Home › Forums › Destiny of an Emperor › Ludmeister's Remix v2.0 Mod Released
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Zhuge Liang.
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January 24, 2012 at 12:05 am #41302
ludmeister
ParticipantAbsolutely. I'd be honored to playtest your mod! It looks awesome, and I can tell you've put a ton of work on it! :P
You are almost correct on the AGI jumping in later chapters for certain special officers. It is in Chapter 6 (Shu) that their AGI is slightly better than 2x what you assign for them in Destiny of an Editor. This value is re-set at the opening of every battle (and also takes into consideration who has Red Hare in their inventory).
The multi-strike algorithm never actually sets AGI again, but penalizes AGI on successive strikes kinda like this scenario which happens a lot in AD&D: your Mage gets targeted by a Will-based spell, and must make a saving throw to resist its effects. Your Mage happens to have a Will save bonus of +11, which means that ordinarily, the attacking spell caster needs to roll a 12 or better (greater than 11) to beat your Mage's resistance. But! For the sake of argument, the spell that was cast against your Mage is a particularly virulent one… it levies a penalty of 3 to the target's Will save, so your Mage has an "effective Will save bonus" of +8 (11 minus 3) against this particular spell.
What all this means is that an officer who is attempting to make a second agility-based attack makes this attempt as if they were an officer who had 60 less AGI, but making their first attack. It has no bearing on their actual AGI value. This was my chosen way of effectively capping the number of extra attacks that could be performed. I hope this helps a little bit…
When all else fails... manipulate the source code.
January 24, 2012 at 5:05 pm #41303sonic.penguin
ModeratorMaybe this is doing crazy stuff as I have combined the effects of Ambush + tactic changes+ Agility based attacks into a new tactic for my mod where officers pull between 5-10 attacks. I guess you'll be able to see what I mean shortly. Will try to have a beta by the weekend, stay tuned
April 19, 2012 at 2:26 am #41304sonic.penguin
ModeratorDouble post, whoops!
April 19, 2012 at 2:27 am #41305sonic.penguin
ModeratorQuestion for ya Lud as I have been tinkering with the code a bit more. I've noticed that when enemies use the Fu Bing tactic, their attack power can be increased by another officer using Bei Ji. Bei Ji is the tactic that replaces Fu Bing in the players tactic list HOWEVER using Bei Ji + Fu Bing = no effect when it comes to increasing damage.
I'm assuming this is because in the original code it replaced it so the developers didn't put anything into coding them used simultaneously, however, using your invidividual officer tactics code this is now a possibility. Think you can get a moment or two to drum up if there is a way to enhance the power of Fu Bing via Bei Ji or some other dmg modifier?
2nd question. Is there any difference in damage by labeling something as a "fire" tactic vs. no element? I noticed you did this in your mod and didnt know if it changed how damage was calculated
April 19, 2012 at 4:25 pm #41306MiDKnighT
ModeratorQuote:2nd question. Is there any difference in damage by labeling something as a "fire" tactic vs. no element? I noticed you did this in your mod and didnt know if it changed how damage was calculatedI think he did that because Wuo Jian or Shui Jian would have no effect on a non fire/water damage. Remember this table:
0x3bb7d-0x3bb9a- Elemental damage type (01- Fire, 02- Water)
01 01 01 01 01 02 02 02 02 02 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
As for damage remember this one?
check the arrays at $BB8B,Y and $BBAA,Y. Here is the info in them for reference:
Tactic ID = Tactic Name = Type of Tactic = Damage Potential.
01 = Lian Huo = Damage = 003C = 60
02 = Ye Huo = Damage = 008C = 140
03 = Yan Re = Damage = 00AA = 170
04 = Da Re = Damage = 0514 = 1300
05 = Huo Shen = Damage = 07D0 = 2000
06 = Shui Tu = Damage = 0064 = 100
07 = Shui Xing = Damage = 00A0 = 160
08 = Shui Lei = Damage = 00C8 = 200
09 = Hong Shui = Damage = 05DC = 1500
10 = Shui Long = Damage = 09C4 = 2500
So I think lud took away a couple of fire/water tactics, changed their name and damage potential, and marked them as "00" in the 0x3bb7d table as in non-fire non-water damage.
Was a great idea. Props to lud for coming up with that.
April 19, 2012 at 7:44 pm #41307sonic.penguin
ModeratorYeah, sounds about right except that Ji Rou halves everything >.>
What about that Bei Ji working w/ Fu Bing for allies like it works w/ enemies?
April 19, 2012 at 8:44 pm #41308sonic.penguin
ModeratorAh nevermind. I think I've got it. I think if you try and have both Fu Bing and Bei Ji available at the same time under the same officer just in different slots that somehow it doesnt function properly? Meh, maybe I just coded something in wrong :smoke:
April 20, 2012 at 1:06 am #41309shifter420
Participantawesome work man, this and ALL your projects
April 20, 2012 at 12:16 pm #41310MiDKnighT
ModeratorThat one would take some digging or maybe lud knows. My first order of business when I start digging into assembly again is to fix that raise thing.
April 20, 2012 at 12:17 pm #41311MiDKnighT
ModeratorThat would take some assembly digging unless lud or Meteorstrike knows right off. Once I get back into the assembly stuff my first order of business is to fix that raise thing.
May 22, 2012 at 4:25 pm #41312sonic.penguin
ModeratorWhat about changing the 'Castle' tactic to something more… useful? My idea was an auto-critical hit like a power pill. What do ya think?
May 22, 2012 at 4:51 pm #41313MiDKnighT
ModeratorDefinitely. My next order of business was to mess with tactics. The first thing I'd like to do is fix the A.I. so that the enemy doesn't keep using the same tactic that's already active.
May 22, 2012 at 5:04 pm #41314sonic.penguin
ModeratorActually, that is one of the big reasons I want to dump the Castle tactic, its just so cheap… Anyways, an advantage to using a tactic that is already up, however, is that if you Jie Ce it, they might put it up the same turn… granted, keeping them from constantly using those defense tactics would also make the AI much more brutal…
May 22, 2012 at 5:25 pm #41315MiDKnighT
ModeratorQuote:granted, keeping them from constantly using those defense tactics would also make the AI much more brutal…That's the goal…and I'm sure you'd exploit that to the max in your mods :) 5 guys with raise, hit like a truck, have deadly tactics, and never waste turns. Ouch.
May 22, 2012 at 5:27 pm #41316sonic.penguin
ModeratorBring it suckas! :unibrow:
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