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January 25, 2014 at 8:23 am in reply to: Destiny of an Editor (permanent beta test mode active) #53239
sonic.penguin
ModeratorSo it doesn’t just move the sprite and pull from one value, it actually has a NEW sprite for every town? Hmm, that’s interesting, and you’re right, it could lead to some possibilities and is giving me some ideas… I wouldn’t doubt that somewhere along the line you’ll discover the locations of those sprites I wasn’t able to map out that aren’t in the regular townspeople lists (The bar, Liu Bei’s father in Lou Sang, Guan Ping in the gemsword cave, etc) I know that some sprites their own unique locations like Dong Zhuo’s tent in Tia Men Xia. I like the “face south, frozen, feet moving” descriptors XD Also, I thought Liu Bei was considered value “A8”?
I can see the map stuff taking a while, but if it pulled from the rom like the sprites do, I would imagine it would make DOAEditor smaller, but it would be HUGE to map out. Incidientally, while using the NYONALAO code through towns, some towns are actually double the size! Cheng Du comes to mind and there are some others as well that have another town attached to them that are ‘off the screen’ They’re like ghost towns without villagers, but the shops are functional. This is the case with more than one town and *MIGHT* be a possibility for adding extra towns that weren’t included in the original?
January 24, 2014 at 8:06 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53236sonic.penguin
ModeratorTownspeople? Like this?
Exactly! Just need a preview of the town, though, and not sure if that can be pulled from the rom similiar to the sprites as that would eliminate the need to take .gif pictures like the map editing section. It’s looking really sharp though! Gonna try it as soon as it’s released XD
sonic.penguin
ModeratorNo problem! I know it is a little confusing at times to play the game, but that is because of the entirely new story and map edits that are nothing that DOAE players are familiar with! Let me know if you have any more difficulties and how your playthrough is
January 24, 2014 at 2:58 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53231sonic.penguin
Moderator1. With the current DoaEditor what are the most time consuming raw hex edits that you do?
2. What part of “balancing” takes the most time? Ie…what kind of calculators or tools in DoaEditor would cut down that time if any?
Prior to creating my own tactic lists that I’ve now migrated to all 3 of my mods, that was a HUGE time consumer but now that can be edited a lot easier. Most of the big time consumers have been covered at this point, ironically, like sprites and colors of sprites.
A BIG time consumer that hasn’t been covered, but I believe you’re working on it, is moving sprites to the proper location on a map. For example, if I want the sprite to be standing in a certain spot to block progression, facing south, and not moving, it takes some time to search through the hex, find the correct sprite in the correct town, and change it. A problem is that changing townspeople is not easy because you have values all over the place that represent different sprites/colors that aren’t officers so there isn’t really a “list” of what to change them to, its more or less trial and error. That’s about the only MAJOR time consumer I can think of for those who are hacking the townspeople.
January 24, 2014 at 10:50 am in reply to: Destiny of an Editor (permanent beta test mode active) #53226sonic.penguin
ModeratorHeh, actually I think the portrait size is large enough at the moment, too easy to see my mistakes on the portraits now :smoke: , but yeah, I would agree that most computers run at 1024×768 at a minimum. 640×480 is not very common anymore unless you’re running something from 20 years ago.
What might be useful is a soldier count modifier table of some kind? For example, Max soldier amount w/ the current profile? So something to adjust the way the leveling profiles act and the amount of troops you gain? Just throwing around ideas…
sonic.penguin
ModeratorThat is not a castle that is accessible anymore, don’t worry about calling Nobunaga there, it’s just an empty castle. Travel north/east and conquer Kenshin from the empty castle if you have already defeated the Takeda north of where the game started.
January 23, 2014 at 5:20 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53218sonic.penguin
ModeratorAwesome. So far the new editor is a LOT more friendly towards editing the game in more than just battle swaps, text, and map tinkering. These new features really make editing this stuff a LOT more fun. I can spend more time on editing and less time searching through the hex.
January 23, 2014 at 4:46 pm in reply to: Destiny of an Editor (permanent beta test mode active) #53216sonic.penguin
ModeratorFor some reason, Lei Bo is pulling up Lu Bu2… Cai Yong brought up Zhao Yun2… gonna check the HOC mod and see if those are what are actually in those sprite slots….
… and they have been modified! I’m changing them back to the original since I have the DOAE2 sprites in another page. I LIKE this new feature! :thumleft:
sonic.penguin
ModeratorAhh victory. It is pulling the sprite AND the colors from the ROM. Ie…if you change you palette those colors will show in DoaEditor.
Huge victory! This is an awesome, long awaited update! You have been awarded 4096 gold and [press key] 12456 rations. Will try after work :thumright:
sonic.penguin
Moderatorsonic.penguin
ModeratorThus it would be nice to include variance between Guo Jia, Jia Xu, and Xun Yu, somehow. Same deal with the warriors. It is tricky to balance them out.
My thoughts were to make officers such as the two “Xuns” to use the new stat “POL” with lower intelligence because that was a HUGE beef of mine with the original mod was that instantly you got a bunch of dudes with 250 INT and it just seemed worthless to hire a bunch of dumber guys. So we’ll figure something out.
This actually really helps. thanks.
That said, if I can super size sprites, why now double the portrait display size in DoaEditor? Time to “Super Size” some portraits. The only slightly annoying thing right now is that it is “slicey”. Ie…you can see the 6 slices clearly:
slicey-ness doesn’t matter too much, albeit a little annoying, but I’d rather have the sprite-import thing working properly. Color pulling would be a plus too because that is something I often messed up since I change the sprite colors.
But if you want to redo the map from scratch (and I desire to do so; Jin Xuan map’s about 75% designed in RMVX), then the current map editor is nowhere near sufficient.
Let NOTHING stand in the way of Jin Xuan; Master of the Universe!
Well, war fans are more or less fictional weapons. How much freedom do we have with weapons? Would it be possible to create a weapon which does more than simply provide attack power? They might have a fun place in the late game as a special goodie, or perhaps as a unique weapon found after the first battle with Zhuge Liang. Or as an item that comes equipped with Sima Yi (if that’s a thing), or a weapon wielded by Zhuge Liang (if enemies bother with displaying weapons). If it is now possible to create items with special abilities I can think of some fun ideas.
More or less, i felt the “fan” icon was just a little spiffier than the shepherd stick. The other icons I liked though.
I’m not sure if new changes to the tactics system allows for variance and originality here?
Try any of my mods that are new or recently updated and you can see the variance that is possible amongst differing intelligence levels of officers, its incredible with the new unique tactics code, and even more so with assigning ‘enemy profiles’. I can even force them to use ‘An-Sha’ every turn!
sonic.penguin
ModeratorI would agree on the map editor now. It’s function in its current state, just a little tedious at times.
I would argue that game balance is probably the most important thing, though. If not careful, there will be lots of characters who just aren’t worth bothering over.
Actually, this is something I’m going to have to free up to create more ‘interesting’ battles. What I did in other mods was erase a LOT of filler characters in lieu of more options for different stories, for example, a bunch of Shu officer nobodies who didn’t amount to much in terms of huge impact and don’t make very interesting people to wage war against.
I’ve got most of the sprite work done already! Just need to work on colors which I plan on pulling from the ROM palettes. You’ll also get to see the sprite facing forwards, sideways, and backwards. Sneak preview:
Awesome! Are those drawn right from the rom? Major props :thumright:
This was my greatest struggle in the mod—the limited space for text in the ROM. The Cao Cao mod basically brushed against the maximum through much of the editing process and I had to cut what could have been some great dialogue to make things work. It is nice to hear that more text is now possible. On the topic of writing, I’m happy to help out here during the development process.
Actually, through my (dear lord, 3 mods!?) three mods I’ve made from this game alread, there is actually quite a bit of unused dialogue that can be deleted without any harm to the game. The biggest problem with text editing used to be overflowing into other banks which totally borked the rom. Niahaks text editor updates allowed major fixes with that. Also, shortening a lot of merchant/battle dialoge helps clean up extra space as well. I must say I’m a little excited about this ‘townsperson’ editor, while a bear to do in Flames of Wu, definitely made the game more RPG’ish by allowing more than just ‘random’ recruits
sonic.penguin
ModeratorBoth of these enhancements require me to dig deep into what Niahak was doing with portraits and battle text and come up with something similar for sprites and villager text.
Don’t hold your breath though, these could be pretty tough to implement.
Editing towns and townspeople like we can edit maps? That would be pretty insanely awesome, but I understand that towns / warps and sprites can be a much crazier thing to deal with. I actually thought about what would happen if you pulled sprites from the rom and my thoughts on the miniature size was there too. How does the NES pull the data and enlarge it? I have already used those sprite sheets quite a bit to modify sprites already so that is an option.
In terms of text I’m trying to keep the main dialogue the same to the point it makes sense, but townspeople I’m trying to edit to explain new game features (weapons, stats, items, etc) as I think most people who are playing roms understand to feed their armies and recruit stronger officers >_>
January 22, 2014 at 10:32 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #53191sonic.penguin
ModeratorI should have added it because I did it the other day, but editing the battle menus is a really easy fix. For example, I inserted some icons by changing Battle to (sword icon)Fight and Tactics to (Tactic Icon) Tactic, etc. I’ll get you those addresses later.
sonic.penguin
Moderatoryeah, there is a new code that allows Guan Yu and Zhang Fei to be billetable AND there is a code to keep them in the party as well even after the Liu Bei made king event.
I’d love some ideas on new script, but one major fix is completely altering Chapter 1. I have some ideas from Emeperor Ling (or He Jin, they just have to die) on traveling East on the Imperial Highway which takes you from Chang An to the original Turban area. A battle with Li Jue will be spawned after you fight w/ the turbans and you will be unable to return to Chang An until Dong Zhuo/Lu Bu is conquered, or at least that will be my intention w/ the high troop counts I will give them.
I’m fixing the agility of all the officers, no worries there. I’m actually trying to make stats the most* realistic in this mod than ever. My first mods, the lowest stats for someone was like 120, now I’m trying to use the 50-200 range for a majority of the officers with special cases being above 200.
There are some other fun things I wanted to include. Like some special difficult battles (which would have provided options to recruit). One change I really wanted to make was to include a secret battle later which allowed the players to recruit Wang the Tiger (ala DoaE 2.0).
Funny. I’ve made a dragon sprite as well so that was an option in some of my other mods as well to recruit a non-human member of the party. Wang was available for recruit in Flames of Wu if the player met certain condtions.
I’m going to try to modify events/the map to make it MORE realistic to history and flow similiarly to history in terms of battle fought. Much of the townspeople’s talk wasn’t modified and I’m going to have to chop sections/add some to create more room for dialogue unless I want to hex everyones text bank/line individually >_>
Question, wasn’t someone else supposed to take over after Emperor Ling (shao?) and Dong Zhuo put Xian in charge?
Do you think ‘War Fans’ can be a legitimate weapon in a game >_>
About when did Chen Gong join Cao Cao? It was after a falling out w/ Dong Zhuo correct? That’s going to be a hard event to emulate… -
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