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ludmeister
ParticipantHey Sonic,
Sorry for the extended hiatus I've taken. You know some of what's been up, but man has life been hectic lately (and I've been focusing on a lot of different games, trying to get updates onto my site too, with varying degrees of success). I haven't forgotten about playtesting your mod, and I just downloaded it. I'm putting it on my phone so I can play it there (for some reason, Destiny of an Emperor just works on a smartphone :ninja:
I can't promise I'll make fast progress… but I think I'm gonna start tonite. Thanks for all your hard work, and I'm excited to try it out.
When all else fails... manipulate the source code.
ludmeister
ParticipantAbsolutely. I'd be honored to playtest your mod! It looks awesome, and I can tell you've put a ton of work on it! :P
You are almost correct on the AGI jumping in later chapters for certain special officers. It is in Chapter 6 (Shu) that their AGI is slightly better than 2x what you assign for them in Destiny of an Editor. This value is re-set at the opening of every battle (and also takes into consideration who has Red Hare in their inventory).
The multi-strike algorithm never actually sets AGI again, but penalizes AGI on successive strikes kinda like this scenario which happens a lot in AD&D: your Mage gets targeted by a Will-based spell, and must make a saving throw to resist its effects. Your Mage happens to have a Will save bonus of +11, which means that ordinarily, the attacking spell caster needs to roll a 12 or better (greater than 11) to beat your Mage's resistance. But! For the sake of argument, the spell that was cast against your Mage is a particularly virulent one… it levies a penalty of 3 to the target's Will save, so your Mage has an "effective Will save bonus" of +8 (11 minus 3) against this particular spell.
What all this means is that an officer who is attempting to make a second agility-based attack makes this attempt as if they were an officer who had 60 less AGI, but making their first attack. It has no bearing on their actual AGI value. This was my chosen way of effectively capping the number of extra attacks that could be performed. I hope this helps a little bit…
When all else fails... manipulate the source code.
ludmeister
ParticipantHey Sonic,
What actually happens when an opponent uses Qi Shou is that your 255 AGI officer has their AGI halved for the purposes of striking the Hasted officer twice, AND for resisting that officer's multi-strikes as well. So for the sake of argument, let's say an enemy officer with 210 AGI uses Qi Shou… and hits your officer with 255 AGI. This exchange is like 210 AGI striking 127 AGI, and so the AGI checks are as follows:
2nd attack- 210 vs. 127
3rd attack- 150 vs. 127
4th attack- 90 vs. 127 (always fails)
So, 3 attacks are possible. Given that each attack is executed on a 60 AGI penalty, it is possible, albeit rare, that 4 attacks could be executed on a defending 255 AGI general, if the hasted attacking officer has an AGI of at least 248.
When all else fails... manipulate the source code.
ludmeister
ParticipantHey ya hosers,
Just wanted to let you all know that I haven't fallen off the edge of the earth (though I have lived in Houghton, Michigan… if any of you have gone to college at Michigan Tech you understand what I mean :unibrow:). I haven't been real active in DoaE pursuits at present but I am still lurking here and interested in your exploits. I'm also interested in any other feedback that people want to share about the mod. Hit me, I can take it :wink:
When all else fails... manipulate the source code.
ludmeister
ParticipantThere is a maximum of 1 bonus attack via items… So if you had Red Hare and an equipped bow on one officer, they would max out at one extra attack the way the algorithm currently works (ie they would not gain two automatic attacks).
Sonic- It should automatically give one bonus attack if one of the items you specify is in the officer's pack. This attack is granted before AGI comes into play.
When all else fails... manipulate the source code.
ludmeister
ParticipantYou can also use those slots to specify non-equipped items. For instance, if you want Red Hare to give his rider an extra attack, make one of those values "21".
When all else fails... manipulate the source code.
December 7, 2011 at 4:59 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #39952ludmeister
ParticipantAck… I had meant to make a note of that. Sorry about the "jumpiness".
When all else fails... manipulate the source code.
December 7, 2011 at 3:48 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #39949ludmeister
ParticipantI believe I've had success updating the Agility-based multi-strike algorithm. Here's what's changed:
@ 0x2f210-0x2f386 (0x177, or 375 bytes)
0x2f210- bdd0 61d0 2aa9 409d d061 980a 0a0a a8b9
0x2f220- 0061 8412 a000 d9d0 b2f0 10c8 c007 d0f6
0x2f230- a412 c898 2907 d0e7 4c2f b24c 9db2 ea4c
0x2f240- 00b3 eaea eaea a900 8511 bdd0 61a8 c040
0x2f250- f017 8884 12a9 00a0 3cc6 1088 c510 f02d
0x2f260- c000 d0f5 a412 4c3e b2a9 0085 12a5 ad65
0x2f270- ae65 10ea 85ad 290f a8b9 e0b2 8515 205b
0x2f280- c138 4c40 b3ea ea4c 8ab2 eaea ea4c d7b2
0x2f290- a44a fed0 61a9 004c f8b2 a8a9 00c6 1188
0x2f2a0- c511 f0e9 c000 d0f5 4c80 b200 00a5 ad65
0x2f2b0- ae65 1085 ad4c f8b2 0000 0000 0000 0000
0x2f2c0- 0000 0000 0000 0000 0000 0000 0000 0000
0x2f2d0- 0000 0000 0000 0000 0000 0000 0000 0000
0x2f2e0- c7cb ffff ffff ffea eaa9 00a4 4a4c f0b2
0x2f2f0- 1926 3340 4c59 6673 8099 a6b3 c0cc e6ff
0x2f300- a91c 2082 c400 0000 a91c 2082 c400 0000
0x2f310- a44a b9b4 6185 10a5 4bc9 07b0 07a8 ad2d
0x2f320- 624c 1ab3 e907 a8ad 2c62 c000 f005 884a
0x2f330- 4c1a b329 01c9 01f0 034c 36b2 4610 4c36
0x2f340- b200 0000 0000 0000 0000 0000 0000 0000
0x2f350- a44b b9b4 6185 12a5 4ac9 07b0 07a8 ad2d
0x2f360- 624c 5ab3 e907 a8ad 2c62 c000 f005 884a
0x2f370- 4c5a b329 01c9 01f0 034c 6eb3 4612 a512
0x2f380- a000 8412 4c8a b2
Data tables
0x2f2e0-0x2f2e6 *New!* — Item ID table, these items grant a guaranteed bonus strike
0x2f2f0-0x2f2ff— Random % of attacker's AGI
Adding this code in place of the original guts of my Agility-based multi-strikes code will upgrade it so that you have the following functionality:
1. An Item ID table is read from when determining which items will grant one extra attack. The default IDs are "c7 cb ff ff ff ff ff". You do not need to modify the algorithm to add additional items to this. Remember, any item that is 80 to ff is considered equipped.
2. When an officer (enemy or ally) attacks a defender who has Qi Shou active, the attacker's AGI is halved for the purposes of executing multiple strikes.
3. When an officer (enemy or ally) has Qi Shou active and attacks, the defender's AGI is halved for the purposes of negating multiple strikes.
Therefore, if both attacker and defender have Qi Shou active, the attacker will pit half of their AGI against half of the defender's AGI.
Why the algorithm was implemented like this
When determining how to apply Qi Shou bonuses, I had to be mindful of the 8-bit nature of the NES. It would not do to multiply AGI by 2, because that would result in 8-bit overflows. Instead, I needed to use division, and therefore we have the resulting algorithm.
When all else fails... manipulate the source code.
December 5, 2011 at 10:17 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #39940ludmeister
ParticipantQuote:How to address this? Twist ludmeister's arm to see if he can factor if Qi Shou is on in his formulas?Sure, I can do this. I should be able to do this in the next couple of days. Perhaps I'll even be able to make an Item ID table drive which items grant a bonus attack :D
This is slightly off topic, I've been inspired to improve on Final Fantasy 2j (of Dawn of Souls fame), and am in the course of a playthrough with my modified Weapons/Magic levelling schemes. IMHO it plays much better than the original, with less need to endlessly grind to gain magic levels, and characters don't gain a ridiculous number of attacks with their weapons while doing so. This will be offered as a new release of the Mod of Balance, and it will include some new fixes for the FF1 Mod as well… when it's finished, that is.
When all else fails... manipulate the source code.
ludmeister
ParticipantQuote:Here you go, please use this linkThanks!
When all else fails... manipulate the source code.
ludmeister
ParticipantQuote:IV and V were my favorites. I didn't like the whole modern turn that they took in VI and VII.I didn't either, but I thought that VI wove it into the story well, and in my mind the medieval flare is still there. Given the series' penchant for pushing the envelope (which is what Final Fantasy was founded on, after all), I gave VI a pass on the futuristic point. Then I thought the series got stuck in a rut with the futuristic stuff. VII was downhill, and VIII just bombed.
Wait. VII started with a bomb… now I'm confused. :bom:
And while I'm at it tonite, I'll throw another pet-peeve of mine out there for discussion/flamewars (well… hopefully not flamewars). Massively Multiplayer Online RPGs. Which seems to be where Final Fantasy and even the Wizardry series are going these days. When I play a video game, I play to escape for a while. I don't want to interact with people. If I wanted to do that, I'd go interact with people.
Like I'm doing now. :P
When all else fails... manipulate the source code.
ludmeister
ParticipantI'm afraid I haven't played enough mods to really sound off on all of the categories, but I'll make a go of it.
Best Story line/Text Modifications: Yuan Shao's Revenge – I really thought this mod was well done, and to be honest I wasn't sure how the author would pull the Yuan Shao cast off. It was well done. I really appreciated that the people involved in some cases pre-dated stock DoaE, which would have been Yuan Shao's glory days.
Best Map Modifications: I have not played any mods which have made more than cursory edits to the map.
Best Battle System / Tactic Modifications: I'm going to nominate the Yuan Shao Revenge mod again, for the 8 Tactics system and for the Life/Raise tactics, which are very welcome touches in a pitched battle… depending on whose side has those tactics :wink:
Best Difficulty Modifications: Destiny of an Emperor 2.0 mod. I cannot vouch for the Cao Cao mod, but DoaE 2.0 was pretty hard.
Best Portraits: Yuan Shao's Revenge. I have portrait/sprite envy :lol:
Best ROM Enhancement: Destiny of an Editor. All of it.
Best Comedy in a Mod : Of the mods I've played, I'm going to nominate Destiny of an Emperor 2.0. Why? Wang. Enough said.
ROM of the Year: I don't believe I've played enough mods to be able to make an informed decision on this category. Right now, the front runner is Yuan Shao's Revenge.
By the way, where might I download this "Cao Cao mod"? I'm interested to try it out, based on the recommendations here…
When all else fails... manipulate the source code.
ludmeister
ParticipantActually what I had in mind was INT playing a part in allowing a smart general an ability to attack a very strong general in such a way that their reprisal is minimal. A tactical wizard who has less strength would never be able to strike back against attack, but they would be able to attack and lessen the reprisal of an enemy. In other words, INT would be important while on the attack, but not on the defense.
Just thought of this… Reprisal plus agility-based attacks… That could be a sick advantage… A weak general attacks Jiang Wei and gets crushed four times as a result. Oh. My.
When all else fails... manipulate the source code.
ludmeister
ParticipantQuote:So you didn't play FFII NES? That has to be the worst. Really really weird growth system that encourages you to hit your own characters so that they gain max HP.Don't forget vitality. Or Dodging multiplier, to a lesser extent :-)
Hmmhmmhmm. That's true. And Final Fantasy Tactics for the PSX also encouraged this. You could grind yourself to level 99 without going further than the first couple of story battles if you really wanted to.
Um. Not that I ever did that. Ever. On the console.
Oh God I had no life back then :crybaby:
When all else fails... manipulate the source code.
ludmeister
ParticipantQuote:I also thought of a cool possible future enhancement today. I remembered the battles in the old ROTK games where if a weak general attacks a strong one they might actually lose a lot of soldiers while attacking. That might be hard to do in DoaE but it would be an interesting twist in a mod if it could be pulled off… It seems we've already boosted the INT and AGI attributes with more tactical options, TP, and AGI based attacks so maybe something like this would give STR more love.That sounds awesome! Actually, I'd agree with this with a slight twist (although this would boost Int again), is that an officer's STR or INT would be used when combating an opponent, and checked verses the STR of the defender. If the attacker's STR or INT (whichever is greater) is found to be wanting, they take damage based on the difference between the attacker's and defender's stats.
For instance, Liu Bei (STR 180, INT 225) attacks Zhang Fei (STR 250). Liu Bei is a smart general, so his tactical acumen is transferred to his attack, but Zhang Fei is stronger still. So Zhang Fei fights Liu Bei back with an effective strength of 25 (250 minus 225). Thoughts?
When all else fails... manipulate the source code.
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