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sonic.penguin
ModeratorIt was a shame when that volcano erupted near Xu Zhou
LOL
sonic.penguin
Moderatorsonic.penguin
ModeratorYeah, I did notice how the floor is shared amongst other caves, like as parts of walls and treasure chests and stuff. Making each town unique would certainly require some expansion on the code.
Trying to edit snow on the world map also had this same effect as that palette is also used for castle gfx and mountains.
sonic.penguin
ModeratorIce Caves!!! :huohu:
What would be awesome is if we could make encounters specific to caves rather than just pulling from the region that the last battle was fought in.
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This reply was modified 12 years, 3 months ago by
sonic.penguin.
sonic.penguin
Moderatorsonic.penguin
ModeratorThose bastards burnt the bridge too! :-x
sonic.penguin
Moderator0x7C5FF & 0xFC5FF (World Map): 00 0F 27 29 1A 0F 00 30 29 0F 17 37 29 0F 20 31 11
Can’t wait to play around with this one! Good find.
Looks like burnt Luo Yang is missing a few bridge graphics :P
sonic.penguin
ModeratorAn event from the mod where Chen Gong will leave the party with an appearance by Wang the Tiger :)
Oh no, Cao Cao will be alone AGAIN!? Answer: Yes, most of chapter 1 will be spent this way. I felt it would be different than every other mod which fixes the party with 7 people almost instantaneously. It will be a slow build, your first semi-permanent officers being the Super Xiahou Bros and expanding slowly from there. Hopefully it will be around the end of Chapter 2 before you gain a 7 person party.
Cao Cao
Xiahou Dun
Xiahou Yuan
Cao Ren
Cao Hong
Yu Jin
Who can be an early tactician that’s not overpowered? Li Dian? Cheng Yu (would make him more POL based with modest INT) Xun Bro’s would be POL tanks and not so much INT people. First “true” strategist will be Guo Jia, but when did he join? Before Dong Zhuo? Before the fight w/ Lu Bu? Need some help on this one people.Gonna try and use those new “damage” tactics. Powder is just too “Powderful” so early on in the game. :nod:
sonic.penguin
ModeratorBut if it’s already a work in progress I think the pros of going to the latest IPS outweigh the cons (though I may be a bit biased). Tactics and stuff can be fixed up quickly in DoaEditor.
They do and that is why I manually hexed in some of the menu features and went through the threads looking for dual colored text fixes. The worst part about it used to be editing item prices/names and tactic cost/targeting/names, etc but that is a LOT easier now that DOAEditor supports those changes.
sonic.penguin
ModeratorBest Destiny of an Editor Feature of 2013: The ability to edit officer battle location and text without having to manually hex that in was a HUGE change to the DOAEditing world. I remember going through the Rise of Ieyasu mod and counting through all 4 arrays to change each location of the specific battle I wanted, it was a total nightmare and then going through the proper banks and lines to edit openers and closers made modding battles insanely slow. Now, changing battle officers, location, and dialogue is a snap… at least when the text editor is working.
sonic.penguin
ModeratorThe ROM expansion WOULD kill your save states though. Although I know a way to hack around that. If you want to keep a couple save states you can send your expanded ROM to me and a couple save states and I can fix the save states for you and send them back.
IPS is going to mess with so many things, it would be better to just start over from scratch though
sonic.penguin
ModeratorBeing let out on the south side of the castle does suck, I didn’t find a way to fix that though maybe Sonic or MiDKnighT have an idea as to how I can have the character show up on the north end of the castle until it is defeated.
Unless it is coded as such, Luo Yang automatically spits you out south of the castle until the battle ID vs. Dong Zhuo and Lu Bu is cleared because there is a warp to a zone prior to fighting them (talk w/ Yuan Shu). If you are approaching Luo Yang from the north, your best bet would be to switch the castle that is present @ Luo Yang. For example, placing Yang Zhou there would prevent you from being placed south of the castle, but you would be at a different castle wonce you entered. The same circumstance goes for Si Shui gate that until the Hua Xiong battle ID is cleared it will spit you out north of the gate because you warp to a zone to talk w/ Sun Ce before the battle. This can actually be useful for preventing progress when you mod the game if you use it right.
sonic.penguin
ModeratorCool stuff here. The mapping definitely sounds complicated. It’s a trip to see cave stuff splattered all over Xu Zhou.
Quick question about the 1mb expansion – would it fuck up the manual edits on my existing mods to do that? I’m presuming things within the code / pointers would be changing places.
Things you may have to change are things that have changed location, for example, tactics come to mind. There have been other sets of data that have been transferred and those sorts of things might need to re-edited as your changes will also be overwritten by the IPS once you apply part 1 and part 2 which an older mod will likely need.
It is possible to manually hex in the new data using the RH Guide @ Wikidot, but as I’ve found, there are so many changes that can be made by the IPS automatically that its not really worth going through and hexing everything in because the margin of error is so high, and unless you’re a pro at figuring out what you typed wrong (like 7E instead of 7D) then you’re much better of just redoing what the IPS changed, but it should leave maps and text (except for duel text) alone.
January 29, 2014 at 8:14 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53350sonic.penguin
ModeratorCat signal always works :thumright: Thanks for dropping by Niahak.
sonic: I see the villager coordinates issues and I’ll fix it.
It’s not the biggest issue in the world as I can still manually plug in the coordinates for moving around villagers now that that’s all mapped out in the rom per town which seriously made it a heck of a lot easier to edit sprite locations in FOW, but as far as functionality of DOAEditor it’s just another ‘to-do’ on the list.
Also, as far as the map editor goes, the “bulk” editing idea, while I understand the merit, might only be useful if you plan on covering the whole map with either water or mountains to build it from scratch, it just takes time to edit those map tiles, especially rivers, so they dont’ look as funky as they did in the first Rise of Lu Bu mod.
January 29, 2014 at 4:29 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53347sonic.penguin
ModeratorFor some reason, my post saying it was a savestate issue that caused that bug didn’t post. Meh, yeah, I started a new game and it was fine, it was just something messed up in the SS. At any rate, The tile coordinates don’t save when trying to replace officers. Also, some sprites “duplicate” in towns. For example I put Xiahou Yuan in Chang An and I got two of him even though I tried changing the other sprite. I noticed that it does this even if you manually hex it in. If you try and put a recruit event {E91C] in w/ two of him floating around town, it locks up the game heh, so I had to pick another villager who wasn’t a duplicate.
Now I can’t move them both to the entrance because map coordinates don’t save, but sprites do.
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This reply was modified 12 years, 3 months ago by
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