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CedAodh

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About CedAodh

  • Birthday 06/21/2001

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  • Favorite Fire Emblem Game
    Thracia 776

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  • Members
    Ced

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  • I fight for...
    Jugdral

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CedAodh's Achievements

  1. By using Oifey bot commands in FE Discord servers, I found two things of note regarding the newest FEH banner with FE: - Karel is called the Saint of Swords rather than the Sword Saint (possibly because they chose to call Od, the crusader from Jugdral, the Sword Saint). They really just pulled a Staff of the Saint again - Noah talking about how Ilia sells death for a living seemed like a very specific choice of words, so that's why I bring this one up. In FEH, he uses the word "peddle." "Ilia survives by...peddling death..."
  2. I went to the end of the table in a hex editor where the last slot is Lilina and Cecilia. Very conveniently, there was 5 rows' worth of free space directly below that last entry before other stuff begins, so it looked like there would be no need to repoint the table, which you told me is currently not possible. Anyway, I figured out what values to plug in and where, and I was able to pull this off. All I have to do now, through the hex editor still, is assign different text entries to be each of the 15 new support conversations. Update: It looks like I got it fully working. Thanks for the tip!
  3. I just noticed. According to quotes from Gonzalez in FEH, Garret's name has been changed to Garrett. Two t's. Also, I had a question regarding using this patch as a base for my own personal mod. I want to add Galle as a recruitable character, and give him five potential support partners like every other character in the game has at minimum. I've noticed that with the support conversation reader, I have lost the ability to implement new support conversations in FEBuilder, when I was able to before the patch version with the reader came out. Specifically, this error is always present when I have the rom open in FEB: "Support conversation data is extremely small. It may be damaged." When I open the Support Convos menu, it's completely blank and there's no hex address showing up. Is there some other application or inside secret I can use to gain edit access to the support conversation table without having to somehow ditch the viewer?
  4. I’d like to think this is worth fixing. In numerous chapters (I remember seeing this happen in chapters 19B and 22 also) the little “Battleground” pointer thing is flipped horizontally, and so now leaves it without enough room to actually fully display the word.
  5. Speaking of typos, I just found another one. This is the dialogue that happens if Sophia is dead at the end of 14x. (I'm doing a draft, and am killing off characters who I'm not using. It's nothing against Sophia!) So, yeah, us instead of use. Also, there's a comma missing in this line from a soldier speaking to Narcian at the beginning of chapter 16. It should be "I'm sorry, General Narcian...". I thought at first it didn't need a comma, because "sorry" wasn't being used for to apologize, but more for an act of politeness. But then I realized it's the same as saying, "Excuse me, General Narcian..." which should get a comma. Based on how you're doing weapon names like "Hand axe" and not "Hand Axe", as that's how only FE7 does it, I'm guessing FE7 is what you want this to look the most similar to in terms of localization. That being said, the Hammer description in FE7 is "Effective against knights." while only the Armorslayer says, "Effective against infantry.", yet both items are being given the latter description in this patch, instead of what they each get in FE7. As for the "imprecise" weapon range, I think you should be able to pick how you yourself want to say the range. Do you want to put in the description what the range actually is ((Mag/2) + 5), or just what it's based off of (Mag)? I personally prefer the former, but if the latter feels more correct, then by all means. This has nothing to do with the patch, but I just really wish IS had done a better job with localized weapon descriptions in games like FE7. Like, there's no flavor text for iron, steel, or silver weapons, and then they give flavor text to the Wo Dao while ignoring talking about an important gameplay effect. That it's locked to the Myrmidon class line and Lyn.
  6. Hello! I had a couple of weapon description errors I wanted to point out. The range for ranged staves in FE6 (barring Saint's Staff) is actually (Magic/2) + 5, but it shows up as just "Mag" in this patch. The Hammer and Armorslayer both say "Effective against infantry." for their descriptions. I know this is how they wrote it in FE7 and FE8 for some reason, but can you change it to say effective against like "armors" or "armored units" instead? Lastly, the Angelic robe says "Increases HP (notice it doesn't say max before HP) by a max of 7 points." Again, I know that's exactly the same as how it's worded in FE7, but can it be changed to say like, "Increases max HP by 7 points." instead? And then one other nitpick that's not really a nitpick. How bothersome would it be to get all of the characters in that nice, thin font imported? As in, more than just what's necessary to write "Binding Blade" and "Gwendolyn" in that font. Because I notice that weapon names like Swordreaver or Killer ballista still get part of their name overwritten by the weapon icon during battle, and even more so if there's a weapon triangle advantage in play. I'm not saying all the names that long have to be changed to be thin for the public patch, but if you would be able to just throw those characters in there, unused, and let someone like me mess around and change it myself for my own personal mod, I'd be very grateful. And if not, totally understandable. Regardless, awesome work you've put into the patch! I don't usually obsess over support conversations as an FE player, but the reader here and how you've implemented it to go even on battle preps is amazing. Edit: "Preparations" was misspelled in the chapter 3 world map story text. It was written as "preprarations," I believe.
  7. Hello! I decided to give this animation a try for Great Lord Roy in a modded FE6 game of mine, and I do have to say that I am like actually in love with it. It makes Roy look like a legitimate general, which I think is important for when he starts leading maybe the Lycian army but especially the Etrurian army. If I do have one critique with the animation, it's not the sword being too bulky, but rather that the shadow very clearly goes over the enemy when Roy attacks. I don't believe it should be doing that. Anyway, the Binding Blade sprite looks even more epic and I've even heard from someone that they've seen a gif of the full animation, but they were unable to show or tell me where I might find it myself. So I thought I might try on this forum to gain any extra info if possible.
  8. Boy, oh boy... I have not posted on SF in years. Seeing all this mostly successful FE5 hacking inspires me. It gives me hope. Anyway, thought I would say something about this "dirty patch to double all weapon EXP." Even though Super Thracia messes with some character ID placements and such, I've confirmed that this double WEXP patch works just fine for the regular FE5 game. All of the playable characters still get what they're supposed to. Although I was surprised to learn that weapon experience growth is actually assigned to characters and not weapons, and on top of that, characters all have individual growths for each of the ten weapon types. Now you can grind those magic ranks faster in vanilla Thracia!
  9. Yeah, now that you mention it, when was the last update released?
  10. What about the "JUST AS PLANNED!" in chapter 23 when the dark bishop gets his long-ranged tome? Or the "The fire of JUSTICE!" when Saias tells Ced that he's from Velthomer? How about when Ced describes himself as "The mage that smites evil." when he appears and one-shots the dark bishop?
  11. http://imgur.com/39h4n5a That's the link to the screenshot.
  12. There's a spelling error in the conversation between Ced and Fee in Chapter 8. Instead of Silesse, Fee says Sllesse. Also, I do have a screenshot of the conversation, but I don't know how to post it. Can anyone help? I know it's a bit of a stupid question.
  13. Just pointing out that with the code, characters wouldn't somehow break their caps and break the game.
  14. I used the gain experience = level-up code and the perfect level-up code, and when I leveled-up someone, on their level-up screen, their stats aside from HP, strength, magic, and skill, would be displayed as zero, and only their HP, strength, and magic would be shown to get increases, but then I would check their status screen, and I would see all their base stats (I think) had really gotten +1. But then I would reset the game and play without cheat codes, and I would totally get screwed with level-ups. Sigurd would level-up and not get even HP which shows that you have broken the game considering he has over a 100% HP growth. Also, if you have the perfect level-up code enabled, characters WILL stop gaining stats once they reach their caps.
  15. I'm suprised no one asked this yet, but do you think it's possible to make it so that when enemy/NPC units finish moving, their sprite changes to gray like with player units?
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