Home › Forums › Destiny of an Emperor › 8 New Tactics
- This topic has 14 replies, 4 voices, and was last updated 4 years, 9 months ago by
The Dust Gamer.
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AuthorPosts
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July 6, 2021 at 9:17 am #54768
MiDKnighT
ModeratorYa… I started playing with adding new features again. Adding tactics is relatively safe though as long I don’t mess with the normal game engine much. It’s mostly new tactic code. The main thing with the new tactics is adding new elementals. Originally there was only fire and water. Now there is:
01 – Fire
02 – Water
04 – Lightning
08 – Wind
10 – Arrows
20 – Traps
40 – Earth
80 – Physical DamageSo with those we can add new defensive tactics as well.
New Tactics (modified or added):
11 – Protect – Now covers fire, water, lightning, wind, castle (meant for certain high level characters)
3D-46 Expanded Heal Tactics – Now works
47 – Halt (Doubt2) – moved and tested
48 – Chaos (Mislead2) – moved and tested
49 – Haste2 – moved and tested
4A – Destroy (AnSha2) – moved and tested
4B – Rally2 – moved and tested
4C – Ambush2 – moved and tested
53 – Kill – storyline event – auto kill someone
54 – Kill All – storyline event – auto kill everyone
55 – Retreat – Attempt to retreat
56 – XRetreat (Auto Succeed)
57 – Cover (protect against lightning)
58 – Pray (protect against wind)
59 – Shields (protect against arrows)
5A – Vigilance (protect against traps and earth)New Tactic Text
Tactic – Bank – Line
Cover – 10 – 20
Pray – 10 – 21
Shields – 10 – 22
Vigilance – 10 – 23Debug DoaEditor that supports the new elemental types:
https://www.4shared.com/zip/AIqPTXfUea/DoaEditor_r59_NewElem.htmlHex changes:
0x4274: “0E” –> “3E” (protect now covers fire, water, castle, lightning, wind)
0x5900: 10A93A2082C4 (jump off point)
0x38D1D: “1D” –> “47”
0x3BB60: (allows expanded heal tactics to work – moving haste2, etc… code
B0034CEABAEAEAEAEAEAEAEAEAEAEAEA
EAEAEAC049D00A9838E931854DA84CF2Default tactic attributes (tactics 50-5A):
0xE8450: 494918585848D0C4C4C498 (tactic attributes)
0xE8550: 101010AABE5A7832323232 (stat level needed)
0xE8650: 0303030303030303030303 (slot)
0xE8750: 0101010101010101010101 (priority)
0xE8850: 0101011E32040504040404 (tactic cost)
0xE8950: 0000008000000000000000 (how to target)
0xE8A50: 0000000080000000000000 (target all?)0xE9900: (halve damage if appropriate defensive tactic is in use)
000000000000A67AA44DBD22622901F0
0DB9F08A2980F006461266116610BD22
622910F00DB9F08A2904F00646126611
6610BD22622920F00DB9F08A2908F006
461266116610BD22622940F00DB9F08A
2910F006461266116610BD22622980F0
14B9F08A2920D007BD22622940F00D46
1266116610EAEAEAEAEAEAEAEAEAEAEA
EAEAEAEAEAEAEAEAEAEAEAA93B2082C40xEC3B0: (jump off point)
0000000000000000000000A9012082C40xED8D0: (jump off point)
00000000000000000000A90E2082C4000xED990: 4CCA98 (jump off point)
0xEDFE0: (jump off point)
00000000000000000000000000A90E20
82C400000000000000000000000000000xEFA90: (jump off point)
0000000000000000A90E2082C40000000xEFB10: (jump off point)
0000A90E2082C400000000000000A90E
2082C4000000000000000000000000000xEFD10: (new tactic code)
D0034CEDBAC053D00BA91A854D4C88BA
EAEAEAEAC054D00BA91A854D4C88BAEA
EAEAEAC04AD00BA91A854D4CAB83EAEA
EAEAC03D901AC046B0164C7EB9EAEAEA
EAEAEAEAEAEAEAEAEAEAEAEAEAEAEAEA
C047D00A9838E931854DA84C0EBBC048
D00A9838E931854DA84C0EBBC049D00A
9838E931854DA84C0EBBC04AD00A9838
E931854DA84C0EBBC04BD00A9838E931
854DA84C0EBBC04CD00A9838E931854D
A84C0EBBC055D008EAEAEAEAEA4CDD9F
C056D008EAEAEAEAEA4CDD9FC057D02C
A200A54AC907B001E8BD226209109D22
622070BBC000D0034CCBB9A92AE001F0
02A9148514A90A85154C8AA1C058D02C
A200A54AC907B001E8BD226209209D22
622070BBC000D0034CCBB9A92AE001F0
02A9158514A90A85154C8AA1C059D02C
A200A54AC907B001E8BD226209409D22
622070BBC000D0034CCBB9A92AE001F0
02A9168514A90A85154C8AA1C05AD02C
A200A54AC907B001E8BD226209809D22
622070BBC000D0034CCBB9A92AE001F0
02A9178514A90A85154C8AA14C02BB000xF8740 (Defaut tactic names)
761A383B3BFF00000000000000000000 (Kill)
761A383B3B0A103B3BFF000000000000 (Kill All)
7A21342F2D34302FFF00000000000000 (Retreat)
7A2721342F2D34302F0AFF0000000000 (XRetreat)
58123E65342DFF000000000000000000 (Cover)
0E1F2D3068FF00000000000000000000 (Pray)
58223738343B332EFF00000000000000 (Shields)
7A253836383B303D3234FF0000000000 (Vigilance)July 6, 2021 at 9:21 am #54769Lord Yuan Shu
KeymasterNice, some added elements with protections too. Good to see you back doing some more great things for the DoaE universe. Mislead2, Doubt2, etc – that just means those tactics work on all enemies at once?
Welcome to Lord Yuan Shu Walkthrough Guides ·
Huo Hu's Adventure started Destiny of an Emperor hackingJuly 6, 2021 at 9:59 am #54770MiDKnighT
ModeratorNice, some added elements with protections too. Good to see you back doing some more great things for the DoaE universe. Mislead2, Doubt2, etc – that just means those tactics work on all enemies at once?
Yes you can have a single target version or a nasty target all version for special enemies.
The new elements are designed to add more strategy and unique areas based on enemy. So perhaps in the mountains of Shu there are lots of earth attacks and a need for someone with “Vigilance” or in Wu you might have more enemies using water or wind attacks, etc… My idea here is that this makes Protect a powerful end game kind of ability and that up until that point you have to find an officer with the appropriate defense for the area you are in.
July 6, 2021 at 10:05 am #54772Boneduke
ParticipantNice! Can’t wait to leverage these and see them in action. I’m still in spreadsheet planning mode :)
July 6, 2021 at 10:21 am #54774MiDKnighT
ModeratorI forgot to mention that for “80 – Physical Damage” Guard protects against that (along with normal physical attacks).
I would also like to add weapon AP to the damage formula for “80 – Physical Damage”. Ie… if you have a physical attack tactic for some kind of warrior class then if you upgrade their weapon it upgrades the tactic damage as well.
July 6, 2021 at 5:31 pm #54778Boneduke
ParticipantI would also like to add weapon AP to the damage formula for “80 – Physical Damage”. Ie… if you have a physical attack tactic for some kind of warrior class then if you upgrade their weapon it upgrades the tactic damage as well.
Yeah this was always one of my beefs with physical attack tactics. I can see that Fire, Water etc tactics should not be impacted by 1) weapon AP and 2) soldier count. But tactics like, in my mod, “Chop”, “Cleave” etc. It always seemed kind of lame when a general was down to like 10 soldiers and then he hit you with a physical attack that wiped out 2500. I mean, unless he was Guan Yu of course, then its ok… but yeah in my mind physical dmg tactics should have a huge modifier based on weapon AP and soldier count. Elemental tactics not so much
July 9, 2021 at 8:49 am #54796The Dust Gamer
ParticipantGreat jobs, MiDKnight. More enhancements to tactics are good. When making mod with these enhancements, we need a great and smooth plan as well.
if you have a physical attack tactic for some kind of warrior class then if you upgrade their weapon it upgrades the tactic damage as well.
Is this associated to weapon damage as well???
There is more dust, than anything in the world!
July 10, 2021 at 10:37 am #54803MiDKnighT
ModeratorHad to fix some things with the new tactic code. Updated the wiki page:
http://doaerhguide.wikidot.com/destiny-of-an-emperor-rh-guide-page-2#toc14
Changes:
0xEFD10: (new tactic code – updated)
D0034CEDBAC053D00BA91A854D4C88BA
EAEAEAEAC054D00BA91A854D4C88BAEA
EAEAEAC04AD00BA91A854D4CAB83EAEA
EAEAC03D901AC046B0164C7EB9EAEAEA
EAEAEAEAEAEAEAEAEAEAEAEAEAEAEAEA
C047D00A9838E931854DA84C0EBBC048
D00A9838E931854DA84C0EBBC049D00A
9838E931854DA84C0EBBC04AD00A9838
E931854DA84C0EBBC04BD00A9838E931
854DA84C0EBBC04CD00A9838E931854D
A84C0EBBC055D008EAEAEAEAEA4CDD9F
C056D008EAEAEAEAEA4CDD9FC057D02C
A200A54AC907B001E8BD226209109D22
622070BBC000D0034CCBB9A92AE001F0
02A9208514A90A85154C8AA1C058D02C
A200A54AC907B001E8BD226209209D22
622070BBC000D0034CCBB9A92AE001F0
02A9218514A90A85154C8AA1C059D02C
A200A54AC907B001E8BD226209409D22
622070BBC000D0034CCBB9A92AE001F0
02A9228514A90A85154C8AA1C05AD02C
A200A54AC907B001E8BD226209809D22
622070BBC000D0034CCBB9A92AE001F0
02A9238514A90A85154C8AA14C02BB00Protect A.I. fix:
0x4090:
034CA88398C911D022A8AD2262293EC9
0090034CA883AD2462C900F0034CA883Guard and Protect no longer mutually exclusive (they were overwriting other statuses):
0x4220:
C010D00F205083C000D0034C95832078
83EAEAC013D015A900CACA9D2062E8E80x4270: 4C9583208183EAEA
0x4380:
A678A5F39DE46160BD206209019D2062
60BD2062093E9D206260000000000000A.I. changes for these tactics:
0xF01B0:
AD22622908C900F0034CA88398C957D0
0EA8AD22622910C900F0034CA88398C9
58D00EA8AD22622920C900F0034CA883
98C959D00EA8AD22622940C900F0034C
A88398C95AD00EA8AD22622980C900F0
034CA883984C9082July 10, 2021 at 1:32 pm #54804The Dust Gamer
ParticipantIs they have a damage animation too? I asking about earth, arrows.
There is more dust, than anything in the world!
July 10, 2021 at 3:26 pm #54809MiDKnighT
ModeratorIs they have a damage animation too? I asking about earth, arrows.
No but I can look into that.
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This reply was modified 4 years, 9 months ago by
MiDKnighT.
July 10, 2021 at 3:27 pm #54810MiDKnighT
ModeratorOK finished this new feature:
AP adding to physical tactics:
When you classify a tactic as physical damage, an AP bonus will be added to the damage. So if the officer gets a better weapon, physical tactic damage will increase.
How much? It’s customizable. By default I have it adding AP/4 every other level gained. So if an officer has a weapon with AP 20 at level 12 it will add 5 damage every 2 levels or 30 damage total to the attack.
Here’s a better layout:
AP – AP/4 – Level – Level/2 – Damage Added
20 5 12 6 30 (5*6)
40 10 12 6 60 (10*6)
20 5 24 12 60 (5*12)
40 10 24 12 120 (10*12)You can change the AP/4 calculation with the values at 0x7A777: 4A4AEAEA
Add full AP every 2 levels: EAEAEAEA
Add AP/2 every 2 levels: 4AEAEAEA
Add AP/4 every 2 levels (default): 4A4AEAEA
Add AP/8 every 2 levels: 4A4A4AEA
Add AP/16 every 2 levels: 4A4A4A4AFor the non assembly people 4A = divide by 2 and EA = no operation (do nothing)
Here’s the full code changes:
EDIT: I changed it as 0x6670 was overwriting sprites!
0x56E0:
60A9392082C44C0F97000000000000000x5710
BDA67820C0964A4A4A4A85BE4CD196600x5820 (add AP bonus):
4A6A85BE681865BE9003205097186503
9003205097EAEAEAEAEAEAEAEAEAEAEA0x7A670 (find AP value and divide it):
4A4A4A4A856E6000A9392082C4203BDF
B9C060A8B930864A4AEAEA8503A44D4C
68A600000000000000000000000000000xE56E0 (jump off point):
00A9012082C44C68A6000000000000000xE6670 (jump off point):
0000000000000000A91E2082C44CD1960xE97E0 (do not add AP if not a physical tactic):
B9F08A2980C980F004A90085036000000xE9880 (old jump off point):
306420D0974CE0970000000000000000Added to RH guide:
http://doaerhguide.wikidot.com/destiny-of-an-emperor-rh-guide-page-2#toc10-
This reply was modified 4 years, 9 months ago by
MiDKnighT. Reason: Removed 6670 jump off as this is a sprite area
July 11, 2021 at 12:26 pm #54813The Dust Gamer
ParticipantDid you attached this changes to doaeditor and ips patch 1.3? The bug of ips patch 1.3 which you search and everywhere gives everything doesn’t fixed when i recently applied it.
There is more dust, than anything in the world!
July 11, 2021 at 12:28 pm #54814The Dust Gamer
ParticipantIs there some easy way to learn about 6502 assembly and doaengine? If there, i quickly learn when i am free in time
There is more dust, than anything in the world!
July 11, 2021 at 2:26 pm #54819MiDKnighT
ModeratorDid you attached this changes to doaeditor and ips patch 1.3? The bug of ips patch 1.3 which you search and everywhere gives everything doesn’t fixed when i recently applied it.
No not yet. It’s on my to do list. For now just copy the hex changes from the bug thread.
Is there some easy way to learn about 6502 assembly and doaengine? If there, i quickly learn when i am free in time
I learned it although I’m not an expert. It wasn’t easy. Helps to have programming experience.
July 12, 2021 at 12:30 am #54821The Dust Gamer
ParticipantFor now just copy the hex changes from the bug thread.
Ok, thanks :)
There is more dust, than anything in the world!
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