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BrightVega

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Everything posted by BrightVega

  1. Reading through the Ultimate Tutorial, in Ch27: Battle Backgrounds, the writter uses a custom TSA to apply on the new background images. However, the link to the custom TSA is broken and I can't find it posted anywhere else. Does anyone have it stored somewhere for re-posting? If not, is there another way to mod the Battle Backgrounds?
  2. I find the FE7 and 8 themes way too cheerful. I prefer the FE6 one because it sounds more serious. (But that's just me :P)
  3. A question just about the main themes of the 3 gba games. Ignoring the rest of the soundtrack or the general quality of these 3 games, which one of the 3 do you concinder to have the best main theme (music at title screen)?
  4. Could someone explain me what this script command means (from the doc): 0x14 through 0x28 - passed to attacker's animation; it is recommended that all possible caster/spell animation combinations are considered such that no combination conflicts ^ I really don't understand this or when this is used.
  5. FE4 Hel is amazing. Can't find the old frames so i tried to make a new one :P When you say the exact same colors, do they have to be in the exact same order ? In Unsenti, the pallete has the same config numbers but shows the colors in different order. The frames were initially "chopped" from a bigger picture which i had already set in15+1 colors and resized in 240x256. Then i took the bottom half of the pic (240x128) and resized it in 240x64. Afterwards i just chopped the main pic in multiple parts from bottom to head. (all 240x64) So they colors should be the same since all of them have a common origin. I used MS-paint to do that (if that matters)
  6. Hard to properly word it. Sometimes (not always) the frames of a spell can be distorted or blink and not clean. Rarely the whole spell animation can play without any issues. Also it's not the same frames every time, but it changes randomly. ex. Sometimes, frames appear like this: instead of this The script: - At higher FPS it is more frequent and affects more frames. At lower FPS it's a bit better. - All frames are 15 colors +1 transparent.
  7. Yes. The options remain "frozen" no matter what. Actually, i was about to do an update: -I checked an "affected" ROM right away after tampering with it in Feditor and the option/tools open normally. However, the problem kicks in if you ever you open the ROM with Nightmare. -If you do anything at all with Nightmare (even a single byte change on any module), Feditor's class and spell tools bug out.
  8. I have this problem with Feditor (both old and new version) where if I insert a new animation in "Class Animation Manager" or a spell script in "Spell Insertion Manager" in a ROM quit -> save -> exit the program the tools lock up the next time i re-open Feditor and try to access those tools with the same modified ROM. Feditor doesn't freeze, only the used tools don't respond anymore. Using a fresh ROM has no issues, but as long as i do any slight modifications through these 2 tools the tools for that ROM are off. For the class animation i just expanded the Max Index through Feditor options (C9->CA) and for the spell animation script i just inserted the script on a "nothing" option (0x36). Also every time i open a new fresh ROM with Feditor, I always firstly save->close->exit and then re-open to do the changes. Any fix, or am I just using it wrong ?
  9. The emulator is called "No$GBA". I'm not sure if No$GBA runs on Linux :/ Like RandomSwordmaster said, it's impossible to add orchestrated music on GBA games. There's a way to add MIDI music with more than 16 channels, but not anything that anything advanced. Yeah, i think I'm done with the hack. I don't have time right now for anything and to be honest, I'd prefer to work on something else/new. @GiGi My main reason for the making this hack was to create a game where bored players could time sink into grinding and looting. It seems i should have also made an "easy" type version where the end-game was much easier (lower stats, worse weapons etc etc)
  10. Ok I went and re-checked that section both in game and in the file and there was no problem at all: As you see Amelia and the whole team appears as intended. - Are you using "VisualBoyAdvance" as emulator? Another player had a problem with "VisualBoyAdvance". I suggest using "No$GBA".
  11. DK still gets KOed in 1 turn if you throw him all the holy weapons. Found him quite weak actually. Easy to double and easy to kite. Throw a Latona heal and boom. End. Ephraim and Eirika alone, by supporting each other, can take away DK's half HP in 1 attack phase. Myrrh also alone+unsupported deals 1/4 of DK's HP in damage since her Dragonstone gets a x3 bonus contrary to the other holy weapons that get only a x2 bonus. Of course, normal weapons don't do anything, which also makes sense. I'm lazy to just add 1 line of extra dialoque to Lyon's lines when he summons Morva. :P "Use this dragon and the phantoms". Use the forests and hills in the south and the wyvern Hit% drops to 5~15%. With true hit that's 0.1~8% in reality. For a hit+Pierce to occured, it would take a (8% x 20%= 0.016%) chance to happen. And why shouldn't someone be able to do that? AFAIK, i haven't seen anything like that in a FE game. This "abuse" is the "hidden trick" of the hack. Otherwise, Gleipnir would still be the weakest holy regalia of the game due to class and weight limitations. Every game has some sort of a secret "i win" way for the player to use. Yes, you should be ready for 3 continuous maps. That's the intent. Eirika route? Or Ephraim route? When does this happen? When you don't recruit Amelia ? Or in some in-map event? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note1: Are you guys using supports? Because with the average 70%evasion + 15% from WT + 15% from supports the normal enemies have around 20~40 Hit%. Add +20%~30% evasion from terrain bonus and you can dodge everything. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note2: Ch20-21-F are supposed to be hard on hard. FE12 Maniac Hard (still easier than lunatic or apothesis). You must have everyone maxed with full supports and the best weapons. Which means grinding, yes. A lot in fact. You can always play easy/normal Eirika route if you don't want to grind the ruins 5~6 times.
  12. I admit, I did giggle. Well, he is enthusiastic and i didn't thought about special weapons for the enemy generals. It sounds a nice idea. Divide half of them from the south.
  13. O_o ??? I'll re-check it. Edit (2/2/16): Didn't find issues... Not in an old file, not by doing a new game not by using a new-freshly patched ROM. Marissa had the new animation... Also checked the data in the latest patch and the data for the new animation as well as all pointers were working as intended. - Are you having, the newest patch? (You should, since I remove the older versions from the doownload link, but still...) - Can you re-apply the lastest patch and check? (I know, lazy advice...) - The base ROM is: Fire Emblem - The Sacred Stones (U) (TrashMan) Shout to everyone: Does anyone else has this problem ???
  14. Oh, Dluna it was your hack on FE6 that made start this..."try". - Killers: I've been thinking about this and i really can't nerf the Crt.% as killers are the only means for most characters and classes to have access to descent %Crt.Ch. in mid>end game. Also as far as Hit% goes, it barely stays in the 80~90% Hit range. Against enemies with terrain avoid bonus, killers really drop in accurancy. As for DMG, killers are on the same level with "D" weaponry but break faster and cost more. Slims have a purpose of being lighter and pre-promotes don't lose that 1~2 speed when they need critical. Their MT is bad but their cost, access and Hit% are excellent for their purpose: attacking enemies with terrain bonus (something that killers suck at) Solution(?): I do understand that killers can "carry" you up the end that's why i can make "B" weaponry more lucrative. Low "B" weapons for physical fighters are ...ok while high "B" weapons surely are better than the RNG killers. The issue is with tomes and "B" tomes (close range; not siege ones) need some more love to be on par with the high "B" physical weapons. Also, reducing Killer MT-1 they become somewhat weaker than "D" weapons. (-6DMG in a rare double critical) As such killers will be more RNG based without becoming complete junk (they suffer from cost and hit already, now their MT will be another thing to consider) Same can be done for "Aircalibur" except "Luna" and "Shine" tomes. - Grind: Yes, I've seen many topics like "How to Fix Tower/Ruins" or "Remove Tower/Ruins/Skirmishes". But why not include their purpose in the game? Intelligent System wanted this after all. Why omit a huge part of the original concept and gameplay and not build further upon it? Otherwise weak units like trainees shouldn't even exist.... And this ties to the stat boosters: - Too many(?) stat boosters: Yes i want to inflate stats, I'm not denying it. Whether by making 1 good unit or spread them, that's for the player to decide. However, like i stated in the past, a god unit can't be everywhere on the map. And this hack is about spreading your units in multiple locations. With the increased need for units, EXP is spread a lot, same with the boosters. We can argue that bosses can be cheesed by stacking everything, but the map itself is another beast to handle. From posts here the difficulty seems to be a hit and a miss: some say it's nice, some say it's overblown I didn't plan to make another Thracia and early killers/boosters are here to cover any issues until characters and supports improve. After all, stat boosters are earned, not gifted, by killling an elite or saving someone or some village or rushing some chest before an enemy thief I mean, ok, in a GBA FE what else matters? It's only cash, boosters or a warp staff :P Putting a "killer" weapon as reward is "meh, really"? Also I won't hide it: Everything ASM related is "stolen" from somewhere. My work is only Hex related (and even that knowledge is borrowed) and nothing more. I was thinking of a post-game challenge as a reason to grind, but had no idea how to do it and it still seems to very hard to realise. Hence I ended up with that inflated end-game (ch.20~22) (at least an opportunity to see your units in top form i guess...) P.S. I really hate the "Fates" de-buff system: It only promotes forged iron/steel weapons with killers and regalia stealing all the highlight. And I.S. knew it and added "statues" but hey "buy the DLC version if you want all the statues!" Why break something that worked for 3 decades ?! Edit: Patch 1.12 is out and fixes issues with weapons based on feedback (and also a cheese spot)
  15. - Yeah, Knoll in hard mode will die while in normal/easy will live. That's the trick in that spot: Making those 3 in the south live. - Serene is buffed quite a bit already, but yeah in hard mode you have to rush and help her. Dozla could use some better bases i think. - In my beta i had +3 more tome spammers in that map and i cleared it easy. Removed them though for the reason that enemy phase was taking too looong. - Huh? What are you talking about? Fenrir already costs 2500$....Whoa ! It's still 7000$ ?! That's a miss hole from my part and no one noticed it! (in my patch notes i have it at 2500G ...supposedly) *Facepalm* no wonder no one used it. Even I didn't noticed it and i've played it 3 times...
  16. This deserves a lot more attention to be honest as it creates many new opportunities and offers great flexibility. It would be fun to see the final battle stats of Lv1 Eirika with all these supports XD.
  17. Ah, i get why this happens... :/ It has to do with default palettes and the fact that Marisa's default Assassin sprite is not blue but already "painted". If you later on do the Ephraim route and decide to tackle the Tower/Ruins i suggest you do a 2nd save and a savestate before entering and also making a 2nd savestate 1 floor below the end. --- Yeah, the idea was for some challenge for those who like maxing their teams. While money is plenty in the course of the game, it really drains fast if someone always buys the best weapons and that can be boomerang for the end. What i found mostly tedious was the "inventory game": Swapping the Silver card through characters and buying again and again boosters or weapons and going through a heap of menus all the time. I do have an idea to improve/ fix this...tedious "experience" but it would require to revisit all chests, villages and drops. --- Damn that Eirika Ch15 lol. Only thing left is to make Caillah not move for those in range and also delete the south 2nd wave of reinforcements. --- Ch18 map itself didn't allow me to play around: Too many inaccessible areas even for flyers, many damage tiles all over the place, little room to move. I could spice it up by only making it a boss gauntlet. Try Ephraims ver. as i find it somewhat more polished. --- Yeah, the DK doesn't move with the intent to lure players in that small platform and use the "sleep" curse thing. In Eirika's ver. the set up is quite simple and you will kill him before he manages to pull it off. In Ephraims ver. he always uses it :P --- C rank weapons (the critical tier) while strong in early game and good in middle game lose impact in end game and they are barely good for the lasts chapters. What i can do without ruining this tier is to: -5Crt% (=25%) to all C rank weapons and tomes except "shine" (=30%) magic and "Shamshir" (=40%) --- Even though i really buffed "Fenrir" over the original, even the AI will never use it ! It will always pick "Elfire" over it! The AI only used Fenrir when the DMG was enough to deliver the killing blow :P I will give it a +5Hit% (That's +8Hit% with True Hit) Luna really drops in end-game/ final chapters. It misses all the time and even maxed skilled/luck druids/summoners have a hard time landing a hit. --- C rank is for criticals B for raw power A for some special effect. There are many times where B weapons are better than C for that sure hit-kill. PHS weapons have a high B rank tier with extra oomph and 5Crt%. With tomes, B tomes already have a big MT gap with C tomes which with the lower RES all around provide some serious DMG. With B weaponry you can ensure kills while with C you need to pray (especially after Ch15+ as enemies are harder to ORKO) "A" rank weaponry are miles above "C" (except the price) due to effects. Example: a 28SPD Sage with Fimbur + Aura is very versatile and deadly. Same with a 30MAG Druid with Nosferat + Fimbur. Maybe with the upcoming nerf to C rank Crt% (-5%)(=25%) you will find more reason to use "B" tomes. Also the 3 "B" tomes "Elfire", "Fenrir" and "Divine" will get a +5Crt% boosts (=5%, 5%, 15%) to rival the high "B" PHS weapons that have it (S.Blade, B.Axe, G.Lance, T. Bow)
  18. That's very odd. This never happened ever and i haven't touched any data with the slightest relation to the Tower/Ruins. Edit1: I'm using No$GBA as emulator if that matters Edit2: Did you start with the first 1.00 ver. then later patched it over with 1.10 and continued on the same save file? Assassins with more DMG and "Lethality" and more DEF/RES over Rogues? Excluding the overkill and unfairness, I don't see how assassins that aim for insta-kills would need that extra 2 STR... Garcia still the has the highest CON of everyone. I dunno, it really bugged me many characters had a different mug and a different combat sprite armor/attire... or that some of them were fashion disasters.... Edit3: Patch 1.11 that handles some balance/ timing issues is out.
  19. Had no idea this existed. I'll look into, it but it will take some time.
  20. I said i could. But i know no one will ever create it.
  21. - Josh hat: I didn't make the Assassin (F) sprite :P I "stole" it completed from the resource directory (animation, palette, script, sounds) and inserted it in the game. (hence the credits for the animation) Now, if someone can make a Josh myrm/SM full animation with a hat (which i know would take many many hours) completed with the script and all then i could insert it in the game but i know it's a ton of work just for a hat :P - Ms/ Heroes: Heroes are all around balanced with good WT control but nothing special while SMs are dodge tanks that use their speed to hit fast and hard and also have solid RES to go against any type of magic tree. Their STR cap is 24 because among the classes with the +15Crt. bonus: Falcos have 23 STR with lol DEF and CON Zerkers are glass cannons with somewhat inaccurate Axes G.Lords are the 2 main characters and they can slightly break the limits Summoners are Dark-locked which while strong, it's crippling their speed and Snipers are slow. Wyverns with Pierce are bow/wind weak and Spear-locked. SMs have no weakness at all and while Sword-locked their weapon is the most versatile in the game with very light options, high Crt%, highest Hit% and access to magic swords with various effects, able to fight monsters, fliers (or flyers?), mages, dragons, horses/armoured enemies and even heal themselves. They can kill everything and even critical them all day while dodging everything. - Assassin/ Rogue: Assassins work with Lethality. They are not about flat DMG. Even with 0DMG, they can still kill their mark. That's what the caps show (20STR, 30SKILL). Rogues are running units, that use their speed to rob blind their targets and run from the angry mob chasing them. Initially, I had Rogues like you suggested but since their combat sucked bad (as expected), I gave them 2 more STR (22) so they can at least scratch some end game trash enemies. - Valkyries: Nah, they don't need Crt. bonus since they aren't DMG classes and also their Light tree has the highest Crt% (10~40%) of all magic trees. Sure Bishops have "Slayer" + Light Crt% + 30SKILL cap but Valkyries have more CON and much higher SPD (30). (Bishops hit hard, Valkyries double) Plus Valkyries can use staves with ailments and siege tomes that other critical classes can't. - Generals: Generals have 2 stats cap 30, but their SPD and RES suck, extremely many ranged options, they have full WT control and their "Wall" skill at Lv20 procs reliably. (They can seriously troll you with that skill in end game) Give them a good terrain and they become super annoying to deal with. Rescue them with a flyer, drop them at some mountains close to enemies and grab your pop-corn.
  22. - Bertrand: Ya, he was a dodge/def tank in the vanilla too. Hardly had to touch hist SPD/Luck. However, he receives that evasion from the gate bonus he is standing. Had the same issue with Gheb: wanted him to have the same stats with Binks but Gheb has throne bonuses and he resulted in being quite weaker than Binks to balance things out. Could reduce his SPD-1 or -2 which with True Hit will give 3~6% more Hit% to your units. But i really don't want to nerf him more than that. - Ch10 reinforcement: I see. It is easy to make them appear 1 or 2 turns later, but that means they will keep the player busy for 2 more turns taking that time from Bertrand. It would be essential to extend the turn limit at least by 1 turn unless it is easy to handle the Commander with Bertrand together.
  23. Ok, thx for all responses. - The Commander at Emphraim-Ch10: Yeah, i found him too somewhat beefed. But because he was still weaker than Bertrand(?) (Boss Ch.10) I thought it should be OK. The "problem" is that he is either joke weak or somewhat a respectable commander. At least his SPD sucks so he won't be able to kill any frontliner. Maybe i should reduce his Lv. to 1 which will bring all his stats -1 and HP -3. In 1 run, I killed all his squad first and then him, in another run i killed him first and tanked his squad. It works both ways but yeah you need your 8 best units (including 2 mages) with D~C rank weapons to do that. The turn limit of the chapter has been extended but if you feel too pressed to do everything maybe i should extend the chapter turn limit by 1 or 2 more turns. - General (or class) diversity: Gilliam is a solid PHS tank with descent RES and enough SPD to not get doubled. He is very good for 90% of the game. Amelia is an all-around character. As General she caps SPD early (around 20/8) and catches up at the end. I found Gilliam more usefull than Amelia for the most of the game, but Amelia end-game indeed surpasses him as she becomes multi-purpose. (though Amelia as GK and Garm turns out a front-line killer) Since some players have biases over characters, having both with same caps allows those players to pick units based on personality too and cover stat issues with boosters later. - Weapon Balance: Yeah, i made them based mostly on end-game standards (Lv20/10+) since FE8 had endgame problems mostly. Thus, C rank weapons look quite strong as they become available early with the reason that killer weapons act as "i-win-choice" in case someone gets stuck somewhere early. As such K.Edges are better than Shamshirs in early/mid game and Shamshirs become better than K.Edges at close-end/ end game. (though i found promoted Lv20/9 Tana with Slim Lances and 5 Supports ORKO Orson in Ch.16 and I was like "Huh? I buffed Orson and he stil sucks" :P) Also, i made stats and weapon ratings based on the True-Hit calculator with enemy Hit% being around 25~40% (which usually means around -6Hit% of what you see in screen) - The infamous Eirika Ch15: And i thought Ephraim's version was harder. The idea was to create 2 fights in the north and south with the south one trying to open an escape path and the north one trying to break through the enemy gauntlet and killing the north enemy commander in the process. As such, things are quite boring in the south from turn 3+. I'm thinking of changing that Bolting mage in the fort into a weaker MAG bishop with a lower MT Purge (which means higher Hit% around +10%) or and an easier option of a Druid with Eclipse (which means a lol Hit% of 0~15% but 15~20DMG if it lands by miracle) - @ TrestKon Read your idea of a Joshua sprite with a hat. Unfortunately, I am so busy in RL (and BloodBorne :P) that i don't have time for it. Sorry!
  24. Thx for your insight and critique. Kller Edge/ Shamshir: Weapons are balanced by rank. Both are C rank. The 30% of the killer edge end game is not enough to proc criticals consistently while Shamshir on the specific characters can reach respectable rates. Also keep in mind assassins can use the Shamshir which boosts their "Lethality". As for Eirika, she gains a base of 45%Crt.Ch. from Skill and Supports and class skill. Personally i roll more often shamshirs than K.Edges because Critical are more frequent. That 10% does matter as the game uses only 1 RNG instead of 2 for the Hit%. It's only normal for weapons of the same rank to have pros and cons. Male/Female caps: Odd, usually people complain about these :P Character growths are balanced by person, not gender, and their possible promotions. As such, characters with the same promotion will end up with different stats. And if you do take your time to max them out, yes they will be identical. This is good as now there isn't a "mandatory" promotion. Anyone is viable in any path while still retaining their characteristic growths. Promotion Growths: You say some are odd but they are made so you can boost "weaknesses" of character growths. Some promotions boost the strengths of some characters but you can also choose to improve their weaknesses. Stat boosters: They aren't enough.... really. Eirika ch.15: Do you have the updated version (1.10) where only half of them (wyverns) move? You can also use those boosters if you need to. (The bolting mage close to the wyverns is . ) Eirika/ Ephraim: Yes, though at 20/0 are still viable up to Ch.15. In Ch.16 they are useless. (Don't bring the spare Ephraim/Eirika in that map) That's why they get some good promo gains at the end of Ch.16. For Ch.16, clear the stage while keeping your leader alive.
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