Home › Forums › Destiny of an Emperor › New Mod: Hero of Chaos (Cao Cao Mod)
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January 15, 2014 at 3:04 pm #52942MiDKnighTModerator
Found a bug. Changed a tactic on page 2 to Lian Huo and when exported it reverted it back to (None)
I do this without thinking about it but I should mention, I think you need to tab to another box for the tactic to save. That’s where the saving routine kicks in. Ie…set the tactic on page 2 to Lian Huo then move to another box then export.
January 15, 2014 at 3:13 pm #52943sonic.penguinModeratorNope, still erases it even after going to another tab.
On another note, just successfully upgraded portraits and sprites and now editing some basic officer data.January 15, 2014 at 3:16 pm #52944MiDKnighTModeratorOn another note, just successfully upgraded portraits and sprites and now editing some basic officer data.
Wow that was fast. I guess you’ve done this a few times.
I was going to say it would be good to keep a version with just the cosmetic changes for James but IPS 1.3 is going to change so much other stuff as well it would need balancing and all that.
January 15, 2014 at 3:29 pm #52947sonic.penguinModeratorYeah, already working on that. First I’m resetting all the borked up agility stats and overpowered officers like Zhuge Liang and his 180 STR :P
Here is the thing, officers that grow are going to have prematurely low stats since some are based on agility. So in the long run, the stats that depend on agility will grow over time as well.
January 15, 2014 at 3:50 pm #52948sonic.penguinModeratorWow that was fast. I guess you’ve done this a few times.
I was going to say it would be good to keep a version with just the cosmetic changes for James but IPS 1.3 is going to change so much other stuff as well it would need balancing and all that.
What I meant was that I added it to the ROM, but still am picking out portraits for each officer, changing sprites and fixing officer stats.
The new agility based attacks will definitely break this ROM. So many officers have out of this world agility and they are all so overpowered that one guy would wipe out the player party solo. It’s going to need a lot of work with more than just that, but I still do my best to retain a lot of the original writing with some new elements (aka Huang Gai betrayal being one)
January 15, 2014 at 3:59 pm #52949MiDKnighTModeratorIt’s going to need a lot of work with more than just that, but I still do my best to retain a lot of the original writing with some new elements (aka Huang Gai betrayal being one)
That will be uber cool.
January 15, 2014 at 4:12 pm #52950sonic.penguinModeratorKeep in mind, it’ll still probably be a year to create and get everything up to speed. I’ll try and get this preliminary work out of the way in the next few weeks and just post a few screenshots of officers to give people an idea of what the officers from a 1.3 version will look like.
January 15, 2014 at 4:34 pm #52952sonic.penguinModeratorOne thing I’m not going to use is the stat-based tactic system. It’s a great thing to have when applying a patch when you’re not going to modifying anything, but I like to create officers that are specialized but still get the good toys that they may not be qualified for similar to how my other mods are. It’s more work, but it pays off
January 15, 2014 at 8:09 pm #52953sonic.penguinModeratorDisplayed AC (because of Base AC) is wrapping around to 255 and back down again… grrr, I would make the AC changes BUT changing the AC in DOAEditor does not change the displayed AC. I noticed that for weapons you had actual damage and displayed AC, but you don’t for armor… Here are the values I will use for each so it doesn’t wrap around and maxes out at 250 (leave 255 for enemies you want to have 1 damage on) you can put them in a new IPS for the displayed AC:
Robe 5
Leather 10
Padded 20
Ring M 30
Chain M 40
Splint M 60
Plate M 75Bandana 5
Cap 10
Hood 20
Wood H 30
Copper H 40
Bronze H 50
Iron H 60
Steel H 75Also, major inflation in the game, best armor gonna cost around 60 G’s :P
Would be nice to have a tab to update food too…. :D- This reply was modified 10 years, 4 months ago by sonic.penguin.
January 15, 2014 at 8:37 pm #52955MiDKnighTModeratorThe AC thing is from Lud’s base AC enhancement. He put a formula in the guide similar to the numbers u came up with.
- This reply was modified 10 years, 4 months ago by MiDKnighT.
January 15, 2014 at 8:38 pm #52956sonic.penguinModeratorOkay, so my guys are level 52, Zeal has a priority of 5 in slot 6, and a priority 2 tactic is trumping it (duel), same thing for Raise (priority 4), it is getting trumped by Life (priority 3) even though the priority is higher and they’re both INT based >_>
Haste, in slot 5 is also trumping Mislead which has a higher priority as well… So the issues I’m having are with Mislead, Raise, and Zeal… I’m assuming this might also affect the additional tactics but I’m not sure yet. I emailed you the current ROM.Looking at this also, I’m hoping Base A.C. can be drawn simply from STR because using INT as an enhancer just gives any guy with 200 INT a full base even if their STR is marginal. It would make things a lot more balanced between fighters and strategists. These are my thoughts on the breakdowns
STR 220+ = 100 Base AC Max
STR 200-219 = 80 Base AC MaxAnything less should drop dramatically:
STR 170-199 = 50 Base AC Max
STR 120 = 25 Base AC Max
STR <120 = 0-25 MaxOn another note, having each officer with their own classes is going to create a few issues:
1. Having enough available weapons, but this can be solved by using more which I think is available.
2. Spreading the weapons out to each shop.
3: Every time you billet someone, does the weapon de-equip if they cannot natively use it?
4. You're going to have to have a pack mule just to carry different types of weapons....January 16, 2014 at 7:44 am #52962MiDKnighTModeratorI think Base AC uses STR and VIT if I remember correctly.
I’ll look into that bug today.
January 16, 2014 at 7:49 am #52963sonic.penguinModeratorAh yes, vitality would make sense wouldn’t it? Doh! Well if that is the case, I’m going to have to tone down a lot of officers STR and VIT, but the biggest issue was those tactics not working and the displayed AC in DOAEditor.
Also, I like the calculator for damage in DOAEditor now, but how about one for Base AC in the officer section, this way you aren’t guessing what it will be like in game?
January 16, 2014 at 8:15 am #52964MiDKnighTModeratorThe Base AC calculator is a good idea. Of course, I’d have to dig into lud’s formula again to make the DoaEditor calc accurate.
First priority is the tactic learning bug though. I got your save state. Man those portraits and profiles look great! James’ historical info/text + IPS 1.3 features + your portraits, map editing, balance, etc… is gonna make this quite possibly the best mod ever! I’ll check your save state and trace the learning thing.
Disappointed you aren’t using the stat based tactics. They will all be INT based? Without other stats you’ll be missing out on making some characters unique. For example I envisioned “Scout” would be AGI and INT based. And you could do a lot of stat based stuff with the new damage tactics.
- This reply was modified 10 years, 4 months ago by MiDKnighT.
January 16, 2014 at 8:58 am #52966sonic.penguinModeratorAlright alright, I’ll check into it then and see if I can create more functionality. The current setup which is entirely INT based is tiered by INT. For example:
<50 INT = Carnage (for beasts like tigers)
<100 INT = Duel + Carnage (for brutes)
<145 INT = Basic physical damage tactics
<175 INT = Basic physical damage tactics + Weak Auto Damage + Guard
<199 INT = Basic physical damage tactics + Strong Auto Damage + Guard
<210 INT = Basic physical damage + Basic Healing + Best Terror capability + Protect
<219 INT = Strongest physical damage + Wanfu Healing + Evade
<253 INT = Moderate elemental damage + Wanfu Healing + Evade + Zeal
<255 INT = High Elemental Damage + Miracle + Chaos + Ultimate Auto Damage + Zeal -
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