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Tagged: 2012 Huo Hu Awards
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sonic.penguin.
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January 15, 2013 at 3:49 pm #6641
MiDKnighT
Moderator2012 Huo Hu Award Voting: Best ROM Enhancement
Nominees:
"Defend" Enhancements (by MiDKnighT 2012)
– "Defend" adds "Ji Rou/Guard" status for the defender. That means that physical and tactic damage will be cut in half.
– When defending, the "guard" status is stackable. That means that other tactics that cut damage will cause the defender's damage to be cut in half twice. For example if "Ji Rou/Guard" is on and the officer is defending, damage will be cut in half twice.
– When defending, officers will be able to add to their current TP pool based on INT:
Zhang Fei: Gains 0-1 TP when defending
Guan Yu: Gains 1-2 TP when defending
Zhao Yun: Gains 1-3 TP when defending
Zhuge Liang: Gains 3-6 TP when defending
– Add text to the "so and so is defending" so that it says "so and so is defending and planning new strategies, # TP gained." I wouldn't change the actual text.
Agility Based Attacks (by ludmeister 2011)
This enhancement makes the AGI stat nearly as important as STR and INT and makes Qi Shou into a very effective and powerful tactic.
What it does:
1. Keeps the Bow/Crossbow bonus hit… applies this first. This is only valid for allies, as only allies have item packs.
2. After that, Agility is modified by a random percentage from a table @ 0x2f2f0. This is achieved by multiplying by a chosen value, then dividing by 256.
1926 3340 4c59 6673 8099 a6b3 c0cc e6ff
These values correspond to these percentages:
10%, 15%, 20%, 25%, 30%, 35%, 40%, 45%, 50%, 60%, 65%, 70%, 75%, 80%, 90%, 100-%
3. Then, that modified value is compared with the defender's agility.
4. If the defender's Agility is greater, then the turn ends. If not, a new attack is performed…. and the check is done again.
5. Each successive hit renders a cumulative 60 Agility penalty to all checks against the enemy's agility. Therefore, the chance to make another attack becomes nil very quickly… only the very fastest officers ever get a legitimate chance for three hits… and only on slow generals.
6. The Agility-based check is valid for allies as well as enemies hitting you… if you plan on using this modification, Agility will be a very important stat and thought will need to be spent on how you balance out officer's Agility throughout the game.
7. One interesting thing about this implementation… bonus attacks are not always awarded. A 255 Agility officer could hit a 160 Agility officer up to three times (255 – 120 penalty = 135… which would automatically fail that check against 160 Agility. However, because of the random table, it is *much* more likely that they would strike once, or twice.
Expanded Graphics (Portraits and Sprites) (by MiDKnighT 2011)
DoaE2 Sprites and DoaE 2 portraits to a lesser extent. Results in more unique looks and especially useful for characters in DoaE 2 with unique portraits and sprites.
Duel Tactic (by MiDKnighT 2012)
How it works:
1. Caster initiates "duel" with custom text:

2. Target decides to accept or reject without user input. Higher INT generals will weigh the odds of winning and intelligently decide whether to accept or reject. Lower INT generals are more likely to blindly accept. Higher STR generals are also more likely to accept. Lower INT generals may receive some kind of penalty for rejecting (Yi Xin and loss of Bei Ji/Qi Shou status). A very high INT general or general on the "rare duel list" (meant for rulers) might send a stronger general to duel in their place. Ie…if you cast duel on Zhuge Liang, he sends Zhao Yun out to duel. The "Rare Duel" list is at 0x44D0-0x44EF. Just put general IDs there (for rulers mainly…like Cao Cao, Sun Quan, Liu Bei, Dong Zhuo, Yuan Shu, etc…)
Example of someone accepting a duel and taunting back:

3. If the duel is accepted, the two duel participants step forward and clash:

There are many possible outcomes for a duel:
Close Match:
– Draw (2/3rd chance) – Neither participant gets any status change
– Both participants An Sha'd (1/3rd chance)
Clear Winner:
– One person is An Sha'd (2/3rd chance)
– Winner but both parties unharmed (1/3rd chance)
* The winner will either receive an agility boost (2/3rd chance) or a Bei Ji boost (1/3rd chance) after victory.
Mismatch (Think: Lu Bu vs Song Yong) –
– One person is An Sha'd (1/3rd chance)
– Loser flees and is his own men are disgusted (1/3rd chance). The fleeing general will lose Qi Shou and Bei Ji status and get Yi Xin status.
– Loser gets KILLED (An Sha'd and removed from the game) (1/3rd chance but this will also have stat protections (nobody over 220 STR, AGI, or INT will be killed unless on the mismatch list) and a no kill list. If the officer is protected it will just be An Sha).
Artificial Intelligence + Charge Tactic (by MiDKnighT 2012)
This enhancement makes these changes:
– Enemies with INT > 180 should be complete bastards now as they should not re-use tactics that are already active… Difficulty should be higher against smart enemies.
– If Ce Mian/Thwart is already active, they won't run it again (unless negated or expired).
– If the good guys used Ce Mian, smart enemies (180+) with negate will only attack or attempt to Jie Ce/Negate.
– If Ji Mian/Evade is already active, they won't run it again (unless negated or expired).
– If Ji Rou/Guard is already active, they won't run it again (unless negated).
– If Wuo Jian/Douse is already active, they won't run it again (unless negated or canceled by Ce Mian/Thwart, Ji Mian/Evade, or Ji Rou/Guard).
– If Shui Jian/Levee is already active, they won't run it again (unless negated or canceled by Ce Mian/Thwart, Ji Mian/Evade, or Ji Rou/Guard).
– If Yi Xin/Doubt is already active vs one of your allies, they shouldn't try to doubt the same person.
– If Li Jian/Mislead is already active vs one of your allies, they shouldn't try to mislead the same person.
– If Qi Shou/Haste is already active for one of the bad guys, they won't run it again (unless negated).
– If Bei Ji/Zeal/Rally is already active, they won't run it again (unless negated).
– If Ce Mian/Thwart is used by an ally or enemy, it cancels Ji Mian/Evade, Ji Rou/Guard, Wuo Jian/Douse, Shui Jian/Levee, and Cheng Nei/Castle/Barrier
– If Ji Mian is used by an ally or enemy, it cancels Ce Mian/Thwart, Ji Rou/Guard, Wuo Jian/Douse, Shui Jian/Levee, and Cheng Nei/Castle/Barrier
– If Ji Rou/Guard is used by an ally or enemy, it cancels Ce Mian/Thwart, Ji Mian/Evade, Wuo Jian/Douse, Shui Jian/Levee, and Cheng Nei/Castle/Barrier
– Cheng Nei/Castle/Barrier effects added to Wuo Jian/Douse
– Cheng Nei/Castle/Barrier effects added to Shui Jian/Levee
– New tactic called "Charge" (power pill effects) to replace Cheng Nei
…Uses Cheng Nei's tactic slot.
…If "Charge" is used, the Cheng Nei status is *not* added.
…Still using Cheng Nei's success/fail code so INT does play a factor.
…Calls power pill code for a guaranteed critical hit then may hit again with a normal hit due to agility based attacks.
Enemy Profiles (by MiDKnighT 2012)
– Water tactic restriction is removed, you and the enemy can and will use water tactics anywhere.
– Choice between attack vs tactics is the same as before but once we decide to use a tactic we randomly pick between the 8 slots then the A.I. is applied. That is…unless an officer has a "profile".
– Enemy will not use heal unless they are at < 50% HP.
– You can assign "profiles" to different officers. There are up to 29 profiles available.
January 15, 2013 at 11:54 pm #44969sonic.penguin
ModeratorWish I could cast more than 1 vote in this cat… so many good ones!
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