Home › Forums › Destiny of an Emperor › [MOD] Destiny of an Emperor Rise of Ieyasu 2.0
Tagged: Destiny of an Emperor Mods, Ieyasu, sonic.penguin
- This topic has 401 replies, 18 voices, and was last updated 3 years, 7 months ago by
MiDKnighT.
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June 26, 2012 at 2:48 am #41993
ZyloWolfBane
ParticipantWell having gone through the Lu Bu mod I'm already in the mindset of buffing and then praying for a good tactic success rotation, though in this mod theres been one simple rule…..TADAKATSU SMASH!!!!!!
Hes so beast, gave him a steed and the best weapon for my area and watch him go nuts after a vigor buff.
Guard as an endgame tactic wouldnt be too bad to get used to, it would force people to make groups that focus on having at least two people with high AGI and reasonable INT to make sure you get your team ready in the first round, which is what I typically try to do with my teams :D
Difficulty for the sake of difficulty is annoying, but difficulty that forces you to think? Thats fun as hell. :thumright:
Mitsuhide down, onward to victory!
June 26, 2012 at 1:46 pm #41994MiDKnighT
ModeratorQuote:Yeah, the life-bugginess is kind of annoying, but meh, it gives you a chance to breathe I guess?It's not a bug. A bug is when something unexpected happens that the developer doesn't anticipate. I knew that raise could be cast when nobody was dead. But then again the game already waste a bunch of turns casting tactics that don't need to be cast. So when I do the A.I. stuff the goal will be zero wasted turns by the bad guys.
June 26, 2012 at 2:30 pm #41995sonic.penguin
ModeratorAh, well, its a good one whatever it's called, as the positives certainly outweigh the negatives :)
Quote:Difficulty for the sake of difficulty is annoying, but difficulty that forces you to think? Thats fun as hell.Hopefully it is not presenting too much of a challenge,but still enjoyable and fresh
June 26, 2012 at 2:50 pm #41996MiDKnighT
ModeratorHey sonic, I'm thinking of starting the A.I. stuff soon but no promises… But I have an idea and wanted to see what you think. We still have one extra bit in each general's profiles. The first one we are using for the portrait banks. I'm thinking the 2nd one could be the general's "personality". I'm thinking to start I leave everybody's personality the same (ie…they still waste turns) but if a bit is set in their profile, they will not waste turns. That will make it so that we don't break ROMs if we start using this feature right away. So we could make it so that only bosses and super smart guys do not waste turns at first. That would be phase 1 of the A.I. Phase 2 would be to add more personalities eventually using this infrastructure. I'm thinking personalities like "Warrior" (favors attacking over tactics), "Defensive" (favors healing and defensive tactics), and "Tactician" (favors tactics over attacking). Then phase 3 would be to add the ultimate personality "Strategic". This is for the Zhuge Liangs and Sima Yi's of the world. "Strategic" would analyze the current battle conditions and make a decision on what the best course of action is. This would be very tough to program but could evolve and get better over time. Imagine a "smart" enemy. Yikes!
June 26, 2012 at 3:40 pm #41997sonic.penguin
ModeratorI like the idea, it sounds interesting as for as coding goes and hopefully it would be manageable…
Warrior doesnt sound like a personality type though, I'd probably go with something like
"Aggressive" or like ROTK "Reckless"-Attacks mostly
"Fool" Makes random decisions.
"Patient"-Uses Tactics
"Strategic"- Like you said, kind of best of everything, ZGL, SimaYi, Cao Cao, etc
June 26, 2012 at 3:52 pm #41998sonic.penguin
ModeratorWait a sec, now that I just thought about it, I'm thinking of something better…
Ludeisters Tactic code allows for personalized Tactics based on officer intelligence, which, now that I've played w/ it the past few months, allows you to really limit some officers Tactics ie: Xu Zhu has like 3 he can use, ZGL is all 8 + powerful. Here is what I would consider doing…
Right now the game is really Random w/ tactics and their success rates. Sometimes ZGL fails on guys with 100 int as you know…
So rather than changing tactic use frequency which can already be manipulated, why not have that be an indicator of 'Success' in tactic use?
June 26, 2012 at 3:57 pm #41999MiDKnighT
ModeratorQuote:"Fool" Makes random decisions.Isn't this every enemy general right now? :D
June 26, 2012 at 3:58 pm #42000MiDKnighT
ModeratorAlso the success/fail stuff is a whole different code area.
June 26, 2012 at 4:18 pm #42001sonic.penguin
ModeratorYeah, I hear it… maybe if you could find out that success/fail chart, probably like the level up chart or something?
Quote:Isn't this every enemy general right now? :DHeh, yeah, I see what you mean in terms of tactic use, but then again, "programming" an officer to use a set line of tactics might reduce the randomness if you know they are going to use the same "perfect" line of tactics wouldn't it? It's still a good idea though, and maybe there is a way to prevent them from using the same tactic over and over like buff's?
I was thinking in terms of this… if you had a low int officer, but their personality was "Cunning", they could use a low string of tactics but still have a high frequency of success! or even someone really smart you can program to have low success even with good tactics IE; Ma Su might rank in the Fool category.
Here is something I played with to balance things out. Giving "Ansha/Behead" to low int officers just to make it more balanced, granted, I never knew Zhuge Liang to ride out and take heads anyways, only the brutes. Graned, that ALMOST gimps the tactic to be usable on officers of low INT since it would never work on high INT officesr. Granted, if I could adjust the "personality" of Guan Yu to "Strategic" that would make his tactics always successful despite his INT… make sense? Keep in mind, Lud's code can "limit" officers on what tactics they can use, but again, we still have them multi-buffing and/or ressing…
This is just random for example
Tactic Success based on personality (not INT as previous)
Fool= 20%
Aggressive= 40%
Cunning= 65%
Strategic= 90%
Of couse they would have to be hexed based math formulas out of 255 so 230/255 would be strategic, etc…
We can always give someone 255 INT and set their tactics to "None" in DOAEditor, making them an essential pure warrior.
June 26, 2012 at 4:24 pm #42002MiDKnighT
ModeratorQuote:Here is something I played with to balance things out. Giving "Ansha/Behead" to low int officers just to make it more balancedMan…I was thinking of doing the exact same thing. And renaming Ansha/Behead to "Duel" where the caster (a warrior) would challenge the opposing officer to a duel. The hard part would be the caster dying if the opponent accepted the duel and the caster didn't succeed.
Let me lay it out further what I was thinking:
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– Higher STR, lower INT guys could learn "Duel" (An Sha).
– When casting duel, if the target has higher INT and lower STR they will not accept the duel.
– If the target has higher STR and lower INT they are more likely to accept the duel.
– If the duel is accepted there is a calculation based on STR, AGI, and randomness that affects the outcome of the duel. But maybe not completely random as might have to add some things to avoid save state cheating.
– Whoever loses the duel dies.
Yes I have a big imagination and yes, this is probably biting off more than I can chew without Meteorstrike or Lud's help.
June 26, 2012 at 4:35 pm #42003sonic.penguin
ModeratorWell I have made a few new tactics based off of this concept while I was revamping the Rise of Lu Bu mod. I have a tactic called "Destroy" which can clip off a good 20,000 troops from multiple people, but with Lud's tactic code I was able to limit it to a certain "range" of officer INT, IE: Lu Bu Int only had it accessible when I adjusted it for level learned + tactic priority. That way it was a SUPER tactic, but success was limited b/c of INT. Same thing with Behead, Slayer, and Musou (Bushido) in this mod.
The duel idea is cool too, but again, if you set up that "personality" system, then it would rely more on their bit set for personality + random rather than pure "stat" based?
Sound awfully complicated… but maybe stats would be easier
June 26, 2012 at 4:38 pm #42004MiDKnighT
ModeratorQuote:Sound awfully complicated… but maybe stats would be easierYa if this was basic or C code it would be a lot easier. But with 6502 assembly it's a nightmare.
June 26, 2012 at 5:01 pm #42005ZyloWolfBane
ParticipantHehe, yeah destroy kinda broke the game.
On a good rotation with zeal Lu Bu was one shotting generals from 24K health and more.
June 26, 2012 at 7:59 pm #42006ZyloWolfBane
ParticipantSorry for the double post, the forum has an aversion to letting me edit posts lately lol.
So far the only real difficulty I've even had with this mod is how often I've gotten lost because the map changes have me going to the wrong places alot.
I'm supposed to be fighting the Mori invasion, I went to Harima and Yamazaki and picked up the two generals but I cant find where I'm supposed to go fight. :retard:
EDIT-Yay edit worked this time! I think I have an idea now, didnt think I'd be going back to the beginning zones for this.
June 26, 2012 at 8:41 pm #42007sonic.penguin
ModeratorQuote:Hehe, yeah destroy kinda broke the game.On a good rotation with zeal Lu Bu was one shotting generals from 24K health and more.
Well I introduced this for one good reason, Lu Bu became obsolete later in the game due to the uberness of all the other generals. Granted, if you don't use savestates on losing battles it's not as reliable :unibrow:
yeah, things are changed up quite a bit and you'll have to work around some of the stuff, paying close attention to clues given by characters.
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