Dynasty Warriors 2 Walkthrough :
This walkthrough for Dynasty Warriors 2 [Playstation 2] has been posted at 05 Apr 2010 by GAGOKAW and is called "/3/4 Advanced Game Mechanics Guide". If walkthrough is usable don't forgot thumbs up GAGOKAW and share this with your freinds. And most important we have 5 other walkthroughs for Dynasty Warriors 2, read them all!
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Walkthrough - /3/4 Advanced Game Mechanics Guide============================================================= ================== Dynasty Warriors 2/3/4 =================== ================= Shin Sangoku Musuo 1/2/3 ================== ============================================================= =============== Advanced Game Mechanics Guide =============== ========================= FAQ V4.0 ========================== ============================================================= A FAQ by ENAY (41342 words) V1.0 August/11th/2003 - First Version V2.0 August/18th/2003 - Added more info and sub categorised longer sections, many new sections have been added also, along with extra info in existing sections. This FAQ was big enough as it was, but now it's twice the size. :) V3.0 August/24th/2003 - Not much this time. Added some stuff Fixed a few grammatical errors and added more information to the section with the invisible horse and an extra section about clipping. V4.0 Sep/14th/2004 - Fixed more grammatical errors and added some more information concerning Dynasty Warriors 4 Extreme Legends. This document is Copyrighted 2004 ENAY. Dynasty Warriors 2/3/Extreme/4 & Shin Sangoku Musuo 1/2/3 are trademarks of Koei (c)2000/2001/2002/2003/2004 http://enaysoft.co.uk/ enay@enaysoft.co.uk The latest version of this FAQ can always be found at:- http://enaysoft.co.uk/ === A number of people have e-mailed me saying they they loved reading my FAQs so much that they would like to pay for it. I found this to be quite weird at first but I certainly wouldn't say no to a bit of cash, no matter how small! So if you would like to donate me some money then donate to me in UK pounds using Paypal at:- enay@enaysoft.co.uk I *REALLY* appreciate your support and it further inspires me to write more pointlessly indepth FAQs for other games as well as to maintain old versions. Thanks again :) === CONTENTS:- 1.0 INTRODUCTION 2.0 A.I. 2.1 ALLIES 2.2 ENEMIES 2.3 BODYGUARDS 2.4 PATHFINDING 2.5 BATTLE ORDER 2.6 ATTACK ZONE 2.7 STATIONARY 3.0 BATTLE CPU PROCESSING 3.1 REGIONS 3.1.1 STATES 3.2 Z ORDER 3.2.1 1 PLAYER MODE 3.2.2 2 PLAYER MODE 3.3 MORALE 3.3.1 EVENTS 3.3.2 KILLING ENEMY GENERALS 3.3.3 KILLING ENEMY TROOPS *** IMPORTANT *** 3.3.4 KILLS IN MULTIPLES OF 50 3.3.5 1000 KILLS 3.4 ON AND OFF RANGE PROCESSING 3.4.1 MORALE 3.4.2 OFF RANGEON RANGE 3.4.3 PROCESSING TRICKS 3.4.4 SPECIAL HORSE CHARACTERS 3.4.5 BEHIND THE SCENES PROCESSING 3.4.6 BOULDERS 3.5 PERSONAL TROOPS AND RESPAWN POINTS 3.6 THE LEGENDARY INVISIBLE HORSE AND INVISIBLE ELEPHANT 3.7 CLIPPING 4.0 USEFUL TACTICS 4.1 CONTROLLER 4.2 ITEMS 4.3 CHARACTERS AND CHARGING UP 4.4 INCREASE POWERUPS 4.5 INFINTE COMBO 4.6 BONUS POINTS 4.7 9999 4.8 ARCHERS 4.9 MAXIMUM MORALE AND SUB GENERALS 4.10 MOUNTING 4.11 REINFORCEMENTS 4.12 NEVER GIVE UP! 4.13 SURVIVING FOREVER ON XTREME MODE 5.0 MY VIEWS ON 5.1 DYNASTY WARRIORS 4 5.2 DYNASTY WARRIORS 4 EXTREME LEGENDS 6.0 IDEAS THAT I THINK SHOULD BE ADDED IN THE FUTURE 6.1 KINGDOM LEADERS CHOOSE SUB BOSSES 6.2 PRESS SELECT TO INSTRUCT GENERALS 6.3 R3 MENU 6.4 TAKE OUT AUTO AIM 6.5 A FEATURE TO DIABLE DUELS 6.6 MORE INFO 6.7 A BETTER SURVIVAL CHALLENGE 6.8 GENERAL BODYGUARD 6.9 SUB GENERAL SPEECH 6.10 4 PLAYER MODE USING TWO PS2 UNITS ============================================================= ============================START============================ ============================================================= 1.0 INTRODUCTION Welcome! Ever since the release of Dynasty Warriors 2 I have been addicted to the sheer fighting excitement of this game. The release of Dynasty Warriors 3 improved so much over the original that it was a very wise purchase for me. I've been a big fan of scrolling beat-em-ups for many years but the Dynasty Warrior games definitely are the most original games to date. Then of course came the sequels. Although I've felt the series has slumped a little since Dynasty Warriors 4. Being a games programmer myself, I find the AI (Artificial Intelligence) in these games fascinating. To some extent you really do feel like you're in a massive war. And for me this is what makes the game so fun. Each battle is rarely the same twice. And the 2 player option is just fantastic. I'd highly recommend anyone to buy any of these games. The aim of this FAQ is to explain how the game mechanics work and how to exploit them to your advantage. All examples used are on the assumption that the game is played on hard. I like a challenge and as such have never played it on any other setting. So in which case some of my techniques might be a tad overkill for the Normal or Easy settings. Also, if you're the sort of player who completes every single level by manually going around and killing all the bosses yourself you may find this FAQ interesting reading as there are other fun ways you can play the game and get your armies more involved. If you're reading this to find all the special weapons or cheats etc then you're looking in the wrong place. There are many other FAQs dedicated to those. This is for people who are really into the game and wish to know more, and ways in how to enjoy the game just that little bit extra. There are also some tips at the end of the FAQ which really help me to always win. Suffice to say I've played these games a lot, in excess probably of 1000 hours, I have a pretty good idea how everything works. I shall start off simple but get progressively more complex in my descriptions. To get the most out of this FAQ I recommend you to start from the top and read through from start to finish. This is because I introduce concepts at various points that are later expanded upon later in the guide, of course you're free to do as you please but you may understand better if go through the FAQ in the order I have written it. Remember that in my guide I have made up some terminology to describe some factors or features that the game involves, these words are exclusive to this FAQ. I know what I'm talking about but I needed to make up some words that you would find easier to understand, for you to take on board. So basically, a lot of slang words are used, so I can make more sense quickly when describing things in detail without having to constantly explain the same thing over and over again. Also, in this guide bosses and generals are the same things. I will often say enemy general and then say boss halfway through a sentence, I apologise for this but they are the same thing in reality. I just can't help saying one or the other at seemingly random intervals. Sorry. Don't worry if you don't understand everything in this guide. You may not, but I hope some people find this guide helpful. For most, it'll be an amusing and interesting read after playing the game. And I apologise in advance if I haven't made myself clear. I've only briefly proof read this FAQ becuase it is so long so I am sorry for any spelling errors or grammatical faults. If you find an error and it really bugs you then tell me and in the future I will fix it. Enjoy! :) ============================================================= 2.0 A.I. A.I. (Artificial Intelligence) plays a big part in this game. There is a lot of it going on and without it, there wouldn't be much game. I will be explaining each type. In general, enemies move around in sets of five. Four of which follow a leader, usually a rank above the rest. For generals this tends to differ but generally armies move around in small clusters of people. _____________________________________________________________ 2.1 ALLIES The allies are your friends, they help you in this war. You cannot hit your allies and nor can they hit you. They will move around the map according to which enemy generals are alive and whether certain events have happened. They will also hang around with which general they are assigned to. See '2.5 BATTLE ORDER' for more details. In many cases helping your allies, especially the generals will be the key to completing almost every mission. Without any allies to your aid, it will be very difficult to defeat everyone by yourself. Unless you're really powered up. _____________________________________________________________ 2.2 ENEMIES Enemies are programmed similar to Allies except you will rarely see them stood around waiting for battle because once approached they will engage you in combat. Except on Dynasty Warriors 4 where you need to get fairly close. Regular enemies will generally engage with the first person they meet or by the last person who hit them. Enemy generals have a special bias towards you, each time they finish a combo a check is made to see whether you are in close range. If this is true they will give chase and come after you. Keep an eye out on them on the mini map. This is less true on Dynasty Warriors 2 where generals can sometimes be fighting right next to you fighting someone else. _____________________________________________________________ 2.3 BODYGUARDS As everyone should know bodyguards fight alongside you. If there are no enemies on screen they will just stand idle. When enemies are on screen they will attack or defend depending on the orders you give them. Personally I think defend is pointless. What good are they if all they do is just stand there not attacking? The answer is simple, they're worthless. Better in my opinion to fight back and have no one to defend against. The bodyguards will fight within a certain range, if you move too far away from them then they will abandon the fights they were having and then follow you. You can see this is action if you face them, defend and then walk backwards. The bodyguards of enemy generals also do this, as can often be seen when you are fighting one of them, then they'll just suddenly run off. When they do this they are not programmed to retaliate but just run straight towards their general. If you can prevent them from returning to their master then you're pretty much guaranteed a safe. Enemy bodyguards gave you food in Dynasty Warriors 2 but sadly do not in the other versions of the game. In Dynasty Warriors 4 you can press select to give your body guards orders, the most useful of which was to make them stand where they were. On any version before Dynasty Warriors 4, if bodyguards died, they didn't rank up. Except with the exception of Dynasty Warriors 2. _____________________________________________________________ 2.4 PATHFINDING All the characters in the game move through pretty simple path finding. It's largely unchanged in all the versions. Because each battle is pre-determined and all levels mapped out before hand I very much doubt there are any complex heuristic or A* path finding algorithms used in the game. That is in simple terms, processes which the PS2 will use to calculate the nearest path towards another unit whilst avoiding the scenery. Especially since they often get stuck if you follow their every move from one place to another. When enemies follow you or are moving to another location they move towards a particular location in a straight zig zagged fashion. This is rather clumsy, often stopping and starting, and even moving backwards and forwards in the same area before moving onwards. This is because if they get side-tracked into a fight they need to get back to a previous way point before they can carry on moving, even if it means going back through old ground. If you look at the direction they are moving they will almost always move in diagonals. As in NW NE SW SE. I believe this is so they don't get stuck on scenery like fences or other straight obstacles. However, when generals are not with you they move to their destinations perfectly. This is due to the off range processing, of which I will describe later. It is therefore faked off screen. For this reason generals move towards their locations quicker and more efficiently when you are not hanging alongside them. There are some levels like the battle of Chi Bi on the 3rd and Extreme where generals can get stuck. I've had Sun Jian get stuck on two boats and repeatedly move between the two for eternity, leaving myself to do the rest of the level unaided. Even when I'm moved away from him he still wouldn't budge. I've even had Xiahou Yuan stood in the ocean instead of on a boat. Definitely a bug. When running through enemy territory all enemies will execute the age old 'run directly to your position tactics'. Similar to how bullets approach your ship on shooting games. A calculation is made to find the shortest distance between you and the enemy and this is the route they will take. They will never try to cut you off or guess where you about to move so the trick is move in a slightly curved and also zig zag style fashion between enemies. This way you can avoid getting into contact with them at all when running through enemy territory. The enemies rarely crowd you on Dynasty Warriors 4 so running through enemy territory is much easier. I will explain more about why this is true later on. With archers it is recommended to jump in a zig zag fashion, even when approaching them. This way they will never be able to get a lock on you. Watching the demonstration will give you an idea of how obscure the path finding can sometimes be. You should also note how strange it is that the computers are also able to perform the pointless 'circling around' technique during the demo. You'll have seen many times enemies do this in battle but strange how it is impossible for you to perform, yet the demo makes you think it is a legal move. I hope that last bit makes sense. _____________________________________________________________ 2.5 BATTLE ORDER Each battle consists of various units set out in strategically set locations as defined in the battle layout of each level. Generally speaking the order of this each unit is set is the same and only varies depending on which side you're on. For instance at the battle of He Fei castle on the 3rd game, if you choose Wu you start on the outside ready for the attack but if you choose Wei then Wu is already in the castle. This I believe only applies to Hard, but I could be wrong. You can often get some rather odd layouts on screen when generals are programmed to chase other generals and one has moved out of position. Especially if you are playing the stage leader. The best example is that on many levels, your main leader will stay in the same position until all the army in the other team except for the leader has been killed. The battle order in which the characters move is always the same, however what makes the battles often seem different is the order in which generals die. If two armies are in battle and one dies then the next army moves on. However is there are a lot of troops left in a particular army on the way to its location, the troops will queue up and wait their turn when they are needed. This is most apparent when you have killed everyone except the leading general of the level. A set number of allies will attack and any that die will be replaced. I swear sometimes generals on your team get stuck when they should be advancing forward. Thus leaving you to finish the level all by yourself. Very annoying. If no generals die then no armies with move anywhere, unless due to a cut scene that triggers an event. The generals follow a pre-determined route, regardless of what happens, they do not move to the nearest army. Only a set route. Unless they are programmed to do so, which is often rather stupid as there are many times when you could be losing and reinforcements appear in the enemy camp and are already on lower morale and thus die very quickly, it's a pity they don't retreat. This is confirmed when you are the leader of level, if you let all your armies die but move yourself out of your starting position, the enemies will move to where you started and just wait and not attempt to find you. However they will give chase if there is nowhere left for them to go once they arrive. Sub generals are a little more complex. They do seem to move towards the nearest enemy. They often split up from the main general and be miles away at the other end of the map. This is most obvious on the Yellow Turban Rebellion and the Hu Lao Gate. Cao Cao and Liu Bei are usually still at the top of the map whilst their sub generals Xiahou Dun, Cao Ren, Guan Yu and Zhang Fei are miles ahead, Xiahou Dun is often the first general to reach Dong Zhuo which to me is surprising since the route he takes is the longest in the level. I am of course taking about the 3rd and Extreme games. There are far less directions to take on the Hu Lao gate of Dynasty Warriors 4. It is often difficult to see where sub generals are on the map because they have no symbols. Finding enemy sub generals is basically just a case of looking anywhere nearby. Unless of course you happen to know which path this general should take, otherwise the only clue is to look for places where there are few blue or red dots on the map. This is not so on Dynasty Warriors 4 as you can check this on the map when you pause the game. On the Hu Lao gate Lu Bu moves around a lot and at times seems like he has no movement order at all. Therefore it is recommended to keep away from him if you're a weak character. Because he will give chase for a lot longer than any other general and he may even come looking for you. I would class Lu Bu as a special character as even morale affects him differently too. _____________________________________________________________ 2.6 ATTACK ZONE Similar to bodyguards, generals will fight in a specified zone. However, for generals this area is much larger. And you won't notice that until they give chase when you are running away. They will only chase for a certain distance before eventually turning back and heading back towards the centre of their zone. With the possible exception of Lu Bu of course, which I mentioned earlier. The most ridiculous factor of the attack zone is that they only follow you when you get within a certain distance. A distance that is shorter than the possible firing zone. Put simply, you can arrow them from long range without them coming towards you to retaliate, an AI problem from the 2nd and 3rd games which appears to have been fixed on the 4th. Also a general that is knocked off a horse will constantly keep trying to run towards where his horse stands and just ignore the fact that you are firing at him. Making the AI look even more stupid. Again, this appears to have been fixed in Dynasty Warriors 4. With enough arrows it is possible to kill entire generals in this way but in my opinion, this a good way to exploit the AI to your gain. It may seem like cheating, but it's not actually a guaranteed technique. For instance, if the general is already in battle with another army then the general will be moving around as normal instead of being a sitting target. And at other times there can be other archers shooting back at you preventing you from sniping successfully. The bodyguard technique can also be applied to generals. The technique as in repeatedly hitting them when out of their legal fighting zone. Get a general to give chase, walk backwards whilst guarding and watch them follow you. When he/she starts to run back you know you've found where their attack zone ends. Quickly move back into the zone and when they give chase again unleash a stun arrow. Now that they're dazed run behind them and combo them out of their zone. Now every time they get up their first priority will be to return to their zone without even attempting to fight back. You will now be able to fight them without fighting back or even using their Musuo when almost dead. It will be only the bodyguards now that will be of any trouble now. Gate Captains also have an attack zone. And they too can be arrowed to death from a distance using the arrow technique. The attack zone of generals on Dynasty Warriors 4 is very large and for the main troops it is much smaller. So you rarely get crowded as you do on the previous versions. One boundary I do find a tad unfair is that of the gates. It seems everyone in the entire universe can go there but you. Horses, elephants, troops. Even your body guards! Put your hand up if you've ever knocked a defence up outside of the gate captains area? And how annoying it is too, you can see it, but you can't touch it. _____________________________________________________________ 2.7 STATIONARY Any armies that are queuing up for battle or are standing idle will not be moved. It is possible to nudge people by walking into them but they will move back towards to their standing point if nudged too far. And of course this only happens when you are stood next to allies. _____________________________________________________________ 2.8 COMBAT LOGIC Surprisingly, combat logic is very simple, and is only slightly varied between each version. For regular enemies they will circle round (a strange yet unexecutable technique) the enemy that they've targeted and occasionally attack. Often though they will not attack for ages and it looks more like they're dancing than fighting. Regular enemies will only ever attack you if you hit them, that is turn their attention towards you if they're already fighting someone else. If you're fighting alone then every enemy that comes onscreen will instantly target you. Not good when archers come onto the scene. If this happens and allies arrive on the scene run away and then when all enemies have disappeared run back. Now all the archers will have set themselves to the allies that just arrived. Allowing you to take out all the archers whilst they're not looking, except on Dynasty Warriors 4 where they actually turn to face you, otherwise you can pick them off one by one. It's best to stand with your army when there are archers about so there is less chance of being hit by an arrow. Enemy generals will chase after you and then when in range will attack. The attack they perform will be random. But as long as you just stand there guarding and watch. You can instantly counter attack with an attack of your own once they have finished. This simple defend and then attack back will work against everyone. Whilst they're falling run behind them if you can, then attack as soon as they get up and they will be unable to defend. When a general knocks you down they will either charge up and use a power up or give chase. For this reason try not to let you knock them down. Or if they do, repeatedly press the L1 Button, attack button and direction they are in so you can quickly leap up and knock them off their feet before they life up. On Dynasty Warriors 2 you should aim to never knock down a general as they never use their powerups unless you do, and they don't charge, they instantly use an item, no way of stopping them. Not possible however when you are fighting with your own army, as they will often knock the bos to the floor. And never use your Musuo on a general on Dynasty Warriors 2 either, especially when you are on low health, unless you're juggling them. Because it's impossible to get into a Musuo deadlock, meaning that if they choose to do their Musuo into yours, you will take all the hits. The circling around technique is a weak point for all enemies. That move where they stand move clockwise around you, the move you cannot do yourself. Whilst they are doing this they are guaranteed to be not blocking, unless you are playing Dynasty Warriors 2 that is, in which they are likely to be already blocking. When generals knock you down and give chase they always do this, when they catch up and find you on the floor, on Dynasty Warriors 4 they often do this when someone else has started hitting you. Simply wait on the floor until they catch up and then when they start circling around you hammer attack and you'll get up quickly and hit them. This technique is a guaranteed free hit every time. This is especially useful on the Dynasty Warriors 4 duels. Another point is that generals for some unknown reason never use their jumping attack unless you're playing Dynasty Warriors 4. Neither do bodyguards that have bow or crossbow as their weapon, as they of course don't have one. ============================================================= 3.0 BATTLE CPU PROCESSING This section explains exactly how the battles are processed. It is more complex and less obvious than the AI, I will try and be as clear as possible but you might not understand everything. Not to worry, as long as you find something in this FAQ informative or useful. There are also some slight difference in Dynasty Warriors 4, but I will explain those. _____________________________________________________________ 3.1 REGIONS Not be confused with the zones each enemy has to fight within before they must go back to their local area. But each player (as in player 1 and 2) that has a region, a circular region that you can see this region by hitting R2 and changing the large map to mini map. I will be referring to this often later on in and out of range. As of course, any enemy that isn't shown on your map, is out of range of your map. _____________________________________________________________ 3.1.1 STATES The in range region is what you can see on the mini map. To recap:- The green arrow is you, blue dots are troop allies, red dots are enemy allies, light blue dots are army general allies, the other player and the other players bodyguards. And finally red dots are enemy generals. The other colours define the landscape but this is not important to us. There are a set number of people that can be processed on the mini map in range. I'd estimate about 80ish max. With about 40 to 50 in range for fighting, except on Dynasty Warriors 4 where enemies don't bunch together as much. The in range region is also split into two areas. What you can see and what you can't see. Basically Or as I will be referring to these as :- On and Off screen. On screen is obvious, anything you can see fighting. Off screen is basically any units that are not on screen but this also means any units that are not in range either, as in any units that are not shown in the mini map window. Each level starts with thousands of people, because you'll only be seeing a select few at a time I'd guess that 99.9% of the level is off screen. Remember the difference between the off screen, on screen and in range as I will be referring to these a lot more from now on. So to recap, there are 4 states any unit can be in. Off screen, on screen, in range and out of range. For example:- - A person that is outside your mini map is out of range. - A person that is inside your mini map is in range. - A person that is in range that you can also see on your main window is on screen. - A person that is in range that you can't see on your main window is on screen. This can be either someone that is behind or to the side of the you. Or someone that cannot be drawn to the screen even though they are close enough for you to see them. (See the next section) _____________________________________________________________ 3.2 Z ORDER This is where I start getting more technical. I hope the previous section makes sense to you. Ok, everyone should know from Maths that X defines left and right and Y is up and down. The Z Axis is depth, you couldn't define the Z axis on a piece of paper but you can explain it with your hands. Imagine this scenario:- Think of being in a queue at the bus stop and you're at the very back. You can count 20 people in front of you and the 20th person is about to board the bus. Now lets imagine that each person is one metre away in length. If where you are stood is 0 metres in the Z direction then the 20th person is 20 metres away in the Z direction. Also image that this static image we have in our head is flat. So that Y direction is up and down and the X direction is left and right. Still follow me? Anyway, in Dynasty Warriors a special Z ordering technique is used as it is simply impossible to draw all the enemies on screen at once, but it is does in a way that you're meant to not notice. (as much) Not lets go back to our bus scenario and imagine it as a game. A very boring game "Bus Queue Simulator" on the PS2. It just happens to have a map just like the one on Dynasty Warriors, so you can see all 10 people on the mini map. But this bus simulator game only has the processor power to display 10 people on screen. (including yourself) So the game has to think how to get around this, the game programmers could choose any technique for choosing which 10 people to draw. So if we adopt the Dynasty Warriors technique we'd draw the 10 nearest people, this is what Dynasty Warriors will do, standing from nearest person and gradually moving outwards. So the 10 people nearest the bus are not seen. This would be very crude of course because we can clearly see on the map that there are 20 people in front, not 10. Still following me? Now lets imagine you move 10 places up the queue. Lets say you happen to get there first before those 10 people even arrived at the bus stop. Now our 10 person problem doesn't seem as bad, or even exist at all, we can see all 10 people in front us. The 10 behind need not to be drawn, and if you were to turn round, the other 10 would be drawn and the other 10 would not. Get the idea, you can only ever see 10 people at once. This would be ideal only in this example. We could however cheat and pretend this make believe game could only ever have a maximum of 10 people at once, then we could stand anywhere and always see 10 people. But this is also bad. For example imagine if Dynasty Warriors had a maximum of 10? It'd be a pretty sparse war now wouldn't it? This is as simple as I can possibly put it and of course only happens with the people, this is not the same way the scenery for example is drawn. And there are also other factors to take into consideration, whether or not the characters all look the same for example. And I was only explaining people in a straight line and not in 360 degrees of movement. I won't bore you with the multiple other reasons, just make sure you understand this Z ordering issue, as it plays a very important role in Dynasty Warriors. The main thing is, there is meant to be so much going on at once you aren't meant to notice this drawing flaw. So to summarise, not everything can be drawn to the screen at once because the game would slow down far too much. The game can't cope with everything at once is there is far too much going on. Therefore many things are faked or simulated. "Why tell me all that?" I hear you cry. Well, tactical wise it plays an important role in how the game is played, especially during 2 player mode. And that's not all to the Z ordering in this game. Read on and all will be explained. Also remember the 4 states of player mentioned in the earlier section. _____________________________________________________________ 3.2.1 1 PLAYER MODE Ok. So I'm hoping you understand why this Z order is used, it determines depth of the people in view and who is to be drawn on screen. This is only a guess but I'd say that Dynasty Warriors is able to render about 30 enemies on screen at once before it runs out of time. It even says so on the back of the box on Dynasty Warriors 2 I believe. You've probably noticed that when there are few enemies on screen you can see many from a distance but when many are close you can't appear to see those people you saw stood in the background anymore. This is because when more than 30 are on screen at once only the 30 characters that are closest to the screen will be drawn. Dynasty Warriors runs at a cool and smooth 60 frames per second. So you see 60 pictures a second, giving the game that smooth animated feeling. Or 50 depending on your region in the world. That's what 60 frames per second means incase you didn't know. The PS2 has some seriously good hardware. If you imagine that the last scrolling beat-em-up I can remember of this type "Zombie Revenge" made a few years was able to draw about 5 to 7 zombies on screen at once. Dynasty Warriors has 30, and has better graphics. You have to be really impressed with how this game copes with so many. But it's also about detail too, this is why you can only have 30 people on screen, but can have thousands of small sprites say in an explosion, because the sprites are not complicated and small, but the people are. There have been sacrifices made though, just take a look at the general scenery, it's pretty simple. But the game is all about fighting, not sight seeing. It's much nicer in general however in Dynasty Warriors 4. Anyway, it remains a fact. Using Z ordering all the characters on screen are assessed. The nearest 30 are chosen and then drawn from the character that is the furthest away from the screen up till the closest character. One thing that happens that you probably don't notice is that units only battle in about 30. If you're fighting alone you will fight about 30. But say 10 allies appear. Only 20 enemies will attack. This is to ensure disappearing enemies are less common. There are times however when all 30 are so close together that you can only see a doughnut of enemies circling you. Or in other extreme circumstances where there are so many bosses attacking you and they bring all their bodyguards with them. Usually 8 or so each. This number seems to vary, it can sometimes be 40 or 50. I think it depends on the level and game in question. You remember earlier, I explained there were two types of in range processing? Enemies on your mini map you could see and others on your mini map that you couldn't? Well, just as you can only see 30 at a time. You can only hit that 30. Collision detection (the ability to hit your foe) is only true against enemies that you can see. You can't collide (hit) anything you can't see. Not a problem really until you use characters that have a fireball attack. Or characters like Sima Yi and Zhuge Liang that have multiple projectile in many different attacks. If you are attacking into the screen, you will only hit what you see. So any projectiles flying into the screen will only hit the people standing near the screen. So a Musuo with the Sima Yi and Zhuge Liang into the screen is useless. Make sure you face your enemies first and that they are in front of you and not behind the screen. And don't Musuo next to a cliff or other object. Otherwise the 360 spin when doing your flaming Musuo will not fully turn and you'll find yourself not facing where you started. Unless the other play can seen the projectiles on their screen any projectiles fired into your own screen will go no further than that. Other objects like food, powerups, items, horses and elephants also use a similar Z order, but as such these are always drawn and not selectively rendered and disappeared like the soldiers are. The simple way to limit too many horses and elephants coming on screen is to just not let a general on the screen to happens to have a horse have one when they arrive in range, it's that simple. Although it seems to be slightly different with horses in certain occasions. See section 3.5.4 for more about the horse phenominen. On Dynasty Warriors 2 the food and powerups were actually included in the same Z order loop along with the soldiers. This was incredibly annoying as you could only see food that was near you, and not at any distance. This meant that if you were really packed together tight, you wouldn't see any food glowing in the distance. Luckily this was fixed after Dynasty Warriors 2, the programmers at Koei probably didn't realise anyone would notice subtle changes like that. This I believe is why they also made the powerups glow and let off steam, just so you can see where they are more easily. They didn't glow on Dynasty Warriors 2 much, if at all. And finding that attack up in a huge crowd of enemies was a difficult task in itself. _____________________________________________________________ 3.2.2 2 PLAYER MODE The two player mode although revolutionary in my opinion, sadly has many faults with it. Despite them though, I'm very thankful this mode was implemented at all. One of the games best features in my opinion. You soon live with it. Firstly I will explain the 2 player mode on Dynasty Warriors 3, Extreme Legends and Dynasty Warriors 4 are slightly different. In the case of Dynasty Warriors 4 you can almost ignore some of the problems I am about to explain. Extreme Legends is almost the same as Dynasty Warriors 3 but with a few tweaks to improve things, not a gaming engine rewrite. I will now explain the problems of the 2 player mode and why they happen and how to get around them the best way you can. You remember before I mentioned that in 1 player mode there are roughly 30 characters rendered to the screen and you'll only ever be battling around 30 at once in range? Well in 2 player mode it is different. The rendering system is split between the two screens but the battle processing stays the same. So basically, each player has 15-20 people rendered on screen at once but still battling 30 people in range. Sometimes less people depending on the level in question. The graphics rendering is split in half. I'm sure they've made some speed critical hacks in their somewhere. Such as rendering a few more people on one screen one when one player has no one on their screen at all. "Why not put a limit of 15 people in range and 15 on screen then?" you may ask. Well if they'd have done that the flow of the game would be very different from the one player mode. You'd basically be having half a fight and the game would be much easier. Bus as you'll probably see, how can 30 units be in range but only display 15? This is of course where the problems start. I explain a bigger problem with this later in this FAQ. Hopefully you've understood the Z order system I've explained so far. I'd actually simplified it for the one player mode to make it more understandable for you to read by omitting a lot of technical information. I'm now about to add some more factors into the equation, what I'm about to explain applies to one player mode as well, but it's unlikely you'll notice the difference though. Which is why I'm not mentioned it till now and as not to overload you with too much information at once in one section. To cope with this split the Z order uses a selective mode of display based on character type. When there are more than 15 people on screen (30 for one player) not only are the people calculated in order of distance from screen but also in type. The order of priority is below. 1. Other player (2 player only) 2. Enemy troops 3. Enemy generals 4. Gate Captains 5. Allied troops 6. Own Bodyguards 7. Other players bodyguards 8. Allied generals 9. Allied Gate Captain Lets imagine a snapshot in time. As if the game were paused. How would an example scenario look on the screen of player 1? In this example scenario I will tell you how it's done. Remember this is a purely emulated hardware rendering guess. I haven't reverse engineered the program. Here are the units being processed in range that will need to be displayed on screen in our example:- Guan Yu (Player 1) Zhang Fei (Player 2) Cao Cao Cao Ren Cao Hong 14 enemy troops 7 allied troops Pang Tong 4 bodyguards belonging to Guan Yu (Player 1) Total 30 people to render. In a one player game (excluding Player 2) there would be 29. No player 2 and since there are a max of 30 people to show all sprites would be drawn to the screen. Simple. But in a two player game, here is roughly what would happen. Lets say 20 will be shown on screen. Firstly the rendering system looks down the list. (Shown above) Starts from the top of the priority list. Player 2 is present. Player 2 is added to the list to be rendered. 18 left. You might probable think that 19 should be left. But Player 1 is always rendered to the screen, so Player 1 takes a slot too. Secondly enemy troops are rendered. It is the second type in the list. There are 14 in total and as there are 18 available rendering slots left all 14 are added and ordered against Zhang Fei who is already in the list. Zhang Fei is in the middle of the enemy troops so he is ordered accordingly to fit in the centre. There are now 4 possible units left to render. Next is enemy generals. There are 3 and so all 3 are added to the list and ordered accordingly. Next is Gate Captains, none in sight. So we skip gate Captains. Next is allied troops. There are 7, but too many to add to the list, so the nearest one to the screen is chosen. Then we have to stop, there can be no more rendered. For player1 the rendering order for this frame looks like this:- (Remembering that 20 if furthest away) 1 Enemy troop 2 Enemy troop 3 Enemy troop 4 Zhang Fei 5 Enemy troop 6 Enemy troop 7 Enemy troop 8 Cao Ren 9 Enemy troop 10 Enemy troop 11 Enemy troop 12 Enemy troop 13 Allied Troop 14 Cao Hong 15 Enemy troop 16 Cao Cao 17 Enemy troop 18 Guan Yu 19 Enemy troop 20 Enemy troop Then Player 2's is done, I won't list Player 2 though as for the example in question it's not needed. This makes a total of 40. Both are drawn to the screen, we can then view it. Since this example is imaginary we'll have to imagine what it would be look. So a description of what the screen would look like for Player 1:- Guan Yu is fighting Cao Cao surrounded by some enemy troops. Two are behind Guan Yu but the rest in front. In the distance there is Zhang Fei fighting with Cao Ren with multiple enemy troops surrounding him. Only one allied troop can be seen between these two battles. However what you don't see is the problem, Pang Tong fighting alongside Zhang Fei is missing, he's just behind Zhange Fei and along with the remaining allied troops. Nor can Guan Yu see his own 4 bodyguards fighting alongside him. Even though they're right next to him at the front of the screen. But because they're at such a low rendering priority they're not visible. I haven't explained the order of Zhang Fei (player 2) but he is not facing Cao Cao (player 2) and can see Pang Tong because he isn't facing Cao Cao and his generals. Therefore Pang Tong is drawn in favour of enemy generals because no generals are on screen taking up the rendering slots, but player 1 cannot Pang Tong but can see Zhang Fei. What a complex mouthful. So as you can see from this one frame example how misleading some battles may be. If there was 30 enemy soldiers on screen at time, you'd never see any allies. Most of the time in heavy battle situations all you'll see are enmy soldiers and no bosses, it'll be difficult to fight them even though they are right next to you. Even if you are stood with lots of your allied troops, you'll rarely see them as all the enemies have drawing to the screen priority. Because of this order there are times when things don't seem to make sense. For instance there can be times when you can see the other player fighting what appears to be by themselves in the distance because there are enemies that are being drawn nearer to the screen on your window. During a 2 player game the mini map is your best friend. It reveals *ALL* units in whereas the main window shows only most of it. Watch it wisely. And also because this sequence happens 60 times a second during furious bouts of combat with many units people will be constantly disappearing all the time. However, it gets worse gameplay wise. Not only do they disappear, they're also impossible to hit. Not a problem most of the time but if you're happily hitting away at an army general and a large group of enemies appear from behind. The general will disappear and any consecutive hits will not hit. This means that during busy battles, it is very difficult to aim for the enemy generals as they keep vanishing, there is more emphasis on fighting regular enemies first during a 2 player game. The worst thing though in my opinion is running past units to get to archers. You start hitting the archers and as soon as the trailing army catches up, the archers disappear. Very annoying, however it can also work in your favour too, in the middle of being hit by a general they can often vanish leaving you to recover and fight back. Also when you're surrounding constantly, enemies will only be drawn at the front of the screen, meaning that you only need to be aware of enemies from one direction. Basically meaning that you can't be surrounded, so you can just keep swinging into the screen. To be fair, Koei have tried to make this problem as fair as possible, for instance, it's a blessing that enemies are drawn first over allies. Imagine if you were always with 20 allies and enemies never got drawn? That would be stupid, so Koei have done a lot of testing, the 2 player mode is fraught with problems but I think that this is probably the best they could do at the time. Although I do feel that enemy generals should have been given a higher drawing priority than enemies. But Dynasty Warriors 4 was a lot better in this respect. It is really difficult to know if you're fighting alongside allied generals since they come practically bottom of the list. The only way to know whether you're still near is to look at the mini map. It should be noted that they are still fighting, you just can't see them in action. Saving Pang Tong on the Cheng Du is very difficult as you often never see him, only the mini map can you know that he is there. So that's roughly what happens on a 2 player, I say roughly because there are a few other factors affecting this rendering. I know I said before that enemy generals should be rendered before normal enemies but the reason they're not is because enemy troops are faster to render because they have fewer moves, details and polygons. So it's likely you could render two normal troops over 1 general. Meaning that rendering for each screen could be as low as 10. Even generic type generals are rendered in favour of character generals because they have fewer moves are graphics. Don't worry too much about the in-depth complexities. You can pretty much ignore all of this if you're playing Dynasty Warriors 4 on a 2 player mode. But of course I didn't program the game so I can only speculate on to exactly what happens in the rendering department But I believe 99% of this to be to be true because I've played the game a hell of a lot and studied how everything works. I just hope noone thinks I'm trying to reverse engineer the game. :) The rendering order explained earlier is tweaked slightly on Extreme Legends to make a much fairer game. However it's still impossible to try and find archers in large groups of people as the people behind you chasing you make them disappear. But bosses disappear less often, as do gate captains. There's nothing more annoying than trying to kill a gate captain but he keeps disappearing but as soon as you kill more enemies more appear. Making it become a 'gate captain in a respawn needle haystack' hunt. There was nothing more annoying that getting a 7 hit combo on a dead gate captain and then him suddenly disappearing so you only got a +1 defence out of it. But luckily in Extreme Legends anyone you are hitting does not disappear until they have fallen to the floor. And Gate captains don't disappear half as often. Dynasty Warriors 4 uses an intelligent selective process on which units to render. This is where similar clusters of enemies are rendered in fewer numbers, meaning that a few people disappear everywhere, but not entire groups. On the whole this makes 2 player game just like playing the 1 player mode and is a much fairer system. You can often have 4 or 5 bosses rendered at the same time on both screens! Brilliant. Although this new system isn't without its drawbacks. Double Musuo is appalling bad on Dynasty Warriors 4 anyway, not only does it look so bad but because many people right next to you will vanish, you'll barely hit more than 5 enemies at all. Whereas before you could hit up to 50 in one go. Because in the old system although it drew all the closest people, at least it was people you could always hit. As soon as you run close to a crowd to do it, most vanish. |
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Another Dynasty Warriors 2 Walkthrough :
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