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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 4, 2012 at 5:48 am #37924
DragonAtma
ModeratorOkay, the TP gain formula! Also int(x) will be integer(x) here to avoid confusion with Int[elligence].
Now, TP will be refined to be two bytes; tactics only use the larger byte, but recharge will use the whole 0-65535 range. So +500 to the extended TP range is *almost* enough to gain two TP, with the excess left over until you either defend again or use the inn.
Stats will be converted with the formula 15-integer(sqrt(255-stat)). For you, just Int; for enemies, all three stats (which are added together afterwards). In addition, each enemy's stats are multiplied by the ratio of their current HP to your max HP and integered. This is so you can't just recharge effortlessly on wimps. ;)
Anyway, your modified int is multiplied by the sum of the modified stats for all five enemies. The whole thing is modified by ((MaxTP-curentTP)/MaxTP), and (if it's a predetermined battle — this includes Pang Tong and Lu Bu) multiplied by 3.
HYPOTHETICAL EXAMPLE:
Your defend user is 255 Int. The enemies in the battle are a 50/100/200 strategist, a 255/100/40 warrior, and a 50/50/50 rebel force, and mysteriously all of them have exactly 120% of your defender's max HP. Your TP is 20/120, and yes, the battle is indeed a castle battle.
So your int mod is 15, and the enemy stat mods (and adjusted versions) are 12 (14), 19 (22), and 3 (3). Total enemy stat mods is 39, and you'll be gaining 1462 points form defending (5 TP, and 71% of the way to the next TP). If your 100-int officer defended instead, they'd only get 292 points (1 TP, and 14% of the way to the next TP).
Stat mod cutoffs, if you care:
0 0
31 1
60 2
87 3
112 4
135 5
156 6
175 7
192 8
207 9
220 10
231 11
240 12
247 13
252 14
255 15
If this is too complex, let me know. And if you wish to fool around with the formula, see http://dragonatma.webs.com/other/doae-tpregain.ods for the spreadsheet I used.
August 4, 2012 at 1:36 pm #37925MiDKnighT
ModeratorOK ya that's a little too complex. It doesn't have to be rocket science to gain TP. :P
And the more complex it is, the more code space is needed and I don't feel like doing the new expansion just yet.
I was thinking about this and you don't have really high INT guys early in the game so I'm ok with using INT instead of current TP. So I propose:
– Defend gains TP depending on INT. INT will be "LSR"'d 4 times and then subtracted by 10. In binary form 255 INT = 11111111. LSR'ing it 4 times gives us 1111 which is 0F (15). Then subtract 10 and we have 5. So the max TP defend gain is 5.
– The number of the gain will be 1-5 depending on INT per above.
– Hopefully I can make it so that we can change the "so and so is defending" text to be "so and so is defending and planning new strategies, # TP gained."
August 4, 2012 at 2:09 pm #37926DragonAtma
ModeratorKeep in mind that player don't have to understand the TP formula; only Atma and the coder do! XD
And again, I'm not a programmer; I had to check wikipedia to see that LSR = divide by 2, drop remainder. That said, it'll limit defend-TP gains to people with 176 or more int, with these cutoffs:
176 1
192 2
208 3
224 4
240 5
But if you want boring, simple code that ignores whether it's at a castle gate and doesn't recognize that even Zhang Fei gets the occasional good idea, be my guest.
August 4, 2012 at 2:40 pm #37927MiDKnighT
ModeratorHmm…regarding boring… I would like to add some randomness to it. Here's an idea. Take INT, LSR it 6 times, then take a random number (0-255), LSR that 6 times, then add it to the first number. So then we have:
Zhang Fei: Gains 0-3 TP
Zhuge Liang: 3-6 TP
As for castles only, if we change the text we'd have to make it work all the time. Unless we add a new text box which is a pain. Maybe we should have a poll on whether it only works for castle battles. Let me start a poll on that.
August 6, 2012 at 7:18 pm #37929MiDKnighT
ModeratorI have re-shuffled the tactics on this mod and added the new stuff. I haven't done a full playthrough yet with the changes. Looking for some testers to give it a whirl.
https://www.box.com/s/c28f0a02f152dc1cb29c
New features:
– Smoke pot lasts twice as long
– DOAE Artificial Intelligence Enhancements
– "Duel" Tactic (replaces Shui Jian)
– "Charge" Tactic (replaces Cheng Nei)
– "Protect" Tactic (combines Wuo Jian, Shui Jian, and Cheng Nei)
– Enhanced "An Sha" tactic
– Level/soldier based damage for tactics
– Guard tactic only defends against physical attacks
– "Defend" halves physical and tactic damage and gains TP
Fire Tactics:
Flame (targets one enemy)
Blaze (targets all enemies)
Powder (targets one enemy)
Water Tactics:
Flood (targets all enemies)
Torrent (targets one enemy)
Tsunami (targets all enemies)
Arrow (Agility Based) Tactics:
Arrows (targets all enemies)
X-Bows (targets all enemies)
Strength Based Tactics:
Boulder (targets one enemy)
Catapult (targets one enemy)
Charge (critical hit)
Ambush (targets one enemy)
Heal Tactics:
Heal (targets one ally)
Salve (stronger heal that targets one ally)
Recover (targets all allies)
Revive (targets one ally)
Miracle (targets all allies)
Life (revives one ally with "Salve")
Raise (revives one ally with "Revive")
Defensive Tactics:
Protect – Cut damage for fire and water tactics, also adds Cheng Nei status
Guard – Cuts physical damage in half
Evade – Avoids physical damage
Thwart – Avoids tactic damage
Negate – Counter enemy strategies
Support Tactics:
Haste – Increase agility for one ally
Rally – Boost attack power for all allies
Offensive Non-Damage Tactics:
Duel – Challenge opposing officer to a duel (STR based)
Remove – Remove an enemy from battle (INT based)
Doubt – Stop one enemy from moving
Mislead – Make an enemy attack their allies
August 15, 2012 at 12:06 am #37930sonic.penguin
ModeratorAugust 15, 2012 at 12:08 am #37931DragonAtma
Moderator…but why is he hiding behind a couple plants?
August 15, 2012 at 12:13 am #37932sonic.penguin
ModeratorLOL, It's how he gets so strong… the smoke pots gotta come from somewhere!
August 15, 2012 at 12:20 am #37933MiDKnighT
ModeratorHehe nice. Does he have a role in your new mod?
August 15, 2012 at 12:21 am #37934sonic.penguin
ModeratorNope, just practicing on portraits of officers that don't have anything. If you're unhappy with plants, there are lots of other options…
August 15, 2012 at 12:57 am #37935MiDKnighT
ModeratorSweet, since you did all the work you should give him some sort of cameo in your mod (or one of the previous ones).
BTW – I've updated this mod with the new tactics and such but I haven't finished testing it (just finished Jing Zhou). Whoever wants to play with it is welcome to test.
August 15, 2012 at 1:14 am #37936DragonAtma
ModeratorThen Yan Liang doesn't just grow smoke pots, he USES smoke pots! Too much to be safe!
August 15, 2012 at 2:16 am #37937sonic.penguin
ModeratorMight have to give an impromptu Yuan Shao invasion into the Southlands >_>
August 17, 2012 at 12:20 am #37938MiDKnighT
ModeratorAdded a couple of little twists. Let's just say it's a bit tougher to get the Iron Ore now. And Xu Shu made it a bit harder to invade Xu Zhou.
August 17, 2012 at 1:14 am #37939sonic.penguin
ModeratorTwists are good :) I'm finding Hu Lao gate is much more fun when *almost* every turn Lu Bu challenges you to a duel :)
Did you add a battle on top of the iron ore box? Or in a stairwell perhaps? I found this to be something that really threw players in Rise of Ieyasu were those ambushes inside of towns/caves/ and houses :)
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