Home › Forums › Destiny of an Emperor › [MOD] Destiny of an Emperor; Flames of Wu
Tagged: Destiny of an Emperor, Destiny of an Emperor Mods, Destiny of an Emperor roms, Destiny of an Emperor Sun Ce, Destiny of an Emperor Sun Quan, Destiny of an Emperor Wu, Flames of Wu mod, Gan Ning, Han Dang, Huang Gai, Lu Su, Lu Xun, Pang De, sonic.penguin, Sun Ce, Sun Jian, Sun Quan, Taishi Ci, Wu, Yuan Shu, Zhang Hong, Zhou Tai, Zhuge Ke
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May 22, 2012 at 7:26 pm #42737MiDKnighTModeratorQuote:Any ideas on how to simulate the Battle of Red Cliffs? Boats only came around on DOAE2 so gotta think of a way to do this. Atma, you're the master of GFX, lets hear something!
Atma had a couple of good ideas… Expanding on that…
1. Changing a tile(s) to look like a boat in the water is possible but we don't know if that will break anything else on the map. Guess you'd just have to try it.
2. Have your guys positioned on the south side of a river.
3. Perhaps use the battle in Gui Yang for red cliff battle. Here's how it would work. You get some clues from somewhere (maybe a villager) or someone telling you about the wind. Then maybe your party walks up to Zhuge Liang standing at the top of a town (Nan Yang?) and asks you about the wind. He says something like "the wind is currently blowing <direction>, should we attack now? If you choose the right time you fight Cao Cao and the game at full strength, if you choose wrong you start with diminished numbers.
Would be really cool to manipulate some events too. Like…a bridge shows up after the fight so you can invade North or something…
May 22, 2012 at 7:42 pm #42738DragonAtmaModeratorThe problem is that there's a limited number of tiles available per tileset. If all the tiles are in use, you'd have to replace one (or more) with boat tiles. Furthermore, you'd have to add in coding that removes the ships afterwards; after all, cao cao's huge fleet shouldn't still be there after chi bi!
That's why you probably should have a separate map (think dynasty warriors chi bi stage) for the ships, and, of course, nonmoving "townsmen" (fire graphics) sprinkled liberally XD
May 22, 2012 at 8:42 pm #42739DragonAtmaModeratorUPDATE: Go with something like this:
Presumably there's more ships, forces other than rebel force, and the upper right ship uses the throne room graphics on the inside.
And no, the second story spots would not be walkable; the bottom of the upper right gangplank would bring you back to Cao Cao's room.
May 23, 2012 at 2:17 am #42740cabalpapaParticipantAm I the only one who gets the impression that Atma could make an entire game using only paint programs? lol
May 23, 2012 at 2:20 am #42741sonic.penguinModeratorWow, did you import those into the game or is this a paint job? hehe, that sounds like a good idea but Im not familiar with working w/ cave graphic edits.
MidKnighT, I couldn't figure it out in the guide, but what address would I need to adjust to preload officer pack #4, essentially the first person you get after your starting 3?
May 23, 2012 at 4:17 am #42742DragonAtmaModeratorThat was made entirely with drawing programs; it has not been imported into the game.
May 23, 2012 at 10:42 am #42743sonic.penguinModeratorYeah, Atma is good at getting my hopes up and then dashing them :crybaby:
May 23, 2012 at 12:15 pm #42744DragonAtmaModeratorThis is Destiny Of An Emperor. This is not Destiny Of An Atma Who Makes Games And Lets Other People Take Credit For It. 8O
May 23, 2012 at 12:20 pm #42745MiDKnighTModeratorQuote:MidKnighT, I couldn't figure it out in the guide, but what address would I need to adjust to preload officer pack #4, essentially the first person you get after your starting 3?I don't think the game is set up to do that. When I found the packs there was only room for packs 1, 2, and 3. Anything more would require assembly hacking and space to put it somewhere (the latter being the hard part).
Probably the best solution is to put an extra item in pack 1, 2, or 3 to give to the 4th guy like the original game does with Liu Bei's dagger.
May 23, 2012 at 12:48 pm #42746sonic.penguinModeratorAh, I figured as much, thats alright. It won't be a deal breaker. Moving events around is proving quite interesting, after sleeping @ Chang An, I get the message for Sima Yi's thunder when the party wakes up in the inn XD
May 24, 2012 at 12:42 pm #42747sonic.penguinModeratorAm trying a different, more controlled, way to recruit officers, utilizing NPC's in towns for a majority of recruit events, BUT, its proving rather tricky…
I'm having disappearing townpeople quite often which requires two things to make them reappear.
1. The encounter and recruit boxes must both be unchecked.
2. If you start a new game, the old one MUST be deleted. Savestates retain those bad checks which make them disappear it seems.
May 24, 2012 at 5:05 pm #42748cabalpapaParticipantSonic, I'm taking all this in as mine is still under construction… anticipating seeing many of the same deals… I think I just have a very different building structure than you, which is expected. I will tell you now, though… that mine is featuring EXTENSIVE map changes. It has taken up a huge majority of my time… sometimes I love it, and sometimes I hate it.
May 24, 2012 at 5:31 pm #42749sonic.penguinModeratorawesome, looking forward to it. Over the past few mods, for me, I'm finding map changes are one of those things I tend to focus on now only when the need arises and I worry about extensive changes much later as I tend to make the changes as "realistic" looking as possible, not just dropping random mountains over to block progress as I feel it looks kind of tacky.
You'll have to give us some screen shots to keep everyone on their toes :)
May 24, 2012 at 8:11 pm #42750cabalpapaParticipantYeah, I will have to get some more of chapter 1 worked out on the playability end (the chapters have undergone some changes) and get a few quick spoilers up… soon =)
May 25, 2012 at 2:31 am #42751sonic.penguinModerator -
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