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
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unfy.
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June 17, 2012 at 12:01 am #40771
sonic.penguin
Moderator35 minutes, not great, but im not a runner, so great for me.
August 1, 2012 at 4:27 am #40772unfy
ModeratorCongrats on the run, SP!
As mentioned in another thread, i managed to fux my back up. Bulged disc. I've not sat at this computer chair in forever…. :/. and i won't be sitting in it again for a bit heh. sitting / standing for more than 3-5 hours a day starts to really hurt…. and… naturally, most of that sitting / standing time is spent at work heh.
I did install my dev tools on my netbook, but typing and mousing on a netbook while laying down is a royal PITA :(.
Sigh.
AFIOUSDFLIjlkjsdlfjasldfiLSKDJF;lasidfulkmsdflksjdflkjSLDFkj;ljsldfjk
BLECH
still wanting to get back to working on this heh
August 1, 2012 at 12:47 pm #40773sonic.penguin
ModeratorThanks, hope you feel better. I had a slipped disc as well in my L3/L4 (lower back) when I was in 12th Gr. of High School, lost my whole senior year on the soccer team…. Funny thing was it got messed up while I had my head down on a desk and when I went to get up……. thats when it all happened :crybaby:
August 2, 2012 at 3:23 am #40774unfy
ModeratorAye :(.
For me it was a movement that shouldn't have caused any problems… but alas it seemed to be the last straw. Phys therapist figures it's from years of sitting in office chairs and such.
Last phys therapist session he pushed / contorted me in a bunch of different ways and I was mostly fine – so i'm on the road to recovery yay.
As far as the ROTK2 project…. when I do get back to it, I'm gonna skip funky UI ideas and just get a basic UI implemented so that things can continue moving forward. A lot of data entry has been done, just getting to the point of needing UI so that things can be more easily tested and implemented (formulas for things, etc).
I doubt i can do it, but if I can get the meat of the logic of the game implemented via LUA, that'd be awesome for everyone so it's easy to fiddle and submit updates etc.
August 7, 2012 at 2:02 am #40775unfy
ModeratorIf there's been one benefit to being stuck in bed / not sitting at a computer… it's that I got to play the Yuan Shao mod… and I'm currently working on beating Ultima Exodus (nes). It's the last game that I've owned that I've not beaten. Been playing it legit, too. No online guides / maps / faqs / etc. So lots of typing out what people say in notepad and screenshots of maps from within the game heh. Gonna use a game tile map editor thing in order to map out the dungeons….
And yeah, no LUA. Formulas will be text file based though…. so that helps a bit.
August 7, 2012 at 2:29 am #40776sonic.penguin
ModeratorYeah, actually while I've been waiting for MidKnighT to figure out that bug w/ the duel text I have been modding Super Mario RPG on the side, so I may have two mod releases in the near future (well months away….) Get better unfy XD
August 7, 2012 at 3:27 am #40777DragonAtma
ModeratorIndeed; feel better.
August 11, 2012 at 1:44 pm #40778unfy
Moderatorultima exodus (nes): conquered! FLEXX
so…. i've started fiddling with this again, even if while trying to type / track pad while laying in bed….
yay!
August 11, 2012 at 4:15 pm #40779DragonAtma
ModeratorUnderstandable; I've been fiddling with FFMQ.
Enemy stats (14 columns) are 14468~148D5, give or take.
But I will, of course, pounce on a truly moddable rotk2 when I can. No, Koei, don't worry; I've put a lot of thought into this, so if I do make a mod it'll make you guys proud.
August 14, 2012 at 7:53 am #40780unfy
Moderatorrpn calculator starting to take shape. yeah, rpn's are easy, but it's the first time i've done it in this particular language :P
so far, since it's an rpn instead of lua… it has the natural limitations normal straight math would have.
rpn based
* operand operand operator
* ie: "5 2 +" instead of "5 + 2"
Left to right order of operations (limitation of rpn)
* ie: "5 2 + 4 *" = (5 + 2) * 4 = 28
Operators
* "+" = add
* "-" = subtract
* "*" = multiply
* "/" = divide
* "%" = modulo
* "^" = raise to a power
* "@" = take an n-th root
** will slightly error due to using pow(base, 1/n)
** ie: 8 3 @ = possibly 1.99999…
Parenthesis support
* solves inner most parenthesis first, working its way outward
** ie: "5 (4 3 *) +" = 5 + (4 * 3) = 17
** ie: "5 (4 (2 1 +) *) +" = 5 + (4 * (3)) = 17
Phrase substitution
* replace words with values from game logic
** ie: totalgenerals, totalgold, avggold, mingold, maxint, avgint, minint, etc
The phrase substitution will naturally be in flux for a long time. More operators can be added naturally….
So ya might have math.ini that has something like:
FloodControlImprove=totalgold totalint * avgint / totalgenerals / 3 /
For a simple "total improvement = ((total money * total intelligence) / average intelligence) / total generals doing it / 3"
I'll post more tomorrow about phrase substitutions i'll offer and solicit ideas.
August 14, 2012 at 10:03 am #40781DragonAtma
ModeratorIdeas, hmm…?
Make it highly moddable. Why should we be limited to only (say) 41 provinces or 351 officers?
Don't limit the game to 16 forces or six scenarios. Everybody At Once scenario, anyone?
There are some AI flaws to be fixed. At the very minimum, the game ignores war when deciding whether to invade (and, as such, thinks Liu Shan is just as good as Zhao Yun)
The game is limited to a hexagonal-ish map, even though it tries to disguise it. http://img545.imageshack.us/img545/3220/hexagonalmap.png shows how it is, marked for scenario 6. Yet gemfire shows they can clearly use an alternative map — which would be fairly easy to do (just raise the maximum number of connections per province from 6 to 20 or something).
There should be an easy to use editor. For example, the player can import a map, draw on borders, set province numbers, and connect neighbors by simply dragging from province X to province Y.
Events — or at least some events — should be easy to add, and if needed I can pseudo-code some. For example:
If (Yuan Shu has Imperial Seal) {
   If (Yuan Shu is strongest ruler) {
      If (this event hasn't fired) {
         Display text: Yuan Shu declares himself emperor!
         Yuan Shu relations with all forces go down random(0~40) points
         If (Sun Ce is governor under Yuan Shu) {
            If (Sun Ce loyalty < 90) {
               Sun Ce declares independence
            }
         }
      }
   }
}
Difficulty can be split in three (economics, officer loyalty, and combat strength), with a different level for every ruler. There can also be an option to random ruler levels and/or assign them historically…
An option to extend officer lifespans — or even make them immortal — would be nice.
And while I am but one dragon, I've always been interested in watching a game play itself; the AI doesn't normally beat the game in time (and, indeed, tends to stagnate), so sometime maybe we can add (as an optional feature, of coruse!) yearly attrition to provinces and/or soldier counts.
August 14, 2012 at 10:37 am #40782unfy
Moderatornot quite what i was looking for at the moment, was referring more to rpn stuff heh.
but are all definitely note worthy wishlist additions.
so far, most everything i've done has involved writing tools to also generate the stuff as needed (ie: the pixel perfect click map, provincial battle map, etc).
removing limits: yeah, one of the original goals.
AI stuff: well, need a basic AI to work from to begin with… so that's all a fairly long way off.
making events such as the yuan shu you describe be easily modable would be rough, but something like LUA would have made that pretty simple i think (in which case, most of the game would be LUA with just graphical stuff). lua stuff for the language i'm working in doesn't sound like it's rock solid… so i'm a bit weary of using it.
i suppose a series of conditions and possible results could be figured out for text file parsing…
historical events such as the one you've proposed were near the bottom of the todo list heh.
August 14, 2012 at 10:47 am #40783DragonAtma
ModeratorI know the limits of rotk2, as I've played it many times.
I do not know the limits of coding, as I'm no programmer. I can provide pseudocode, but that's about it.
And yeah, events can wait; fortunately, I've played enough RoTK2 (and know enough pseudocode) for all of them to show up as standard RoTK2 features and/or obvious coding.
EDIT: Also, despite my lack of programming skill, I can provide (in pseudocode, of course) a rudimentary AI! It'll be weak at first — likely even weaker than the gemfire AI (which is fun but dreadfully weak) — but over time it'll improve.
August 15, 2012 at 12:08 am #40784unfy
Moderatorpsuedo code is just fine in my book … and for the AI that'd be overly welcome… AI is something I wasn't really looking forward to heh.
Edit:
I actually tend to do a pseudo code skeleton, then actually flesh it out btw :P
August 15, 2012 at 1:31 am #40785unfy
ModeratorAs far as limits of ROTK2, yeah I'm well versed in them as well. I had a post on SoSZ relating to having finished beating the game as Sun Jian on the highest difficulty. Near the end of the game I had only one easy province left (iirc), and Sun Jian was going to die the next month, so I fiddled with ruler replacements.
If I chose a wei/wu/shu leaning general, then the typical historical ties relating to loyalty would surface. Those who were fervent supporters of the respected tie would love the new ruler, others would hate or disilke him. Tried different levels of charm for the new ruler choice and it didn't appear to affect anything. Even went as far as choosing 'that wonderful ball of charisma' that is Cao Bao… and people seemed indifferent. Cao Bao unifying China, there's a thought….
When I went and chose someone more neutral such as Dong Min… every seemed to have fairly decent loyalty… as opposed to some die hard fans and would be assassins. So, in ROTK2, general alignment is what affects loyalty.
I also did some fiddling with the RNG. I did a save state before attempting something… and the RNG seems to tumble on user input or certain screen entering or something. I don't recall if I was searching or recruiting… but I found that if I went into a given menu and came back out of it, that it'd fail. Yet if I went straight into my desired action, it'd be fine. I did a little bit more digging on this but I don't recall the details (i do know that it's not time / music based though).
And yes, the remake will make use of a properly constantly tumbled RNG… no manipulation hehehe.
After the RPN is finished to the point of usable, i'll just have to break down and do actual UI work again :(. I've been avoiding it cause attempting to do that on the netbook while laying down aint fun. Similarly, attempting to fill in more data entry stuff for generals (date of birth, etc) is also a pita while laying down.
I could prolly go about setting up some more tile editing stuff for combat — army placement markers for all the territories etc (ie: when invading province 1 from province 2, where can you place your dudes ? where can defenders place their dudes ? etc).
Or maybe just do some kind of algorithmic thing for simplicity. (within 2 spaces of the castle, within 1 space from forts, etc for defenders…. Attackers get … within 4 spaces from a fixed point (requiring editor). I dunno.
RPN first then figure out what's next.
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