapon material. You might also model fire stones, water stones, etc. as metals that can be used as weapons, and combined into stronger alloys like the life crystals that made up the Ultimate Weapon from XY.
You could go with retro-teams - instead of being cults or mafia, they would be kingdoms based around control of pokemon. Imagine what Team Plasma's ancient equivalent must have been like in the days when their king ruled with the support of the fused Unova legendaries, or what the factions might have been like during the war that created the Kalos Ultimate Weapon. To build off pokemon and humans in the same "creature", Diamond and Pearl mention that humans and pokemon used to marry - this could be its own themed civilization, where humans have entered into "degenerate" relationships with pokemon that make them unplayable and irrevocably hostile to player civs. You could also make an "ancient" themed civilization like the one in the Unova desert that uses Unown and Sigilyph, Regis and Golurk, Claydol and other mystic, psychic pokemon which are hinted as having an ancient, artificial origin.
So perhaps you'd have the player human civ, variously differently flavored warlike human civs that enslave pokemon but use their own weapons to fight also, a civ where pokemon and humans are both spawned as citizens, multiple civs of always hostile pokemon (maybe just a ghost pokemon civ, or civs of powerful or threatening pokemon), and a mystery dungeon civ to trade with, along with any other civs that cross your mind.
More enemy civs means more fighting, and what's a pokemon experience without battles?
You could probably replace all crops with berry/apricorn equivalents. It would simplify the raws and make plants more powerful.
The idea is that humans don't bite or kick pokemon to death barehanded but must use specialized weapons.
The idea is that humans don't bite or kick pokemon to death barehanded but must use specialized weapons.
Why? It certainly seems that if an unarmed person was attacked by a Rattata, they'd punch or kick it instead of just standing there as it bit them. It would be weird to make humans just stand there and get ripped to shreds. There are tons of pokemon that a person could fight bare handed (especially when you consider size).
Apricorns were introduced in Generation II, where their sole use was to create custom Poké Balls. In the remakes of the Generation II games, Pokémon HeartGold and SoulSilver, Apricorns can be blended into drinks called Aprijuice. These drinks will raise a Pokémon's Pokéathlon stats: Speed, Power, Skill, Stamina, and Jump.
n early Pokémon games, it seems that most Pokémon were somewhat more animal-like. As such, wild Pokémon were portrayed as eating one another by some sources, in a very animal-like, prey-predator system... For example, The Official Pokémon Handbook's entry for Pidgeot says that "When they hunt, Pidgeot fly on the surface of the water at top speed to catch unsuspecting Fish element prey like Magikarp."
Meat is often shown in the anime, but while it has never been directly shown to come from Pokémon, no other food source has yet been explained. It is known that some Pokémon produce edible foods and by-products such as milk, nuts and fruit. These can be safely harvested with little or no harm or discomfort to the Pokémon. However, it has been mentioned that some Pokémon are hunted and used for their meat: Farfetch'd in particular are noted for making a good meal, especially when cooked with leek, and were nearly hunted to extinction because of this, ultimately leading to their rareness.
During a story arc within the Gen II games and their remakes, the newly reformed Team Rocket begin stealing Slowpoke, cutting off their tails and then selling them as a rare delicacy.
If you aren't going to have each evolution line as its own creature, I would recommend splitting pokemon up based on egg groups, not type. It would still be weird to have, say, a jolteon and vulpix producing a diglett, but at least things would be able breed together when they can in the games.You do have a point actually. Old Greg and Monk12's mod did have two versions, for either adventure mode or fort mode. Also using DFHack would be fun, I don't know off the top of my head though if we could do that.
As for setting, a tribal pokemon-only mystery dungeon style would be interesting, although if you're using dfhack it might be possible to do a satisfying pokemon catching system in adventure mode.
I think one of the old pokemon mods actually had two settings: pokemon only for adventure mode and dwarves with cage traps for fort mode.
We'd actually most likely make custom creatures associated with any specific civ that we add. For example, a mystery dungeon civ would have a custom creature with wigglytuffs, kangaskhans, ampharos, duskull, persian, chatot, kecleon, etc. A human alongside pokemon civ might have humans and pokemon as castes in different hybrid creature.I have. When I was testing arena mode earlier I got a crash when I tried to spawn in a ponyta. The log is actually loaded with stuff.
The only thing missing might be gaits. Have you checked the error log?
It's probably fine then. So that would mean a lot of the work is already done. Perhaps just copy from quadruped body from a vanilla creature or another pokemon for the ones that are broken. Then making the entity files for the desired replacement civs would be the next step.Excellent! So we're still feeling samurai-humans for the fort mode civ? I figured we could snag some of the different feudal Japan nobles for this civ's nobles. As for the Pokemon civs, the list of Pokemon by habitat (http://bulbapedia.bulbagarden.net/wiki/List_of_Pok%C3%A9mon_by_habitat) page could be a guide. It goes up to 3rd gen, so, it gives us a start and then some. Do we want to divide it by habitat instead of type? It would add some nice variety to the different regions.
Or we could get the different biomes from DF (http://dwarffortresswiki.org/index.php/DF2014:Biome) and make them their own civs. That would give us wetlands, forests, plains, deserts, oceans, murky pools, lakes, rivers (these 3 could be combined honestly), underground, mountain, and glacier/tundra.
Or we could get the different biomes from DF (http://dwarffortresswiki.org/index.php/DF2014:Biome) and make them their own civs. That would give us wetlands, forests, plains, deserts, oceans, murky pools, lakes, rivers (these 3 could be combined honestly), underground, mountain, and glacier/tundra.
The DF can nit-pick biomes much more finely than that, if you want. It might be useful to distinguish between rocky wastelands and deserts when placing rock-types or tropical jungles vs temperate forests. I'm pretty sure pools, lakes and rivers do not work as a civilzation biome. Ocean does work. Note that for the purposes of pokemon appearance, there are several underground biomes, the 3 cavern layers, wet or dry, and the magma layer.
I wouldn't mind taking an afternoon to distribute pokemon into DF biomes. Any pointers before I start would be appreciated.
I guess I don't see why they need to be samurai themed humans. I would be perfectly happy having dwarves raise/fight pokemon.
Also, maybe we should make caverns extremely hostile so that it becomes easy to "dig too deep".They probably will be whether we intend to or not, I mean they'll be loaded with unowns and gravelers and onixes.....
Yeah, most of the specific mechanisms in the Pokemon world are pretty much unworkable in DF, so I'd say just have them be animals and set the game in the past. No need to do the whole egg group thing I think, just make the evolution chains represent a species.What you described for evolution is almost exactly how the previous mod handled it. One giant syndrome for all the different pokemon, with each of them listed.
Evolution can be tricky though. DF doesn't really work well with multi-stage transformations OR growth over time. Also, worldgen usually can't handle it.
One possible mechanism: make a single, massive "evolution" interaction that has a specific syndrome effect for each pokemon species transforming it into its evolved form after a certain amount of time with a certain (low) probability. Then, attach that interaction to EVERY pokemon melee attack. Whenever a pokemon is injured in melee, it has a chance of triggering its evolution, which (if it is triggered) will occur later. This is probably the only way to make it work in worldgen.
Every pokemon should have the LARGE_PREDATOR tag, even small or herbivorous ones. Small species should have high bravery so they don't run away immediately (unless they are supposed to, like abra or something). They do attack trainers who wander through their territory, after all.
Also worth noting: If they have the CAN_LEARN tag, they will be functionally sapient, pets will be citizens, and they will not be eaten. Kind of annoying, since growing stronger through battle is kind of pokemon's whole deal. They will become leaner and more muscular if they fight regularly, so not all is lost.
Only one group of "large predators" will appear on any given mapMeaning on any given map you could end up with nothing but Magikarp, or nothing but Steelix way down in the caverns. This seems problematic lol. Its a shame LIKES_FIGHTING has been deprecated, I'm not sure if there's a replacement tag.
Give them the prone to anger tag that badgers have. You can try editing their personalities as well so they are super-brave and love to brawl, which definitely has effects on your citizens in fortress mode.Ohhh I forgot about that tag. That would work, and make all the different Pokemon even more dangerous >:D I'm imagining this game is going to be really really hard if you don't tame right away :p
I would keep a handful of common domestic animals around. Probably horses(wagon pullers), cows(cheese), cats(vermin eaters) and sheep(wool). Pokemon don't strike me as good wagon pullers, as you need a docile animal for that job.Keeping some common domestics is probably a good idea lol.
I was also thinking you might want to make some evolved pokemon Trap-Avoid so that you have to catch their base forms and evolve them.
I would keep a handful of common domestic animals around. Probably horses(wagon pullers), cows(cheese), cats(vermin eaters) and sheep(wool). Pokemon don't strike me as good wagon pullers, as you need a docile animal for that job.
I was also thinking you might want to make some evolved pokemon Trap-Avoid so that you have to catch their base forms and evolve them.
Why not both? ;DI would keep a handful of common domestic animals around. Probably horses(wagon pullers), cows(cheese), cats(vermin eaters) and sheep(wool). Pokemon don't strike me as good wagon pullers, as you need a docile animal for that job.
I was also thinking you might want to make some evolved pokemon Trap-Avoid so that you have to catch their base forms and evolve them.
But my Moomoo Milk! My skitties chasing vermin! My mareep farms! My Rhyhorn/Gogoat riders (They're canon to Kalos!)
Why not both? ;DI would keep a handful of common domestic animals around. Probably horses(wagon pullers), cows(cheese), cats(vermin eaters) and sheep(wool). Pokemon don't strike me as good wagon pullers, as you need a docile animal for that job.
I was also thinking you might want to make some evolved pokemon Trap-Avoid so that you have to catch their base forms and evolve them.
But my Moomoo Milk! My skitties chasing vermin! My mareep farms! My Rhyhorn/Gogoat riders (They're canon to Kalos!)
Fair enough. Until we're done with all those creatures I think we'll keep the common domestics. Once we have all their replacements implemented we can remove the old ones.Why not both? ;DI would keep a handful of common domestic animals around. Probably horses(wagon pullers), cows(cheese), cats(vermin eaters) and sheep(wool). Pokemon don't strike me as good wagon pullers, as you need a docile animal for that job.
I was also thinking you might want to make some evolved pokemon Trap-Avoid so that you have to catch their base forms and evolve them.
But my Moomoo Milk! My skitties chasing vermin! My mareep farms! My Rhyhorn/Gogoat riders (They're canon to Kalos!)
Seems to detract from the fidelity of the setting and the novelty of the total conversion. After all, you don't see horses or cats in the typical pokemon setting.
Seems to detract from the fidelity of the setting and the novelty of the total conversion. After all, you don't see horses or cats in the typical pokemon setting.
For sure don't worry about touching any creature files. I think I'm just going to do the recreation thing. I want to redo the BDPs and such anyways. If you do want to pick out some useful ones that would be great! You definitely don't need too, you've done a bunch so far, but if you're up for it go for it!Seems to detract from the fidelity of the setting and the novelty of the total conversion. After all, you don't see horses or cats in the typical pokemon setting.
I feel the opposite. If every civilization has ponyta pulling their wagons, then ponytas lose their intrigue. You need dwarfy animals to do dwarfy things and let the pokemon do pokemon things. It's fine if the plains civ has tauros wagons and the mountain civ has graveler wagons, but DF needs wagon pullers to work and you may not be able to ensure that every civ is generated with a wagon puller. I guess wool and dairy aren't all that important; it can be a major pain to embark without vermin eaters, but at least that won't crash the game. So I could live with just horses as the common domestic animal.
Ponyta and Tauros were pretty rare pokemon in the games, it would seem weird to me if every civ had them pulling wagons all of a sudden. Gogoats pulling wagons makes more sense, since they seem to be widely domesticated, but we haven't gotten up to French pokemon yet. I wouldn't mind hand-picking a few Gen4+ pokemon to do jobs like that, but then I'm not touching any creature files this time. I want to go through the Gen123 list and see which ones might have useful purposes or extracts.
On the note for LARGE_PREDATOR, the wiki mentionsQuote from: DF WikiOnly one group of "large predators" will appear on any given mapMeaning on any given map you could end up with nothing but Magikarp, or nothing but Steelix way down in the caverns. This seems problematic lol. Its a shame LIKES_FIGHTING has been deprecated, I'm not sure if there's a replacement tag.
Oh? Somebody should edit that or start a discussion on the creature tokens page then.On the note for LARGE_PREDATOR, the wiki mentionsQuote from: DF WikiOnly one group of "large predators" will appear on any given mapMeaning on any given map you could end up with nothing but Magikarp, or nothing but Steelix way down in the caverns. This seems problematic lol. Its a shame LIKES_FIGHTING has been deprecated, I'm not sure if there's a replacement tag.
Uh, that isn't true. At all... don't know what it's doing on the wiki. My ROTMK mod gives almost everything LARGE_PREDATOR and they show up fine.
As for mundane animals, I'd say give the mod the standard modular treatment: Don't change any base files, and add a suffix to all the objects added. Then players can insert pokemon into whatever world they want.
-snip-I mean, Camerupt has two volcanoes on its back, it's body is filled with molten lava. Dunno about you but I'd be a little nervous having a wagon pulled by a pair of temperamental volcanoes.
Feel free to ignore the above stuff. I went through the list and I'm really confused about the wagon pulling and vermin hunting designations.
There are some pokemon labeled as wagon pulling that have no business pulling wagons. Either they aren't physically up for it, or it really doesn't fit the personality of the pokemon. The same can be said about vermin hunters. For example, Skarmory (the giant metal bird pokemon) shouldn't be pulling wagons. And Absol (the pokemon who predicts natural disasters) doesn't seem like the kind to hunt vermin.
It may be better to create a class of common domestic pokemon so that these pokemon, who wouldn't do these things, wont have to. That way there would be the standard wagon pullers (tauros, rapidas, piloswine, camerupt) who it makes sense for them to be pulling wagons, that would always be available. Then you could add ones like golem and tropius who make some sense pulling wagons as special regional options, but you don't have to have Skarmory or Slaking pulling wagons because there's just no better option in that region.
The same arguement for vermin hunters.
Don't get me wrong, there are plenty of pokemon who could pull wagons. It just seems like there are pokemon who line up better as wagon pullers than others.For sure. It would be nice if we could set like a 'priority' so a civ can use the most likely ones first unless they're not available.
Here's whats done already for us:Spoiler (click to show/hide)I'll be editing this list, striking out names as I go through and revise the biomes, body, stats, etc... I'll also post the revised raws after a family line is done so I can just post the entire family line.Decided to crank this stuff out, so it's done. Yall should take a look <3
[PET_EXOTIC] on strange wagon pullers is the best idea imo. It would be kinda cool seeing one civ using something unique.
If anyone wants me to upload a zip file of all the raw files, let me know :P
Current pastebin withrevised raws only.Entire raw file. (http://pastebin.com/Wqj1qu9c)
Great job cranking those out so fast. Quite impressive.
One thing that just occurred to me is that with the upcoming fairy type Pokemon and the later dark/ghost type Pokemon, you could make good use of the [EVIL] and [GOOD] tokens.
Edit: Also what was the conclusion on how to handle Pokemon and humans? Is the game set up so humans exist and capture Pokemon with cage traps?
Great job cranking those out so fast. Quite impressive.Thank you! ;D
-snip-
Well I don't necessarily mean the pokemon are evil, I just meant the tags could be used to put ghost Pokemon in haunted areas.All [EVIL] does is
Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.So I think giving ghost/dark ones [EVIL] would actually work pretty well. We'll need Ace on the case to decide which ones to move out of their old biomes and become evil. Same with [GOOD], it does the same thing with good biomes. I think that's actually really fitting tbh, fairy types in good biomes, dark/ghost ones in evil. We probably don't want all the dark/ghost ones or fairy ones in the good/evil biomes, however. Especially the evil ones, which also work great for HFS (Houndoom anyone?)
I'll cast my vote for dwarves.It's totally fine if you wanna do a few in multiple biomes, normal types seem like they would go in a lot of places, especially like ratatta or pidgey. I do definitely think that we should have some biome-exclusives for each biome though, so every place plays a little differently.
Redoing ghosts and fairies wouldn't be a big deal, that whole process went by very quickly. Only thing is right now, Tropical Swamps have a lot of oogy boogy pokemon in them, so most of the rearranging would be focused on that biome.
We should also decide if we really want to have each pokemon appear in only one biome, as I have it now, if something like a pidgey or ratatta should appear in any biome or if a few should appear in multiple biomes, like a Victreebel appearing in both forests and swamps.
-snip-Currently none of the Pokemon feature the [CARNIVORE] tag, however I think we could. It's been mentioned multiple times that Pokemon eat other Pokemon, and it honestly makes sense. I'm in favor of it.
As far as multiple biomes, I think that that makes sense. Like ekans, according to Bulbipedia, eats pidgeys. So ekans could be anywhere pidgey is. But also it could be in tropical locations that pidgey isn't in and just have a different food source.
Which brings up another question, are we making some pokemon with the [CARNIVORE] tag? Some pokemon are based on meat eaters and others (like ekans) are specifically mention eating other pokemon.
-snip-
I'm trying currently to figure out their system for the [PHYS_ATT_RANGE] tags, as each creature's phys att range tags have little marks next to them (-, =, +, ++, etc..) and Im not sure exactly what's what. I'd like to figure out how the different marks line up in relation to base value, and then the default values for the different marks in each category. That's honestly what's holding me up right now.
Each attribute is a number between 0 and 5000, but in dwarven terms anything below 200 is rare [1] and anything above 2500 is extraordinary. In the default raws (/raw/objects/creature_standard.txt), dwarven attributes come in four levels.
Focus and Spatial Sense are referred to as "++", or two steps above default. Their range is defined as [700:1200:1400:1500:1600:1800:2500], which sets out six ranges: 700-1200, 1200-1400, etc. Dwarves have an equal chance of dropping into any of these ranges, and an equal probability again of getting any number in that range. So the bottom one-sixth of your dwarves will be really low, the top one-sixth really high, and the two-thirds in the middle huddled around average. This also means that the median and the mean are slightly different: the mean for ++ is 1516.66... while median is 1500.
Strength, Toughness, Analytical Ability, Creativity, Patience, and Memory are +, or one step above default. Their ranges are [450:950:1150:1250:1350:1550:2250], and their mean is 1266.66...
Endurance, Disease Resistance, Recuperation, Intuition, Willpower, Kinesthetic Sense, Linguistic Ability, Musicality, Empathy, and Social Awareness are AVG, or the default. Their ranges are not specified in the raws, but they are [200:700:900:1000:1100:1300:2000] for Physical and [200:800:900:1000:1100:1300:2000] for Mental.
Agility is "-", the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.
The game comes pre-stocked with several sets of attribute ranges, some better than others. The signs that come after the numeral ranges indicate what level that range represents, but has no effect in of themselves.
0:0:0:0:0:0:0 unattainable
0:100:200:300:400:450:500 ---
0:400:600:750:800:900:1100 --
150:600:800:900:1000:1100:1500 -
450:950:1150:1250:1350:1550:2250 +
700:1200:1400:1500:1600:1800:2500 ++
1250:1500:1750:2000:2500:3000:5000 +++
5000:5000:5000:5000:5000:5000:5000 max
[PHYS_ATT_RANGE:STRENGTH:850:950:1000:1050:1100:1150:1250] =
[PHYS_ATT_RANGE:AGILITY:800:900:950:1000:1050:1100:1200] -
[PHYS_ATT_RANGE:TOUGHNESS:650:750:800:850:900:950:1050] -
[PHYS_ATT_RANGE:ENDURANCE:700:800:850:900:950:1000:1100] =
[PHYS_ATT_RANGE:RECUPERATION:650:750:800:850:900:950:1050] =
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:650:750:800:850:900:950:1050]
That was taken from Ekans' raws.
That previous Pokemodders may have changed them in order to better reflect pokemon stats. Like ekans has good strength and agility there, but not very high toughness or recooperation.I'm not sure either. Going through and rebalancing the stats will be something we need to do it seems.
Here are the ekans stats at lv 50 and level 100. They don't exactly line up with the stats you listed though. So I'm not sure what the deal is.Spoiler (click to show/hide)
-snip
Currently it doesn't use a moonstone but I'm pretty sure that will later be possible with some interaction/syndrome wizardry.
-snip-
If I remember correctly, a gem/stone can be used in an interaction as reagent that produces a stone which boils at room temperature and delivers a syndrome. In that case, evolution stones can be buried in stone layers and dug up by members of the fortress. Then they could be used to evolve pokemon at a custom workshop.How would you include an animal in a reaction though? I know the farmer's workshop does it but I think that's hardcoded, I'm not seeing anything in the wiki.
-snip-How would you include an animal in a reaction though? I know the farmer's workshop does it but I think that's hardcoded, I'm not seeing anything in the wiki.
-snip-
Oh, like this? I'm not sure if this is right but I think this is what you mean.-snip-How would you include an animal in a reaction though? I know the farmer's workshop does it but I think that's hardcoded, I'm not seeing anything in the wiki.
-snip-
You can't put a specific animal in the reaction. However, there is an alternative method. You make the syndrome only effect a specific pokemon. Then you make sure that pokemon is present at the workshop when doing the reaction (either by use of burrows, military commands, or through the use of the manager workshop screen). Then when you do the reaction, pokemon who are affected by the syndrome evolve and those who aren't affected don't do anything.
What about the new d:details system? Or if the pokemon is in a cage, you could do the old fashioned workshop-stockpile link.That's what I thought too but, I checked the wiki and I didn't find anything. That's why I said I think, I'm not 100% sure but I think, that the farmer's stuff is hardcoded.
At the least, I think you can make it some sort of reaction class or extract class so that only a "stone-able" pokemon is brought to the stone evolution labor. I think it should be the same system as milk, wool and honey animals.
It would be nice if you could select an animal for evolution from the z-menu, like when butchering. Maybe a DFHacker could make that happen.Haha that would be great. I'm not a DFHack wizard but I'm sure someone, somewhere is :p
"-" next to stats is just a tool for the modder, only the numbers do anything in the simulation. The original modder might have just left them after copy and pasting.Right, but, what did they copy and paste from? It would be nice to have a more standard way of coming up with numbers. Maybe we can write a python/js/whatever script that takes a pokemon's base stats, and turns them into a ratio out of the maximum possible base stat, and then multiplies it by something to come up with the DF-equivalents.
I wonder how the original stats were compiled. Pokemon doesn't have an equivalent of the Endurance stat and DF doesn't have an equivalent of Special.
And then there's Gait vs Agility. And of course, DF's material properties make as much a difference as stats. Claws made of iron or skin made of stone would have a more direct impact on pokemon performance than the Strength and Toughness stats would.Gaits do need to be done honestly. I definitely am starting to think maybe we should take a look at the current existing Pokemon before trying to add new ones, and getting them all up to speed -- literally ;)
Maybe you should see if Putnam would be interested in this project.Ohhh, welllllll, I'm not sure if Putnam quite remembers me but, him and I (along with Hugo_the_Dwarf) have an interesting, and slightly unpleasant history... Having other modders would be nice, but I definitely don't want to just dump a project like this onto somebody. It gets overwhelming so quickly, as Monk12, Old Greg, and myself have learned in the past. I tried to reboot this project like 4 years ago and failed because it became way too overwhelming alone. And I was kinda young back then to be honest.
Oh, like this? I'm not sure if this is right but I think this is what you mean.-snip-How would you include an animal in a reaction though? I know the farmer's workshop does it but I think that's hardcoded, I'm not seeing anything in the wiki.
-snip-
You can't put a specific animal in the reaction. However, there is an alternative method. You make the syndrome only effect a specific pokemon. Then you make sure that pokemon is present at the workshop when doing the reaction (either by use of burrows, military commands, or through the use of the manager workshop screen). Then when you do the reaction, pokemon who are affected by the syndrome evolve and those who aren't affected don't do anything.Spoiler (click to show/hide)Spoiler (click to show/hide)Spoiler (click to show/hide)
and of course:Spoiler (click to show/hide)
I feel that many people might not be able to notice fine differences between carefully plotted out physical strength, endurance, toughness etc. scales. In the interest of efficiency, it might be better to use one or two scales for any pokemon that don't have scales, one for powerful pokemon and one for weak pokemon. You would give powerful pokemon the high scales and weak pokemon the low scales; even a pokemon normally thought of as having high special would be given high scales for physical traits to simulate power. There is precedent for this: many spinoff games ignore how stats are distributed in the main games. This would allow more rapid testing/development for now and allow faster creation of new pokemon without relying on a python script being developed.
Alternatively, if we are going for a python script, the goal might be to take as much information about a given pokemon as possible and output a creature: maybe things like size, gender, etc. could be inputs to a hypothetical script. A python script would only require a properly formatted input source like a csv of pokemon names and traits, and it would ideally be able to output basic pokemon creature entries that could be customized later (with name, castes, and a basic body).
For gaits, I would recommend using perhaps three sets of gaits: one for fast pokemon, one for normal pokemon, and one for fliers (essentially legendary climber because flight is broken on anything in a civ). This would be easy to implement without relying on a script to convert speed/typing/ability into gait.
There are ways to pull off exact stats mathematically, but personally I think the game would be more fun if it was done organically, paying more attention to how the Mon should behave rather than how it does in the game. Keep in mind that DF's combat system is completely different from Pokémon's, so when you translate one system to the other the usefulness of any given Mon might not quite match up. (Apart from material strength, you also have to consider body size, configuration, body parts used in an attack, and the absence or presence of weak points.)The issue becomes balance. The games had it pretty much figured out in terms of balance. And personally I don't trust my own ability to come up with 'organic' numbers that make sense. I think too much in relation to other pokemon, which would lead to "Oh I don't want this one to be stronger than this one so I guess this usually really good pokemon is getting nerf'd."
Gonna throw this out here for you guys: unless DF has changed since I was modding my Pokemon, you can't have a stone evolve a Pokemon that's already evolved once - at least not through typical transformations. A creature that's transformed is immune to further transformations. That's why all my Pokemon worked on a timer. This is how they worked.
They had an interaction they'd randomly activate while wandering around. It queued a transformation to happen after a certain number of turns and then another transformation to happen exactly 1 turn later. So the first transformation would happen, but the second wouldn't until the first wore off. It was queued up after the current transformation due to how transformations work. So when the first transformation wore off, the second and permanent one would take effect. That's why you can't use a Moon Stone evolve to a Nidorino that evolved from a Nidoran. The Nidoking transformation will just get queued up after the Nidorino one, which is presumably permanent, so the Nidorino transformation will prevent the Nidoking transformation from happening.
Just something to consider as you move forward.
Would that mean you can't change any pokemon into a stage 2 evolution?
yeah or you just make it genetic evolution where the child gets to evolve into the next pokevo chain while their parent stays in their second evolved state.Would that mean you can't change any pokemon into a stage 2 evolution?
Not at all. You just need the first transformation to wear off at the exact same frame that the second transformation - the permanent one - takes effect. I've had functioning evolving Pokemon in the past.
Could DFhack make it so when, for example, a raichu has a baby, the baby will automatically be a pichu?
DFHack's trueTransform allows for multiple transformations over the life of a creature, if you're willing to use it.it was inevitable. well, seems like this mod is going to need dfhack
DFHack's trueTransform allows for multiple transformations over the life of a creature, if you're willing to use it.it was inevitable. well, seems like this mod is going to need dfhack
P.S. how do you plan to deal with slowpoke evolving into slowbro using a shelder?
If we do go for a samurai-esque human civ, it would be fairly easy to just make a few of them modeled after the themes of the Nobunagamon kingdoms - A Dragon kingdom, a Fire kingdom, and so on - with suitable biomes and such to encourage them to have appropriate Pokemon.Give them the elf tag that allows them to tame all nearby creatures, and then they will have all the creatures in their biome(unfortunately, they'll also control all creatures in nearby biomes).
Legendaries should definitely be megabeasts, and unique or exceptionally powerful normal Pokemon might be semi-megas. Using spheres to encourage specific naming patterns is a good idea. Most Legendaries should probably be able to be worshipped, especially the ones based on mythological beasts.Rotom is still a bolt of electricity in his basic form. while the other forms were probably MEANT to be stupid, neither of them use electricity. Rotom could still exist, though(unless I'm wrong and it was created by a scientist).
One interesting question is how technological or otherwise advanced Pokemon will appear - Mewtwo's not too hard to justify despite his origins as a genetically engineered creature, but what the heck does a medieval Porygon look like? Or Rotom! Does Rotom have a millstone form, or a floodgate form?
also would fossil pokemon be in the mod?IF the mod uses DFHACK then you could have a masterwork-style fossil where you could turn fossils into pokemon. I think that Hydreigon should have crazed. what creatures would have AT_PEACE_WITH_WILDLIFE?
well I mean lightning could basically be renamed fire and I remember hearing about someone working on ice breath attack, the real problem is gonna be things like Hurricane, Tri attack and hyper beam
Creature classes and material vulnerabilities. Give each creature CREATURE_CLASS:its typing and most moves will be material emissions anyways, so you can set it up so that it gives creatures of CREATURE_CLASS:weak type a material vulnerability (thus increasing the momentum of the attack against that type). The same way a werebeast is weak to a random metal, but pre-determined.Ah, that works. Still no answer to my shiny question though.
well I mean lightning could basically be renamed fire and I remember hearing about someone working on ice breath attack, the real problem is gonna be things like Hurricane, Tri attack and hyper beamfor Hurricane a TRAILING_DUST_FLOW, or a UNDIRECTED_DUST material emission of "air" might work.
Ah, that works. Still no answer to my shiny question though.Personally, I think maybe you could have the shiny castes have [PET_EXOTIC] and have a high PET_VALUE so it would be worth it trying to catch it after having it's non-shiny forms.
And is there any necromancer-like creature in pokemon?Would Darkrai count?
Would Darkrai count?Gengar itself doesn't do this, but now that I think about it, there's probably a ghost type that do that. How about yamask turning humans into more yamasks?
Maybe not, due to it being a legendary..
There's always Gengar..
Or Marowak.. Because of bones and skulls.Neither of those seem to raise zombies or additional pokemon, although I guess marowak itself does seem kind of zombie-y so maybe someone else can make them out of similarly shaped non-plant non-inorganic pokemon.
Then again, Houndoom also has sort of bone-y protrusions.. But it would most likely fit into the Demon category.