Home › Forums › Destiny of an Emperor › DoaE Artificial Intelligence Enhancements + New Tactics
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- This topic has 645 replies, 10 voices, and was last updated 4 years, 9 months ago by
MiDKnighT.
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September 5, 2012 at 10:13 pm #44350
sonic.penguin
ModeratorYeah it did, so far no issues that are breaking it atm and I'm glad I didn't just redo all this work for nothing. Rise of Ieyasu 2.0 should be ready for a testing pretty soon now that I'm about 3/4 of the way done retesting/rebalancing everything.
September 5, 2012 at 10:53 pm #44351sonic.penguin
ModeratorQuestion… any way we can have some tactics break through Thwart without cancelling it that are physical attacks such as Ambush and Charge? This way Thwart isn't so over-powered and only stoppable by negate? Maybe program that into the AI code as well, if Thwart is on, use ambush/charge/physical attacks or negate? Thwart has always just seemed so cheap and abusable.
September 5, 2012 at 10:57 pm #44352sonic.penguin
ModeratorHmm, I appear to have hit a snag. The game froze when I was using Defend…
September 5, 2012 at 11:45 pm #44353sonic.penguin
ModeratorOkay, there is some other bug I have and originally I thought it had to do w/ the 'all out' bug, but this one happens when using tactics. Will send you the current rom w/ savestate.
September 5, 2012 at 11:47 pm #44354sonic.penguin
ModeratorOkay, now I think I figured out why this bug is occurring, when the guy @ the bottom of the formation goes first, in this case Kanbei, the game freezes, but only when he goes first.
September 7, 2012 at 1:16 am #44355sonic.penguin
ModeratorYeah, for some reason, its always when the guy @ the bottom is going first it glitches up like crazy. Crud, I was almost finished editing Rise of Ieyasu, hope I don't have to redo it all
September 7, 2012 at 12:01 pm #44356MiDKnighT
ModeratorI doubt you'll need to. I'll look at it today.
September 7, 2012 at 8:46 pm #44357MiDKnighT
ModeratorIt's definitely another stack overflow and I've traced it. It's going to take a little time to track this down and find a fix though.
Good savestate! That helped a lot to trace it.
September 7, 2012 at 10:39 pm #44358sonic.penguin
ModeratorYeah, its easier to find especially once its narrowed down and you know what to look for. At times like this, I believe a Lu Buism would be appropriate: "You keep sending em', I'll keep knocking them down!"
September 8, 2012 at 12:44 am #44359sonic.penguin
ModeratorAlso, did you see that post about having Duel and Charge break through Thwart so as to not make Thwart so godly? or maybe a table where you can program tactics to not be "thwartable"
September 8, 2012 at 2:41 am #44360sonic.penguin
ModeratorAnother all-out bug, not sure if its part of the previous bug or not
September 23, 2012 at 1:39 am #44361sonic.penguin
ModeratorTactic Balancing Tips
Okay, so after re-making Rise of Lu Bu and Rise of Ieyasu, I've
gotten a lot more insight into tactic balancing. Some thoughts…
1. Introducing no-fail tactics too early causes too much
imbalancing, but can prove effective later on at a super high
tactic cost which leads me to my next thing…
2. Increasing the tactic pool. Since 255 is the max, and 8×30 =
240, but pushing it up to 9 would be 270, and if you advance to
level 52, you start re-learning tactics if your tactics are set up
in a way to learn tactics at level 2 since it overflows. Anyways,
the higher tactic pool allows for the new 'enhanced defend'
feature which I call 'focus' to not be so imbalancing throughout
the entirety of the game.
While effective early on and through the middle, high tactic cost
+ high tactic pool makes it less effective to sit there and
regenerate TP all battle long through the end-game battles.
In this case, increasing TP gains to vary 6-8 proves much more
useful and balancing with the new tactics. You could set it 6-9,
but then it MIGHT overflow if players got that random 1/16 EVERY
level which would start the TP pool back to 0.
3. Delaying the gaining of abusable tactics such as Mislead and
Zeal, and giving Doubt to lower INT officers, which I renamed
'Fear' or 'Terror'. In the original, players got Zeal so early,
it made every battle the same. Zeal, Thwart, Nuke or Powerpils.
4. Introduction of low level super-damage tactics. Low success,
high damage. Need I say more?
5. Single target tactics… while the idea is basic, high damage,
target 1, it proves mighty useless in most cases due to the
success of most tactics even when close in intelligence to other
officers. While it makes sense for tactics that cause auto-death
such as Ansha/Behead, it usually proves quite ineffective to put
officer turns into such a low pay off tactic unless the damage
output is either insane, tactic cost super low, or success
guaranteed, and if that is the case you should have other tactics
that are more suited for the job.
Thats about it for the time being, lots to digest…
September 25, 2012 at 1:41 am #44362sonic.penguin
Moderatorokay, so after more testing, I've finally got to a battle where I can reproduce this bug. Use the savestate #2 and keep reloading while going 'all out'. At times, your officer will 'bounce back' to their slot. Not sure it this permanently damages any game memory, but I have had it happen before from other officers I am going all out with who have the ability to duel which I believe is what is causing it.
September 25, 2012 at 1:41 am #44363sonic.penguin
ModeratorWill email you the file***
September 28, 2012 at 1:19 am #44364sonic.penguin
ModeratorOkay, so I was in a duel w/ Ma Chao in the YS mod, and after he kicked my a**, the game glitched and froze.
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