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DragonAtma
ModeratorI did know where the big graphic was; I just didn’t know where exactly typing AB CD EF makes tiles AB, CD, and EF appear on the screen. Fortunately, I found the location (355DA to 3571D).
Now all that’s left is finding palette data and assigning them to appropriate tiles.
I’d post a screenshot, but the image is a spoiler and the text is also a spoiler. :(
DragonAtma
ModeratorThat’s what I plan on doing, although I may make a map of [REDACTED] to look pretty. I’ve never done that sort of thing, though (I’ve simply pasted images wholesale, which doesn’t work with pink), are you up for giving a quick tutorial on changing the big three brothers graphic? If not, don’t worry; I’m sure I can find it elsewhere.
I probably should have asked it before, but what did the board discover that’s not on doaerhguide?
DragonAtma
ModeratorIf we’re stuck with the peach garden oath I’ll find a way to make it work, just as I made Gemfire’s starting and ending images apply to Dawn of Ishmeria.
Slow mapmaking will be slow, though; I estimate four regions a day, which means nearly two months to transfer the map to DoaEd. >_<
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This reply was modified 3 years, 11 months ago by
DragonAtma.
DragonAtma
ModeratorFortunately, replaced regions is easy (once you figure out which region to replace and with which value); just load up the table I mentioned and replace the old value with the new value. The problem has been fixed on my end, so no worries. I’m not looking forward to redrawing 200 or so regions from scratch, though. :( If you’re up for editing doaed, something similar to MS Paint’s pencil tool would be a vast improvement.
Editing 2×2 blocks would also be nice (4 path tiles -> instant desert), but that’s completely skippable.
Do you know a way of replacing the opening scene (the peach garden oath) with a battle? What about changing the starting spot?
DragonAtma
ModeratorUPDATE: Map layout is from x26710 to x2735C (give or take); each region is two bytes, and the table is 64 characters wide and (presumably) 50 lines long. But it’s not the same without a screenshot, so I dragged one of Wei’s cities up north.

For reference, the all-mountain region is 38 05 and the all-water region is 42 05.
DragonAtma
ModeratorI realize, of course, that you’ll inevitably demand art, so I might as well get it over with and post some faces.

And even if you recognize some of these faces, NO SPOILERS! The rest of the board will have to wait until I officially release something. :(
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This reply was modified 3 years, 11 months ago by
DragonAtma.
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This reply was modified 3 years, 11 months ago by
DragonAtma.
DragonAtma
ModeratorI use https://postimages.org/ for posting images.
DragonAtma
ModeratorYou’ll be happy to hear that Ogre Battle Randomizer Lite 0.3 “Bohemian Randoming” is released! It can be found at https://www.mediafire.com/file/6apckyk54tiqxxa/OB+Lite+0_3.zip/file , along wiht tow sample headered seeds.
The randomizer itself works on both headered and unheadered files. It also comes with multiple features:
* More than half of the classes have been rebalanced. It’s not perfect, but much better than in the vanilla game. Among other changes, large classes tend to be stronger (especially now-beefy golems), Liches and Ninja line are weaker, Princesses are stronger but don’t give an extra attack, and Sorcerer has been replaced by Seducer, an advanced Witch class. More details are in the settings file, and nearly every single change can be toggled on or off.
* Levels are in line with the original game. Anomalies (e.g. clerics four levels below every other enemy in the stage) are gone.
* Enemy row positioning is boss-dependent. Savvy leaders like Debonair and Hikash are talented in putting enemies in the correct row; non-military types such as Usar and Deneb are more likely to put wizards in front or knights in back. There are a few exceptions, mainly when a character is both in front AND in back.
* Large unit leaders are an option. Nonstandard leaders (Fighter, Halloween, etc.) are also an option. By default they’re on, both for the randomizer and for you, the player.
* With the default settings, enemy tiers are sensible (no Evil Ones in Sharom, no Wizards in Xanadu, etc.).
* Enemy classes are somewhat up-to-date; you won’t see clerics in the third stage from the end. Keep in mind that they’re not immediately phased out for advanced classes; for example, even though Knights can become Paladins at level 15, don’t be surprised to see some who are still Knights at level 16 or 17.
* OB_Randomizer_lite_settings.py lets you adjust the randomizer in multiple ways. Just open it up in a text editor (I use Notepad++) and edit away!
* Usar’s units (along with the next few stages) are incomplete, just like in vanilla. If you enjoy danger, the settings file lets you give him full units (or give EVERYONE incomplete units!).
* Enemy Liches and Princesses are rare, but may occur in the last few levels. If you think they’re overpowered, the settings file lets you remove them from the enemy forces.
* Some stage-related features are included by default: the clones in Zeteginea, the unusually powerful units in Dragon’s Haven, and the first stage having only Warren (which, sadly, cannot be changed in 0.3).
* Lexar can be renamed. Not in-game, mind you, but he can be given a random standardized name (and by default he will).
* The config file comes with a random number seed. As long as they have the same version, seed, and settings, everyone (you, me, Elizabeth II, and so on) will encounter the same exact enemies.It has not been 100% bug-tested (I can’t exactly run through the game every time I change something!), but it works well for me. if you do find any bugs, please let me know.
On to version 0.4!
DragonAtma
ModeratorAll the way!
Okay, maybe not ALL the way, but pretty deep:
* Every enemy group can is randomized, including (if you want) bosses and their escorts.
* Clones of named characters are an option, so you can face three Galfs and a Tristan in the same unit.
* Levels have a percentage multiplier, so if you want to face level 20 enemies in Sharom, you can.
* Difficulty has a percentage multiplier, so if you want to face Evil Ones in Sharom, you can.
* Unit numbers can be fully adjusted; if you want to face hundreds of enemy groups in Sharom (or only one of each enemy group in Zeteginea), you can.
* Endless units (okay, 255 of every unit) is an option, both for Shalina and for everywhere.
* Unit wisdom is a thing; Debonair’s units are fairly well-designed, while Usar has a significant chance of putting Wizards in front and Knights in back. Unit wisdom can also be tweaked, so every boss uses competent units (or every boss sticks wizards in front!)
* Large unit leaders is an option; “Dogpile the leader!” doesn’t work so well when a unit is led by a Gold Dragon.
* Any unit leader is an option; an enemy unit cna be led by a Werewolf or a Skeleton.
* You can turn on “any leader” for the player, letting you put a Gold Dragon in charge of one of your units.
* Rebalancing is an option for multiple classes. Three Chops for Evil One, lower stats for Ninja line, Amazon promotes into Dragoner, another attack for most large units…. it covers dozens of units.
* Lexar can be given a random name if you want; you cna choose between male, female, large, famous (Link, Kirby, etc.), or a surprise. Or he can stay Lexar.And more! For the past week or two I’ve been on the verge of releasing 0.3 (you can already find 0.2 on Gamefaqs and RHN).
DragonAtma
ModeratorIt’s defintiely Ogre Battle March of the Black Queen for the SNES. Behold!

The team just after you get Warren’s units.
Anyone can be a leader (if you so decide).
If you want, enemy units can be mind-numbingly hard! [ally HP here is only so high because of testing]
If you want, units can be rebalanced. [again, level is high from testing]Version 0.2 (requires a header) can be found both on Gamefaqs and RHN; hopefully 0.3 will be out very soon (header will be optional). Palettes mod hasn’t been added yet but should be; I really need to contact Finnshore about it.
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This reply was modified 4 years, 11 months ago by
DragonAtma.
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This reply was modified 4 years, 11 months ago by
DragonAtma.
DragonAtma
ModeratorThe hope is always strong. I’ve been occupied by other things (including an Ogre Battle randomizer), but I still live.
DragonAtma
ModeratorThere’s a flaw with the damage formula peng just mentioned; it seems nobody has done anything about it, which is very tragic seeing as it only involves changing a single value.
8191 soldiers? multiplier is 46.99
8192 soldiers? multiplier is 45In fact, the multiplier for 10,236 soldiers is exactly the same as the multiplier for 8191 soldiers!
Fortunately, there’s a very easy answer: just change the 37 in the final formula to 39 [thus making it (x / 1024) + 39] and it’ll work perfectly.
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This reply was modified 12 years, 2 months ago by
DragonAtma.
DragonAtma
ModeratorGive it a try! You may like it!
And both rumors AND unproven anecdotes claim it somewhat negates the penalty from declaring yourself emperor! :crown:
February 19, 2014 at 3:50 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53523DragonAtma
ModeratorGrrrrrrrrraphics!
DragonAtma
ModeratorWell, people disagree about what exactly go Sima Yi to join Cao Cao; they pretty much all agree that he was recruited in 208, though.
Plus, this is your mod; if you want, you could even have Xiahou Mao recommending Sima Yi. ;)
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This reply was modified 3 years, 11 months ago by
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