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sonic.penguin
ModeratorAh so you EA’d them out eh? Got it, will give it a shot.
Also, I think I have narrowed down what is causing the “All-Out” bug with the specific officers. I believe it is occurring when officers are trying to use douse/castle/ and Shui Jian (forgot the changed name), the tactics you readded to the game during all-out as it is only vs. those specific officers when i go all-out that it has a chance of locking up during all-out. Other battles work fine and officers using guard/protect work fine.
*If you can re-educate me on how/where to set break points and save the log, I can probably trap the bug when it occurs.EDIT: Code seems to be working fine with Life. The enemy used it and now rebel forces come back from the dead. Cool stuff.
sonic.penguin
ModeratorGot it, no problem as enemies don’t use it often, but it does mess things up pretty bad when they do.
*There IS an all-out bug I’m running into when fighting with specific officers… There has got to be some tactic they are using that messes things up, but I’ll have to test more to find out which.
*Whenever I use a tactic, the graphics are messed up. For example, a fire tactic just shows a bunch of garbled graphics.
*EDIT: Additional bugs-
*For some reason, when enemy officers are trying to duel my guys and get refused, they keep trying to duel the guy @ the top of the formation and don’t pick anyone else. Is this the way the code works and I didn’t notice it before?*Officers are using duel/charge and failing because they are using it on dead officers. Something with the targeting code perhaps. I found this out in testing a battle with Lu Bu and had 1 officer left alive, he kept failing those tactics probably for that reason.
sonic.penguin
ModeratorAwesome, will try these out and let you know. Out of curiosity, how does this hold up in the Tian Feng battle?
Life Tactic: Still bugged. When an enemy uses it, it fails.
sonic.penguin
ModeratorWow, sounds like an awesome trip. I’ve never been out of the continental US, except if you want to include Canada, but my wife has toured China quite a bit and it’s something I’m quite jealous about. We just returned today from our vacation, camping in PA. Dear lord do people drive fast out there! (must be the mountains…) I probably wouldn’t be a huge fan of Japanese dining if it’s fish considering I don’t each much seafood but fried clams and fishsticks :P I think if I went to Japan I’d want one of those “Wagyu” steaks for like $200+ :huohu:
Anyways, awesome picture of Osaka! Talk about an epic vacation! For a while I thought it might be a staycation, but I’m sure you brought us some souvenirs eh? I didn’t use Nijo in ROI, but I’d like to revisit that mod once those bugs get worked out to fix those pervasive issues in all the mods and update with the latest portraits. Niahak seems like he practically breathes Japanese and I’m sure with you guys’ technical skills it keeps you traveling to those places every now and then. I teach during the year so I don’t get time off to travel except during Summer months. Sounds like an awesome trip and I look forward to flexing some DOAE muscles again. FLEXX
sonic.penguin
ModeratorAh, even got a mention for the Rise of Lu Bu Mod! Cool stuff and glad to know that these mods and tools are still getting some recognition. Good find Niahak! Your tool has greatly expanded at this point and has helped to make some genuinely nice mods! Now if we can just fix that ghost-double text that appears sometimes… :D
sonic.penguin
ModeratorI contacted the author about where to download this rom, however, my translating skills are a bit wanting, but at least I know the correct page:
http://u10.getuploader.com/Tenchi/
http://wildplants.es.land.to/I would personally like to download it just to tinker with some of the artwork and sprites that were made for the mod and apply them to our DOAE Mods, but I’d have to have Dragon Atma do some translating so we could download the right thing as the page has lots of other things on it.
sonic.penguin
Moderatorsonic.penguin
Moderatorsonic.penguin
ModeratorI just did another playthrough of this on twitch to check out all the changes, MAN you worked some serious magic on this mod since the last time I completed it! =D
Wholesale modifications were made in chapters 1-3 especially to make it more like I originally intended. I think they are for the better as the provide a much more expanded story line that diverges from the original which was kind of cheesy.
-3 Random crashes while using the “All-Out/Charge” command
-Enemies who used raise or were raised attacking their own allies and/or healing MY team, or retained chaos effects post duel even though they were killed by the duel outcome before being raised.
This is currently being checked into by MiDKnighT as it is also relevant in current the versions of HOC.
And one that I’m not sure if I missed something or if there was a bug, but the sister you normally would’ve saved for Zhao Yun (Ji ling I think in this?) gave me the symbol but he never appeared in a scripted fight, so I ended up carrying the Ji Symbol through the entire game.
Think I forget to add the plot for this one, a lost plot line amidst all the huge modifications, but not breaking, just annoying.
If there was anything else I probably forgot, aside from Zhang Liao having substantially lower damage throughout the entire game despite his superior stats.
But I had a lot of fun with it! I’m going to make a runthrough of the other mods you updated too! =D
This was done on purpose to level him and not make him breaking the mod and making it Rise of Zhang Liao, but he does provide some interesting tactic sets and acts as a true support throughout the entire mod.
What does AGI do ?
Where are the soldier count break points for damage ?
What does the steed do ?
How does EACH of the tactics work ? What factors into success/fail ?
AGI – determines attack order + # of attacks based on a formula (1-5 attacks based on AGI of you vs. opposing)
Steed= Auto 2x hit no matter what weapon/ AGI
Musou- Multi-hit using physical att. damage
Shock/Crossbows – 100% success auto-hit vs. all enemies (high tp cost)
Chaos- Multi-hit mislead
Terror- Multi-hit doubt
Destroy- Massive non-ele damage for melee characters
Thunder/Lightning – 100% success auto-hit vs. all enemies (high TP cost)
Haste- increases AGI for all characters + protects from enemy multi-hits
Protect – Cuts tactic damage vs. party by 1/2
Guard – Cuts physical damage vs. party by 1/2
Duel- Duel w/ 1 officer, chance of defeat, negative status, or perma-deathAll others should be self explanatory.
Army size (soldiers) Strength multiplier (x = army size)
1 to 255 –> (x / 32) + 1
256 to 2047 –> (x / 128) + 7
2048 to 8191 –> (x / 256) + 15
8192+ –> (x / 1024) + 37Break points for damage are:
10 soldiers – 4x – 1x
75 soldiers – 4x – 3x
550 soliders – 9x – 11x
1896 soldiers – 16x – 21x
5000 soldiers – 16x – 34x
40000 soldiers – 25x – 76xFebruary 15, 2014 at 3:00 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53516sonic.penguin
Moderator– A portrait selector from a library that includes portraits from DoaE2, Yuan Shao mod, Rise of Lu Bu, Flames of Wu, and Rise of Ieyasu (I assume you’re ok with that sonic?). This will eliminate the need for feidian and it’s mostly working already. Once it’s done you’ll be able to drop portraits in the portrait library folder and be able to select them in DoaEditor with no feidian. You don’t even have to put them in a portrait strip. Just drop 48×48 4 color bitmap portraits in the directory.
– Some graphics love for the battle screen – battle location and enemy sprites.
– Reading portrait BG colors from the ROM and being able to change those palettes with color previews.
Sure go ahead, it’s a small contribution that I can make as I don’t have the experience on the coding side but I know that it’s also something that a lot of people want so by all means go ahead. Portrait color selector that pulls from the rom is a good idea, it was my next suggestion.
Also, there is an issue with moving warps in caves as moving an entrance point will not move the return point if you were to enter in from the other side, similar to moving a cave entrance where an exit X/Y region/place value must be changed to reflect the move on the world map.
Also the right click option to move the ‘chests’ doesn’t work properly. If you place it on a new chest and you try to ‘check’ it, it comes up as nothing.
February 12, 2014 at 3:31 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53510sonic.penguin
Moderator30 is a good number. I was trying to determine a number that was decent but 80Mb really isn’t that much nowadays. If they are compressed that would be fine. I’m trying ot figure out what caused
00031AAF: A5 –> 17 and 00031AB1: 24 –> 18
to change values? What do those reference?
February 11, 2014 at 6:06 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53502sonic.penguin
ModeratorSince we’ve always had problems with ROM borking, how about an auto backup feature in DoaEditor? Ie…it takes a backup every time it loads/saves.
I like the idea in lieu of our current crisis. Sprite colors are unable to change in the General tab, they’re fixed. They also are changing the palette randomly still. It seems to be most prevalent in changing Palette 2 for sprites into one of the other palettes.
sonic.penguin
ModeratorUse a “Seawing” to go to the central plains which is a new Gullwing option once you enter the castle where Kotaro and the Hojo were defeated.
February 10, 2014 at 8:47 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53491sonic.penguin
ModeratorGot it. The preview option is definitely a plus as opposed to guess and check. Out of curiosity, are the cave “exit points” now editable via DOAEditor? Before, when moving caves on the world map, the cave exits had to be manually changed via the hex, sometimes with multiple exits depending on how many tiles exited the caves.
February 10, 2014 at 6:11 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53489sonic.penguin
ModeratorHaving the ability to move sprites via a “right click option” similiar to warps would be a huge plus as entering in the X,Y values and checking them for correct placement is a real huge pain as the zones + coordinates many times cause confusion to where it begins/ends.
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