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1st. Try turning off mod cashing and reloading the mod.
2nd. After adding everything into the game that you want added, delete the left over objects on the side platform.
2nd most of the models are from the PTU models mod (Pokemon Tabletop United) and should be open to use for anyone. the gen 9 models where made by a friend of mine and I would have to ask there permission to use them out side this mod.
@Drimpe97: those sprites that are different are from the game "Pokemon Conquest" hence the reason why they are different from all the rest, i do not plan on changing them back to the normal sprites any time soon.
By generation and encounter tier, or just generation? While generation splitting is appreciated, keeping the encounter tiers separate would help with loading decks faster on a general level (since they can just be dragged and dropped in rather than using the Return function).
I'll keep an eye out for them in that case ;)
Drive Collection is an interesting item, What I'd probably suggest for it is:
Choose a Type: This Pokemon's signature move is that Type for the duration of the battle.
It offers flexibility, but you're locked into your choice (so you can't just keep swapping them in to tech other Pokemon) and it means giving up an item slot that could have boosted raw damage.
ass for the decks i will soon be changing them the all be separated by Generation thus making loading piles a lot easier (hence all that empty space) on the side board.
as for spelling mistakes
also as for moves and item effects that I have added, they are contently under play-test and re-balancing, for example drive collection is going to become a "Until the user switches out" to bring its power back to a level more equal to the other items.
once again thanks for letting me know about all this.
Then you just need to re-enable mod caching once you know all files were successfully downloaded (leaving Mod Caching off means you'll have to go through a lengthy download every time you load into a game). Hope it saves other folks the headache I went through X)
The decks should really be separated into Pokemon tier upon loading, rather than in one giant stack. Loading it with 'Return' takes ages to send them all into their respective decks. Using Assa's QoL deck load feature is much faster, but some cards go into the wrong encounter tier. Both would be solved by the pile just being separated from the get-go so they can be dragged and dropped into their respective tiers and shuffled like normal. (And yes, I know I can just make a master save after I've used the slow Return option, but that really shouldn't be necessary and isn't obvious to all users).
Overall, it's a really cool set and I'm glad to have it available! I hope you keep developing and improving the expansion and wish you the best of luck with it~
Some of the moves seem really overtuned, like Boomburst. Compare to Dragon Pulse, which has the same effect (+1 damage from status dice), but Boomburst rolls 6 instead of 4 dice, so it's just straight up better on neutral typings and the exact same when it's weak or Pulse is strong against a given type. Throw Drive Collection on Flygon and now it can hit super effective against a broad part of the roster as well.
There's several typos I've noticed from a casual glance. For example, Drive Collection is spelled Colection instead (missing an L). These don't really impact the fun of it, but it can give users the impression the expansion is in need of polishing.
1/2
Sorry about this.