Home › Forums › Destiny of an Emperor › Liu Biao mod underway!
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cabalpapa.
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May 16, 2012 at 3:37 pm #42291
DragonAtma
ModeratorAlthough he gave land to them, he was still in charge of all of Jingzhou.
As for his lack of actions, keep in mind that they still remember the warring states period. Whereas Qin -> Han, West Han -> Xin, and Xin -> East Han were all quick transitions, things fell apart in 189. My guess is that Liu Biao correctly predicted that things would solidify into multiple states, but didn't realize that both Yuan Shao's heirs and his heirs would screw up so badly.
May 16, 2012 at 3:48 pm #42292cabalpapa
ParticipantWell, the main point that Liu Biao did wrong, is that he thought he could effectively stay neutral and be left out of things. He misjudged Cao Cao's ambition (didn't everybody?), and thus waited so long that he was no longer able to challenge the threats from the North. He was also known to be a bit cautious and suspicious of his followers, and didn't hesitate to get rid of people if he suspected treachery. Mi Heng was sent to him and lasted what? About a week?
May 16, 2012 at 3:49 pm #42293cabalpapa
ParticipantI made a very ultimate decision in this mod last night as to the end portions of this game that should be completely new compared to anything we have seen thus far. The bad side is that it is going to take more balancing and time than anything we have seen thus far in that department, lol…
May 16, 2012 at 4:13 pm #42294DragonAtma
ModeratorMi Heng would have gotten killed eventually; Liu Biao knew that he was popular, though, so he had the sense to send him off to someone else.
As for staying neutral, it may've worked if Yuan Shao's sons stayed united or Liu Cong had a backbone or Liu Qi's succession wasn't tampered with.
May 16, 2012 at 5:03 pm #42295sonic.penguin
ModeratorWasnt Mi Heng just a smart guy with a tell-it-how-it-is attitude? I think thats what got him into the bad graces of someone.
May 16, 2012 at 5:07 pm #42296cabalpapa
ParticipantAccording to what many of Liu Biao's advisor's believed, relations with Yuan Shao were cooling, mainly due to Liu Biao's inaction during Guan Du. Promising to send reinforcements and then not sending a single man is not the way to keep alliances. Thus, even with a unified Yuan Family, e would have likely had seen too much aggression from the north, no matter who was leading the army (Yuan Shao was known to be a bit ambitious himself). As for his sons, Liu Cong met with the only decision that was apparent to him at the time (of course, he had trusted advisors only feeding him one option), and Liu Qi got a very short end of a very short stick.
May 16, 2012 at 5:40 pm #42297sonic.penguin
ModeratorWhat would be cool then, would be a Jin Xuan mod, conquerer of the world…. <whacks self in the head>
May 17, 2012 at 6:46 am #42298cabalpapa
ParticipantSonic, I have a really big question for you… I thought I had something figured out, but it turns out that I don't. I was trying to have (spoiler alert…………………………………….) enemy generals that leveled. However, it seems that each enemy general might have a fixed level. To test this, I set Zhang Liang in an expanded/patched but otherwise unchanged version of the mod to have a few various leveling structures, and then faced him at different levels… he stayed at the same army count. (Interestingly, some of the army counts were huge at whatever level he is at, but still low on some of the old fashioned scale [121 on MC's, 195 on ZY's, yet almost 5k on 200high]. Is there a way to execute this thought or am I back a couple steps? Maybe Niahak knows, or midknight.
May 17, 2012 at 12:45 pm #42299sonic.penguin
ModeratorNo, they don't level up w/ your levels. Changing the leveling scheme to one of the others doesnt do anything except give you a fixed amount, BUT, here is a little secret… there is a scheme that is 150 and will be @ the very top of your list in doaeditor. It is different from the normal 150. By giving officers the 150 scheme, their soldier counts WILL actually vary like the rebel forces. I usually do this for a unique but still generic force. If you play the Rise of Ieyasu mod, you will see I did this with the chapter 1 rifle forces.
May 17, 2012 at 2:41 pm #42300DragonAtma
ModeratorI tried that, cabal; it doesn't work. :(
EDIT: I mean soldier-ups for everyone, not soldierups just for the 150 at the start.
May 17, 2012 at 3:38 pm #42301cabalpapa
ParticipantSonic, how aggressively does it vary? Rebel force level of troops?
May 17, 2012 at 5:04 pm #42302sonic.penguin
ModeratorWell, the regular rebel/bandit/pirate/brigand troops can vary depending on how you set them, found in the romhacking guide. You can change those formulas. As far as the forces you set @ 150 that I was talking about above, those vary between 120-180 on a normal, untouched setting, they don't seem to change with the chapter.
May 17, 2012 at 9:11 pm #42303cabalpapa
ParticipantHmmm, I guess I will have some other options to handle, but I intend to still have this be very different than things we might have now. Like George Harrison sang… it's gonna take time! lol
May 18, 2012 at 6:33 am #42304cabalpapa
ParticipantOk, I am having my first (of likely many) stumbling blocks with hex editing. I think once I get the hang of it, I can pick it up. I am trying to move warps around so that exiting Lou Sang village puts me to where I have it put on the map. DoaEditor isn't giving me information that seems to coincide with the hex editor, and thus I don't know what to change the entrance warp (or is that even what I need?) to. Sigh, this is a steep learning curve for me, but once I get going, I should learn quickly. Any help?
May 18, 2012 at 12:10 pm #42305sonic.penguin
ModeratorTwo things:
1. First, you can move the entrance warps in DOAEditor, just right click on them, but with houses, make sure you put the warp on the left side of the house, otherwise you will have entrance issues.
2. A majority of towns don't use the EXACT coordinates found in the Debug Menu/Hex Editor of FCE Emulator at 00060. For example, Yang Zhou is @ the actual location 01 0A 01 OD, however, you will not find it in the hex as such. You will actually find it at address 1C4BD as C1 0A 01 0D. Notice how the first value is changed from 01-> C1? The letter in front , usually A, C, D, or F determines the vertical value + the direction they are facing when they exit some places. So when looking up town/cave exit points, they will always have the SAME last 3 values, but the first one MAY change. The usually appear a few values AFTER the entrance address. Caves and will probably be the most tricky, but Lou Sang Village actually has multiple towns we've found, but it also serves as a revive town early on, so there is a number of values that need to be edited.
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