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Ertrick36

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About Ertrick36

  • Rank
    Creepity Creep
  • Birthday 03/28/1995

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  • Pronouns
    He/Him
  • Interests
    Wide range of games (e.g. Metal Gear, FE, Sims, The Legend of Zelda, Fallout), politics and themes in creative works, music, lets-plays/streams, friendly discussions, bad hacks or bootleg games, oddities, and sometimes discussions about PC hardware might peak my interests.
  • Location
    Zanzibar Island, 5 PM

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  • Favorite Fire Emblem Game
    Three Houses

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  • Members
    Oboro (FE World)

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  • I fight for...
    Archanea

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  1. I'm going to say that apart from certain game-specific stats every stat is important to some extent, and the values change from game to game because every game handles differently. Strenth: A/B - Depends on if you're fielding any weapon-wielding class or a mage class. For most games it's even useful for mages because strength can determine attack speed, be used for a secondary physical weapon in case magic won't do the trick, or in the case of the handful of games where it's applicable it's the stat that determines mage attack power (as in, FE1, FE2, and FE3). You need this stat to deal damage, period. You could have all the skill in the world and be tanky as hell, but you do not progress without strength. Magic: A/C - It doesn't nearly have as much use for non-mage units as strength does for mage units. There's one game where magic affects more than simple magical attack power, and that's FE5 where magic affects both magic attack power and magic defense. For non-mages, it's basically only good for the handful of weapons that deal magic damage, or I guess for those few classes that use both a physical weapon and magic tomes, which in that case for more physically oriented units the magic would be good for being able to counter all enemy attacks because 1 damage is better than no damage. Skill: C - This is an RNG stat. There is no RNG in the primary functions of Strength and Magic. But for skill, it's all about determining hit rate. You do need a high skill to consistently hit things, and in some games low skill hurts more than in others, but you can make do with merely average skill. It can determine activation rates for skills as well in the games that have skills, but again those are RNG based and many have fairly low chances to proc until you get into the late game so you don't want to count on them. The problem is with stats with controlled, static battle values, any skill that gives you an RNG-based value is inherently going to be less valuable. Speed: B - Not as important as the most important stats, but this stat determines both whether your unit deals twice the damage they'd normally deal or if the enemy will do so instead. It also determines avoidance rate, which is pretty important but still RNG based. Luck: D - Garbage stat. You don't need much to avoid getting critted by most enemies, and it's useless against enemies with high-crit weapons anyway. It affects a handful of skills too - skills that suck like Salvage Blow or Profiteer. Only unit I'm aware of with a desperate need for more luck is Arthur because of his already low luck combined with his awful personal skill that grants him an additional -5 dodge, which means just about every enemy will have a chance to crit him. Defense: B - Survivability is important. However, as I said in my excerpt about strength, tankiness alone is not going to let your unit progress in levels, which I'd say is crucial even if a unit has low growths. The only time tankiness is more important is if the unit is practically incapable of growing more, such as Aran in FE3 Book 2 or a lot of classic Jagen-esque units, and their main purpose is to shield their weaker allies who need experience. But defense is still necessary, and lacking defense is what really brings down a lot of high DPS units. Resistance: B - Read what I said about defense. Resistance is less universally used because there aren't as many enemy mages as there are enemy soldiers bearing swords, spears, and the like, but when you do encounter a mage they typically hit like a truck. It was a unique stat in the Archanea games because in the first couple games it'd never grow and every time it did grow it'd reset unless you used a Talisman - it was part of what made Gotoh a stupidly powerful unit in the first game, as he was usually the only unit that had any resistance. HP: C - This is not as important as defense or resistance. If you have 20 HP but 25 defense and the enemy has an attack stat of 25 and they are able to double you, they will deal 0 damage. But if you swap the HP and defense values, they'll deal 10 damage, and you'll be down to 3/5 of your health. Of course, having good HP is important to give you a strong safety net, but you aren't much of a tank if your value as a tank is put mostly into HP instead of defense. There's a reason people say that Benny in FE: Fates is a tank but not Charlotte. Movement: A - Movement is broken. Most of the time you want to be fielding high-movement units, and the only deterrent to this is that some enemies may bear weapons that deal bonus damage to those kinds of units. If you field a low-movement unit, they're either gonna do absolutely nothing but slog through the map or they're gonna hold everyone back and allow the enemy to take better positions than your own army. High movement lets you do more and enables you to reach good defensive terrain earlier than other units. A good map will have you racing against the enemy, and in those kinds of maps you want high movement, especially if you can also bypass terrain movement costs. Constitution: C - Con is a bit... I dunno. It's kind of annoying because it almost exclusively serves to stunt smaller, typically female characters while favoring larger, typically male characters. Con enables a bulky armored general to hit faster than a nimble thief or swordmaster, and I think that's kind of stupid. But it's, like... tertiary at the same time. It's the stat you kinda forget about until you realize that Fir as a swordmaster isn't able to easily double enemies because her low con means her attack speed is almost always reduced unless she uses the weakest weapons. I'm just glad that most games that have some other stat affecting attack speed use strength instead. Aid/Weight: F - Lumping these together because they more or less do the same thing, which is determine whether the unit is heavy enough to carry another unit. Not very useful overall. Also annoying that it's unchangeable. Charm: F - I honestly don't really understand fully how this works. All I know is it makes gambits more powerful, but I use gambits less because I want to deal damage out the arse and more for the effects they have. I use a gambit if I want to lock a bunch of enemies in place, if I want to destroy a monster unit's defenses, or if I want to impose some status on my units such as higher movement or basically invulnerability. They throw this stat at you if they want to give you a quick, cheap dopamine rush without actually making you more meaningfully more powerful. Level: SSSS++++++++++ - Absolutely most important stat ever, you are trash if you are level 1 even if your unit has 80 HP, 50 strength, and 50 defense. It's important because of the prestige, bragging rights, and just general vibes. Fatigue Tolerance: God Tier - My body is ready. No, I'm not going to grade the stats specific to Thracia 776
  2. Supports are saved onto a general game save file, separate from file saves for each character you make. So I'm pretty sure they'll remain logged. Just to be safe you could make a new save without deleting the old, unless that isn't doable for whatever reason. But I'm pretty sure they'll remain. Not as ball-busting and unfair as Lunatic mode. But really though, early game is always the most difficult in Awakening. I'd recommend that if Normal has felt super easy to you at this point you should try to make the jump. The other main thing to bear in mind, apart from the game obviously being more difficult, is that reeking boxes, which you use to spawn risen on the map, are more expensive (the price goes up from 500 gold to 4,800 gold), so it's not as easy to grind, though if you use the Spotpass system to summon rival armies to fight you could grind that way. You should still be able to play the game without obsessing over min-maxing 2nd Gen, ultimately. There's plenty of wiggle room still. There are a few different kind of DLCs in this game. Challenges - they make up the majority of the DLCs and usually come in threes. Probably the best of these is Apotheosis, but all of them can provide interesting challenges. They are: Champions of Yore 1-3, Lost Bloodlines 1-3, Smash Brethren 1-3, Rogues and Redeemers 1-3, Death's Embrace, Five-Anna Firefight, Roster Rescue, and Apotheosis (you could technically consider The Future Past 1-3 challenge maps as well, but they're unique, as I'll explain later). Most of these give you a gift of a special hero, and some will also give you a single special item (e.g. a skill called "All Stats +2", an item to reclass into a special Bridal class) as many times as you play them. Grinding maps - you use these to either gain experience, money, or high quality weapons very easily. There are only three of these maps: The Golden Gaffe for money, EXPonential Growth for experience, and Infinite Regalia for the weapons. You can play them as many times as you want and always get rewards from them. R&R maps - these are much more laid back, easy maps, but you get the opportunity to witness conversations between many characters that may reveal things you would never otherwise learn about them or may otherwise further expand on characters' bonds. Two of these also have special CGs containing four characters for each map (four from the 1st generation, four from the second generation, both based on popularity polls done in Japan) donning special garments. There are three of these: Harvest Scramble (contains no CGs, but plenty of conversations between same-sex characters), Summer Scramble (CGs of 1st gen characters and conversations between many 1st gen characters), and Hot-Spring Scramble (CGs of 2nd gen characters and conversations between many 2nd gen characters as well as a few between the 2nd gen characters and your custom created character). You don't get any rewards from them apart from a bit of experience and either a Master Seal or a few Seeds of Trust, but I guess you could consider the conversations a reward in themselves. Future Past - I'd say these are unique because it's a combination of challenge and a mini story in itself. It explores the world that Lucina and the other youths had fled from, and you must use your army to help save all of them from a grizzly end, even going so far as assisting Lucina in defeating Grima. It is a three-part series, and you gain nothing but experience from it, but it's cool to see an alternate future where Lucina and her allies have to save the day instead of Chrom and Robin (albeit, with help from Chrom and Robin, but Lucina in Future Past is treated like she's the main hero of the story even though you don't control her). You should bear in mind that the challenge maps and the Future Past maps are meant for high-level parties. Apotheosis probably has the strictest requirements in terms of power scale - it's the one map where you probably want to min-max and acquire the absolute best weapons and skills you can. But overall, I'd say the DLC is worth it - much better than DLCs for later games in the series, even.
  3. Going in chronological release order (spoilered for length, too): Bonus spin-off lightning round:
  4. He's seen too many tweets about FEH following the NOA account, and all the jokes FE fans make about their favorite teenagers committing war crimes make him uncomfortable as they remind him of standard US military operations.
  5. I know of this hack that allows you to purchase the swimsuits at the highest level of the accessory shop (I think there are some others scattered about the internet you can download as well). If you're willing to get hands-on with the files, you can also use a program called Paragon to create a small hack that allows them to be purchased in a lower level accessory shop. The localized version technically didn't remove them, but rather made it so that it's impossible to acquire them without hacks. You could also edit the game's save to give the characters the swimsuits without a hack, though it can be a real hassle to do this every time you make a new game/recruit a new character. Though of course you either would do all this through a 3DS with custom firmware installed and/or a computer. If you don't know how to do that, I'd recommend doing your own research on the matter. I'll say an emulator can make this an easier process.
  6. Because you specifically said changeable party members, thus implying an RPG with multiple playable characters as opposed to just one you level up, I'm gonna say specialized is what I lean towards, but it always depends on the game. Generally speaking I like having a party where everyone has their own thing they're really good at so that they can employ the most power for those specializations while covering for the weaknesses of others... but at the same time I don't like having any characters that are so weak in certain areas that either they contribute nothing or are a liability. So while I will try to favor certain skills for certain characters, I do still like to invest in other areas so they don't drag the whole team down. For example, in Fire Emblem: Fates, there are particular characters I almost never use because I don't like how they play. Rinkah and Subaki somehow seem to never have the kind of damage output I want - it always seems to be sub-10 damage from them, which means they barely get to level up and remain useless as anything other than early-game tanks. I've heard from some that Subaki can become a good unit, but that just hasn't been my experience. Meanwhile you have all manner of feeble units including Azura, Orochi, and Nyx, among others, who are always at high risk of getting one-shotted due to low HP and low defense - with healers this may be acceptable, but for units that are expected to be right up with the combatants it is a liability for sure. For any RPG where I'm mostly playing as a single character that I progressively level up I generally prefer to go for an all-rounder approach. Or rather, I try to give them at least one offensive specialization, one defensive specialization, and various non-combat specializations so that they can do a lot of different things. Same is true for any RPG where there's a definitive "avatar" type of character that can be an all-rounder, such as Robin in Fire Emblem: Awakening. Though occasionally, mostly due to some stupid gendered BS, I'm somewhat hindered in my goals (still salty that in Heroes of Light and Shadow males get a much more robust class selection, especially when you beat the game and get a New Game+).
  7. There was an export function in an older version of Paragon, but they took it out in the most recent version. Hadn't realized this until you replied. That said, I did a minor test myself and I think what I proposed isn't necessary. I think just the raw modded files alone are enough, which obviously you'd already be sharing when you release the mod. Another benefit to this is you can more easily make mods that'd normally conflict compatible with one another. For example I mentioned making a modification for your mod where unit starting classes are changed because I saw a mod on Gamebanana that turned every unit into villagers - it would be a fairly simple matter (I imagine, anyway) to combine that mod with your mod and make every character a blank slate to try out their new alternate classes without needing Pitchforks. Archer is a good fallback class, so I'd say it wouldn't do Clair any harm. And yeah, Conrad's probably a good choice considering his class isn't so good when a good chunk of maps in Celica's path at that point are swampy bogs or forested ruins, IIRC. I guess maybe also Valbar just 'cuz he's a knight and he'd be better off if you slapped a pegasus onto that title - might even be a durable enough dude that effectiveness bonuses against him won't do too much damage. Anyone else would really just be to shake up the dynamic of things/optimize the party.
  8. I do like the sound of this mod, but I have a couple of big questions. First, where would you release the mod if you actually release it to the public? I often look for mods on Gamebanana or GBATemp, but I'd be interested to know if you plan to release the mod on either of those sites or here or anywhere else. Secondly, will you also release the .json file for the mod? Just in case some of us might want to incorporate other modifications such as making the starting class of every character a villager or what-have-you. And I'll say the only reason I'd be interested in seeing a female soldier class line would be for a possible challenge run. Or maybe just to fulfill the prophecy of Catria's transformation into Thwomptria, for the meme of it. No practical reason for it, though, the class line in some ways is even worse than the villager class because of the harsher terrain movement penalties.
  9. Yeah, I know how that feels, lmao Yeah, honestly the way spriting in this game works completely escapes me. One time I tried to make a custom class, and it suffered from basically the same issue as you described. Most other things I was able to figure out, but not the spriting. They... kinda operate in somewhat similar ways, but the games still seem to use slightly different engines. Pretty sure Fates has a more robust suite of modding tools - heck, it even has more options in Paragon. Granted, part of that is probably due to Fates being a more complicated game than Awakening, but still, it seems to be a substantially more popular game to mod than Awakening. Though tbh 3DS modding in general is kinda small and scattered, and I think it has only picked up steam in recent years due to the console officially being dead to Nintendo. Believe me, I know, lmao. When I wanted to modify just a handful of things, I ended up having to modify all the supports for both Awakening and Fates. I may not seem it by my mannerisms, but I have worn myself down immensely learning how to mod console-based games. Just last week I spent two entire days (not counting bedtime, of course) trying to install some mods on Zelda: Breath of the Wild on Wii U. There are times where I've wondered if what I'm trying is even worth it, but then when I succeed I can at least enjoy the modded games for as long as I have them.
  10. Congrats on your first success. Just figuring out how this stuff works really is the biggest hurdle in doing some general modding. With the sprite being blank, I think you have to go into the Class menu of Paragon and change the BMap icon to something appropriate. I think through this way the character will use the generic class sprite unless you change the BMap icon to that of a class the character has. As for the second issue... unfortunately that's just something that you'll have to do a manual workaround for. By that, I mean you're gonna need to go through the Character data and add back in every support option that Gay Awakening added. Thankfully you don't have to also port every single support conversation, as the support conversations are a different set of data altogether, but it'll still be kinda tedious, particularly if you want to stay faithful to the mod's support options. From experience, I know there are certain files that the gay mods for both Fates and Awakening modify which kinda mess with how Paragon handles mods. I could go into more depth, but the gist is I believe it revolves around the GameData.bin.lz file that's in the "data" directory. If there was a .json file for Gay Awakening (the kind of file that's produced for any mod you make in Paragon), it'd be a simple matter to just load up that file in Paragon and make any additional modifications you want. But AFAIK there's no such file anywhere.
  11. Unless you know how to actually make and import models that work in Fire Emblem Awakening specifically (which I hear you need dev tools for), you can, at best, have the opposite-sex versions of gender-exclusive classes use the same model as other classes, e.g. male pegasus knight model using the male wyvern knight model. I believe this is primarily done through creating a new class entry for each gender-exclusive class and then going into Asset Definitions and setting the models and stuff to use those of the model you intend to use, all in Paragon.
  12. I made the assumption because by the time you are able to recruit any 2nd Gen characters you're basically running into mostly promoted units in the main chapters. I also don't recruit all the children every play through so I have a foggy memory about how some of them go. The same is true of Chrom - or rather, he could be locked out of nearly all possible marriage options unless he gains enough support points with Olivia in the one chapter you recruit her that they could gain a support rank and thus get him forced into a rushed marriage with her (otherwise as I said before he'll be forced to marry a worthless NPC). Though I figure one could sorta deduce as much if they just looked at the support logs. Chrom and Sumia each have four possible marriage options, excluding the avatar because whether they're an option for either character depends on which gender they are. Most other 1st Gen characters have over 10 possible marriage options, while the avatar can marry any of the 1st Gen or 2nd Gen characters of the opposite sex (it's less weird than it sounds, though it is kinda awkward regardless).
  13. It should also be noted that there aren't really any balancing measures in place for the paralogues of each of the 2nd Gen units. Some of them may be fairly easy while others are meant for higher level armies. I think either way all of them have only promoted units as enemies. Don't worry too much, though, if you select a paralogue chapter and think it's too difficult for your current army then you can always improve your army and come back to it later. But it is a bummer if you're thinking that you want to get a particular character at a certain point yet can't because their paralogue is absolutely bonkers. For all the talk of what Fates did wrong, in this respect Fates did thing better by ensuring the paralogue chapters would always be balanced based on how far you are in the game. And yes, you could go as far as unlocking the final chapter of the game and still be able to gain new paralogues to recruit new 2nd Gen units. The only capacity in which any character has any sort of " marriage time limit" at all is Chrom, and that time limit is just how much time he has to mingle with eligible bachelorettes before he's forced into a marriage by the plot. There is absolutely zero pressure otherwise to get any marriages out of the way. You can try to rapidly marry everyone off as quickly as possible, or you can take your sweet time figuring out what you want to do.
  14. I can't say too much without spoiling things. If you want the quick and dirty, you start seeing them after you've completed chapter 13, but only if your avatar, or any of the female characters you've recruited before chapter 13, have gotten married (otherwise beyond chapter 13 you'll see a paralogue pop up as soon as you marry off one of these potential parents). Also, if you don't want marriage plans to be interfered with, make sure Chrom is married before you start chapter 11 (or that every possible option for him is married off by that point) - the game will force him to marry whichever unmarried he has the highest support level with, or in the absence of available options he'll be married to an unnamed NPC who gives Chrom's child mediocre stats and absolutely no class options. If your frame of reference is Fire Emblem: Genealogy of the Holy War, it isn't really much like that. It's more like how it's handled in Fire Emblem: Fates, where the 2nd generation of units are just units that join the 1st generation's war, albeit the 2nd gen in Awakening have a much better reason for actually joining their parents' war than the 2nd gen in Fates.
  15. Yeah, MyCastle building upgrades are locked behind chapter requirements. I think it is chapter 23 you have to be at to get the final upgrade necessary, but the system files kinda make it confusing because they say that Chapter 22 is a requirement for unlocking the last upgrade (I'd guess by that they mean you need to beat Chapter 22 to get the final upgrade). And he can only be unlocked in Birthright (without hacks, anyway). You could also try to get him by purchasing him with Renown in other players' castles, though he'd probably be a bit on the expensive side in this regard and he won't have access to any supports with other characters unless you did some save-editing (which would require hacking your 3DS). To be quite rank, getting him through purchase is probably more worthwhile than just getting him through normal means because he can only gain supports with your protagonist. That is, unless you actually want your character to marry him. With him joining exceptionally late he's about the opposite of optimal for either your protagonist's class options or building Kana, but if you just want to see what their supports are like or are just enamored by stubbled glasses man with creepy puppets enough that you want to befriend him then knock yourself out.
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