Home › Forums › Destiny of an Emperor › DoaE modding requests
Tagged: Destiny of an Emperor, Destiny of an Emperor hacking, Destiny of an Emperor Mod, Destiny of an Emperor modding requests, Destiny of an Emperor Rom, DoaE hacking, Jin Xuan Mod, NES hacking requests, NES modding requests
- This topic has 12 replies, 4 voices, and was last updated 10 years, 7 months ago by sonic.penguin.
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August 30, 2013 at 6:49 pm #11204DragonAtmaModerator
Now, as most if not all of you know, I'm not good at programming. Oh, sure, I have *some* abilities, but when it coems to DoaE, you guys exceed me in pretty much everything programming-related. So, I have some questions (and I apologize if they were answered elsewhere only for me to miss it).
(1) Did we ever find where map permachanges are stored? IIRC, the following all occurred:
* Bridge appears from Wu to Shu (after beating Liu Zhang)
* Wu river dries up (saltpeter + deadwood)
* Bridge to Luoyang appears (late in the final chapter)
* Fence appears behind Luoyang (late in final chapter)
It'd be nice to be able to move them as we wish.
(2) We've got sixteen chapters, up from 8. Any chance of giving rebel/bandit/pirate/brigand forces sixteen chapter values instead of eight? (but see question 6 below)
(3) Any chance of adding in more type of generics? Having only four feels somewhat…. disappointing. (but again, see question 6 below)
(4) Any chance of having officers show up in more than one chapter? Then, we could (for example) have 8000-soldier Huang Gai in Early Wu, 12,000-soldier Lu Xun in Late Wu, and 10,000-solder Lu Meng in both.
(5) What's the exact formula for Vit boosts to AC?
(6) Finally, is anyone up for adding in mix-and-match generics to really diversify them? The way I see it, we can have an adjective and a noun for every generic. For example:
Adjectives:
* Minor
* Green
* Untested
* Overrated
* Arrogant
* Desperate
* Brash
* Cowardly
Nouns:
* Officer
* Advisor
* General
* Rebel
* Noble
* Bandit
* Turban
* Brigand
* Pirate
Then, for example, instead of a battle with four Bandit Forces, we'd have a battle with (say) Minor General, Brash Officer, Cowardly Noble, and Desperate Officer. it's not perfect, but it sure beats seeing the same four generics show up again and again!
Presumably, stats would be added for both halves, with a random 0-39 (or, if it's more convenient, 0-31) to every stat. So if Desperate is 20/50/40 str/agi/int and Officer is 50/50/20, then Desperate Officer is between 70/100/60 and 109/139/99.
EDIT: Even if nonprogrammers arrive here, feel free to give comments and suggestions!
August 30, 2013 at 10:31 pm #45820unfyModeratorAll of the above requests will be implemented in the soon to be released Jin Xuan mod by DA!
August 30, 2013 at 10:48 pm #45821DragonAtmaModeratorBut only if someone who can program helps me out.
August 31, 2013 at 1:40 am #45822sonic.penguinModeratorQuote:What's the exact formula for Vit boosts to AC?let x = STR/2 + INT/4 + AGI/4
Base AC = x * 3 * level / 256, capped at 100
I personally feel that it is not a good formula as it seems almost EVERY officer I have gets the max base AC of 100. I personally feel VIT should be only based on STR and AGI and that adding in INT borks it up and makes high INT officers too godly by giving them overcharged stats unless they only have like 20 STR. They already get tactic protection just by having high INT so I dont' think they're deserving of base AC bumps that include INT as well. STR guys have no tactic defense (or at least balanced ones don't) so they need the high muscles (VIT) or in special cases of unique officers, you can always overwrite the formula by making your own value for godly officers like Zhuge Liang, Zhang Liao, Zhao Yun, etc.
Quote:(1) Did we ever find where map permachanges are stored? IIRC, the following all occurred:* Bridge appears from Wu to Shu (after beating Liu Zhang)
* Wu river dries up (saltpeter + deadwood)
* Bridge to Luoyang appears (late in the final chapter)
* Fence appears behind Luoyang (late in final chapter)
Sadly no, I would rather find the tile info first so damage tiles can be added to the main map. :unibrow:
Quote:Any chance of adding in more type of generics? Having only four feels somewhat…. disappointingI think being able to add another force is a great idea. I've attempted, somewhat poorly, to do this by adding the Shan Yue Force, Tribal Force, Yellow Turban, the evil Scarve Wizard (which everyone hated) or Wu Pirates but they only come in 1's when encountered on the field but I can use 3 or 4 as fillers in boss battles to conserve officer space but still pack a punch.
Quote:* Officer* Advisor
* General
* Rebel
* Noble
* Bandit
* Turban
* Brigand
* Pirate
Hmm, okay, let me give a few adjectives from ROTK 11: Timid, Cool, Bold, Reckless
and here are some officer types you may enjoy:
* Insurgent
* Zealot
* Priest
* Monk
* Guard
* Apostle
* Anklespanker
* Berserker
I see what you mean though by having a "generic" battle with diverse enemies but not the tough officer music going with it because 1 officer is a tough guy.
August 31, 2013 at 3:05 am #45823DragonAtmaModerator[Sophistry] Sai Weng lost his horse, but it came back!
…RoTK11 was enjoyable; the dueling and debates were fun, yet I preferred the rotk10's dueling and debating…
Anyway, I can come up with more adjectives and nouns for random generics. It'd probably be best to give people a choice to limit them to certain chapters. ____ General would be every chapter, but ____ Turban would only be chapter 1!
As for vit defense, cutoff is 171; 171+ vit = 100 vit-defense, 170+ vit = 99 vit-defense. Keep in mind that we also have armor and helmet, so changing the vit-defense formula is recommended. My suggestion? Just before applying damage, multiply it by ((256-(vit/4))/256) — so it'd block between 0 and 25% of all damage.
(7) IIRC the formula for AC was that it multiplied battle damage by (256-ac)/256 — which would mean that early armor had little effect. And now that we have vit boosting AC even more, it's conceivable that the last armor upgrade would outright halve (!) damage.
So it may be best to subtract defense from damage after dividing (so 1000 vs unarmored unit does 372 damage to a 128-ac unit), giving even early armor a use.
(8) Since we don't have strengths and weaknesses like in FF games, I stand by my statement that there should be a better way to differentiate fire tactics from water tactics — such as having all fire tactics be one-target and all water tactics being all-target. But if we do that, then it would be best to remove the "must be near water" requirement. Even if we don't do that, giving people a chance to change the distance needed to water would be useful for some modders.Already there!-=-=-
Rememebr, this topoic isn't just for my requests; everyone else who wants something like this is free to ask for them! (probably best to pick up where I left off, so your first request would be (9) unless I think up something else before then)
September 7, 2013 at 7:09 pm #45827MiDKnighTModeratorUnfortunately I can't really look at any new stuff until I take care of the existing bugs.
Maybe we can twist ludmeister or meteorstrike's arm to take a look before then.
September 7, 2013 at 7:42 pm #45828sonic.penguinModeratorI do like the bug prioritizing list as it helps to put things all in one spot. There seems to be a number of issues that have crept up over time with the new code and such. I think I remember Niahak working that expanded billeting functionality but I don't know what address that was even pointing to or whether or not it was an array.
Anyways, yeah, I would agree that above all of those issues, fixing that last office freeze bug is priority, and for some reason I'm thinking it was introduced around the time of the dueling tactic when issues were being had with going all-out. Maybe I could look back in my previous versions of ROLB from two years ago and see if I can trace when the bug first started occurring.
September 7, 2013 at 7:53 pm #45829sonic.penguinModeratorNo issues in the 8/25/2012 version or ROLB or anything before that. Let me check the Rise of Ieyasu files…
September 8, 2013 at 9:45 am #45830DragonAtmaModerator(9) We've always used six slots for portraits thanks to generics….
…but now that we have room for 340 portraits (despite only having 256 officers!), we can give every single officer a unique portrait, even a jiu-drinking souse (stingy oafs…). As such, that'll open up five new slots for data for every officer in the game, and we can put aaaaaanything we want there, from their birthday to their favorite pony.
September 8, 2013 at 10:07 am #45831DragonAtmaModeratorOh, I should point out that although most of these are optional (but range from useful to awesome), #1 (bridge movement) and #8 (water tactics anywhere) WILL be necessary for the Jin Xuan mod.
#4 (multi-chapter officers) and #6 (mix-and-match generics) are also highly recommended. The longer chapters need some splitting (imagine bumping into vanilla DoaE's 15,000-soldier Taishi Ci or 12,000-soldier Lu Xun in your first Wu fight!), and surely I'm not the only one sick of seeing YET ANOTHER rebel force!
September 8, 2013 at 2:10 pm #45832sonic.penguinModeratorQuote:#8 (water tactics anywhere)you can already do this (See Below)
I actually substituted Water for Wind in Rise of Ieyasu and Water for Lightning in Rise of Lu Bu and Flames of Wu
— Enemy Profiles (Which tactics they are likely to use)
Credit: MiDKnighT
Features:
– 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. To assign a profile:
0x7A400-0x7A4FF is where you assign a profile to an officer. If Guan Yu's general ID is A9 you would assign his profile at 0x7A4A9 (last 2 numbers = general ID). If Lu Bu's general ID is C0 you would assign his profile at 0x7A4C0 (last 2 numbers = general ID). The profiles are:
00 = default (normal/random DOAE behavior)
01-1D = Custom profile
You set the attack/tactics for each profile at:
Profile Number – Location
01 – 0x7A510-0x7A51F
02 – 0x7A520-0x7A52F
03 – 0x7A530-0x7A53F
04 – 0x7A540-0x7A54F
05 – 0x7A550-0x7A55F
06 – 0x7A560-0x7A56F
07 – 0x7A570-0x7A57F
etc…
A profile would look like this:
FF FF FF FF 00 00 00 01 01 01 02 03 04 05 06 07
FF = attack and all the other numbers = tactic slot number.
With a profile like this, this officer will attack 1/4th of the time (4/16), he will use the tactic in slot 00 or 01 18.5% of the time (3/16) or will use a tactic in slot 02, 03, 04, 05, 06, or 07 6% of the time each (1/16).
As you can see with this system different officers can have unique personalities. You might have an officer that favors duel, favors attack, favors attack tactics, favors healing, etc… There are tons of possibilities for different personality types.
Changes:
0x4020: 96 (150 INT)
0x40DE: 96 (150 INT)
0x4030: 4C9081
0x4050: EBA678BD00624C9A81
0x4060: C910B0034CF091
0x41A0:
AC2362C00EEAEA4CB081A678A9009DD0
614C0080000000000000000000000000
AC2362C001F0034CC0814CC091000000
AC2762C001F0034C50804CC091000000
0x51D0:
20E691A900A008BDD865E888C900D005
4C008010F4A678BDD061C900D0034CA8
434C00800000A6788AE9050A0A0AAA60
0x5200:
C90AB0034C0080A67820D0888A0A0AAA
BD6161C900D0034C20924A85B3BDD160
C5B3B0034C00804CA883000000000000
BD60614A85B3BDD0604C109200000000
0x59A0:
A678BDAA60AAA91E2082C420F099A91E
2082C420F099A91E2082C40000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
A678203BDFA206600000000000000000
0x39EC6: 01->FF
0x3A6FA: A91E2082C4
0x3A7C0:
F4C6F410F0A678C6F3A5F39DE461E005
0x3A7FF: 2002A9EA
0x3A8F0:
AD290F85F3A5B6C901F021A678BDAA60
65AE65AF65ADE5AC4A4A4A4A4A85F4EA
EAEAEAEAEAEAEAEAEAEAEAEAA90085B6
85B785B8200CDFA90885F3BEA065BDA1
0x3A90F: 4C0CA9A91E2082C460
0x3A944: 12->FF
0x783BF:
A5AD0A0A18A678E0099004A20986784CDFA6
0x79990:
0000000000000000000000A9012082C4
000000000000A9012082C44CFAA6A901
2082C44CEAA600000000004C40A70000
0x799B0:
2082C44CEAA60000000000BA86BFE010
B0034C96A8E07090034C96A84C40A700
0x7A6E0:
000000000000000000000000000000A9
0E2082C4000000000000A90E2082C44C
8B990000000000000000BDF0A3C900D0
034C9699180A0A0A0A85B7A9A59002A9
A685B8A5B7E90F85B7A8A90185B6A5AD
65AE65AF4A4A4A4AA8B1B7C9079007A9
0085F34C9E9985F44C9E990000000000
A90E2082C40000000000000000000000
0x7A8A6: A90E2082C4
0x7A910:
0000A90E2082C4A578C90AB002E678A6
784C02A9000000000000000000000000
September 8, 2013 at 7:55 pm #45833DragonAtmaModeratorAha! Then I missed that. Thank you!
September 8, 2013 at 8:18 pm #45834sonic.penguinModeratorNo problem. Wait til' you get the bill… :mrgreen:
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