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unfy
Moderatorwrote a tool to convert da's dump into project's ini preferred data style, so provincial map linkage done, yay.
i guess…. displaying who owns what on the map.
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edit: oy, no flood fill option.
i'll see if there's an option to programitically mask out one bitmap with another in GLB to only the fly generate the province graphics or something
if not, gonna be a lot of grunt work in paintshoppro…
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found something that is prolly workable o/
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edit:
ugly as sin, but …. have it just doing single color flood fills and it seems to work just fine. yay.
now…. what's next….
unfy
ModeratorQuote:I'm a bit late to this party, but RTK9 PC w/PUK allows exactly that to happen –Are you kidding, dev on this project is slow and steady (over the long run at least). There is no such things as late :)
Quote:occasionally during a battle, you'll get a notification that a soldier performed exceptionally well, and you get the option to promote them.It did flesh out the game a bit, but things do start to get cluttered if you get too many of them. Maybe it could be an optional thing?
I considered the combat stuff as well, but since this is to help poor recruiting wastelands for the most part, it'll be applied to the search function.
While extra dudez can be helpful while you're in active battle campaign, I'm not sure if a field promotion would be necessary ? It's another option we can throw on the stack, for sure tho… and something that warrants pondering.
An option — anything and everything can easily be an option :). Would just be apart of 'start a new game' series of screens.
Looking forward to being able to put time towards the project this weekend :)
unfy
Moderatormidknight: nope can't help you — i actually haven't dug into rom hacking of any kind. my day job for the last 12 years or so has been c/asm in the embedded world, and i've got more c/asm experience prior to that…. so… i know a little about what's going here or there :)
da: rofl
unfy
ModeratorQuote:like a drunk Zhang Fei…ROFL
unfy
Moderatorpersonally, i prefer Nobu Naga. much like Zhu Ge Liang. assuming 'nobu' and 'naga' are separate glyphs in the original japanese :)
if they're not, any chances of hyphenation at the end of the first 'line' ?
unfy
Moderatorsee, DA — that kind of stuff makes me wonder if I should be opening development / data entry stuff earlier to the community hehehehe.
as it's been, it's just looking at the map and typing out a bunch of ini entries :)
i'm somewhat hoping to get it further along so there's more incentive for others to put effort into the project, though…. and feel like less of a waste of time possibly ?
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looking at the table, it seems like it might be plausible to assume that border location within the table might affect horse routing, or maybe even go as far as troop positions in combat ? with the above list, i could prolly try several invasions along the same index across several provinces to see if placement is just a list of 6 different hard coded spots. if so… that means implementing that and then leaving the discussion open for if to allow editable spots ?
of course, this doesn't really handle defensive unit placement possibilities….
November 10, 2011 at 10:35 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #39840unfy
ModeratorI'm not entirely sure if the tactics system really needs an overhaul. Losing tactics can be a bit annoying, and a variety would be kinda handy (being able to cast Guard as well as Zeal for instance)… I…. dunno. Part of the original game play was for a single tactician and the choices / limitations / strengths therein. Even an idiot can Wan Fu then (player party) :).
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Sadly, my discussion was entirely geared towards the late game…. and hopefully attempting to avoid as much 'work' as possible by the modders :). How it affects early to midgame, dunno.
I wasn't aiming for diversity so much as avoiding leaving fate to the RNG.
unfy
ModeratorDA: Point.
So…. okay. Random dudes / dudettes with possibly decent skills. Work out the details later, not up to that point yet :)… but I'm convinced they're feasible and probably welcome. If anything, a game option toggle to disable them can be offered.
Next day or two is finishing up the provincial neighbor lists (thursday nights are usually very busy for me, although it should only take 10-15min to wrap up). From there…. it's probably work on the map of china (showing who owns what province, and something to plot routes).
After the map of china is serviceable, that'd leave…. uhmmmm… actually starting a 'real' game GUI and starting some of the actual game logic / rules and such. I've been putting that off because it's… the least generic of the tasks at hand. Kind of scary how steadily it's been progressing :retard:
Outside of the mountain of data entry still left, naturally.
On a different subject, talking with my dad this morning, he was assuming I was going to offer different unit types. Archers, cavalry, etc. I wrote him back in an email stating that I wasn't too inclined to do so. It's been years since he's played the game, so I had to refresh him that it was the general stats that were the primary driving force and not unit type (as is typical with just about every other game).
Playing through 3 and a bit of 4, the extra unit types seemed to be more or less just clutter and pointless. Some of the siege engine stuff was alright, but… uhhhh it detracted from the game IMHO. In Le'Emporer, the mix seemed to do okay, but it doesn't seem to really mesh with ROTK2 style stuff ?
I personally am envisioning just the standard ROTK1/2 "everything is infantry" approach. Given that I want to offer some more combat options, particularly for the poor slaughtered advisor types, I can see there being huge chasms of room for dialog on the matter :)
If anyone has ideas on incorporating different unit types that doesn't clash with ROTK2 style and are more than just clutter, I'm listening. So far, I see it as just a waste and in the way.
November 10, 2011 at 9:22 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #39838unfy
ModeratorLate game tends to devolve into two strategies anyway…
Spamming Ce Mian, or spamming An Sha. Both hope to dodge a Wan Fu and Negate.
These two strategies and relying on the RNG is what primarily causes me to put the game down after Wu (or just before the Sima Yi / Thunder castle) 90% of the time. In general, it's not fun hoping the RNG likes you for the 6-20 rounds a fight can take.
Sadly, the game puts the player at such a disadvantage late game due to limited TP's that it really does come down to luck :(.
Chi Tu Ma / insanely high AGI generals helps keep a Ce Mian strategy going… but… I think my point still stands.
I would really love to see a way to have the late game offer more variety. I have no ideas on how to go about accomplishing this, though. Ah Sha and Wan Fu are natural progression of their respected tactics trees… but both make late game rather grrrr.
A Revive spell helps greatly in countering An Sha.
If Wan Fu only recovered, say, 25k (Miracle recovering 5k * 5 max soldiers…)… then… it's a bit better…. but…. that still makes mid to late Wu the same as always.
Is there any chance / room to give the enemy army a TP limit as well ? Should obviously be a lot higher than the player's TP since the AI spams tactics, but…. it might mean no longer having to fear an enemy that has unlimited Wan Fu. I realize this gets more complicated down the line due to having to somehow dictate how much TP different fights or RE's might have (maybe something during the combat start up routines ?)…
Not having to fear constant Wan Fu … means that although someone could Wan Fu themselves 5 times, you *can* still eventually win without having to get lucky.
unfy
ModeratorQuote:16 12 11
Not exactly china's up-and-coming Zhao Yuns, and #5 is especially ghastly.
Cao Bao, is that you ?! :huohu:
Random based guys… I would personally think need to be 10-50 range on their stats, personally. There are lots of existing mediocre guys in the game already, and I don't think we should be handing out random gods ?
A completely random algorithm such as what you suggested is possible, but how about something more a long the lines of:
* minimum stat 10
* stat points to allocate: X (say, 70-120 ?)
* randomly assign the stat points to the different attributes
* possibly put in individual stat cap (no str/war over 65 etc ?)
This way you avoid a Cao Bao, but you should also avoid power houses…. yet still have *some* variety ? algorithm is a bit unimportant at the moment prolly… the concept of the random guys is what needs to be tackled ?
re: searches covering larger areas / corner cases (ie: prov 1/15)
i've not looked into getting home province / searchable province stuff put into the data files yet, so i dunno if there are truly any areas that are completely bereft. was actually prolly gonna pawn that job off to you guys / community :P
i kinda like the idea of throwing out some random dullards, but am very nervous about how it'd affect game play. particularly when we can possibly already have lots'n'lots of generals. of course, if the big provinces gain lots more people simply because that's how it is with all the additions, the wastelands are gonna seem that much worse.
it's looking like random grunts are probably going to work their way into the game, but it seems like quite a game play changer requiring lots of testing once the game becomes playable :)
unfy
Moderatorre: language
and i can't really stand c# :) hehehehe. to me, it's too obfuscated and seems like a pita to do *anything*. a few projects at work make use of it, though… and the guy that was working on them seemed to make good time while doing so…. so the language has got to be alright.
for GUI's, I tend to fall back to VB and if anything interesting needs to be done, a C DLL. C# would prolly be a happy medium between the two. also, i don't care for VB since the .net stuff, they made it less powerful by making it less simple IMHO.
re: searchable officers
DA: well… being able to add generals to the game with ease will somewhat help the 'overlooked' guys. with currently more than an extra 200 generals added compared to the original, that'd theoretically be an extra 5 per province. And there's still plenty of missing dudes.
i always kinda wanted to change how the searchable stuff worked, too. partly to solve the drought provinces like ya mentioned, and partly to solve the pointlessly grinding to search for people.
if searching maybe covered a region rather than a single province ? or if covered surrounding nearby provinces ? then… if searching covers multiple provinces, how does recruitment work ? when you search do you search enemy territory as well ?
completely random people: in order for it to not affect combat, they would have to have truly atrocious stats. i'm talking single digits. that is assuming searching is nearly always successful. if instead, you can get one random dude from each province every year (or 3 or 6 months or whatever)… that might work out better cause could prolly given them slightly higher stats ?
more generals, either random or not, might also help rulers who are in a talent vacuum area at least stand a chance ?
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edit:
finishing up the lists of what provinces are next to others. since my current map has the black borders, there's no automated way to do it atm… and it's not so bad, just 1-6 entries per province :)
unfy
Moderatorprovincial combat maps created
dunno if want placement options to be hard coded or dynamic. not too important atm.
not sure what i want to tackle next
unfy
ModeratorBut was surrounded by Zhang Fei.
— always thought being surrounded by one guy was amusing
if mods count:
Bwahahahahaha!
unfy
Moderatorprovince combat screen editor written o/
now to just go through the 40some provinces… :/
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actually it goes pretty fast, no complaints.
unfy
ModeratorQuote:Why leave the china map uneditablemostly due to how it's generated and such. took rotk2 map, blanked the insides, filled them with varying shades of blue (1 = province1, 2 = province 2, etc)… loaded that graphic up, grab each pixel, whatever it's blue value is which province it belongs to… thus…. pixel perfect clickable map. saved the pixel->province array to a file as the click map.
if i made this a separate tool it'd be easy to make it editable i suppose. not been a priority :)
currently trying to figure out how i wanna grab each combat map. prolly just control a couple rulers and march around the map engaging in combat…. with editor open at same time.
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