Alright then - I'm looking forward to nilllzz reply. Maybe he likes some of my ideas.
The cool thing is, that German is also my native language, so it's a bit easier to communicate

We'll see - maybe I can enrich this project with some of my ideas.
And what about the storyline? What did you guys plan for this point?
people suggest a lot of stuff like add this place, add that place, and for that i've made the mod system, basically.
our current plans are johto and kanto, whole gold/silver version story with the occassional change from hg/ss. if people want to play through The Orange League or w/e they can make a mod about it

the mods can use as much or as little custom content as they like.
pokemon data is editable so i had to accomodate that too
so the structure will be you can make a mod, you put it in /content/mods/versions/ in its own folder. inside is a ModData.dat
Code:
GenerationName|1YL
VersionName|1 Year Later
Description|1 year after a trainer from Johto conquered\nthe Pokemon League, you and your friend Alicia begin\na new journey.
StartMap|yourroom
StartPos|1,0.1,3
IntroTextBeforeNamePrompt|<intro_line_1>*<intro_line_2>
IntroTextAfterNamePrompt|<intro_line_3>
IntroHeader|GUI\Intro\intro
IntroSong|RouteMusic1
AllowedSkins|Alexis.Alexis.Male,Clive.Clive.Male,Rein.Rein.Female,Fiona.Fiona.Female
the main menu, when mods are installed, will let you click new game and it'll bring up a game list instead of going to the intro immediately.
mods are 'versions' which exist within a 'generation'. to make your mod compatible with the base p3d game in multiplayer you set the generation to 'Kolben'.
if you dont use the kolben generation you need to create your own. which is a folder in /content/mods/generations/. in there you store the pokemon data (thats it so far, but item list may go there later). multiple versions can use that generation's data, and all versions in that generation can coop together. this way you can even release 2 versions of a mod with different pokemon availability to encourage trading.
versions that use kolben generation will use the pokemon data from our files.
when there's a way to mod gameplay and not just content like this i'm planning to let kolben generation mods also opt to not load custom maps and so on, making them basically a way to put those triggers i posted about above to work. if a mod didnt change maps at all it would be compatible completely with the main game, allowing not only coop between the mod and the base game, but also for you to make progress mapwise in coop.
for mods that change maps my plan for when you leave a coop game that takes place in a totally different map set you just go back to where you were in singleplayer. if you and your coop buddies were playing the same mod version it could save your position in their games but not with a totally different map set
the tl;dr of all this is to make mp work we basically gotta kill the old mod methods, this system should ensure mods can exist while not messing our game's mp up