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unfy
ModeratorLOL
i'm… prolly just gonna do something quick and dirty for the ui and get it out there so things can be incremental improvements.
this real life in the way b.s. stuff is gettin irritating :(
unfy
Moderatorbeen afk, i know.
super busy.
will update as i can….. hell, i still need to vote :/
unfy
Moderatorbusy busy….
haven't gotten to work on this much lately. still thinkin bout it tho :)
unfy
ModeratorThis retaliatory stuff might go against the entire play style of DOAE… just.. throwing that out there.
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If… INT could somehow be apart of a counter attack, then perhaps. I'd suggest the counter attack only being based on INT scores.
ie: Mr Strong Guy attacks Miss Smarty Pants. Miss Smarty Pants is possibly able to pull off some kind of tactic to inflict harm on the attack. In the book – this would be a feigned retreat to an ambush or logs/stones / etc.
Mr Strong still does his normal DOAE damage as intended. But… is there a way for a smart guy to also retaliate against the attack ? I suggest it being INT based because… the smart guy would lead a hot head ?
If it happens with every attack, you now have damage occurring much more frequently in the game, and not sure how battles would work out in that case. Cause then…. smarty pants get damage from their tactics AND from this counter attack stuff.
Next up — how do you determine when these counter attacks happen ? Constantly ? Only on 'defend' (which is not good, AI doesn't defend) ? Randomly akin to ambush / bei jie ? If random, how many of the battles would be decided more so by luck ? Can brigands / rebel forces do these counter attacks ?
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Quote: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?Is this just the reprisal attack damage ?
Or is this the 'liu bei attacks zhang fei, but the outcome is only liu bei hurt by someone with an effective 25 str' ?
Instead of taking the greater of str/int, maybe sum them for the comparisons ?
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I dunno… this… is… entirely scary and prolly needs to have just a fresh slate rom with sand box fights that are easy to edit to test with.
unfy
ModeratorHm.
The original, hands down. Preferably the older versions as well…. not these new ones where ya get more xp/gold and things cost less and you have MP instead of spell slots.
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2 was a tad too strange for me
3 on the NES I didn't mind.
4 i liked although it's very much a casual game… at least in the US version (ff2us/easy mode).
6 … i lost interest in by the time i got to the WoR. WoR was a great concept and I was intrigued, but the game had lost me by the time it rolled around.
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7 …. is when i quit playing the series. the soap box political / ethical / moral b.s. at the start…. and non-interesting inventory / equipment stuff…. well… i played through disc 1… it took about a week of playing to do so and the length and constant stuff thrown at ya overshadowed the lacking aspects of the game, so i was content with the game. disc 2 took all of a day ? started to finish 'disc 2 100%' after realizing how short it was… and…. got annoyed at all of it and just put it away. never got much more than a few screens into disc 3 and haven't played it since heh.
other / newer ff's — seen people stream them… definitely not for me.
unfy
ModeratorBest Story line/Text Modifications: Rise of Lubu
I tend to agree with many of the nominations above, and I'll admit to not being able to give a few of the other nominees in this category a fair shake yet (maybe by year's end?)…
but… the plethora of changes, and overall theme is quite consistent…. and the fictional story progression is in place as well. Comedy is nice.
I believe I got up to the Liu Bei treaty idea in Yuan Shao mod, which really was an excellent theme change for the getting-old-sword-routine.
ROM of the Year: Destiny of an Emperor 2.0
…. i… dunno if DOAE 2.0 was this year or prior. if it was this year, then it has to have my nomination as the father of the current mod flavors. Yes, DOAE Cao Cao expanded up the possibilities by starting off with a different crew. Lud's new system will prolly be seen as '3.0' style system that will prolly replace current stuff :).
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Non nomination stuff:
Comedy: i agree with everyone's noms — Bwahahahaha!!!!!!!!!!!!!!! :P
Difficulty: this one is a hard one to actually pick. While the ultra-difficult mods are interesting in their own ways…. I found myself resorting to save state abuse far too often in them. There's a major detraction of fun when doing that.
To me, use of save states in DOAE is akin to modern games where death isn't all that catastrophic and you can just grind against one situation incessantly until you manage to get lucky or get it done right. It's not particularly fun, and there is a far less reward feeling with it.
The Yuan Shao mod seemed to be more difficult but fairly easy going from the get go. Haven't tried the updated version yet, nor did I get to complete the original. I actually seemed to like the balance it had up until that point (I think up to death of Yuan Shu was where I left off before save file corruption).
Rise of Lu Bu had a harsher start of the difficulty curve, but not out-of-reach so. A couple fights were on the silly hard side, but for the most part it seemed to do well. I think the Wu / Wei invasion of JingZhou is only spot where the difficulty ramp was almost too much to bear.
Lud's pre-2.0 mod I just finished. Wei was mostly a cake walk sadly… and i beat the game at lvl46, but everything up through Wu was great. The different items in expected spots was a very nice touch. Need to try the newer one with agi-attacks and more tactic stuffs.
I … can't really nominate a mod for this category just yet. I don't want stupid hard, and I don't want cake walk.
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need to play through a couple other doae mods and hopefully get a few more nominations in.
unfy
ModeratorQuote:I can tell this mod is dated due to the MASSIVE amounts of new things we can do with mods since about a month agodated or not… a good mod is a good mod regardless :). much like you're not adding agi/8tactics to lu bu due to rebalancing it'd require etc hehehe.
what little bit i got to play of this before the battery ram goof, i was enjoying.
unfy
Moderatorwhen i came back to this, the battery backed ram file got somehow switched with another one… so… i was at the end of the game with… weirdness.
currently going through ludmeister's older ver (pre agi-attacks and 8 tactics)… after finish that… need to decide between final lu bu or updated this one.
November 25, 2011 at 1:13 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #39914unfy
Moderatormidknight: yeah, i ended up doing that in ludmeister's v1.x mod. i still just approach wu the same way as if first time playing it…. and i still, without fail, encounter Taishi Ci within the first two, maybe three RE's on the way to the first castle.
i know there's no fix for it, i just wanted to rant cause it happened again last night :)
November 24, 2011 at 7:08 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #39912unfy
ModeratorWwwwwaaayyy off topic, but i have a request.
Without fail, any time I just enter Wu after Liu Bei declares himself emporer, within my first 2 random encounters – i get my ass handed to me by Taishi Ci. Without fail. Doesn't matter what mod I'm playing (assuming TC is in the area).
I wouldn't mind getting to the first salt peter cave without being raped every time I first venture into Wu.
:scratch:
November 19, 2011 at 4:37 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #39894unfy
Moderatorok…. i gotta know.
what does this php/feidian thing do, and why hasn't someone made a doae specific tool for it ?
surely it wouldn't be difficult to whip something into shape quickly for it ?
i might volunteer.
gimme infos.
unfy
Moderatorre: op
depends on your goal and how you want to ramp difficulty
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after playing many of the downright brutal DoaE, it was nice to play the lubu mod that was fairly balanced although still more difficult than the original.
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if you want things to be difficult, you'll be having brutal ap/ac on enemies or high soldier counts on enemy generals.
something to think about — do you want the party to evolve over time, or is enemy recruitment just a matter of removing annoyances from random encounters ?
unfy
Moderator
stuff to the left, just standard display. it's not really sorted or anything and is just… there to show "info goes over here".
that old timey telephone on the right….. i was thinking of something along those lines for the UI.
from a keyboard or joystick point of view…. left / right would rotate through the icons to pick from the family of commands (view / personnel, intl affairs, etc), and the red box of stuff above (sub commands) would change to the different sub commands available.
up / down would choose between the sub commands
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from a mouse perspective, i would assume click on the green button, then drag to which icon you wanted, or possibly just clicking directly on it, i dunno.
… i also assume this would be touch friendly.
unfy
Moderatoryup, the dread starts.
time to start coming up with a rudimentary and temporary gui for it… and actually making it fully interactive and … like… a game kinda ? lol
unfy
Moderatorlooking forward to it :)
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