Home › Forums › Other Video Games › untitled rotk2 remake
Tagged: Romance of the Three Kingdoms, Romance of the Three Kingdoms 2, Romance of the Three Kingdoms II, rotk2
- This topic has 333 replies, 11 voices, and was last updated 10 years ago by unfy.
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November 6, 2011 at 10:18 pm #5247unfyModerator
Figured I'd go ahead and get first post going here.
I've been leaving things ugly and working on general functionality of many things. Been busy with real life as well… and got side tracked with some DoE mods…
Done:
* basic stats (str/int/chr/name) for 450ish generals
* starting provincial data for scenario 1
** ruler, generals, loyalties
** population, gold, rice, horses
** soldier counts, arms, training
* clicking on provinces brings up info about the province
* generic general list thing
** sort by diff stuff, keeps governor at the top
** select / deselect
** already-been-used-this-month flags
** paginate with lots of generals to view
* basic provincial combat maps
** tiles for all 41 provinces laid out
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To do's:
* fill in the rest of the generals stuffs
** date of birth
** expected lifetime
** affiliation info (shu/wu/wei/etc)
** personality thing (ie: betrayal gene kinda thing)
** regions to start their 'free general search' locations
** add all kinds of extra generals that might be missing
* spawn points for the provincial combat maps
** hard coded ?
** dynamic ?
* formulas for everything
* i've got a sound guy, should eventually pick up an artist
* figure out how wanna do the GUI for the province screen
* general portraits would be nice to have
** don't care to borrow those really, but as a first step might do so
* improve general selection screen as seen fit
* AI
changes from rotk2 planned:
* pick the order you do stuff in which province, go back and forth between provinces, etc.
* changes to provinces should happen after your turn is over so as to not abuse the system
** eventually, i wouldn't mind a "everyone does their plotting, then it all resolves at end of month" kind of thing. ie: you try to recruit General Woo but he got rewarded that month, so the new loyalty is also accounted for etc (this is a bitch to setup correctly prolly tho)
* specify the path messengers / etc take along the world map
* recruiting a general from a foreign province is done via the 'view other province' stuff.
** in the original, if you knew just a little about the province, you could possibly gather more info about it via the different 'sort' things from the recruit screen (ie: cheater!)
* when picking people to do a task, having the advisor or something else give you a current running guess of the outcome of the action based on resources you've put into it
** removes some of the guess work involved
* possibly fielding more ppl in combat
** we're gonna have a lot more generals, being able to get more than 5 offensive guys in there would be handy
** be able to attack from multiple provinces simultaneously would be handy
** specify all of the attacks and then at end of the month the battles ensue ?
* i'd like to see intelligence or charm have more use in combat
** more ploys ?
** something more than just 'fire' for smarty pants
* combat:bribe RNG stuff has got to be updated / fixed / changed
* combat:wind be more consistent rather than completely random
so much more, but this is a decent start
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edit 1:
* combat: bring back the rotk1 naval flag ? requires only 3 movement to do water instead of 5 ?
edit 2:
* being able to view ANY combat map for free during province screens
edit 3:
* it adds complication so i'll prolly refuse, but being able to spend in game money to edit the combat map might be neat (more forts etc)
* combat: return of the attacking army's rice pot ?
* combat: maybe determine how many units you can field based off of the van's str/int scores or something ?
November 6, 2011 at 10:24 pm #40712sonic.penguinModeratorQuote:I've been leaving things ugly and working on general functionality of many things. Been busy with real life as well… and got side tracked with some DoE mods…haha, but thanks so much for giving it a whirl and providing me with some invaluable feedback.
November 6, 2011 at 10:33 pm #40713DragonAtmaModeratorGood! I started work on documenting RoTK2 details not that long ago…
See http://www.gamefaqs.com/boards/588628-romance-of-the-three-kingdoms-ii/60392257 and http://www.gamefaqs.com/boards/588628-romance-of-the-three-kingdoms-ii/60385988 for my data.
Also paths are picked randomly from all the shortest paths (by number of provinces). It doesn't prioritize paths that stay in your territory or at least avoid the territory of hostile rivals.
Advisors need to be tinkered with; right now, they're just as likely to give correct
advice for trying to recruit 100 loyalty Guan Yu as they are for trying to recruit 60 loyalty Lu Bu.
And yeah, allowing ten attacking officers should be fine. AI also needs to pick officers better; right now it ignores war ability, so (if all else is equal) they're just as like to send out 11-war Yin Mo as 99-war Zhao Yun.
November 6, 2011 at 10:51 pm #40714unfyModeratorpenguin: bwahahahahaha!
da: i'll have to give it a look for sure, tnx.
note that this isn't an NES rom kind of thing any of like that – it's a from scratch thing with me writing all of the code :). straight up pc/linux/osx and eventual ios target … soooo…. i'm not bound by any of the NES / original limitations and such. i've got close to 20 years of coding experience… so… i can't imagine there being much in the way of limitations.
i'm still mostly getting a lot of base line stuff filled in / proof of concept-ed. then glue those parts together for an actual game.
the battle combat maps are prolly next on the todo list. means writing an editor and all of that.
November 6, 2011 at 10:57 pm #40715DragonAtmaModeratorTrue! But the URLs given show where in the SNES version lots and lots of data is held…
November 6, 2011 at 11:15 pm #40716NiahakModeratorAwesome, I was hoping to see more on this project!
Quote:i've got close to 20 years of coding experience… so… i can't imagine there being much in the way of limitations.I would imagine not! I only have a few years of professional experience, but if you need anyone to bounce implementation ideas off of, let me know. An RTK construction kit's been on my mind for some time. :)
A project like this is much, much harder than a tinkering tool like DoaEd, so you have my respect and admiration for taking it on.
If you're targeting so many platforms – what language are you using? My first guess would be Java.
November 6, 2011 at 11:27 pm #40717unfyModeratorre: language
actually, after re-inventing the wheel countless times (c/asm across a half dozen platforms over the years), i decided to try out glbasic. tried it, bought the pro version fairly quickly due to how polished it seems and such. also, with the pro version you can inline / embed C directly… and since i'm a C monger … <3
glbasic is… a fairly straight forward basic. doesn't really attempt to do GUI stuff so it's not a VB clone or anything. it preprocesses the glbasic source into C++ code, and compiles the C++ code.
if i didn't do glbasic, it would have been C with SDL (which i have plenty of experience with).
i was going to eventually ask what language ya wrote the doe editor in….
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this isn't so much of a construction kit, although it shouldn't be too difficult to modularize it. was prolly gonna end up doing a RPN calculator / interpreter for all of the formulas so they could just be seen in plain text and easy to fiddle with. that would just leave the main china map as the only non-user editable resource currently prolly.
November 6, 2011 at 11:42 pm #40718DragonAtmaModeratorWhy leave the china map uneditable?
November 6, 2011 at 11:49 pm #40719unfyModeratorQuote:Why leave the china map uneditablemostly due to how it's generated and such. took rotk2 map, blanked the insides, filled them with varying shades of blue (1 = province1, 2 = province 2, etc)… loaded that graphic up, grab each pixel, whatever it's blue value is which province it belongs to… thus…. pixel perfect clickable map. saved the pixel->province array to a file as the click map.
if i made this a separate tool it'd be easy to make it editable i suppose. not been a priority :)
currently trying to figure out how i wanna grab each combat map. prolly just control a couple rulers and march around the map engaging in combat…. with editor open at same time.
November 7, 2011 at 12:25 am #40720DragonAtmaModeratorI actually did some rotk2 map examining not that long ago; basically the game uses a flood fill (with the family patterns) for each non-empty province, only it'll fill EVERYTHING except black. Your method is probably better, though, as it'll have no trouble making (say) both halves of Michigan considered the same territory.
November 7, 2011 at 2:04 am #40721unfyModeratorprovince combat screen editor written o/
now to just go through the 40some provinces… :/
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actually it goes pretty fast, no complaints.
November 7, 2011 at 3:55 pm #40722sonic.penguinModeratorQuote:i'm still mostly getting a lot of base line stuff filled in / proof of concept-ed. then glue those parts together for an actual game.Concept and implementation really takes a lot of the hard, noggin-splitting work but is a MAJORITY of the reason people play roms of 20 year old games. New graphics and stuff are cool, but great gameplay/story makes or breaks a game. Again, awesome graphics but boring game is why we still play DOAE vs. newer stuff.
Good luck with this project unfy :LiuBei:
November 10, 2011 at 6:13 am #40723unfyModeratorprovincial combat maps created
dunno if want placement options to be hard coded or dynamic. not too important atm.
not sure what i want to tackle next
November 10, 2011 at 6:49 am #40724DragonAtmaModeratorI've noticed that some provicnes are totally hosed searchwise. In scenario 1, for example, province 24 (Wang Lang's homeland) has 23 officer scheduled to show up there (and, therefore, 21 officers can be searched for over over time), whereas province 28 has only four officers scheduled to be there, so searching is always pointless!
While dynamic coding may be useful (such as, say, having Sun Quan, Liu Shan, etc. eventually show up in provinces their parent was in if said parent dies earlier), we should consider an option to promote wimpy, faceless mooks with random names. Yeah, many of them would have awful stats (think Genghis Khan II), but presumably it'd (1) be better than nothing and (2) may occasionally give people that were passed over historically or gameically (such as He Qi, who conquered more land than anyone else in RoTK2, yet never even shows up in the game!)
November 10, 2011 at 1:06 pm #40725NiahakModeratorQuote:re: languageI've never been able to get the hang of C (only ever used in one class for college, and the prof was the worst slacker in the room so we never learned much). I've worked with it a little, and anyone who sticks with it has my respect :-) Basic I've done a bit more with, it's not a bad language at all.
Quote:i was going to eventually ask what language ya wrote the doe editor in….It's all in C#. I didn't want to mess with all the winforms stuff, so I used built-in designers to do the heavy lifting there.
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