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Pokemon Radiation Reborn (Uranium Mod, EPISODE 19.16)


Fervis

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  On 12/14/2021 at 2:15 PM, Fervis said:

You can also use the disable-function of the altforms mod to revert most of the battles to original (Fakemons are still obtainable).

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Would the corrupted forms also still be available, when you add them?  If not, I suggest making that a separate option.  A "Uranium-only" mode, if you will.  Same goes for if you add other trainers and sidequests and stuff like cons00mption suggested.

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  On 12/15/2021 at 11:26 PM, IBW_3000 said:

Oh absolutely! Will you be including the unreleased pokemon?

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I will add several nuclear type versions of all of the generations (so not only uranium), and up to now, i want to add the unreleased ones, however I am missing some sprites of them and I am not good enough in spriting sadly.

 

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  On 12/16/2021 at 12:51 AM, Eagleby18 said:

 

Would the corrupted forms also still be available, when you add them?  If not, I suggest making that a separate option.  A "Uranium-only" mode, if you will.  Same goes for if you add other trainers and sidequests and stuff like cons00mption suggested.

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if you mean obtainable nuclear altforms, yes.

depending on difficulty, i rather propose to add optional nuclear trainer battles to the game in general, so irrespective of disable-function .

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  • 3 weeks later...

It seems the only way to get nuclear altforms to learn their respective nuclear moves is through the move relearner.  I suggest you make it that they learn it upon being transformed.  In Uranium they always appear with the moves already learned in the wild, after all.

 

EDIT:  Oh, and you probably already knew this and just haven't implemented it yet, but in case you haven't and it's a bug... they display in the party as their normal forms.

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Some more issues

 

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I've also noticed some differences between movsets in the original Uranium and this game, I assume they were intentional.

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Thanks for the report!

  On 1/7/2022 at 3:59 AM, Eagleby18 said:

It seems the only way to get nuclear altforms to learn their respective nuclear moves is through the move relearner.  I suggest you make it that they learn it upon being transformed.  In Uranium they always appear with the moves already learned in the wild, after all.

 

EDIT:  Oh, and you probably already knew this and just haven't implemented it yet, but in case you haven't and it's a bug... they display in the party as their normal forms.

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- I'll keep it for the time being (cause I'm sadly a beginner in coding) but will try to let them learn the moves upon transforming. I Have to look into that further, sorry for the inconvenience.

 However, due to the moves being quite op, for starters I decided that you shouldn't have them in early game to keep the difficulty, so move relearner is a good spot.

 

- I procrastinated the nuclear mon icons but will add them with the next update then!

 

 

Other Points:

- Yes, comparing the moveset of the original Uranium game, I did some changes due to balancing issues ( and also some very weird changes between mons in the same evolutionary line)

 

- The missing thunderwave should be fixed for the next update!

-Yep, forgot Paraudio line, I added them to the list!

-I changed the moves of nupin/gellin to parabolic and brine for both forms, uranium had thundershock and watergun as original...

 

 

Thanks again for the report! Update should go through in the next hour.

 

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  On 1/7/2022 at 1:54 PM, Dark Eclipse said:

Are all the characters (or at least some of them) going to be in it? If so, please send the list!

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I will maybe implement a new "Nuclear" themed trainer you can battle, however I'm not planning to implement specific characters, I stay with pokemon, abilities, moves etc. :(

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Those fixes broke a couple other things, some pretty important things.  Insert obvious joke about how this is typical of programming.

 

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First, Thanks again for the very quick report!

 

1. Sure, its just the Mods folder that has the debug menu etc, I can keep that in.

2. So, I tried the move relearner first, and I didn't change anything yet:

I used the energycore on Titanice, Nupin, Hagoop for testing (all worked) and they do have the moves for me (Nuclear ones and Thunderwave for Hagoop alike). It just looks like the order for thunderwave changes due to different level.

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3. Eshouten was my third encounter in Opal ward (restored) I also checked some post-restoration locations and checked the PBS encounter folder, so there shouldn't be an issue.

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Now comes my very important question:

 

Did you use the Patch or the Full game download?

Possibly I made a mistake with the Patch link that might be outdated and lead to those problems.

Just to be sure I will update both links today.

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It wasn't the patch, I downloaded the whole thing fresh.  And I know it wasn't an outdated version because the party icons were changed to the nuclear forms.  No idea what happened, but it doesn't matter now because the current version works as intended.  Anyway, a couple other things I noticed:  Glitch field doesn't change Nuclear Types to normal, it definitely should since Nuclear didn't exist in Gen 1.  Quantum leap just attacks right away instead of doing what it's actually supposed to do, but I guess that's not exactly a pressing issue since Urayne is only available through debug.  And on the subject that isn't Nuclear type for a change, the S-51ite isn't in the department store like the excel file says it is.

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