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Boneduke
ParticipantHehe feeling guilty for not getting around to digging into this again. Honestly I feel like I’ve forgotten so much about how to do things its quite intimidating just to start :-/
Boneduke
ParticipantI’ve been checking back every couple days too – eager for the next installment :)
Boneduke
ParticipantThe walkthrough is awesome!! Love to see that – commentary with the screenshots, looks great. Glad you liked the whole mountain pass appearing and then collapsing event. There’s a few innovative things we did with this one – the transition into chapter 5 I think is especially cool.
Midknight has a manual of sorts here: http://doaerhguide.wikidot.com/yuan-shao-s-revenge?fbclid=IwAR1k0RTeHtyz4U-czLEpfvRYx4rAf1XIVyuQWrAjEONoQxf9AVuoO4lxteg#toc0 which explains the stats as follows:
Leadership (LDR) – How strong of a leader they are. You would want to put someone with high LDR at the front of your party. Leadership can also affect duel outcomes if someone in your party gets into a duel, it can also affect negate (LDR+INT of party leader) vs enemy’s party leader and retreat (LDR+AGI of party leader vs enemy’s party leader). LDR can also factor in to any tactics with LDR in the attributes.
Strength (STR) – Officer attacking strength. Used for physical damage and dueling. STR can also factor in to any tactics with STR in the attributes.
Intelligence (INT) – Officer tactic strength (for INT based tactics). Also used for enemy officer artificial intelligence and intelligent officers are smarter about accepting duels. INT can also factor in to any tactics with INT in the attributes.
Agility (AGI) – Affects order of turns in battle and agility based attacks. There are also several agility based tacitcs. AGI can also factor in to any tactics with AGI in the attributes.
Vitality (VIT) – Helps with physical and tactic defense. It is also used for healing power (along with INT). Also adds to the AC value of armor. VIT can also factor in to any tactics with VIT in the attributes.
Political (POL) – The ability to manipulate events to your advantage. This affects tactics like Doubt and Mislead but also affect recruitment and gold/items gained after battle. POL can also factor in to any tactics with POL in the attributes.
Boneduke
ParticipantWow – this is amazing – the days of my life this would have saved lol. Thanks for sharing!
Boneduke
ParticipantWith regards to the 4 great wall regions you mentioned, this was something we tackled a bit in Yuan Shao 3.0 – I won’t post a screenshot of the map to avoid spoilers but you’ll definitely find the snow region in this mod is substantially larger than the original.
But yeah unfortunately any region that is completely generic (e.g. all water, all mountains etc) these are reused everywhere so if you edit one you edit them all. Which is pretty much a non starter.
Boneduke
ParticipantInteresting idea! With being able to recruit any general. Do you have a plan about how exactly it will work, if you want to prevent recruiting e.g. Lu Bu from chapter 2 until the very end of the game? We have an event now that will adjust the alive/dead flag for any officer. But I think you would want it to adjust their recruitable status. Potentially you could set them all as “recruitable after castle” or whatever the setting is…then use the manual event to make them dead, and later the same event to make them alive again during last chapter. Would just mean that general isnt encounterable in the field throughout most of the game. Might be an ok way to do it.
Boneduke
ParticipantNice – good to know. Looked over the other items and there doesn’t seem like anything else that would be interesting/useful. Power Pill is already covered by Charge, Revive is covered by Life. But Smoke Pot would be a cool + useful tactic for sure.
Boneduke
ParticipantAh this is the one I mean, not sure if it was in the original DoaE or not:

Midknight – btw I temporarily added it to Wen Chou to test and can see there is some UI issue.
Boneduke
ParticipantThere is a tactic that effectively uses a Gullwing, I wonder is it possible to have a tactic that uses other items, specifically a Smoke Pot. In my mod I renamed it to Disguise – like it was stealing the enemy’s banners and uniforms. Would be an interesting tactic to do something similar, and then after the battle you have the normal during of Smoke Pot effective. Does the code for that Gullwing tactic basically just do the same thing as if you used the item? I wonder if it could be duplicated and the item ID simply changed?
Boneduke
ParticipantGiven that we have 255 tactics now it would be helpful if many of the non-dmg tactics could be duplicated. For example, it would be cool to have like 8 or 10 instances of Doubt, Confuse (forget the original names – the tactics that stun the enemy, or that cause him to attack his allies).
With many variants of such tactics it would be possible to have e.g.
A stun that has a chance to succeed, modified by STR
A stun that has a chance to succeed, modified by INT
A stun that auto succeeds
A stun that has a chance to succeed, and affect all enemies
A stun that auto succeeds against all enemies
And moreProfiles could have some more variety then – for instance a STR general would have a tactic that stunned enemies with a name like “Bash” or something, whereas an INT general would have a tactic that stunned enemies but with a name like “Doubt” – with different modifiers as well.
July 13, 2021 at 11:55 am in reply to: Sh0wing Statuses (Rally, Haste, Douse, Guard, etc…) On the Screen #54842Boneduke
Participant– Individual statuses next to name, party status at the bottom like it is in the pic above.
or
– All statuses at the bottom – shows active status for whoever’s portrait is active (or party leader if enemy is active).I think All statues at the bottom makes for a cleaner UI, but gameplay wise showing individual statuses next to the name would be more useful. That way, the player can always see the active statuses on any given general, without their portrait needing focus. So I could really go either way on this one. I think I’d have to try it out in game for a while to really form a big opinion one way or the other.
– Every tactic status has it’s own permanent spot and lights up or disappears like lights on your car dashboard.
or
– Tactic statuses move around and light up in a row. No gaps in between.I think mostly just a matter of taste, personally I think no gaps in between would look better. And possibly if the enemy tactic row was right justified as opposed to starting in the middle of the screen.
July 9, 2021 at 5:50 pm in reply to: Earliest of earlier early review of DoaE Win or ChiD mod. #54802Boneduke
ParticipantDefinitely up to brainstorm if you’re looking for someone to bounce ideas off of. For sure I would say – don’t take the balancing lightly. In general I think the army sizes and damage levels in the original game are pretty decent, I attempted to adjust this a lot – wanted to go for a more DOAE2 feel in terms of army sizes and damage. Its a really tedious part of the game to tinker with. I think if I could go back in time with my mod I would have left this alone – too much work for too little return.
Boneduke
ParticipantA way of super charging elemental attacks. Think Zeal/Rally but only for a specific elemental for early/mid game.
Yeah its funny I never thought about Zeal/Rally as a debuff to the enemy – more like a buff to the allies – make them hit for 2x damage. But you can also think about it like a debuff, e.g. the enemies are 2x more susceptible to damage. From a lore perspective could probably think of some interesting tactic names that would imply the enemy is more susceptible to fire, water, etc damage.
Other ideas:
A Charge2 – e.g. a Charge that hits every enemy.
As we discussed more abilities that are dependent on external factors – with access to many more dmg tactics for me its now way more appealing to have Flood only usable near water, Boulders only usable near mountains, might be pushing it but would be really awesome to have some tactics (e.g. Siege Engine, Battering Ram) only usable in Castle battles
More thinking along the lines of “Combo anything would be cool e.g. attack + haste” – also attack + stun, attack + blind/confuse, or attack + negate. I could see some of the Earth attacks like Boulders also incorporate a stun would be awesome. In my mod when I called the confuse ability “Blind” the idea I had in mind was I think from Red Cliff movie, where one army all points their shields in a certain direction at the same time, and it reflects the sunlight into the enemies eyes – probably there’s some kind of attack that could incorporate this flavor as well…
Boneduke
ParticipantInteresting portraits, I guess it is based on DOAE2?
Boneduke
ParticipantI would also like to add weapon AP to the damage formula for “80 – Physical Damage”. Ie… if you have a physical attack tactic for some kind of warrior class then if you upgrade their weapon it upgrades the tactic damage as well.
Yeah this was always one of my beefs with physical attack tactics. I can see that Fire, Water etc tactics should not be impacted by 1) weapon AP and 2) soldier count. But tactics like, in my mod, “Chop”, “Cleave” etc. It always seemed kind of lame when a general was down to like 10 soldiers and then he hit you with a physical attack that wiped out 2500. I mean, unless he was Guan Yu of course, then its ok… but yeah in my mind physical dmg tactics should have a huge modifier based on weapon AP and soldier count. Elemental tactics not so much
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