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sonic.penguin
Moderatorah, thanks MidKnight for the info and bumping the posts as well. Since my hex editing skills are not up to snuff .I'm glad for the help.
I did work with some of the editing of the tiles for the maps, however it was only limited to changing semi-exploitable areas, particularly beneath Chang An. As far as editing interior cells, for cities and caves I'm going to have to wait on Niahak to update on that unless I can level up my skills in programming (don't hold your breathe), in addition to the fact that interiors are in a whole seperate dimension from the overworld maps.
I've only had experience editing DOAE for about 2 weeks now so i'm still a newbie with most of this. I've finally got the text editor down to where I dont get errors after every dialogue edit :P
Ah well, I'll just work around the un-ansha-ables. thanks for the info though
Im really trying to bring a new level of gameplay to this mod unlike some other DOAE mods which just make your weapons like sticks and the enemies like tanks/ nerf warriors and make strategists like demi-gods.
After I finish up my second run-through with just fixing up dialogue and balancing issues, let me know when I can email you the .nes file to make those last changes and see if they work.
E for effort DA, thanks for getting back to me on that. Next time I'll just have my imaginary people contact your imaginary people and they'll do lunch or something….
Thanks!
October 2, 2011 at 6:38 pm in reply to: Destiny of an Editor (permanent beta test mode active) #26993sonic.penguin
ModeratorJust thought of another Idea for DOAEditor now that you are implementing maps. How about a function for adding overlays to map squares so as to add contents to them (ie: ChiTuMa/money/weapons/armor/key items/etc)
Also, a forest map tile or grass map tile has a warp point associated with it possibly? I tried carving something in Xu Zhou with trees and grass and upon testing i got warped to some wierd place with bridges/water/ etc all over with no escape! Aaaahhh! Anyways, was wondering if you had a clue about this occuring
September 30, 2011 at 8:40 pm in reply to: Destiny of an Editor (permanent beta test mode active) #26992sonic.penguin
ModeratorThe map issue could have been due to the images not matching up properly for some reason. Sometimes it appears that in the UI main window a river is running through parts of the map where there are no rivers, generally this appears on the bottom the screen. I'm just trying to locate the 1 square of Wei ground in Jing Zhou in an attempt to replace it with Water but there's 276 regions to go through! I've narrowed it down to between 184 and 160 I think…
September 29, 2011 at 2:33 am in reply to: Destiny of an Editor (permanent beta test mode active) #26991sonic.penguin
Moderatoram experiencing some of the most errors when switching between screens and exporting data to a rom. Will keep you updated
September 29, 2011 at 12:44 am in reply to: Destiny of an Editor (permanent beta test mode active) #26989sonic.penguin
Moderatora few notes about .96 so far.
I tended to get an awful lot of string errors and lock-ups which made the whole editor close. This happened particularly when imputing values for portraits on characters, especially when you type in an extra digit and don't realize it right away. I got a few crashing errors in the text editor that brought down the whole thing.
Gave the map editor a whirl and it certainly has promise. I tried editing some cells by putting a bridge over water but… in game the bridge appeared to the side of where I actually place it about 10-20 cells east and wasn't connected to the land?
You swapped the agility and intelligence boxes, at first I thought Lu Bu had 245 Int :O
Just takes some getting used to.
.94 seems to have a lot less major crashes, in fact, not sure if I've even had one on it.
Anyways, it's looking good otherwise. Wish there was a way to expand the size of the game and edit what music plays in certain battles.
September 28, 2011 at 2:04 am in reply to: Destiny of an Emperor 2.0: Cao Cao Edition (BETA RELEASE AVAILABLE!) #29816sonic.penguin
ModeratorIt was a step up to increase the role of high int. officers and tactics but it essentially nerfed the role of high strength characters a bit too much I think. To each his own though :)
sonic.penguin
Moderatorhehe, its a wonder Gao Lan can fight with his eyes shut!
September 28, 2011 at 1:17 am in reply to: Destiny of an Editor (permanent beta test mode active) #26987sonic.penguin
Moderatorawesome, can't wait to test it out. Thanks for updating that letter per line thing q.q
September 28, 2011 at 1:14 am in reply to: DoaEd text-editing edition (Alpha 0.04 released 7/07/08) #34653sonic.penguin
ModeratorI found just this past day that editing some text in the editor can really mess up the in game leveling. I was cleaning up some of the battle text so as to get rid of the annoying need to press extra keystrokes and wound up royally messing up the leveling system >_< So had to scrap the adjustments made on that. H
However, I am getting a more updated* version of my mod with better dialogue throughout the game, faster routine processes of battles, cleaned up battle text, some much harder/more interesting battles than the original 2.0 DOAE, and of course surprises :) I will hopefully upload a beta sometime soon if I can figure out how to upload a .rar to the site or have someone help.
September 26, 2011 at 7:35 pm in reply to: DoaEd text-editing edition (Alpha 0.04 released 7/07/08) #34651sonic.penguin
ModeratorI'm finding it easiest to just delete those odd words said from minor town characters who aren't extremely important and change their dialogue to something more generic so as to gain the extra vocabulary. After changing up just a few things that townspeople say I started getting a lot less errors while editing the text.
September 25, 2011 at 9:57 pm in reply to: Destiny of an Editor (permanent beta test mode active) #26984sonic.penguin
ModeratorGot it. Thanks. Also, I believe it was because I installed a copy of text editor into the same folder as the editor that i had conflicts. Gotta make sure to keep them in seperate folders.
sonic.penguin
Moderatorahh, good stuff anyways though. I indexed the colors down to the four that are 'seen' in game, even though they need to be that bluish green to import into it. I've always liked the pics from Nobunaga's Ambition LOD and wondered why no one ever used those in a mod thus far.
I always felt DOAE2 portraits were a little too "cartoony"
sonic.penguin
ModeratorGlad to be here, everyone seems pretty helpful when they are not so concerned about declaring themselves emperor
sonic.penguin
Moderatorjust try this instead … http://s229.photobucket.com/albums/ee26/sonic_penguin/
sonic.penguin
ModeratorTrying to get this work… again…
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