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Jerry311

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About Jerry311

  • Birthday 08/16/2003

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  • Favorite Fire Emblem Game
    Thracia 776

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  1. I just wanna point out that this is at least the second complaint in this thread about pre-promotes being really weak, and I have had numerous discussions about this sort of thing in various discord channels. Me and a lot of other people are tired of having Pent and Jaffar replacements that die on turn 1, and just generally having crappy units. My personal recommendation would be to set it to level 20, but at the very least just make it higher than 10. Maybe you could make the way they autolevel an option you can customize? These units are always awful and it sucks.
  2. Well, I decided to abandon my conquest randomizer, at least for now. I decided to start a birthright randomizer, and there have been some oddities. I selected to randomize for all routes, in case that helps you diagnose the problems or something. First off, the "no" button for saving is just invisible. Probably just a Citra thing. More importantly though, one of the enemies in chapter 2 was completely broken. I'm just gonna attach some pictures for this. Luckily, it didn't crash or anything and i was able to kill the enemy just fine. Note the bottom screen being completely broken and just showing part of the top screen.
  3. I'm using the special edition (revelations) USA rom
  4. I just got that version of citra, loaded my save state from the Shura choice textbox, and the cutscene still freezes at the end. I could try replaying the whole chapter, but I kinda really don't wanna do that.
  5. Well, I've been having a lot of fun with my Conquest randomizer on Citra, but I got to chapter 16, and no matter what I do, the game freezes when it fades to black after the ending cutscene. Doesn't matter if I spare the Shura replacement or not, and it doesn't matter if I skip the cutscene or not, it always freezes. I looked through this entire thread and googled for a bit, and I couldn't find a single other person having an issue like this, so that sucks. And I was really enjoying my vantage bold stance onmyoji Azura. also little stuff, Kaze, Jakob (second servant), and Gunter replacements didn't get auto-leveled when they rejoined. I know this is known, but talking to the Nyx replacement before breaking the wall in chapter 9 freezes the game, thought at least this is avoidable by breaking the wall. I like having supports change to match the new randomized characters, but having paralogues still tied to these random characters kind of sucks. I can never get Dwyer or Nina paralogues now, since Jakob randomized into Ike, and Niles randomized into Gunter (and I'm playing male Corrin) Not sure if this one is even possible to fix, but maybe some sort of check to make sure that all the parent characters can at least S support someone would be nice. All my early-game units were really bad. Partially because they had terrible stats, partially because they had joke weapons. Luckily, I was able to use a save editor, or else chapter 5 and 7 would have been impossible.
  6. So, I'm playing through Fe7 with random recruitment, and I have a few issues. For starters, just in general every prepromote unit I have gotten so far has been varying degrees of awful. Upon doing some math, I discovered that they were all autoleveled with a level 10 promotion. This doesn't sound so bad, but units like Lowen!Pent and Erk!Hawkeye are just really not useful. Most hilarious was Wil!Isadora, without a single double digit stat besides hp. On that note, Lowen!Pent also got slaughtered reliably on the first turn of Living Legend as a green unit, so I had to use FeBuilder and give him 25 def and res. (Would have been unwinnable without hacking or mine glitch) Something else I found interesting was that units like Pent!Priscilla and Harken!Rath were actually just broken. I would recommend making the autolevel be 15. Having broken pent early on is cool I guess, but really I just want decent prepromotes. For example, 15/6 Lowen!Pent would have like 38 hp, 13 str/spd, and 16 def, which is much... less trash. EDIT: just got to the wallace version of Four-Fanged Offense, and Matthew replaces Wallace, only he is an unpromoted thief, despite the fact that I skipped lyn mode, so he should be an assassin. That, and he is only level 1, as if he was promoted. Of course his stats are much too high for a level 1 thief. This shouldn't happen, though I recall it happened with the old randomizer too, so maybe this just isn't fixable? It seems like an easy fix to me, but then again, I'm not the guy who made the randomizer. Another issue with unit stats, I had a few oddities. For starters, there was Bartre!Hector who despite only de-leveling one level, lost a point in almost every stat, for an epic two base speed. This is fine I guess, but was a little odd. More concerning, however, was Sain!Raven who came with lower bases than vanilla, despite getting hector hard mode bonuses. and being the same level as vanilla. I was also confused by Marcus!Ninian having 13 base speed (higher than vanilla marcus) at level 1 cavalier, but I later learned that for whatever reason he just copies Raven!Nils bases, even though I skipped lyn mode. Also, I noticed that fe7's custom animations gimmick is unchanged from vanilla. This meant that Eliwood!Guy had his special myrmidon animations, Erk!Hawkeye had no animations whatsoever, etc. This means janky palettes at best, and game crashes at worst. The final boss turns on animations no matter what, and having a personal animation without a matching weapon type makes the game crash. At least, once again, this is an easy fix in FeBuilder. Whats weirder is that I'm pretty sure the old randomizer did adjust personal animations, but Yune doesnt? A brief but related note, for whatever reason some units have janky palettes, even in classes they can get in vanilla. Priscilla!Marcus was one of them, and there was at least one more that I can't remember at the moment. Also, a feature to make mages not trash in random classes would be cool. Almost every magical unit in random recruitment is gonna be borderline unusable because of the class bases, so an option to buff magical class bases would be good. There is the option that ignores class bases, but then every unit ends up feeling really similar to vanilla, and its just boring. For some reason mashing the description of the wind sword creates some really wacky visual glitches. Not sure if you can even fix this or if its even a thing in vanilla, but I noticed it and it's weird. Probably caused by the description not fitting in the text box. Everything goes away when you reset the game though. EDIT: I am using version 9.1, so sorry if any of these issues were fixed already in 9.2. btw, you should update the original post to say that the newest version is 9.2, because it still says 9.0 Btw I just wanna take a moment to say that even if I run into issues, I really do love this randomizer and I definitely respect the hard work that goes into this.
  7. I have been playing an fe6 randomizing using this, and things were going really well up until chapter 16. For unknown reasons, no matter what I do, the game softlocks near the end of the second enemy phase. I have tried several things in febuilder, such as removing enemies and changing items around, but nothing changes the fact that it softlocks. What makes this even weirder, is that there are no events that play normally when it softlocks. The only event on that turn is hugh (now karel as a nomad) talking about his wanting his pay, but the softlock occurs a while after that. At first I thought it might be the bishop with silence causing it, but after removing it, the softlock still occurs. I have attached my randomizing settings, and a screenshot of the softlock. the game still runs with music and everything, but no matter how long i wait it does not progress, and no inputs do anything. UPDATE: I fixed the softlock. I tried moving the zeiss and hugh replacements to near my starting position, as well as the seize point so i could just end the chapter before it softlocked, but SOMEHOW that fixed the softlock. Upon further testing, moving the zeiss replacement outside of his normal starting room fixes the softlock completely. This makes no sense because he is already spawned by the time it normally softlocks and no events call him on that turn. I really just... dont get it, but it's fixed I guess? I tried importing my save onto the rom i used as the base game, and everything worked just fine, no softlock, so in some weird way this is the fault of the randomizer I guess?
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