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Messages - FirePhoenix11

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1
Mod Releases / Re: [47.05] Dwarvemon Mod v2.1
« on: March 06, 2022, 07:52:25 pm »
How do I catch and tame a mythical pokemon like Arceus?
In fortress mode you would have to wait for them to attack (which happens at the same requirements as normal semi-mega/mega beasts) then catch them with cage traps and possibly stunning/webs. They can be trained like other Pokemon once you catch them. Smaller ones are exclusive to adventure mode so you would have to embark on top of their lair.

As for adventure mode you currently cant, but I'm thinking of a possible system to do so.

2
Mod Releases / Re: [47.05] Dwarvemon Mod v2.1
« on: February 20, 2022, 02:12:46 am »
The PMD content is all updated along with some additional stuff. My next focus is on the TCG content along with what was added in Legends: Arceus.

3
Mod Releases / Re: [47.05] Dwarvemon Mod v2.0
« on: January 23, 2022, 08:56:54 pm »
2.0 is officially released!
And just in time for it being 5 years since releasing this mod publicly.

Despite a year of no activity, the mod has come so far since I actually started working on it back in late 2016. At first, it was simply messing around with modding for an analysis I had to do for a uni assignment. Showing the benefits of an easily usable and readable system to develop content for a game as in depth as Dwarf Fortress. Absol (my all time favorite Pokemon) was the first Pokemon I created, followed by Magikarp, then Pikachu. After that assignment, I figured why not go the whole way and make all of the Pokemon? There didn't seem to be a Pokemon mod that was updated so why the heck not.

Now here we are, with over 1000 creatures total (1015 normally / 1120 if you include all optional / 2208 if using PMD + optional) with fully functioning abilities and items, community games, some videos and even a streamer featuring the mod.

I'd like to thank everyone who has downloaded and played the mod. This is the biggest thing I've ever done online and I'm so glad to see people enjoy the work I've put into it.

4
Mod Releases / Re: [47.05] Dwarvemon Mod v1.51 (v2.0 test build)
« on: December 27, 2021, 09:05:44 pm »
I've pushed what might be the last update for the test build before officially releasing it next month. Pretty much everything is done so far as I know, but I still want to iron things out before making it official.

One major change I'd like feedback on is removing evolution from being triggered by greetings (except for friendship/trade). It is now only triggered by getting into combat (as DEFEND / FLEE), which would allow more control over it along with allowing items like the everstone to be useful and actually usable. I've changed the poll to gather numbers, but feel free to let me know thoughts on it.

Also, PMD content has yet to be updated and will be done so after the release of 2.0. After that, work might slow down again on the mod. At that point though, I'll probably work on extra optional content like the TCG stuff then other spin-off games.

5
Mod Releases / Re: [47.05] Dwarvemon Mod v1.51 (v2.0 test build)
« on: November 08, 2021, 07:37:19 pm »
Hey all. It's been quite a while since I've even touched the mod at this point (over a year), but here I am to assure you all that I'm not dead. I've decided to at least push an update of what I've done in the test build as hopefully I might get some work done on the mod again.

As a bonus, I've created a Soundsense pack for the mod which includes a ton of sounds. It's pretty substantial but still hasn't been entirely tested, so feedback is welcome.

6
Mod Releases / Re: [47.04] Dwarvemon Mod v1.51 (v2.0 test build)
« on: February 26, 2021, 12:44:38 am »
I apologize if I'm disturbing anything, but how is progress on this mod so far?
Things have been very slow and I haven't touched the mod since August last year. I'm just over halfway done with the Gen 8 Pokemon and will have to add the rest of the related stuff + PMD. I'm finding the inspiration to continue but my free time is iffy right now.

7
Mod Releases / Re: [47.04] Dwarvemon Mod v1.51 (v2.0 test build)
« on: June 16, 2020, 07:13:19 pm »
Here's some good news. I've finally encouraged myself to start more regular work on adding Pokemon.

A sample:
Spoiler (click to show/hide)
Dwarves for scale:
Spoiler (click to show/hide)

Cool! Are you using some modified/newer version of DF portrait which shows hair or do they have colored skin?

I'm using the version for 43.05 as that's what has been sitting in my work files. I haven't bothered updating since it works fine. It shows hair as the top layer, but I tend to colour the skin in the main colour they are unless there's clear layering.

8
Mod Releases / Re: [47.04] Dwarvemon Mod v1.51 (v2.0 test build)
« on: June 14, 2020, 03:10:20 am »
Here's some good news. I've finally encouraged myself to start more regular work on adding Pokemon.

A sample:
Spoiler (click to show/hide)
Dwarves for scale:
Spoiler (click to show/hide)


9
Mod Releases / Re: [47.04] Dwarvemon Mod v1.51 (v2.0 test build)
« on: June 01, 2020, 01:49:49 am »
I've got two mirrors for the test build people can use:
Dropbox
One Drive

10
Mod Releases / Re: [47.04] Dwarvemon Mod v1.51 (v2.0 test build)
« on: June 01, 2020, 01:08:32 am »
Is there a means of accessing this mod without DFFD? DFFD, as well as the Bay 12 website are both down.
I actually don't have a download mirror for the mod. If anyone would like to recommend a site I can set that up.

I'll also give another update. Work has been rather minimal, but I have been working on this from time to time. I'm not sure when I'll get another major update out, but its likely to be after the DLC for Sword/Shield drop (adding more work to do). I will be updating the test build when I've done a good amount, so keep an eye on that.

11
Mod Releases / Re: [47.02] Dwarvemon Mod v1.51 (v2.0 test build)
« on: March 31, 2020, 06:16:52 pm »
Looking to get a beta or something for 47.04.
For some reason I love working on the latest version.
Test build should work fine with the current version.

I'll also take this opportunity to provide an update. Things have been a bit hectic for me, as it has been for many. I haven't been working on this as much, but right now things are starting to settle a bit. Hopefully, I'll be able to do a bit more as I get use to working from home and all that. Stay safe everyone.

12
Mod Releases / Re: [47.02] Dwarvemon Mod v1.51 (v2.0 test build)
« on: February 14, 2020, 05:42:23 pm »
I've decided to release a test build for the new version. Found here.

Most of the minor stuff I wanted to update is done, with not much else I can think to add right now. So in order to help iron it out whilst I work on more major stuff, I've decided to do a test build. Be sure to report any and all bugs, unintended/weird behavior, suggestions, and feedback.

13
Mod Releases / Re: [47.01] Dwarvemon Mod v1.51
« on: January 31, 2020, 10:02:57 pm »
There's a lot of possibilities with the adventure mode update. I started as a young goblin with a bulbasaur going on a life of adventure.

Unfortunately, the first instance that I fast travelled, the Bulbasaur evolved all the way up to Venusaur. Any possibility of slowing that down?
The update may have changed how transformation works. I'll have to do some testing when I get the chance.

Edit: So apparently in adventure mode, if there's pending transformations a creature will instantly skip through them after fast travel.

14
Mod Releases / Re: [44.12] Dwarvemon Mod v1.51
« on: January 29, 2020, 05:51:27 pm »
Just took a look at what the update added, and it looks like I got some work ahead of me.

Look forward to:
  • Working status healing berries (like Pecha for poison).
  • New and improved interactions like: healing, summoning (duplicating Grimer can now become a problem), propelling (Mewtwo and other psychics just got a bit more scary), changing form (If it works how I think it does, certain Pokemon should easily change between alternate forms on their own) and defense related ones (which might replace some fleeing ones).
  • Usable Pokeballs for adventure mode (might take some time to fiddle with, but may actually be possible).

Might be some more things, but that's what I can think of right now.

15
Mod Releases / Re: [44.12] Dwarvemon Mod v1.51
« on: January 29, 2020, 02:40:20 pm »
Since the update is finally here, I'll be updating the mod so it works as is with the current version. Once that's done, work will begin adding the new content.

Hopefully it will be as soon as possible, but these days I'm rather busy so its not a guarantee.

FirePhoenix11! Your time has come! Adventure Mode pets are upon us!
About time. Now to be a proper Pokemon trainer.

Edit: Works with the current version fine by the looks.

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