Home › Forums › Destiny of an Emperor › Yuan Shao’s Revenge (Mod)
Tagged: Destiny of an Emperor, Destiny of an Emperor Mods, Feng Ji, Ju Shou, Powder Men, Tian Feng, Wen Chou, Yan Liang, Yuan Shang, Yuan Shao, Yuan Tan, Zhang He, Zhuge Liang
- This topic has 600 replies, 28 voices, and was last updated 7 months, 3 weeks ago by
MiDKnighT.
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August 2, 2012 at 8:35 pm #37909
unfy
ModeratorA couple of the mods (lu bu pre 2.0 comes to mind)… I've bought food before starting the dong zhou quest. As a kid with some casual grinding in the original, I've also bought food at times.
I'll agree that you usually don't need to buy food, and agreeing with SP — you only buy food late game it seems.
In my yuan shao play through, I actually ran out of food on the way to the castle prior of lou yang end game (after ru-nan, prior lou yang…. wasn't too catastrophic though… had some left over elixer d's and miracle… and this was my first game in ages when i actually bothered carrying elixers beyond the first 5 castles heh).
I'd say food needs to either become more prominent or removed. More prominent makes the game much more stressful. As a kid I remember needing to buy more food… maybe because of more gullwing / gui huan usage ? The game generally doesn't rely on economics for difficulty and stuff.. so… while money is generally easy to come by, making things more expensive or forcing more food buying kinda disturbs that ?
BTW – i hate you modders for making power pills cost 500 instead of 50. bastards :finger:
Concerning TP regen item… while I think an item would be best… but, most people tend to avoid using tactics when going from town to town … would a TP reset at the end / start of every battle be that much of a game changer ? I mean… truly ? Granted, it'd mean free healing… and make the long marches less stressful… ok, maybe not auto reset.
How about this…. how many tactic slots are currently unused ? How about a 'pray' or 'meditate' style tactic that costs, say, 0 or 1, and recovers some TP ? Or is that too broken ?
I dunno, just brain storming. I'm not the 6502 guy :P
August 2, 2012 at 8:43 pm #37910MiDKnighT
ModeratorQuote:How about this…. how many tactic slots are currently unused ? How about a 'pray' or 'meditate' style tactic that costs, say, 0 or 1, and recovers some TP ? Or is that too broken ?Interesting idea. Maybe we could sacrifice a heal tactic for it with the level based damage stuff. That would actually be easy to code. It would obviously only cost a turn (no TP) since you would gain TP. Maybe only uber smart guys learn it (like 245 INT+) and they have to use a turn to "Meditate" for a gain of 5-10 TP randomly…
August 2, 2012 at 9:18 pm #37911Xu Yuan
ParticipantI don't know… as this is a Yuan Shao mod, I think each of the four well known strategists of Yuan Shao should be given a unique skill, Tian Feng, Ju Shou, Guo Tu, and Shen Pei.
This sounds like a skill that would be given to Tian Feng.
August 2, 2012 at 9:21 pm #37912MiDKnighT
ModeratorIndeed, I was thinking the same.
August 2, 2012 at 9:49 pm #37913unfy
ModeratorXu Yuan: damnit, quit being on topic :3
I did end up using lots of the more 'middling' generals in the Yuan Shao mod… and enjoyed weighing stats stuff (similarly did in lu bu pre 2.0 mod). I had Shen Pei in my party up into Jing Zhou, maybe even further up until Wu, not sure. Guo Tu I *might* have skipped or only used for a bit within Gongsun Zan.
And Ju Shou with good Int, acceptable Str, and godly Agi made for a real good party lead IMHO. The lower soldier count was generally not too much of a problem. He had enough to survive nearly all fights, but wasn't some massive tank.
Slightly disappointing that taishi ci / zhou yu, and many other late game enemy generals weren't too useful… but… being a Yuan Shao mod that's completely understandable :).
Speaking of which, some thanks for making getting the first Bow in Jing Zhou not nearly impossible like many other mods do. I like having the option of doing so… particularly since enemy soldier counts jump tremendously at that point in the game. And that fork in the road made the original so much more neat IMHO. As a kid on my very first play through, I did Jing Zhou first… which made Yuan Shao a cake walk sadly… but oh well.
August 2, 2012 at 10:26 pm #37914sonic.penguin
ModeratorOr make "Defend" make the whole party skip a turn to gain defense and restore *SOME* TP
August 2, 2012 at 10:32 pm #37915unfy
ModeratorAs a 'tactical point' thing, having a party wide defend makes sense. That way the tactician isn't concerned with other stuff and can plan.
that seems harder to do from coding perspective tho :).
Granted, if each 'defend' also gained the player 2-5TP as well as granting that general his standard defense boost…
raises questions about (ab-)using random encounters with non-generals as a way to restore TP ?
August 2, 2012 at 10:35 pm #37916MiDKnighT
ModeratorQuote:raises questions about (ab-)using random encounters with non-generals as a way to restore TP ?I could make it so the TP gain tactic only works during castle fights. :twisted:
August 2, 2012 at 10:39 pm #37917unfy
ModeratorQuote:I could make it so the TP gain tactic only works during castle fights. :evil::finger:
August 2, 2012 at 10:39 pm #37918MiDKnighT
ModeratorSo this TP gain thing… I kinda like the idea of giving it as a tactic to an uber smart general but the defend things works too.
Or better yet I have an idea… TP goes up for each person that defends but the higher the INT, the more TP gain they get. For example Zhang Fei might only get 1 TP gain for defending but Zhuge Liang 5 or so.
Or better yet, you have to have 200+ INT to get any TP gain for defending. Now we're talking. That'll be easy for me to code too.
August 3, 2012 at 9:55 pm #37919unfy
ModeratorI do like the last idea. Dunno if 200 is the correct number, but I do like it most definitely.
I wonder if any of the original dev's or play testers pay attention to all the hacking done on the game….
I also wonder how many jump points / offsets you have memorized in the game :P
August 3, 2012 at 10:13 pm #37920DragonAtma
Moderator(int-50) squared, divided by 8192 — restore that much TP per defend.
Then the cutoffs for 1, 2, 3, 4, and 5 are 141, 178, 207, 231, and 253 Int.
And, I second the idea that TP gains only work when it's a castle fight.
August 3, 2012 at 11:35 pm #37921MiDKnighT
ModeratorSomething like that was what I was thinking Atma. But then I got to thinking… Your TP gain should be different if your max TP is 30 vs 150.
So I was thinking of only having generals with 220+ INT gain TP when they defend and have it be tied to max TP. So the more max TP you have, the bigger the gain (probably 5 at the most like you said but early in the game it might be 1 or 2).
So how's this for a proposed "Defend" enhancement:
– Defend gains TP for generals with INT >= 220
– The number of the gain will be 1-5 depending on Max TP
– Gaining TP with defend will only work with "named" fights. Ie…they have a battle ID (castle or gate battle).
August 4, 2012 at 12:58 am #37922DragonAtma
ModeratorHmm… 30 TP means that you'll fill quicker, but you'll also likely run out quicker….
My brain needs a break; when it's rested, I'll weave your int AND your strategist's int AND your current TP AND your max TP AND the number of non-force enemies into an awesome formula.
August 4, 2012 at 2:35 am #37923sonic.penguin
ModeratorQuote:– Defend gains TP for generals with INT >= 220– The number of the gain will be 1-5 depending on Max TP
– Gaining TP with defend will only work with "named" fights. Ie…they have a battle ID (castle or gate battle).
I'd actually prefer to gain TP with any officer but lower INT means lower gains and Higher INT higher gains. As far as battles, it should be doable anytime, not only limited to castle fights, it'd never get used in my opinion. I have done two things to help w/ TP atm, 1. is reducing the TP cost of some tactics and 2. increasing TP gains so players get in the 200+ range as I'm growing rather unfond of having every battle just a war of attrition.
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