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- This topic has 534 replies, 19 voices, and was last updated 9 years, 5 months ago by
Meng Da.
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October 10, 2011 at 7:01 pm #38945
Lord Yuan Shu
KeymasterQuote:Try Chen Deng or Mi Zhu again.Yea true, I suppose the 170 range for INT naturally has Mislead too. But they also have Tong Xian instead of Yin Xian (a borderline cheap healing tactic for that part of that game, fully healing everyone). Plus Mi Zhe / Chen Deng don't have Ji Rou, another essential tactic for staying alive. I need to find a tactician like Ma Liang in the ~210 range that has Yin Xian, Hong Shui, Ji Rou, Yi Xin and Li Jian.
But anyway, just took out Chang Sha. Wei Yan 2200 soldiers 236 str 170 int, this should be good to have. Not sure I'll even use Huang Zhong, at least not yet – 5 person party of Wei Yan Zhang Fei Guan Yu Zhao Yun and Xu Shu (been having a 5 person party since I got Xu Shu so he can be tactician and in battle at the same time).
Nice route on the way to Chang Sha. Wacky looking bridge.
The portraits look fine. Yan Liang and Ji Ling were some memorable ones. Some of them look slightly un-natural but they're unique at least.
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Huo Hu's Adventure started Destiny of an Emperor hackingOctober 10, 2011 at 7:28 pm #38946sonic.penguin
ModeratorQuote:Yea true, I suppose the 170 range for INT naturally has Mislead too. But they also have Tong Xian instead of Yin Xian (a borderline cheap healing tactic for that part of that game, fully healing everyone). Plus Mi Zhe / Chen Deng don't have Ji Rou, another essential tactic for staying alive. I need to find a tactician like Ma Liang in the ~210 range that has Yin Xian, Hong Shui, Ji Rou, Yi Xin and Li Jian.But having a tactic like Recover + Mislead + Guard would make you undefeatable at that point of the game.
Quote:But anyway, just took out Chang Sha. Wei Yan 2200 soldiers 236 str 170 int, this should be good to have. Not sure I'll even use Huang Zhong, at least not yet – 5 person party of Wei Yan Zhang Fei Guan Yu Zhao Yun and Xu Shu (been having a 5 person party since I got Xu Shu so he can be tactician and in battle at the same time).Maybe, but Huang Zhong got a stat boost to make him less likely to get riffed at first chance.
Good idea with Xu Shu, I actually did this myself and while it is perhaps putting your eggs into 1 basket, these are some of the things I wanted people to get out of this mod, that there are many ways to make a party.
Quote:Nice route on the way to Chang Sha. Wacky looking bridge.Been trying to utilize more of the map. SO much of the map you never even see.
Quote:The portraits look fine. Yan Liang and Ji Ling were some memorable ones. Some of them look slightly un-natural but they're unique at least.Yeah, I know its not perfect, but I tried to make officers that the player will probably recruit or see a lot/are somehow significant more interesting.
October 10, 2011 at 7:49 pm #38947sonic.penguin
ModeratorUpdated Link again* Fixed a major spoiler + Some wierd text changes (stupid Gongsun Yue messing up the game):S
October 10, 2011 at 7:51 pm #38948Lord Yuan Shu
KeymasterQuote:But having a tactic like Recover + Mislead + Guard would make you undefeatable at that point of the game.True, but after going through a tough stretch for a while I don't mind an easy one (Jing Zhou is almost always laughably easy with the tactics you get and the Swords).
Quote:Good idea with Xu Shu, I actually did this myself and while it is perhaps putting your eggs into 1 basket, these are some of the things I wanted people to get out of this mod, that there are many ways to make a party.I almost always go with the 5 person party if the tactician is quality. Xu Shu is like 175 STR 240 INT so he's gotta be in the battle (not to mention his agility is super high and he is the only one who consistently goes before Lu Bu, so I can get Yi Xin off).
Quote:Been trying to utilize more of the map. SO much of the map you never even see.Yea I think about all the spots that you never have to go to, like west of Wu Ling, west of Chang Sha, west of Fu Shui castle, etc. The new maps really take the game to a new level.
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Huo Hu's Adventure started Destiny of an Emperor hackingOctober 10, 2011 at 8:04 pm #38949sonic.penguin
ModeratorQuote:The new maps really take the game to a new level.Yeah, but really easy to screw up something. Especially since Niahak is still adjusting the editor. Its actually a real pain to make sure everything is lined up to make things accessible.
I'm debating on making a bridge from above Lui Kui's fort straight to the gate before Cheng Du. Granted your chances of winning are like -47, but I also don't know how this would affect the castles before it… might have to test that in my next run through.
Hehe, found another bug and updated again. Phew, most of them are text changes due to officer name changes, its really helpful sometimes, but most often it screws things up royally
I also checked on adjusting those algorithms, I think the page in the posts got deleted
October 10, 2011 at 8:19 pm #38950MiDKnighT
ModeratorQuote:I think a better idea than Lu Bu and others one-hit killing you all the time is to play with the damage / critical hit algorithms so that perhaps Lu Bu lands more critical hits (instead of one shotting you EVERY time). Then there will be some randomness and not a guaranteed one-hit kill every time. For more info on the damage calculation see:http://www.gamefaqs.com/boards/563402-destiny-of-an-emperor/44112071?page=1
More on this. this is from Meteorstrike's Gamefaqs post:
Quote:Now pick a random number between 0 and 255, and if the number is greater than or equal to 240, this is an excellent blow, so damage potential is 51. Otherwise, pick a random number between 0 and 15, and use this number to extract the damage potential from an array. The end resulting damage potential will be one of the following:51 = 1 in 16 chance, excellent blow. Otherwise, damage potential is one of the following 3 values:
20 = 2 in 16 chance
23 = 6 in 16 chance
25 = 8 in 16 chance
I found the table that has the 20, 23, and 25 in it (14, 17, and 19 in hex). It works the same way as that tactic MP gain table and lives at 0x39948:
14 17 17 17 19 19 19 19 19 19 19 19 17 17 17 14
I'll have to find that 240/51 value for the critical hit. Would likely need to use a debugger to trap it.
October 10, 2011 at 8:32 pm #38951sonic.penguin
Moderator
Revenge. These guys were looking at you like you look at like a dog looks at bacon ;P
October 10, 2011 at 8:36 pm #38952sonic.penguin
ModeratorQuote:More on this. this is from Meteorstrike's Gamefaqs post:Now pick a random number between 0 and 255, and if the number is greater than or equal to 240, this is an excellent blow, so damage potential is 51. Otherwise, pick a random number between 0 and 15, and use this number to extract the damage potential from an array. The end resulting damage potential will be one of the following:
51 = 1 in 16 chance, excellent blow. Otherwise, damage potential is one of the following 3 values:
20 = 2 in 16 chance
23 = 6 in 16 chance
25 = 8 in 16 chance
I found the table that has the 20, 23, and 25 in it (14, 17, and 19 in hex). It works the same way as that tactic MP gain table and lives at 0x39948:
14 17 17 17 19 19 19 19 19 19 19 19 17 17 17 14
I'll have to find that 240/51 value for the critical hit. Would likely need to use a debugger to trap it.
Wouldn't this adversely affect the rest of the game though? Particlarly at the end of the game where everyone has 200+ AP? Wouldn't endgame evemies be crushing you then by always critting?
BTW, who the heck is Kenji?
October 10, 2011 at 9:06 pm #38953MiDKnighT
ModeratorQuote:Wouldn't this adversely affect the rest of the game though? Particlarly at the end of the game where everyone has 200+ AP? Wouldn't endgame evemies be crushing you then by always critting?It would affect every battle in the game. I just think if you randomized the attacks more then your uber bad guys could one-hit kill you some of the time, not all the time. Of course you would also get the same benefit of having the occasional strong attack. I'm interested in figuring out the critical hit part further so I can use it in my mod(s).
October 10, 2011 at 9:22 pm #38954sonic.penguin
Moderator14 17 17 17 19 19 19 19 19 19 19 19 17 17 17 14
So to increase the possibiltiy of critting, you would change these anywhere from 0-99? aka up to 63 in hex?
Also I wasnt sure exactly what to do still when Niahak mentioned changing item prices. Does the price come BEFORE or AFTER the Item #. And are those item #'s the hex numbers? I think I'm still confused on how you are searching DOAE tables from Niahak. I have been searching through the hex strings box by box in section 2FAF0 and cant seem to figure out how prices work there and where the items are other than in 390BD. X_x
October 10, 2011 at 9:28 pm #38955MiDKnighT
ModeratorQuote:14 17 17 17 19 19 19 19 19 19 19 19 17 17 17 14So to increase the possibiltiy of critting, you would change these anywhere from 0-99? aka up to 63 in hex?
No those are the normal attacks. The critical hit is figured out before we get to that point. I don't know how to change the critical hit (yet) but if you change those values you would affect normal attacks.
63 is probably too high. I'd go for more variable hits at first like changing:
14 17 17 17 19 19 19 19 19 19 19 19 17 17 17 14
to
12 14 16 17 17 1F 21 27 30 21 1F 17 17 16 14 12
or play around with it… In the above you'd have some shots to do some major damage (27 or 30) if the dice rolled your way. The equivalent of a critical hit is "33" (51 in decimal) which is coded somewhere else.
October 10, 2011 at 10:09 pm #38956MiDKnighT
ModeratorI found it! At 0x39933 there is a value of "F0" which is 240 in decimal. Lower this number and the chance of a critical hit increases for both sides.
Currently there is a 15/255 (or about a 1 in 17) chance of scoring a critical hit with "F0". Lower this to say… E1 (225) and you've just doubled your chance of a critical hit. For both you and the bad guy.
Just for testing purposes if you set it to 00 then every hit will be a critical hit.
October 10, 2011 at 10:38 pm #38957MiDKnighT
ModeratorI also wanted to say, checked page 1 of this thread again and your portraits are looking good! Good job on that! If you change the battle/critical hit algorithm I might have to start this over from the beginning and give it another whirl.
October 10, 2011 at 10:46 pm #38958sonic.penguin
ModeratorAlso, tried upping attack dmg ratio to 1F aka 31 and you really start getting wild ranges of dmg. Changing them too drastically might really unbalance a game when Zhang Jiao pulls a crazy 250pts of dmg on a normal hit >_>
Will look into the crit code as well and play with it.
October 10, 2011 at 10:50 pm #38959sonic.penguin
ModeratorQuote:I also wanted to say, checked page 1 of this thread again and your portraits are looking good! Good job on that! If you change the battle/critical hit algorithm I might have to start this over from the beginning and give it another whirl.Got some new ones too, maybe I will add a few more
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